Games

The catalog.

Every game here sits at one stage of the same pipeline, from a greenlit idea to a build we have retired. Right now the catalog holds lab (active experiments and side bets), showcase (the games carrying the story on the front door), archived (preserved but paused), and cut (what we stopped making, with the reason kept visible).

Version numbers (v0.8, v3.1, etc.) are the build count — bigger means more iteration. How games move through Caz explains the pipeline.

Browse the full catalog.

Use the filters when you want the daily puzzles, the prose experiments, the AI-as-gameplay work, or the things we stopped making. The static stage sections remain readable without JavaScript.

Showing 90 games.

Showcase — The four games carrying the story. 5

showcase · hold · v0.5

Far Green

Drag to sling a probe off the tee, let planets bend the shot, and tap mid-flight to anchor where the next stroke starts — nine handcrafted holes, plus a fresh certified nine every day.

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.5 hold — first-shot coach is clear enough to test; no v0.6 hazards, daily-course machinery, ace/certification copy, score/share/audio polish, or course-generator work until 2-3 cold reads prove first drag/release, first gravity bend, tap-to-anchor comprehension, and whether certified-daily language reads like play rather than obligation

Arcade & action

PlayJourney notes

showcase · current · v1.1

Drift

Tap near the drifting dot to push it into rings; the first HUD line coaches the nudge before any curve or score-chase language appears.

Maker: Caz studio

Evidence: Showcase: strongest current public evidence.

Latest: v1.1 — first-HUD coach hides ring/motion/timed curve chips until after the first catch and starts the run with Tap near the dot to push

Arcade & action

PlayJourney notes

showcase · hold · v1

Pollen

Watch one color for two seconds, pick the swatch that matches your memory, then keep going through today’s five-color row if it feels good.

Maker: Caz studio

Evidence: needs-cold-read

Latest: v1 hold — front-door color-memory loop is clear enough to test; no v1.1 streak/share/difficulty chrome or trace-review polish until 2-3 phone-first reads prove first flash clarity, six-choice picker comprehension, late-round fairness, and whether the score/review ending feels playful rather than punitive

DailyCraft

PlayJourney notes

showcase · hold · v3.5

Night Line

Pick which strange caller goes on air first, ask what the host should say, and keep the midnight show alive until the network feed cuts in.

Maker: Caz studio

Evidence: needs-cold-read

Latest: v3.5 hold — first caller-choice promise is clear enough to test; no v3.6 callers, meter tuning, quote/share chrome, handoff-note polish, radio lore, generated prose, or route-map systems until 2-3 cold reads prove the first caller choice happens within 10 seconds and the ending note feels like closure rather than homework

Prose & IFSystems

PlayJourney notes

showcase · hold · v4.3

Tutor

Four strange fact cards. Three are true; one is wrong. Tap the bad card, then see why it sounded believable.

Maker: Caz studio

Evidence: needs-cold-read

Latest: v4.3 hold — first-card tap loop is clear enough to test; no v4.4 live follow-up, candidate probes, more sets, source-proof chrome, scoring, daily/share systems, or model/proxy work until 2-3 cold reads prove Tap the bad card feels playful rather than school-like, false cards feel fair, reveal text earns Next set, and source notes do not become pre-play work

AI as gameplayPuzzle & deduction

PlayJourney notes

Lab — Playable experiments and side bets. None has earned a showcase slot yet. 33

lab · active playable · v0.2

Cloud Courier

drag the cloud cart under gold moon-mail envelopes, dodge black storm bills, and keep a three-heart night route alive

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.2 — first-contact legend now shows Catch: moon mail / Avoid: storm bills, the opening hint says Tap Start then drag, first catch feedback calls out GOOD MAIL, and the route HUD stays capped at 3/3 instead of briefly implying 4/3; next gate is still 2-3 phone-first reads proving object recognition and retry reason land within 10 seconds

Arcade & action

Play

lab · hold · v0.5

Ringshot

drag the honey down-left, let go, and get an instant ring or splat response before trying the next arc

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.5 hold — first-miss feedback is clear enough to test; no v0.6 auto-aim, extra bells, streaks, score/share polish, audio polish, or new modes until 2-3 cold phone-first reads prove the first fling happens within 10 seconds, ring/splat feedback is noticed, and PULL DOWN-LEFT feels tactile rather than fussy

Arcade & action

Play

lab · hold · v0.4

Tipping Point

tap when the swinging slab is over the glowing target, then use the first landing note to stack higher before the tower tips

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.4 hold — target-ring and first-landing feedback are clear enough to test; no v0.5 slabs, SAVE explanation, score/share/audio polish, modes, or best-line work until 2-3 cold reads prove first tap within 10 seconds, target-ring clarity, landing-note visibility, and whether late SAVE/best language feels like play rather than assignment

Arcade & action

Play

lab · hold · v0.4

Updraft

tap the glowing target under a falling ember, puff it upward, then wait for the small glow to say the next puff is ready

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.4 hold — ready-pip repair is clear enough to test; no v0.5 score/share/challenge systems, extra embers, audio polish, streaks, or cooldown tuning until 2-3 cold phone-first reads prove the first puff happens within 10 seconds, wait-for-glow / puff-ready text is noticed, and the enforced rhythm feels like play rather than lag

Arcade & action

Play

lab · hold · v0.6

Wrong Pair

flip any two face-down cards, match the sentence halves, and keep v0.7 on hold until cold reads prove the first result and side rails feel like memory play rather than literary bookkeeping

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.6 hold — first-result delay is clear enough to test; no v0.7 routes, quotas, score, dailies, share systems, bigger boards, copy/export polish, or more ghost-thread taxonomy until 2-3 cold phone-first reads prove first-card tap clarity, wrong-pair flash noticeability, post-first side rails, and mobile text readability

Puzzle & deductionProse & IF

Play

lab · iterating · v0.5

Hidden Words

start with one glowing word in the grid; after LEFT is found, the full word list and last-word ending choice open

Maker: Caz studio

Evidence: Lab: playable, but evidence is still being gathered.

Latest: Playable lab build; still earning evidence for whether it belongs on the front door.

Puzzle & deductionProse & IF

Play

lab · hold · v0.4

Certain Field

tap the glowing start square, watch safe numbers open, then mark only the hazards those numbers make feel certain; held at v0.4 until cold reads prove first-flag comprehension

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.4 hold — starter-square and Good open nudge are enough to test; no v0.5 boards, proof prose, timer/share chrome, or clue-list expansion until 2-3 cold reads prove the first flag feels like play rather than homework

Puzzle & deduction

Play

lab · hold · v0.4

Archive Stamp

push one box onto a glowing seal before map, counters, undo, reset, and receipt chrome appear; on-screen arrows make the first shove playable without a keyboard

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.4 hold — first-push chrome delay is promising, but v0.5 waits for 2-3 cold reads on first shove clarity, arrow comprehension, and whether archive/status surfaces feel playful rather than clerical

Puzzle & deduction

Play

lab · iterating · v0.5

Frame Gate

hold Brake and release inside the green window first; gate stats, clean-chain talk, logs, Jump, and Dash wait until after that first timing try

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.5 — first-gate chrome delay: Gate/Attempts/Clean-chain stats, log, and authored gate phrase stay hidden until after the first Brake release so the opener is one timing verb, not a course dashboard

Arcade & action

Play

lab · hold · v0.4

Return Room

press right first; left, jump, and wall-kick wake up after the first move so the opener is one clear platformer action

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.4 hold — first-button lock is ready for evidence; pause v0.5 rooms, wall-kick tuning, route-map polish, scoring, and share/export work until cold reads prove the first right move and mobile controls feel playful

Arcade & action

Play

lab · iterating · v0.4

Latch Room

choose what to do with a window, a ticket, and a case, then pick the one word that shapes the ending

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.4 — keeps the three two-button room choices but replaces latch/carry/evidence wording with ending-word language so the final step reads like a story choice, not a rules term

Prose & IF

Play

lab · iterating · v0.5

Missing Word

tap Keep the name or Lose the name before the opening prose; after each choice, a short response says what your sentence just changed

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.5 — after every sentence choice, the next card leads with a short response before more prose or ledger detail, so the tap gets immediate story feedback instead of feeling like invisible route bookkeeping

Prose & IF

Play

lab · iterating · v0.3

Repair Diptych

click one glowing crack first; the palette, commit button, and comparison notes appear only after that first paint mark

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.3 — one-mark opener hides palette, commit, counters, and comparison notes until the player paints the glowing crack first

Craft

Play

lab · iterating · v0.4

Spare Key

tap one of two room details, keep choosing through Mara’s room, then read the room’s answer before optional kept-detail notes appear

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.4 — ending admin delay: keeps v0.3's first-choice layout, then leads the finale with prose closure before optional kept-detail/save-note surfaces

Prose & IF

Play

lab · iterating · v0.3

Void Ledger

tap the glowing square first; goal, doors, palette, board, check buttons, and share-code notes appear only after that first carve

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.3 — one-card opener: first contact is only First tap / Erase the glowing square plus the glowing cell; goal/doors/palette/board/check/share chrome waits until after the first carve

Craft

Play

lab · iterating · v0.5

Quiet Plan

start with one fictional task card, put it in Today, Later, or Let go, then let the rest of the quiet sorting board open after play starts

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.5 — one-card opener: the first screen renders only one starter card and three shelf choices; the rest of the fictional day and soften controls appear after the first sort

Regulation

Play

lab · hold · v3.3

Kern By Eye

Drag one letter sideways until the word looks easy to read, then compare your spacing with the target gap after that first move.

Maker: Caz studio

Evidence: needs-cold-read

Latest: v3.3 hold — first-drag gate is clear enough to test; pause score/share/type-note work until cold reads say whether the niche title, mobile drag, and reveal scoring feel playful

Craft

Play

lab · iterating · v1.5

The Redactor

black out the circled risky clue first, then hunt for names, places, dates, and other details that could identify a source

Maker: Caz studio

Evidence: built-static-verified

Latest: Playable lab build; still earning evidence for whether it belongs on the front door.

Prose & IF

Play

lab · iterating · v0.6

Beam

tap when the white line crosses the gold stripe; a live coach now answers the first miss with wait for white inside gold instead of leaving only a gray line

Maker: Caz studio

Evidence: built-headless-verified

Latest: v0.6 — adds a tiny live coach under the one-button timing loop: start with Tap as white line crosses gold, then Hit/Bullseye/Miss lines make the first retry feel guided instead of silent

Arcade & action

Play

lab · iterating · v1.2

Feels Like

see one word, tap a starter color that feels right, then compare your pick with the daily color

Maker: Caz studio

Evidence: built-static-verified

Latest: v1.2 — first-color feedback and judge-language softening: the commit button names the picked color/word and public copy says daily color instead of judge before play

Puzzle & deduction

Play

lab · hold · v3.2

Palette Pair

see one big color, tap one of three large starter partners, or open the full swatch book only if you want another color

Maker: Caz studio

Evidence: needs-cold-read

Latest: v3.2 hold — starter partner choices are clear enough to test; pause v3.3 mechanics/share/score work until 2-3 cold reads say the opener still feels like a test instead of play

CraftPuzzle & deduction

Play

lab · iterating · v0.5

Wander with Me

tap near a quiet light to pull the small spirit toward it; catch one for a soft sentence fragment, with save/keepsake surfaces waiting until after play starts

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.5 — first-contact copy says tap near a light, hides save/export before the first catch, and delays keepsake row until after the first nudge

Regulation

Play

lab · iterating · v0.4

Morning Hold

pick one calm object, tap its first tiny hold, then let comfort options and local keepsakes appear only after play starts

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.4 — first-object-before-keepsakes: comfort/settings and local keepsake history stay hidden until the player picks a calm object

Regulation

Play

lab · iterating · v0.4

Threadbare

read Jae's late-night text, tap replies, and read the morning answer before any optional remembered-lines note appears

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.4 — cuts the second-pass pinning task: after the eight text replies, Jae's morning answer comes first and the remembered-lines record stays optional

Prose & IF

Play

lab · iterating · v0.5

The Last Box

start with the blue mug, choose box/shelf/window, and let the ending answer before any optional room card or save button

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.5 — ending admin delay: keeps the blue-mug opener unchanged but moves the room card behind an optional details tap and renames the save action so closure leads with prose, not a receipt

Prose & IF

Play

lab · hold · v1.3

Gate Orchard

place one orchard row, pull the weeds, and close the gate; held at v1.3 until cold reads show whether the field feels cozy or like small-sim admin

Maker: Caz studio

Evidence: needs-cold-read

Latest: v1.3 hold — first-contact ledgers stay hidden until the player changes the field, but no v1.4 work should proceed until 2-3 cold reads test row/weed click, gate-close understanding, and dashboard close-tab risk

Systems

Play

lab · iterating · v1.3

Gate Trace

hold right or press Run → first, then jump after the room is moving; the run map and export tools wait until play starts

Maker: Caz studio

Evidence: built-static-verified

Latest: v1.3 — one-button opener: first contact now asks only Run →, adds visible touch buttons, and delays the jump instruction until after movement starts

Arcade & action

Play

lab · iterating · v0.4

Trace Loop

hold Right first; Jump, Left, and reset wake up after the runner moves, then your gold ghost shows the last fall

Maker: Caz studio

Evidence: built-static-verified

Latest: v0.4 — one-button opener: first contact highlights only Right and locks Jump/Left/reset until the runner moves, so the platformer starts as one clear action instead of a control panel

Arcade & action

Play

lab · iterating · v0.5

Official Record

start with the glowing blue bowl, keep its memory or list it as property, and let the room answer before the optional object record appears

Maker: Caz studio

Evidence: Lab: playable, but evidence is still being gathered.

Latest: v0.5 — ending now leads with the room's answer and hides the object record behind an optional reveal instead of opening on a summary/readback screen

Walking simProse & IF

Play

lab · iterating · v0.1

Well Placed

you can't steer the comet — drag a gravity well around the field and bend each shot's path into the star

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.1 — built in a clean-room experiment: the builder worked with no access to the studio or its games; first public version after one fix pass

Arcade & action

Play

lab · iterating · v0.1

Echo Reef

drag sonar pulses to herd drifting lights into reef rings before the tide runs out, then push deeper one reef at a time

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.1 — built in a clean-room experiment: the builder worked with no access to the studio or its games; first public version after one fix pass

Arcade & action

Play

lab · iterating · v0.1

Let Go

you are a probe with no engine — tap to let go at the right moment and drift from orbit to orbit until the wormhole takes you home

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.1 — built in a clean-room experiment with no studio context and no craft rules; first public version after one fix pass

Arcade & action

Play

lab · iterating · v0.1

Signal Garden

swing the receiver to catch golden signals and let the red static pass — every clean catch plants a bloom in your light garden

Maker: Caz studio

Evidence: needs-cold-read

Latest: v0.1 — built in a clean-room experiment with no studio context and no craft rules; first public version after one fix pass

Arcade & action

Play

Archived — Preserved but paused; useful for critique and lineage. 2

archived · archived · v2.2

The Correspondence

pulled from the front door 2026-05-14; open the last playable v2.1 archive for critique, with the retirement note preserved at /the-correspondence/

Maker: Caz studio

Evidence: Archived: preserved, not actively promoted.

Latest: Archived for critique and lineage, not current showcase momentum.

Prose & IF

Play

archived · archived · v0

Confidant

archived first AI-as-gameplay prototype; useful as studio history, not the current path for cold-player clue play

Maker: Caz studio

Evidence: Archived: preserved, not actively promoted.

Latest: Archived for critique and lineage, not current showcase momentum.

AI as gameplay

Play

Cut — What we stopped making, with the reason still visible. 50

cut · cut

Break Clause

cut from the active playable catalog; the current clause/parser frame asks visitors to write and debug instructions before the courier-routing toy feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

SystemsPuzzle & deduction

Play

cut · cut

Rule Cascade

cut from the active playable catalog; the current factory-rule sequence asks visitors to manage collision order and aggregate forecasts before a familiar play verb feels good

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

SystemsPuzzle & deduction

Play

cut · cut

Tile Priority

cut from active catalog attention; after first-board and copy repairs, the current rule-card/K-sink/Gate-release workflow still asks visitors to operate priority rules before the parcel-routing toy feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

SystemsPuzzle & deduction

Play

cut · cut

Blueprint Trial

cut from the active playable catalog; the current encounter-editor/export loop asks visitors to administer schema, scout, Foundry-stub, and bypass tooling before a plain room-toy play verb appears

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Systems

Play

cut · cut

Crystal Contract

cut from the active playable catalog; the current compact deckbuilder/rate-race frame asks visitors to parse contract, rung, draft, output, threat, clock, and cash decisions before the card-spending verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Systems

Play

cut · cut

Thesis Trace

cut from the playable catalog; one fixed craft-trace plate was still advertised as a daily/craft loop without a maintained constructor cadence

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

DailyCraft

Play

cut · cut

Field Scar

cut from active catalog attention; the current seasonal sprite-field tool asks visitors to manage scar types, founding-mark rules, carry-forward previews, and receipt/export before a simple field-stamp toy feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Craft

Play

cut · cut

Provenance Pixel

cut from the playable catalog; one hard-coded Day 019 craft plate was still advertised as a daily/craft loop without a maintained plate feed

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

DailyCraft

Play

cut · cut

Provenance Gap

cut from active catalog attention; the current archive-provenance frame asks visitors to handle documents, track one-pass wear, and preserve an unresolved outlier before a familiar play verb appears

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IF

Play

cut · cut

Anchor Margins

cut from active catalog attention; the current thesis-and-margin arrangement asks visitors to manage annotator notes, page order, live reads, and receipt language before a familiar play verb appears

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IF

Play

cut · cut

Crack Set

cut from active catalog attention; the current ten-shard chisel/export workflow asks visitors to manage irreversible artifact-making before the simple place-and-watch-gold-cracks toy feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Craft

Play

cut · cut

Rule Deck

cut from active catalog attention; the current deckbuilder proof asks visitors to declare lines, manage frozen swaps, replay deterministic seeds, and parse pressure rungs before the card-playing verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Systems

Play

cut · cut

Left Frame

cut from active catalog attention; the current one-room horror frame asks visitors to choose a mode and manage six evidence marks before a simple haunted-object touch feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IFAI as gameplay

Play

cut · cut

Kern Volume

cut from active catalog attention; the current fixed kerning study asks visitors to classify typography spacing moves before a direct drag, nudge, or compare toy feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Craft

Play

cut · cut

Brief Echo

cut from active catalog attention; the current deterministic prompt-drift build asks visitors to review paraphrases before the courier walk feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

Play

cut · cut

Cascade Ledger

cut from active catalog attention; the current factory-debt loop still asks cold visitors to manage machines, ratios, and shutdown consequences before it feels like a toy

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Systems

Play

cut · cut

One-Clue

cut from active catalog attention; the current fixed cryptic-clue study depends on setter/editor trust and cryptic conventions before a cold visitor reaches play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Puzzle & deduction

Play

cut · cut

Ornament Crop

cut from active catalog attention; the current crop/export/archive artifact workflow needs a one-screen frame toy before more print, gallery, or cadence polish

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Craft

Play

cut · cut

The Name of It

cut from active catalog attention; the current Latin-name judging toy asks cold visitors to invent defensible binomials, parse root precedent, and absorb score axes before the name-making verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IF

Play

cut · cut

Jurorgram

cut from active catalog attention; the current fixed juror-case build asks visitors to read legal-ish cases, compare verdicts against rationales, and handle follow-up study framing before the spot-the-liar verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Puzzle & deductionProse & IF

Play

cut · cut

Imposter

cut from the active playable catalog; the current live-LLM/proxy frame asks visitors to parse model plumbing before the spot-the-fake-voice game feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

Play

cut · cut

Redacted

cut from active catalog attention; the current hidden-document chatbot asks visitors to parse proxy/fallback, corpus, detector, and four-source-word leakage rules before the ask-and-catch game feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

Play

cut · cut

Orientation

cut from active catalog attention; the current ten-question live/fallback new-hire interview asks visitors to manage proxy status, workplace small talk, transcript/provenance, and a delayed hidden-motive reveal before the ask-and-catch verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

Play

cut · cut

Spyfall One

cut from active catalog attention; the current social-deduction/proxy frame asks visitors to parse actors, cross-examination, live AI/proxy, and scripted-human false-anchor caveats before the spot-the-fake accusation feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

Play

cut · cut

Hearing

cut from active catalog attention; the current 90-second argument-writing loop asks cold visitors to draft persuasive copy for a judge before a familiar play verb or payoff appears

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

Play

cut · cut

Token Counter

cut from active catalog attention; the current tokenizer quiz asks cold visitors to parse cl100k_base, token counts, BPE splits, and exact/close/miss scoring before a familiar word-play verb appears

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplayPuzzle & deduction

Play

cut · cut

Coffee

cut from active concept attention; the Confidant rebuild frame advertises AI-as-gameplay backlog and coffee-shop confession setup before a familiar question-card or catch-the-tell verb exists

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

cut · cut · v0.1

Room Argument

held from the active catalog: the current build is closer to DM prep/export tooling than first-contact play. Revive only as a one-room place-and-test toy with a visible pawn, clear exit, and no export gate before the first move.

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Systems

Play

cut · cut

Signal Check

cut from the active playable catalog; the current confidence-drift queue asks visitors to supervise, calibrate, and debrief model outputs for 30 cases before a familiar play verb emerges

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

Play

cut · cut

Specimen

cut from the playable catalog; the five-entry modulo typeface set was still advertised as a daily/contributor service without a maintained schedule

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

DailyCraft

Play

cut · cut

The Patient Witness

cut from active catalog attention; the current AI-witness concept advertises sealed-truth wrappers, written verdicts, stress tests, and classifier upgrades before a familiar catch-the-lie verb exists. Revive only as a one-screen witness-card toy: four compact lines, tap the suspicious line, instant reveal, and no model/proxy setup before the first accusation.

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

cut · cut

The Second Mug

cut from active catalog attention; the current fixed-room IF piece asks cold visitors to appreciate an irreversible one-word/second-register prose mechanism before the touch verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IF

Play

cut · cut

Inherit the Mess

cut from active catalog attention; after the glowing stuck-drum opener, the current factory build still asks cold visitors to parse SPM, quota, baseline, lift, graph nodes, operator notes, shift logs, and share codes before the fix-the-machine toy feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Systems

Play

cut · cut

Subject Index

cut from active catalog attention; the current document-and-label horror form still asks cold visitors to read archive records, manage seven fields, and satisfy a submit gate before the haunted labeling payoff feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IF

Play

cut · cut

Distance

cut from the active playable catalog; the notation-idle formula loop asks cold players to parse rates, proof marks, an automator, and a reset hinge before a recognizable play verb appears

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Systems

Play

cut · cut

Lunch Ascension

cut from active catalog attention; the current deckbuilder asks cold visitors to choose a path, parse A0-A10 ascension, and understand boss/card counters before the first card click feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Systems

Play

cut · cut

Last Door at the Library

cut from active catalog attention; the current walking-sim prototype asks cold visitors to parse claim-test, threshold repair, room-tone, counters, and terminal-silence framing before the walk-and-collect verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Walking sim

Play

cut · cut

Rule Record

cut from the active playable catalog; the current declaration-and-tile-rule proof lab asks cold visitors to write and debug a specification before the fun is visible

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

SystemsPuzzle & deduction

Play

cut · cut

Still Point

cut from active catalog attention; the current graph-proof puzzle still asks cold visitors to parse agreement/opposition notation and satisfiability before the cross-out verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Puzzle & deduction

Play

cut · cut

Palette Lock

cut from active catalog attention; the current ten-minute sprite sprint asks visitors to manage palette locks, silhouette briefs, irreversible pixels, timers, PNG export, and stroke replay before the simple coloring verb feels like play

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Craft

Play

cut · cut

Minutes of Us

cut from active catalog attention; the current crisis-meeting phrase ledger asks visitors to administer promises, risks, and contradiction logic before the word-tile play verb feels light

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IFSystems

Play

cut · cut

Polysemy

cut from the playable catalog; the finite five-entry daily/prose loop does not currently earn public catalog space

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IF

Play

cut · cut

Diction

cut from the playable catalog; the finite five-entry daily/prose loop does not currently earn public catalog space

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Prose & IF

Play

cut · cut

Tell

cut at v0; the mechanic didn't earn a second session

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

AI as gameplay

Play

cut · cut

Glyph-one

cut at v0; overlapped with Kern By Eye without adding signal

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Craft

Play

cut · cut

Attribution

cut overnight after the eval-set named the failure mode

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: the cut build needs three live model calls per session with no scripted fallback, so it stays unlinked from play until the studio's serverless model route can power it; the page itself stays up as the visible record

AI as gameplay

cut · cut

Comet Club

comet mini-golf around planets — cut because the studio already ships this idea as Far Green; built with no knowledge of the catalog, it reinvented our flagship anyway

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Arcade & action

Play

cut · cut

Orbit Weaver

weave orbit lines through star gates — cut because the catalog already ships this drag-and-release shape twice (Far Green, Ringshot); built blind, it also twinned another game from its own batch

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Arcade & action

Play

cut · cut

Signal Skip

skip flares into drifting dishes — cut as a concept twin of Ringshot, and its scoring quietly punishes the skip mechanic it is named after

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Arcade & action

Play

cut · cut

Tide Thread

draw a current to guide paper boats — cut because the loop was never finished (the builder hit a hard output limit mid-write) and the concept twins Well Placed anyway

Maker: Caz studio

Evidence: Cut: stopped intentionally.

Latest: Cut from active development; kept here so the stop decision remains visible.

Arcade & action

Play