A DECKY IDLE GAME FOR 17 PHYSICAL LIGHTS

ONE SHIFT.
THREE LIVING SURFACES.

The television reveals the city. Decky becomes its control room. The Steam Machine light seam keeps the mine alive at a glance.

StripMine pixel-art mine, city and pickaxe logo

ONE LIVE SAVE · One mining shift across the television, Decky and seventeen physical lights.

THE CONNECTED EXPERIENCE

The same shift, told three ways.

Switch surfaces below. The television and Decky views run the real v0.1.1 bundle; the physical view simulates its seventeen source LEDs and their diffusion.

LIVE BUILD · V0.1.1
‹LIBRARY12:41   ◉ 84%
STRIPMINEThe mine keeps running behind Decky.
Ⓑ BACKⒶ SELECT
AGE I · EXTRACTINGNORMAL · ×2
FRONT VIEW · 156 × 152 MM
LOGICAL PREVIEW · 17 INDIVIDUAL LEDSSHUTTLE → STRIKE → RETURN
2 WORKERS · 4-CELL EMERALD
WEST CITYOPEN MINEEAST CITY

Orange workers cross the open cave. The four-cell emerald vein shrinks as it is mined; loaded workers briefly inherit its green.

iBrowser simulation. The row exposes the seventeen source pixels; the machine above shows how its diffuser blends them into one continuous light seam.
01 · PRIMARY VIEW

BUILD THE CITY. FEEL EVERY DELIVERY.

The full 16:9 world carries the drama: workers cross the mine, buildings climb floor by floor and every score becomes architecture.

● LIVE V0.1.1
VISUAL HIERARCHY

One purpose per surface.

01TELEVISION = EMOTION

Characters, architecture, scoring and the long-form progression live here.

02DECKY = DECISION

Five story cards and the controls needed while the game continues behind them.

03LIGHT BAR = GLANCE

City at the edges, mine in the centre, workers in motion. Nothing else competes.