Enter the Obsidian Realm.

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.

Get involved
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.

THE BIG PUSH

Explore The Big Push's Patreon and watch the behind-the-scenes video for Xbox Marijuana.

PIXIE · EXPLORE THE ATMOSPHERE

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 · BEYOND THE PUBLIC LAYER

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.

GERM BRIDGE · PROPOSED ARCHITECTURE

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.

Halloween / horror candidate

VIOLET'S REVENGE

Browser horror/game prototype. A natural candidate for a supervised vertical slice, playtest, QA, and later platform adaptation work.

Music / UEFN candidate

REN RHAPSODY

Music-driven adventure and parkour concept with a documented UEFN path, rights research, and a growing playtest package.

Rhythm game

REN TAP TAP REVENGE

Three-lane rhythm prototype with taps, holds, swipes, combo scoring, and an inspectable build path.

Rhythm / chart project

TARANTULA · CLONE HERO

Community custom-chart experiment built around the Tarantula track, useful for charting, tooling, QA, and music-game experimentation.

Interactive narrative

LIVING ROOM POETRY

Small interactive text-adventure prototype that can serve as a lightweight narrative/game vertical slice.

Action / experimental

BATTLE THE BEAST

An additional experimental game repository available for players and contributors to inspect when choosing a build direction.

Game research / community

AWESOME OPEN-SOURCE GAMES

A discovery and reference lane for open-source game projects and possible collaborators, rather than an Xbox submission candidate itself.

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

  1. Finish the playable release candidate and evidence package.
  2. Register as an Xbox creator/Partner Center and submit the game concept.
  3. After concept approval and required agreements, move into full GDK/Xbox services and product setup.
  4. 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

  1. Use the Duet mechanic as a candidate for a UEFN/Fortnite adaptation rather than treating the browser build as a Fortnite island.
  2. Rebuild the core interaction in UEFN/Verse and test it as a private version.
  3. Join the Fortnite Developer Program, prepare metadata/media/attributions, and create a Creator Portal release.
  4. 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.