SilkWard
A caravan leader tracing a lost sibling along the Silk Road. Every level is a single-screen isometric diorama: you take one step, the enemies take one deterministic step.
Parva Machina makes strategy, puzzle and simulation games. All three open in the browser, never touch the network after the first load, and take no data off your device.
Each is built on a rules core written in plain TypeScript; the web and mobile builds run the same engine. All three play in Turkish and English.
A caravan leader tracing a lost sibling along the Silk Road. Every level is a single-screen isometric diorama: you take one step, the enemies take one deterministic step.
For the player who wants a 4X but does not have six hours: explore, expand, produce and defeat your rivals on a 120-hex map. Combat is diceless — the preview you see before attacking is the actual calculation.
You are the only sysadmin on the night shift. Logs stream in, metrics drift; you read the signature, name the incident and fix it by typing a real command.
// all three are release-ready — the web and mobile builds are waiting on launch day
These are not marketing lines, they are the build. There has never been a server behind the games — so there is no connection to drop, no database to fill and no account to close.
Open the page once; it is the same game in airplane mode, on the metro, or on a locked-down office network. This is a durability decision before it is a privacy one: a game that needs a server stops working the day the server does.
No account, no telemetry, no analytics, no crash reporting. Not anonymised — absent. Your saves, scores and settings live only on your own device; the only way they move is if you export them yourself.
The same sequence of moves always produces the same result; nothing anywhere rolls a die. The opponent AI cannot use a single command you cannot, and every rule is taught before it is used. Undo is unlimited, because trying should not be punished.
No ads, no in-app purchases, no subscription, no energy or waiting periods, no daily login reward. The whole game is the whole game; there is nothing in it that asks you for money.
no requests
Parva Machina is an independent project: no publisher, no funding round, no analytics dashboard quietly deciding what gets built next. Feedback is the only signal there is — if something is unfair, unclear or plainly broken, writing about it genuinely changes the game.
Every game shares the same skeleton: a zero-dependency rules core written in plain TypeScript, with a statically exported web shell and a mobile app running the same engine on top of it. Turkish and English are both there from the first release; neither is a translation bolted on afterwards.
info@muhammetsafak.com.trThere is no contact form, because a form needs a server.
There is nothing to install and nowhere to sign up. All three games run on desktop and phone, in every current browser.
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