A brutal fantasy arena sport, played in the browser. Two teams of alien creatures fight to carry a wriggling live "skreel" across a blood-soaked pitch and drop it into the enemy pott — while a monster lurks in the water-filled moat, the referee hands out cards, and the loser of every brawl gets carried off the field.
Play a one-off match, or take a club through a full season: scout rivals, work the transfer market, juggle morale and money, and lift four regional cups.
No installs, no plugins, no build step — it runs on a plain static web server.
You can test it here: http://mcs.k8s-testing.io
- Fast, readable arena action — seven skreels (rounds) per match, three player roles (runners, blockers, a hero), passing, tackling, fist-fights, fouls, ejections, injuries and deaths. A live referee calls the game and a moat monster eats anyone who lingers in the water too long.
- Full season campaign — 4 regions × 4 cities, each with its own climate-themed creatures and hand-painted town. Time is your real currency: every action burns hours, and game day comes whether you're ready or not.
- Manage everything — a transfer market that restocks daily, a bank with a credit line, an inn for scouting and recruiting, a hotel that drives team morale, training, a healer, and trackside betting.
- Pre-match team sheet — pick your five starters from the squad, drag their start positions on a pitch minimap, and set per-role tactics before kick-off.
- Interactive practice mode in the arena to drill against any opponent with no consequences.
- Five playable creature races, each with a distinct stat archetype and its own animated sprites.
| Live match | Town hub |
|---|---|
![]() |
![]() |
The pre-match team sheet — squad, start positions, and tactics:
| Action | Input |
|---|---|
| Move / run to a spot | WASD, or hold the right mouse button toward the cursor |
| Aim & throw the skreel | hold left mouse button to aim, release to throw (or J) |
| Tackle / fight | tap left mouse button near an opponent (or K) |
| Switch controlled player | double-click, or Space |
| Tactics | T |
In the campaign, everything is point-and-click.
It's just static files. Use any web server, for example:
# Python (a tiny no-cache dev server is included)
python3 serve.py
# then open http://localhost:32000
# …or the one-liner
python3 -m http.server 8000
# then open http://localhost:8000docker build -t mcs .
docker run --rm -p 8080:80 mcs
# then open http://localhost:8080Vanilla JavaScript (ES modules) and the HTML5 Canvas 2D API. Zero runtime dependencies and no build tooling. The simulation runs on a fixed deterministic timestep, decoupled from rendering.
index.html — entry point
js/ — game code (sim, render, campaign, UI)
assets/ — sprites, props, town art, audio, fonts
All visual assets — sprites, creatures, backgrounds, towns, UI and effects — were AI-generated using FLUX.2 [klein].
All audio — music, crowd ambience and sound effects — was AI-generated using Meta's MusicGen and AudioGen.
Game design, code and integration by ... you guess it. FULL POWER AI SLOP by claude with some enhanced prompt engineering



