| Where it runs | A browser tab, on Windows, Mac, Linux, Chromebooks, tablets and phones. No installer, launcher or plugin. | A downloaded app for Windows, macOS and SteamOS/Linux, sold and distributed through Steam. |
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| Price | Free to play, and free to build and publish. Optional $1.99 or $4.99 a month adds private and friends-only tables, monthly chips and a faster earn rate. Nothing about creating is behind the paywall. | $19.99 on Steam as a one-time purchase, with a $59.99 four-pack. There is no free tier and no demo. Paid DLC games exist, and only the host needs to own a DLC for the table to play it. |
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| What each player needs | A free account, for every player at the table — that is a real cost of joining, and we are working on guest seats. Nothing to download on any device. | A Steam account, the app installed, disk space, and a copy of the game. |
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| Physics | A Bullet/Ammo rigid-body simulation compiled to WebAssembly, with mass, friction, bounce and damping set per object. | A full rigid-body physics sandbox — it is the product's core pitch. |
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| Players per table | Eight seats plus spectators, each seat with a private hand. | Up to 10 players at any given time, per its store page. |
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| Scripting | TypeScript, written in a Monaco editor inside the page. It type-checks and compiles as you save, and only the compiled output runs — sandboxed, with no network and no DOM access. | Lua, written in its in-game code editor or an external editor plugin, stored in the save file. |
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| Where your game lives | A public GitHub repo you own, with the models, art, manifest and scripts in it. Anyone can read it, fork it, or keep playing it if we disappear. | The Steam Workshop, tied to your Steam account and reachable from inside the app. |
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| Catalogue | Small and new. Most games today are played with friends from a shared link rather than found in a public catalogue. | A very large community Steam Workshop library built up over years, plus paid DLC. |
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| VR | WebXR. Open the same table link in a standalone headset's browser — no PC, no store, no separate app. Controllers and hand tracking both work. | VR through SteamVR, so it expects a VR-capable PC; no standalone-headset build is offered. VR and non-VR players can share a table. |
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| Importing your own models | GLB and glTF plus FBX, OBJ, COLLADA, STL, PLY, 3DS, 3MF, OFF, LWO and DirectX .x, converted to GLB in the browser on the way in, with an inspection report and in-place optimisation. | Importing images, custom decks and 3D models is a headline feature. |
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| Hidden information | Hidden cards are stripped out of the data before it leaves the host, so another player's browser never receives them — it is not just hidden in the renderer. | Nothing we can verify from first-party documentation, so we make no claim. |
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| Playing offline | Installable as an app, and a game you have already played can be opened solo offline. | An installed desktop application, so it runs without a connection. |
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