One lesson from a larger world, where restraint matters more than reach.
Play Classic or explore Fog Mode on this device, or invite another player to a remote Classic match.
Classic Duet only for now — no Fog Mode, no AI opponent. Create a match and share the
code, or join a friend's match below.
Veiled Dominion · Remote
Duet
Waiting for an opponent…
Waiting…
›
Optional playtest feedback
Your response is stored without your name, handle, email address, IP address, room code, or reconnect token. The raw-feedback retention limit is 30 days. You can skip this entirely.
New here? Type e2e4 in the box below and press Enter to make your first move.
Move 1 · White
Fog Mode is on. Pass the device and look away.
White's turn
›
Type a coordinate move like e2e4, or a single square like e4 to query. Press Enter to execute. When Fog Mode is on, querying a square outside your vision reports only what you would actually know: unexplored, or last known and possibly stale.
Speech input fills the command box with what it heard but never submits a move on its own. Review or edit the text, then press Enter or Execute to confirm.
Move: e2e4 · Look at a square: e4 · Press Enter
· or click two squares on the board below · or tap Speak Move
Game Log (Visual History)
Move & Event History
Need Help?
PIXIE has eight fixed answers about DUET rules, controls, and accessibility. A question with other words receives the same Outside Support card. Please do not enter personal information.
The board rises from a height of 0 on each side's home rank to a height of 3 across the center two
ranks, like the terraced board this mode is modeled on. Terrain affects sight and combat, not movement —
pieces still move exactly as in classic chess, including Veiled pieces' one-square restriction.
Vision & Fog of War
Each piece sees a radius of squares: 2 for Pawns, 3 for standard pieces, 4 for Rebirth and Death (drops
by 1 while Veiled). Standing on higher ground extends that radius by 1 square for every level you're above
the target square. Standing on lower ground, you cannot see past a higher square unless it's adjacent to
you. Squares are either currently visible, previously seen but stale (shown dimmed — the piece there may
have moved since), or unexplored (shown black).
Querying a square with the command bar (or asking a screen reader to look) reports only what you'd
actually know: the true contents if visible, the last-known contents with a staleness warning if stale, or
"unexplored" if you've never seen it. You may still attempt a move into fog — legality is checked against
the true board, same as a calculated risk in the dark.
Combat
Moving onto an enemy-occupied square attacks it instead of capturing instantly. Each piece has HP and an
attack value:
Pawn: 10 HP / 4 dmg · Knight & Bishop: 20 HP / 8 dmg · Rook: 28 HP / 10 dmg ·
Queen: 40 HP / 14 dmg · Rebirth: 30 HP / 6 dmg · Death: unkillable, cannot attack or be attacked.
Attacking from higher ground deals 25% more damage. If the target survives, your piece holds its
position — the fight continues over future turns. If the target is reduced to 0 HP, it's removed and your
piece moves into the square, same as a classic capture (a promoting Pawn becomes a full-HP Rebirth).
Handoff
Duet is a single shared screen, so Fog Mode uses an honor-system handoff between turns: pass the device
and look away until the next player is ready to reveal their view. This isn't enforced by the software —
it works the same way a physical hidden-information board game does.
Known limits
The AI opponent and Spectator mode are disabled in Fog Mode — the AI's move selection doesn't yet
account for HP combat, so it's human vs. human only for now.
Lore
Rebirth
She was made too bright. Formed by Death after a broken law in Heaven, Rebirth carries a power she hasn't
learned to carry safely — any rival that lingers too close to her gets stripped down to its
most basic capability. She isn't cruel. She's simply more than the board was built to hold.
Death
Her mentor, and the only stable ground near her. He cannot be captured, cannot be pushed aside, and
friendly pieces standing close enough to him are shielded from the rival Rebirth's aura. Not a guardian standing over a
weapon — a teacher, still midway through the lesson.
The Radius of Ruin & Sanctuary
Rebirth's presence Veils enemy pieces that end their turns within one square of her — reducing them to
pawn-like movement. Death's Sanctuary protects friendly pieces within one square from that Veil.
Project Support Status
Duet remains free to play. Financial contributions are temporarily paused while Loptr Lab completes
its legal-entity and financial-compliance review. No payment is requested or accepted through this page.
You can still support the project without sending money by playing, reporting accessibility issues,
and reviewing the open-source work through the repository link below.
COMMUNITY OWNERSHIP / XBOX PROOF
Take your power back.
DUET is not asking a community to applaud a finished product. We are building an evidence trail: players test it, challenge it, improve accessibility, contribute ideas, and help determine what gets built next. This is how we show a platform partner that the project has an active community around it.
0players who want to play
0playtesters
0accessibility testers
0design contributors
0creative contributors
0community organizers
Show us what you want to take back.
No claim submitted yet.
Community proof — visible, attributable, auditable
Want to play
0
Playtest / break it
0
Design contributions
0
Accessibility testing
0
Creative contributions
0
Community work
0
Our rule: community input is evidence, not decoration. When a player request changes the build, we record the request, the decision, the test, and the result. These counters are intentionally local until a community data service is connected; they do not pretend to be Xbox approval, sales, or guaranteed demand.
Halloween 2026 / Release Mission Control
MAKE IT RELEASE-WORTHY.
Our internal finish line is Halloween. By October 31, DUET should be something people can play, experience, test, share, and judge — not merely a pitch. This is our target, not an Xbox-imposed deadline.
10.31.26
—Days
—Hours
—Minutes
—Seconds
Halloween Release Readiness0%
Two clocks, one finish line: October 31 is our release target. Xbox submission is a separate evaluation gate; reaching 100% here does not imply Xbox approval.
Milestone broadcasting: waiting for verified release evidence.
Mission Control · Xbox Path
FROM PLAYABLE PROOF → XBOX SUBMISSION
The site now treats Xbox as an explicit production path. October 31, 2026 is our internal Halloween production target — not an Xbox deadline. Microsoft does not publish a universal Xbox submission deadline for this project; the actual Xbox gates are partner onboarding, concept approval, GDK/product setup, certification, and release.
INTERNAL TARGET · OCTOBER 31, 2026HALLOWEEN RELEASE / SUBMISSION-READY CHECKPOINT
01 · BUILDChoose the gameSelect a project below and produce a playable vertical slice/release candidate.
02 · ONBOARDXbox Partner + ID@XboxRegister as an Xbox partner, enroll in Partner Center, then submit the game concept to ID@Xbox.
03 · APPROVEConcept + agreementsXbox reviews the concept. If approved, complete the required TLA/GDK agreements and onboarding.
04 · PACKAGEGDK + Partner CenterCreate the Xbox product, enable the appropriate services, build/package the game, and prepare certification materials.
05 · CERTIFYCertification → releaseSubmit the package through Partner Center certification, resolve requirements, then configure and publish the release.
IMPORTANT: The current DUET browser build is proof and architecture work. It is not itself an Xbox package. Physical Xbox deployment, GDK access, provisioning, and certification evidence are separate gates.
The Atmosphere · Music · Community · Communication
THE WORLD AROUND THE BUILD
The game is only one part of the experience. Watch the source material, support the music ecosystem, explore PIXIE to find other worlds, and keep community conversations available outside the Xbox-facing surface.
Watch The Big Push
Open the video on YouTube for playback, captions and player controls.
PIXIE's public discovery demo helps you explore topics and find stories. The separate Creator workspace prepares your work for manual sharing; each destination keeps its own permissions.
Germ can provide private, consent-oriented communication outside the public Xbox-facing surface. Its current app supports private AT Protocol messaging and voice notes with end-to-end encryption.
We can build a bridge, but it should be an explicit community service—not pretend that Xbox is directly integrated with Germ. The clean boundary is:
XBOX GAME / PARTNER CENTER → PUBLIC COMMUNITY SURFACE → OPT-IN HANDOFF → GER.MX / GERM DM → PRIVATE ATProto CONVERSATION
A future bridge could issue an opt-in project/community invitation, carry a non-sensitive project or session identifier, and let the participant authenticate or open a Germ conversation. It should not export Xbox account data, private messages, credentials, or moderation data into Germ. Until that service exists and is tested, this page presents it as a proposed bridge rather than a working integration.
Choose Your Build
WHICH PROJECT SHOULD GO TO XBOX?
DUET is the current architecture proving ground, but it is not the only candidate. Pick the project that matches the kind of playable vertical slice you want to build. Each card gives players a way to play, inspect the repository, or join the build.
Current Xbox proving ground
DUET · Veiled Dominion
Two-player accessible strategy game. The current site is testing the client/transport/server boundary before an Xbox/Godot implementation.
PLAYER → BUILDER: You do not have to choose the “official” project. Pick a repo you can actually contribute to: playtest it, document a bug, improve accessibility, make a design contribution, build a prototype, open an issue, or fork it where the project permits.
FROM PROOF TO PUBLISHING — AND A PORTFOLIO
The Halloween target is the production milestone. Publishing is a separate platform path: the prototype becomes a shippable game build, then enters the platform's actual developer, submission, certification, and release workflow.
Xbox / ID@Xbox path
Finish the playable release candidate and evidence package.
Register as an Xbox creator/Partner Center and submit the game concept.
After concept approval and required agreements, move into full GDK/Xbox services and product setup.
Build/package the Xbox product, complete testing, submit for certification, then configure release in Partner Center.
This dashboard is the pre-submission proof layer; it is not Xbox approval.
Epic / Fortnite path
Use the Duet mechanic as a candidate for a UEFN/Fortnite adaptation rather than treating the browser build as a Fortnite island.
Rebuild the core interaction in UEFN/Verse and test it as a private version.
Join the Fortnite Developer Program, prepare metadata/media/attributions, and create a Creator Portal release.
Submit for moderation; after approval, publish the island and track its player analytics.
The Epic lane is a port/adaptation path, not a claim that the current web build is already publishable in Fortnite.
UNEMPLOYMENT → EXPERIENCE RECEIPTS: each completed gate can become a portfolio artifact: accessibility test report, game-design document, bug/QA log, GitHub PR, release checklist, gameplay capture, deployment notes, platform submission package, and a documented retrospective. That turns the project into evidence of production practice rather than an unverified “I worked on a game” claim.