I made a tactical map-based WWII submarine simulator (public beta)
Working stadimeter and hydrophone mechanics capture the plotting aspect of subsim games.

Bearing-only sensor tracking like a submarine sim — genuinely novel for browser space games.
Browser game enthusiasts, multiplayer space sim fans
Starblast · Maelstrom
Some of its features: - Submarine-style passive sensors. Contacts start as a bearing line (direction, no distance), resolve into an uncertainty circle, then into a full track. You triangulate over time by moving. - Silent running. Cut your emissions and witnesses can't ID you. - Newtonian flight. No drag, no auto-brake. Flip 180° and burn to stop. - Boarding combat. Dock with another ship and fight through it room by room.
Architecture: - The server is a single Rust module compiled to WASM, running inside SpacetimeDB. - Clients subscribe to rows in the schema and get live deltas over websocket; writes go through reducers (transactional Rust functions). No REST, no custom netcode, no client-side authority. - Client is Svelte 5 + plain HTML5 canvas 2D. No game engine, no WebGL.
Very early, plenty of rough edges. Would love to hear what breaks for you:
Working stadimeter and hydrophone mechanics capture the plotting aspect of subsim games.
Turns the viral Pong Wars sim into an actual competitive multiplayer game with powerups.
Live multiplayer craps table with full betting UI—but it's a game, not a tool.
BBS door game nostalgia meets Telegram—plays on airplane wifi.
Browser-based craps with every bet type and live stats—no signup, no casino stress.
Stateless CLI + MCP bridge designed for agents, but already faces incumbent idb and simctl.