Projects / paused
Living-room game portfolio
Six Apple TV and iPhone apps across three titles, where the TV is the shared screen and each phone is a controller.
- Status
- paused
- Languages
- Swift, C#
- Current release
- —
- Latest
- —
How it works
A deterministic rules core advanced only through advanceTime(to:) and explicit intents; LAN transport first with Multipeer fallback and an in-process loopback for integration tests; reconnect as a first-class path via sequence-gap resync rather than teardown.
A monorepo of Apple TV host apps and iPhone companion controllers for living-room party games. Twenty local Swift packages, a deterministic seeded rules core that never reads a wall clock, a Unity exception for one title, and a .NET relay service. All six apps built and reached App Store review; none shipped.
- ~3,441 Swift test functions and 1,110 Unity EditMode [Test] methods — both derived from the tree.
- Rules engines never read a wall clock, so a match is replayable from its seed.
- Reconnect is a designed path: sequence-gap detection triggers a resync, not a teardown.