THREE MACHINES. ONE FANTASY CONSOLE FAMILY.

omibit

Small machines. Real games. Yours to make.

Build a world in Lua, draw every pixel, and save the whole thing as a PNG cartridge. Make it yourself or with an agent. Play it right here in your browser.

free — no install, no account · read the spec

O8→O16→O32→O64reserved

omibit+PERSONAL FANTASY SYSTEM
Cartridge previewloading
BRO / O8
Browse all 40 games ↗
SYSTEM READY
O8SERIES 01
O8 / O16 / O32

choose a cartridge · click the screen · arrows + Z / X

MEET THE MACHINES
01

THE LADDER

Three machines. Three ways to make.

Omibit is a family of finished fantasy consoles. Pick the constraints that spark an idea. Each has its own character; all share the same cartridge format.

O88-bit
BRO, an actual O8 game▶ PLAY BROSIDE-SCROLLING PLATFORMER

Small screen. Big personality.

Sprites, chiptunes, and a tiny Lua playground. Start here and make every pixel count.

screen
128×128
colours
16 fixed
cartridge
32KB
Make your first game
O16SNES-class
GPX, an actual O16 game▶ PLAY GPXMODE 7 RACING

A little more room to explore.

Richer sprites, 32 colours, and Mode 7 landscapes. Build a bigger adventure—or one more lap.

screen
256×224
colours
32 fixed
cartridge
256KB
Inside the O16
O32PS1-class
MEADOW, an actual O32 game▶ PLAY MEADOWLOW-POLY EXPLORATION

Step into another dimension.

Textured triangles, low-poly worlds, and that unmistakable 3D wobble. Make somewhere to get lost.

screen
320×240
colours
256 fixed
cartridge
1MB
Inside the O32
All three machines are implemented. The 1.0 compatibility contract is under review. Built to last.O64 RESERVED / NOT A MACHINE
02

THE CART

That picture is the whole game.

Code, sprites, maps, and sound—all inside a real PNG. Keep it in a folder. Send it to a friend. Open it in the console and play.

  1. 01
    MAKE

    Write some Lua. Draw a sprite. Give it a sound.

  2. 02
    EXPORT

    Save your game as one image. The cartridge is yours.

  3. 03
    PASS IT ON

    Share the original PNG. Your friend can play or remix it.

How does a picture store a game?

Game data lives in the low two bits of each RGBA channel—one byte per pixel. The visible label stays an image; the console reads the code and assets inside. Keep the original PNG intact: resizing or recompressing it can damage the game data.

Read the cartridge guide ↗
CARTRIDGE / O8PNG FILE
BRO game cartridge. Download this image to keep the complete game.↓ SAVE THIS GAME

A real game, not a mockup.
Load this PNG in the console to play.

03

AGENTS

An idea. A few iterations. A playable cart.

Make it yourself, or click build with an agent in the editor: copy the address it gives you into any MCP client, and the agent writes code, runs carts, inspects screenshots, and tries again — right on this site, no install. Here’s how an actual game came together.

DRIFT / RECORDED BUILD01 / 07
Drift at step 1: the ringACTUAL OUTPUT / O8

STEP 1

the ring

static scene first: title, ring guide, ship marker. something to verify against.

  1. ›load_cartOK
  2. ›runOK
  3. ›screenshotOK
  4. ›state_hashOK
RECORDED STATE HASH6ce4e0bd
SELECT A STEP TO SEE IT EVOLVE

Recorded output and tool calls from the original session. Watch the full build ↗

One-click on the site, or the local CLI and stdio MCP when you prefer offline, repo-based workflows. One core either way.

Connect your agent ↗
04

DETERMINISM

Same game. Same inputs. Same result.

A ranked replay starts fresh and records your buttons. Run it again and the machine produces the same frames and state hash. That makes scores verifiable and agent creations testable.

cart bytes + input log → frames + state hash

DETERMINISM / LIVE CHECKBOUNCE.O8
RUN A FRESH MACHINE
Bounce cartridge preview
STATE HASH--------
RUN B FRESH MACHINE
Bounce cartridge preview
STATE HASH--------
Same cart. Same 120 inputs.

Two independent O8 instances running here in your browser. Every frame and state hash is compared—not a prerecorded animation.

What keeps the machines consistent?

The browser and headless tools use the same deterministic core. A golden corpus checks expected frames and hashes on both hosts. The state hash checks RAM and the frame counter; replay verification reruns the cart from its initial state.

Read the compatibility commitment ↗
05

YOUR TURN

Pick a cart. Or start with a blank screen.

The console, editor, and games are all in your browser. No install. No account. Just open a machine and see what happens.