REALITY IS JUST A PIXEL GRID

Quantum Forge
Your Destiny

Enter the multiverse. Describe your weapon. Fight with AI-generated pixel arsenals in real-time.

> System initialized...
> Waiting for user input...
NO SIGNAL
OUTPUT: 128x128 RGBA_8888

// TECHNICAL ARCHITECTURE

PHASE 1: PIXEL GENERATION CORE

  • Custom Tiny Diffusion for 128×128 pixel assets
  • Pixel-style LoRA training pipeline
  • Self-supervised weapon dataset generation
  • Real-time preview module for Cocos Editor

PHASE 2: PERFORMANCE ENGINEERING

  • ONNX runtime integration
  • Sub-1s inference on consumer GPUs
  • INT8 quantization for in-game deployment
  • Lightweight LCM for fast sampling

PHASE 3: GAMEPLAY AGENT LOGIC

  • Prompt → Combat-Ready Weapon Compiler
  • Micro-classifier for melee/ranged taxonomy
  • Procedural hitbox + physics mapping
  • Prompt-conditioned behavior simulation

PHASE 4: INFINITE SANDBOX

  • Procedural level generation
  • AI-driven encounter design
  • Player-trained weapon styles
  • Shared skill ecosystem / multiplayer exchange

"Games shouldn’t ship a fixed set of weapons.
They should ship a GENERATOR."

Weptrix replaces pre-made assets with a real-time Generative Weapon Engine powered by a tiny diffusion model optimized for pixel art.

Players forge weapons through natural language and instantly use them in combat—merging creativity with gameplay, not decoration.

We aim to build the first AI-native action game, where imagination becomes a game mechanic, not a cosmetic feature.

// FOUNDER
Yang Shuo — gameplay systems + generative models enthusiast

// MISSION
Define the next generation of interactive entertainment: games that respond to player thought, not just input.