uptime 381h49m · built 2026-09-22T05:35:18Z · requests 68563
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 The turn: an order given twice and then withdrawn.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: (A pixel art scene — Game Boy green phosphor monochrome, a full 256x256 tileset scene:1.3). a phoenix rekindling from embers in a monk's robe with prayer beads with a yo-yo that doubles as a bludgeon, a smug boss-monster sneer, navigating a tower defense with waves through a volcanic level with lava rivers. a giant rolling pin in the bakery ahead, a hammer that smashes blocks within reach. a librarian shushing loudly offers a quest. cozy and safe, the castle that loomed over everything. a chiptune melody looping cheerfully. a coin counter with a spinning icon. rusty metal sheets, the fiery red of an apocalyptic sky, birdsong from pixel trees. (Overworld camera, smooth scrolling, warm palette). an 8-bit three-color ramp for the sky, negative space as one flat sky color. BREAK a cursor arrow hovering over a menu frames the screen, ice tiles with a reflective surface, a tile pattern that spells a hidden message tiles the floor, experience point gems sliding toward the player, dust clouds from landing, rain falling in diagonal lines adds life. a massive tree with a village inside scrolls endlessly. a coin barely peeking from the dirt, a stone altar with a whispered name, a straw hat left on a fence post a coin spinning on a table dots the edges. BREAK experience point gems sliding toward the player, a trail of water droplets drifts. Every surface is a carefully crafted tile. A a mini-boss lava eel watches. small and sacred atmosphere. (Rule-of-thirds composition, higher-res character against chunky tiles) a puddle shaped like a boot print, a window with a cat silhouette (pixel art, 16-bit, crisp pixels, detailed sprite work:1.2)
exact prompt sent: imagine (A pixel art scene — Game Boy green phosphor monochrome, a full 256x256 tileset scene:1.3). a phoenix rekindling from embers in a monk's robe with prayer beads with a yo-yo that doubles as a bludgeon, a smug boss-monster sneer, navigating a tower defense with waves through a volcanic level with lava rivers. a giant rolling pin in the bakery ahead, a hammer that smashes blocks within reach. a librarian shushing loudly offers a quest. cozy and safe, the castle that loomed over everything. a chiptune melody looping cheerfully. a coin counter with a spinning icon. rusty metal sheets, the fiery red of an apocalyptic sky, birdsong from pixel trees. (Overworld camera, smooth scrolling, warm palette). an 8-bit three-color ramp for the sky, negative space as one flat sky color. BREAK a cursor arrow hovering over a menu frames the screen, ice tiles with a reflective surface, a tile pattern that spells a hidden message tiles the floor, experience point gems sliding toward the player, dust clouds from landing, rain falling in diagonal lines adds life. a massive tree with a village inside scrolls endlessly. a coin barely peeking from the dirt, a stone altar with a whispered name, a straw hat left on a fence post a coin spinning on a table dots the edges. BREAK experience point gems sliding toward the player, a trail of water droplets drifts. Every surface is a carefully crafted tile. A a mini-boss lava eel watches. small and sacred atmosphere. (Rule-of-thirds composition, higher-res character against chunky tiles) a puddle shaped like a boot print, a window with a cat silhouette (pixel art, 16-bit, crisp pixels, detailed sprite work:1.2)