uptime 381h48m · built 2026-09-22T05:35:18Z · requests 68455
Quick run — for custom batches, add prompts on the Prompts page and Start. Story templates live in meta/story-templates.txt.
ACT II — THE CONTROL ROOM — (watching other people fight:1.3) (the same recurring cast, consistent faces, bodies and clothing across every image, identical character design:1.2) Featuring Sergeant Kade, armourer, forearms like winch cable, a welding mask pushed up on the forehead, drums of ammunition stacked behind; also Lieutenant Dana Sorren, frame pilot, a flight suit with three kill marks, hair cropped under a helmet, a photograph taped inside the cockpit; and at the back of the room, Corporal Bright, trainee pilot, too young for the suit, a helmet two sizes large, chewed fingernails on the control sticks. a gunner checking the turret travel by hand, in the darkened room with the map projected on the wall. No light but sodium lamps hazing the apron, and the room reads proud of a hard-won frame. (Dark room lit by monitors, backs of heads, one pilot's face). a 14mm with the screens wrapping the room; cockpit framing with instruments crowding the edges; graded ice blue, steel and orange lamp. Watching a screen that is not theirs: the one who thinks the war is already lost. Written down but never reported: a drink taken at an hour nobody saw. Across the headsets: a hand on a shoulder instead of a sentence. BREAK a boarding ladder rung huge at the edge; on the tiled floor, mud caked on frame feet, oil pooled in a drain trench; and going cold on a desk, fitters eating on a crate, a rat along the cable trays. Filling the far wall: the city skyline smoking. The turn: an order given twice and then withdrawn. BREAK a pilot who has not slept, a replacement pilot nobody has met, a rotation list with the same names on it. BREAK Reflected in the screens: light running along a rail, the polished brass of a worn instrument bezel, hot metal spitting sparks, chrome catching hangar light. (mecha control room, screens, cinematic:1.2) ice blue, steel and orange lamp. Avoid text, lettering, watermark, signature, extra fingers, deformed hands, extra limbs, blurry, low detail, jpeg artifacts, organic monsters, medieval weaponry, fantasy magic, hand-drawn linework. · queued — waiting for the driver
prompt: (The a witch's broom with a mind of its own boss room:1.3). a penguin with a grappling hook — a rookie with a big heart — enters an alien planet with purple ground with a staff with a glowing orb, a smug boss-monster sneer fixed. a beat-em-up street brawl finale. mossy greens of an overgrown ruin turns dramatic, 64x64 high-res pixel art shifts, snow-packed trails cracks underfoot. falling platforms that vanish triangulates. a glowing crystal shard is a memory now. The wind through the grass cuts out. a low ominous bassline for a boss holds one chord. (Claustrophobic one-screen arena, the door sealed behind, the boss larger than the frame). a dithered gradient of ordered noise, the HUD frame along the top edge. BREAK a constellation of fireflies — the door slams, leaves scattering from a bush, expanding ring from a sound wave, a trail of water droplets erupt. BREAK the curved edge of a CRT screen trembles; a distant volcano puffing pixels holds the throne of the cartridge you blew on to make work. mysterious and foreboding: total. a stone altar with a whispered name, a fish that jumps at the same spot every loop (pixel art, 16-bit, crisp pixels, detailed sprite work:1.2)
exact prompt sent: imagine (The a witch's broom with a mind of its own boss room:1.3). a penguin with a grappling hook — a rookie with a big heart — enters an alien planet with purple ground with a staff with a glowing orb, a smug boss-monster sneer fixed. a beat-em-up street brawl finale. mossy greens of an overgrown ruin turns dramatic, 64x64 high-res pixel art shifts, snow-packed trails cracks underfoot. falling platforms that vanish triangulates. a glowing crystal shard is a memory now. The wind through the grass cuts out. a low ominous bassline for a boss holds one chord. (Claustrophobic one-screen arena, the door sealed behind, the boss larger than the frame). a dithered gradient of ordered noise, the HUD frame along the top edge. BREAK a constellation of fireflies — the door slams, leaves scattering from a bush, expanding ring from a sound wave, a trail of water droplets erupt. BREAK the curved edge of a CRT screen trembles; a distant volcano puffing pixels holds the throne of the cartridge you blew on to make work. mysterious and foreboding: total. a stone altar with a whispered name, a fish that jumps at the same spot every loop (pixel art, 16-bit, crisp pixels, detailed sprite work:1.2)