Asobi – run a multiplayer game back end locally, no account needed
Hot-reload Lua game logic live in production matches without kicking players or restarting servers.

The author actually built a proper server-authoritative game using Rust + Tokio and Tungstenite, then added 4-player ELO quick queues, best-of-N lobbies and global leaderboards — not just a demo. The UI looks inviting, but the product hinges on live player density (no bots yet) and raises questions about latency handling, cheat prevention and scaling as the leaderboard grows.
Casual and competitive board-game players (Rummikub fans), plus developers curious about real-time multiplayer backends in Rust
Added simple ELO for ranked 1v1v1v1 "Quick Play" queues, custom lobbies, best-of-N rounds, global leaderboards.
Live here: https://tilecraft.icegaming.org/ (small signup to start playing).
* No bots yet (future weekends project), so matches need live players - but when folks join, the sweat is real.
I'm curious about: Any balance thoughts on tile drawing/rules tweaks? WS/Rust multiplayer pitfalls I might have missed? How's the latency/ELO feel on your end?
Happy to answer questions or hop in for a game if anyone's around!
Hot-reload Lua game logic live in production matches without kicking players or restarting servers.
Server-authoritative physics in a browser game—HaxBall runs P2P.
Replaces Redis and Kafka with one Rust binary using embedded fjall storage.
Single Rust library replaces backend servers for LLM + speech in Unity and mobile apps.
Zero-friction async multiplayer via shareable links, but Qwirkle mechanics aren't original.
Rust tile server with MapLibre Native rendering when Martin already exists.