Hey HN, We started out building a whole game-making platform: engine, editor, templates, the lot. It was a slog, and it kept fighting the thing that made it interesting: the models got good. With Opus 5, Fable 5, SOL 5.6, a one-prompt Three.js or Canvas game already looks genuinely great, and the models know those APIs far better than they d ever know our harness. Forcing people through our engine meant limiting them to it, while solving the part AI solved better than us trying to buold the harnessThe part it can t solve is multiplayer. A generated game is usually a single HTML file; making it two-player means a server, WebSockets, state sync, and hosting. So we threw out the platform and built only that part.Antics is a browser SDK plus a hosted relay: real-time rooms, host-authoritative state sync, leaderboards. No server to run, no player accounts. Build the game with whatever you like (Three.js, Phaser, Canvas, plain DOM), deploy it, and you get one link. Anyone who opens it is in the same room.Details for the curious: the SDK is zero-dependency, the wire protocol is plain JSON over WebSocket, and there is no server-side game code at all: one browser is elected host, and authority migrates if the host leaves. Keyless deploys need no signup (8 players per room, links last 24h); signing in makes the link and leaderboard persistent and raises rooms to 16 players.If you don t have a game handy, there are some games build by our community (and us) at https://antics.gg/games .