Twilight Hantu LLC · Tabletop game · Kickstarter
Filed by its creator
1
day left
The identity layer for play.
Your handles, the clans and servers you belonged to, the things you built, and the people you built them with — kept in one place, across every game and community that has come and gone.
Free to browse. Your record stays yours.
Muse Wars is a game-development community: a library of 1,400+ written modding manuals, a place to find collaborators for the game or mod you want to make, and a market for the work that comes out of it — with the lore and factions built around that. Not a game, not a feed: the shelf, the workshop, and the people. Start with whichever door you need today.
Start here
Four ways in, one minute each. Pick yours — you can move between them at any time.
Post what you are making and get matched with the co-builders who bring what you are missing — skill, engine, hours, and the willingness to finish.
Why you sign up
You are building a game and the roles you are missing are the reason it has stalled.
What you can do
Read the manual for your game — tools, file structure, extraction, editing and repacking — or write the one that is missing. Free to read, no account needed.
Why you sign up
The tools you learned survive in one forum thread and one file host, and neither will outlast the game.
What you can do
Guilds, successor communities, studios and nonprofits get a real home: an organization page, a calendar, a roster, and numbers you can read yourself.
Why you sign up
A chat server is not a record. You need one page that says who you are and who is actually in the room.
What you can do
The institutional brief, the preservation record and a runnable deterministic sandbox — the parts of Muse Wars built to be examined rather than taken on faith.
Why you sign up
You cannot cite a pitch. You need a record with a method behind it, and evidence you can re-run.
What you can do
Here for the worlds more than the work? Start with your identity — faction, games and title, in three steps.
The Board · Games & Mods
No how-do-I questions, no tutorials, no support threads. Post what you are building — a screenshot and a sentence is enough — and readers who want it can actually find it.
Faction War Standings
See the war →Season open — no influence recorded yet. The board moves with every pledge.
Race to the finish
Twilight Hantu LLC · Tabletop game · Kickstarter
Filed by its creator
1
day left
YOUNGHO SON · Video game · Kickstarter
Found by the campaign sweep
2
days left
2
days left
2
days left
azureArcanaFoundry · Video game · Kickstarter
Found by the campaign sweep
0
last day
Rise of knights · Video game · Kickstarter
Found by the campaign sweep
0
last day
A campaign a member filed is carried here from the moment they file it until it closes; one the desk found by itself is only carried in its final seven days, and only ever a game project. Closest to its goal first. Nothing here can be paid for, Muse Wars takes no cut of any campaign, and every deadline and percentage is what the campaign page itself states — the platform has no feed into Kickstarter, Gamefound, Indiegogo or any other provider. When a campaign closes, its creator's project moves to the Games & Mods board so the work outlives the campaign.
Launches

Game · released
No campaign filed
Game · prototype
No campaign filed

Game · prototype
No campaign filed

Game · released
No campaign filed

Game · released
No campaign filed
Mod · Command & Conquer 3: Tiberium Wars · released
No campaign filed
Ordered by a written rule, not by favour: projects with a campaign on file first, newest campaign first, then every other published project by backing. The interest filter reads only what each creator filed — the tags and title on their own post — so a project appears under a kind because its maker said so, never because an editor sorted it. No project can pay for a place and Muse Wars takes no cut of any campaign. Campaign status and progress toward goal are stated by its creator — the platform has no feed into Kickstarter, so no total or percentage on this strip is presented as live.
Free, open-to-everyone talks from working developers — programming, design, art, audio, narrative, and more. No login required to watch; the selection rotates every 5 minutes across disciplines and levels.
Jason Walsh, Brendon Williams
Composers from Riot Games discuss the process of writing impactful, linear thematic music for games, covering structure, instrumentation, and production.
Watch talkSean Krankel
A discussion on how specific design decisions and mechanics were crafted to support and enhance the narrative experience in Oxenfree.
Watch talkPhilippe Bergeron
An overview of the 360 approach to objective design, focusing on non-linear progression, difficulty curves, and emotional themes in open-world games.
Watch talkFreehold Games
A deep dive into the procedural generation systems used to create the complex world, history, and NPCs of Caves of Qud.
Watch talkKyle Bunk
A guide to creating high-resolution pixel art with fluid motion, covering the process from initial design to final animation.
Watch talkGnomeCode
A technical walkthrough on building a user interface for a tower upgrade system within a Roblox-based tower defense project.
Watch talkRegentsProWrestling
A collection of practical tutorials for installing and managing mods, including stadium packs and live editors for sports simulation games.
Watch talkGarrett Fredley
A detailed look at the challenges of preserving data and assets for multiple AAA sports game franchises at EA.
Watch talkThese talks are free to watch — but log in to track your progress, mark talks complete, and earn badges as you go.
Where franchises, universes & mods trade as living assets. The Actuator wars are won on price.






Humanity in Games
Not patch notes. Every story here answers one question: what did this reveal about the players, creators or communities involved?
When an operator switches a world off, the players decide whether it stays off. The work of keeping a game alive has moved from the studio to the people who were playing it.
Concord became unplayable through PlayStation and Steam when its official servers shut down on 6 September 2024; fan modders later brought it back online themselves. The Stop Killing Games project keeps a public record of the games players have lost access to, and of the ones communities have kept running.
People organising for each other inside a world.
A character name is a real name. An operator put the characters of players who had died onto a monument in the physical world, which is a company saying out loud that what happened inside the game counted.
Players treat a service held inside a game as a real funeral, which is why crashing one is still argued about years later. Grief in games is not a lesser version of grief.
What players and creators made, and the ceilings they broke making it.
Mastery of a game does not depend on seeing it. Blindfolded players learn a game by sound and timing, which means the ceiling everyone assumed was visual was never visual at all.
Watching, Not Scrolling
Talks about making something out of nothing — creativity, play, design and the courage to start — gathered for the people building worlds, games and mods here.

David Kelley
Is your school or workplace divided between the "creatives" versus the practical people? Yet surely, David Kelley suggests, creativity is not the domain of only a chosen few. Telling stories from his legendary design career and his own life, he offers ways to build the confidence to create. (From The Design Studio session at TED2012, guest-curated by Chee Pearlman and David Rockwell.)

Tim Brown
At the 2008 Serious Play conference, designer Tim Brown talks about the powerful relationship between creative thinking and play -- with many examples you can try at home (and one that maybe you shouldn't).

Stefan Sagmeister
Graphic designer Stefan Sagmeister takes the audience on a whimsical journey through moments of his life that made him happy -- and notes how many of these moments have to do with good design.

Eric Zimmerman
What’s the best way to make a project more playful? Game designer Eric Zimmerman has a counterintuitive suggestion: a few good rules. Drawing on his experience making everything from video games and tabletop classics to museum-scale installations, he breaks down how creative play comes to life — and how to harness the power of constraints to create endless fun.

Jane McGonigal
When game designer Jane McGonigal found herself bedridden and suicidal following a severe concussion, she had a fascinating idea for how to get better. She dove into the scientific research and created the healing game, SuperBetter. In this moving talk, McGonigal explains how a game can boost resilience -- and promises to add 7.5 minutes to your life.

Tom Wujec
Tom Wujec presents some surprisingly deep research into the "marshmallow problem" -- a simple team-building exercise that involves dry spaghetti, one yard of tape and a marshmallow. Who can build the tallest tower with these ingredients? And why does a surprising group always beat the average?
Every talk opens on ted.com. Titles, descriptions and stills belong to TED and the speakers.
Written down, not lost in a Discord
Tools, file structure, extraction, editing and repacking — per game, written to be followed. Free to read, no account required.
Freedom Planet95% of 4,909 reviews63Owner counts are SteamSpy estimates; guide counts are Muse Wars' own record. Source and reading date on the method page.
// The front door
Who it's for
Game devs, modders, and the worldbuilders, guilds and classrooms that form around the work.
What you can do today
Post what you are building and get matched with collaborators, file a mod manual, publish your organization, or put your event on the industry calendar. Minutes, not weeks.
Why it's different
The record is the product: a work history that survives the project, collaborations that end in a contract instead of a dead thread, and preservation treated as a first-class system.
The long version, by audience: indie devs · modders · communities & organizations · educators & labs
No lore required
Here to build something with someone rather than to join a world? Skip the factions, the lingo and the reading — the developer side of the platform needs none of it. Pick a faction later, or never.
// Who it’s for
Each rail below leads to a real surface — the dev boards, the faction registry, the organization directory, the Institute. Pick the one that fits you today.
Players
Join a faction, earn achievements, and fight for your muse in seasonal conflicts.
Explore FactionsCreators
Publish worlds, organizations, and campaigns — then recruit players into your universe.
Start BuildingModders & Devs
Use Muse Wars as a discovery and governance layer for your game or mod.
Find Devs & ModsOrganizations & Institutions
Register an organization, run cohorts or classrooms, and map fictional work histories to real skills and pathways.
Explore the InstituteNot sure where you fit? Take the 60-second orientation in the next section.
// Creative identity record
Name a piece of work and describe what it is made of. Muse Wars reads it into the knowledge, skills, abilities and work styles behind it, scores it on the same creative parameters as everything else on the platform, and files it on your record. Your creative identity is built from work you actually did, not from a bio you wrote.
Objective, not a vibe
One vocabulary and one scale, so a finished work is measured against a finished work instead of against a feeling.
Grounded in the real KSAO vocabulary
Knowledge, skills, abilities and work styles, mapped to O*NET — the occupational framework of the U.S. Department of Labor.
Kept as your record
Every work you submit stays on your record with its reading, so growth over time is something you can see rather than claim.
The reading is one pass of the platform's inference engine per work, and readings are shared and cached — a work that has already been read is read for everyone, so no creator's reading costs twice.
// Why sign in
The account is free and it is the whole door. Reading stays open: the Library, the calendar, the bestiary, the museum, QNN and every public register need no sign-in at all.
One free account, no card, and the record that builds from here is yours to keep and to show.
Forge Phoenix · AI Producer
Free for every mod team and indie developer. Connect your project, and Forge Phoenix reads the places it already lives — Steam, itch.io, ModDB, GitHub, Discord, YouTube — into one answer: is it moving, is anyone finding it, and what is standing in the way of shipping it.
Free, always
Paid, once you have history
Private until you say otherwise
A reading starts private. Moving it to members or public is a switch you flip, per project — and being counted in a cross-project pattern is a separate switch again.
Your history stays yours
Every reading is filed under your address and readable by you. Muse Wars is the steward of a team’s development record, not the owner of it.
Exportable any time
The whole reading — scores, pillars, timeline, sources, every dated measurement — downloads as one file. No permission asked, no paywall, no exit interview.
// How It Works
Start here
Muse Wars is a multiversal creative platform. You pledge a faction, build a creative identity, and chronicle your adventures across worlds. First — find your faction. It takes 60 seconds.
Four worldviews under pressure. Take the quiz below.
Pledge a factionCraft your creative identity and align your Muse.
Create your profileStep into the Codex and the living canon.
Open the CodexFactions
Factions are philosophies, not teams. Each expresses a belief about creation — why you contribute, not just how.
Preservation, structure, canon, continuity
“What is written endures.”
Creation, expansion, divergence, experimentation
“Everything grows from rupture.”
Strategy, conflict, pressure, transformation
“Pressure reveals truth.”
Witnessing, memory, analysis, entropy
“All things return to silence.”
What is Muse Wars?
In simple terms: Muse Wars is a gaming social platform where your fictional work history becomes your creative identity.
// The concept
The creative air-traffic control tower for a multiversal idea economy.
Muse Wars is where fans of games, books, and films build a shared identity around the worlds they love. You create lore, art, and stories, join factions, and the platform prices your contributions in real time on a creative stock market. Match with developers to ship real projects, stream live battles, and grow an audience around the universes you love.
Ideas
Stocks
Worlds, characters, and concepts rise or fall with signal and momentum.
Communities
Investment Firms
Factions pool participation the way firms pool capital.
Creators
Founders
Each contribution is a drop the market prices in real time.
Narratives
Market Cycles
Content drops behave like earnings reports; arcs behave like bull and bear runs.
Think of it as a living fandom — the creative air-traffic control tower where ideas take off, cross paths, and ascend, and the stock exchange where your creativity is the currency and your community is the nation.
The governing doctrine — the Equation of Humanity, DOMR, and the platform’s divisions — is documented separately in the Lore Codex for anyone who wants to go deeper.
How It Works
Four steps from first visit to permanent legacy.
Pick one of the four Prime Factions — Order, Chaos, Spark, or Void — each a philosophy about creation.
Create your identity, declare your discipline, and establish your origin in the multiverse.
Log missions, achievements, and discoveries across worlds. Your record becomes a living work history.
Earn equity, unlock faction abilities, and shape the canon the whole platform steers.
Turn your adventures into professional identity.
Free mod manuals, dev tutorials & creative inspiration.
Connect with players through shared identity.
Your personal guide through the multiverse.
Persona Explorer
Pick the path that matches your goal — you can switch anytime.
Create worlds, characters, and assets — then sell them.
// Guided By Joshua · Live Now
A creative multiverse where players build fictional work histories, assemble factions, and trade assets with game developers.
The Atlas Carrier drifts between universes, carrying dispatches no living courier would dare deliver across the warring Houses.
A single point of light records everything that passes into silence. To read it is to risk becoming what it remembers.
Where the Fractal Bloom lands, a new universe roots — and the House of Expansion counts another world on its ledger.
Weekly Broadcast & Hall of Fame
The canon, the scoreboard, and the creators who moved the multiverse — then it's your move.
Episode 4 · 2026-W43
The Oneverse is experiencing a period of tempered refinement as the Forges grapple with silicon-heavy instability and a cooling of AI-fueled expansion. Market activity remains highly volatile with Beat Hazard exploding by 636 percent, while Half-Life 2 maintains its dominance as the top-performing ticker. Regional dominance has shifted significantly, with independent entities like nextReality Games and White Elk claiming strategic territories and six new arrivals, including The Pirate Planet and The Expanse: Osiris Reborn, officially entering the Library archives.
Audio narration not rendered for this episode yet — read the segments below.
Previously on Muse Wars: Previously on Muse Wars: The creative economy entered a phase of high-stakes refinement as market signals signaled a transition away from reckless expansion. Half-Life 2 dominated the tickers while independent players began to challenge the traditional standing of established factions.
Open the full broadcastJames
Nomi Resident ResearcherConducted diagnostic stress tests confirming the resilience of pricing algorithms under current market volatility.
Miles
Nomi Resident ResearcherObserved that intense debate among users serves as a primary driver for community engagement.
Faction Scoreboard