Games

Built on Lurk OS. Played on stream. Reshaped by chat.

See What's Playable ← Back to Home

A small slate of streamer-first games that talk to Lurk OS over the LAN. Viewers spend stream currency to spawn enemies, drop items, paint the world, or otherwise mess with the run. Every game is solo-playable too — Lurk OS just turns chat into a participant.

Games

Three games, one shared engine. Mix-and-match libraries means new ideas ship as additions, not rewrites.

CA
Playable • v1
Cartel Arena
Top-down 2D wave shooter. Plays standalone as a solo arena survival run; when launched alongside Lurk OS, viewer chat commands spend Stash Credits to spawn enemies, drop items, and mess with the streamer in real time.
  • WASD + mouse-aim, hold-to-fire
  • Wave-based spawner with escalating threat
  • Persistent credits + character / biome unlocks
  • Two-PC LAN setup (Lurk OS on PC1, game on PC2)
LW
Playable
Lurk World
A persistent 50×50 world the streamer walks through while chat reshapes it underfoot. No combat, no NPCs, no inventory — just a slowly-evolving canvas viewers can place, paint, drop, and clear with their stream currency.
  • !place, !paint, !drop chat verbs
  • Mod-only !clear, streamer-only !tp
  • Sparse JSON save — delete file to start fresh
  • Drop-in biome packs from installed tilesets
CME
In Development
CME Survival
A post-coronal-mass-ejection survival game. The world runs on a hard ~120 play-hour timer per save — aurora overlay is the diegetic countdown — and a scripted endgame walks the player through the in-world cosmology when the clock runs out.
  • Hand-crafted POIs stitched into a world graph
  • Real wounds + diseases + needs (hunger, thirst, temp)
  • Emergent settlements, factions, family lines
  • Knowledge-gated replay value — second run plays different

The Design Thesis

These aren't disposable mini-games. CME Survival in particular is built to teach: you need others, trust is earned and lost, settlements and factions rise and fall, and the world has a hidden clock. The endgame reframes everything — and a second run, knowing what you know, plays nothing like the first.

The Engine & Libraries

Each game sits on a shared Python stack — four reusable libraries that any future game (or modder) can pull from. Independent at the package level; mix what you need.

Engine

Lurk OS Game Kit

The tile-world foundation. World grid, Camera, Renderer, Collision, Entity, ChatCommandRouter, and a Pack Studio GUI for authoring biomes. Both Cartel Arena and Lurk World import it as a sibling package.

Library

Lurk OS Bestiary

Combat & enemies. NPC packs, Damageable mixin, Projectile, pluggable AI (melee / ranged / caster / tether), a WaveScheduler with custom curves, and a built-in bestiary UI + kill tracker.

Library

Lurk OS Survival

Survival mechanics. PZ-style inventory with weight + containers, body-part-specific wounds (gunshot, fracture, burn, bite), diseases (infection, dysentery, rabies), and full needs (hunger, thirst, temp, fatigue).

Library

Lurk OS Colony

The social-survival layer. Settlements, members, family trees, hidden 5-flag detection that silently upgrades your basecamp into a real settlement, succession, trust, morality, faction reputation, and intrigue.

How They Fit Together

The libraries are independent at the package level — a game can use any subset.

  • Lurk World uses Game Kit alone — no combat, no NPCs.
  • Cartel Arena uses Game Kit + Bestiary — combat without survival mechanics.
  • CME Survival uses all four — the full social-survival sim.

Drop-in pack folders drive everything: new biomes, new enemies, new items. Add a folder, restart the game, the engine picks it up. Modders ship packs, not patches.

Follow Along

Builds, breakdowns, and chaos clips show up on the stream first. The full game lineup ships with Lurk OS.

Want to play the chat-driven version live?

Catch a Stream on Rumble →

About Lurk OS