Show HN: Fable52.games – Play and inspect Fable 5.2 single-file HTML games
fable52.games
fable52.games
This feels like it defeats the purpose of the site.
It is obviously impossible to really enforce this, but without at least having the prompt used as some thin backing to the claim, I don't think the games should qualify to be showcased.
As impressive as this capability is, it mostly shows what has been lost.
I still write little bash scripts by hand when I need them, but I am not sure if really I should just prompt it. I like the feeling of knowing how it works and getting to work exactly how it works.
It's an Opus 5.5 game and not one shot, but I have really enjoyed porting Cataclysm Bright Nights to 3D & real time: https://cata3d.com/
Granted derivative but much better then I expected I must say.
I am officially a little slop piggy that enjoyed slop.
Would love to archive and feature it on Fable52.games with full credit and a link back to your site/post. If you have the single-file `.html` build handy, feel free to drop it via https://fable52.games/submit (takes 10 seconds, no signup needed) and I'll approve it right away!
The other touch controls work, like the aim, reload, fire and touch-dragging on the right side to look around.
Single HTML, where all graphics are procedurally generated: https://github.com/kccqzy/quoridor-3d/blob/main/index.html
Page (desktop only because I don’t think you want this on a tiny screen): https://kccqzy.github.io/quoridor-3d/
https://hanclinto.github.io/AlienFrontiers/
Seriously impressive stuff. Night-and-day difference from its capabilities before.
Granted, I had an advantage due to having the source code for the original iOS game, but even that wasn't enough when I attempted to do this last October.
[0] - https://boardgamegeek.com/thread/3745513/digital-version-rem...
1. Frontier models are getting very good at building highly complex games, and in relatively short order.
2. Due to a lack creative direction, almost none of these games are remotely fun, and you can usually feel it within seconds of starting to interact with them.
This is not to say "ai game = bad". I used ai heavily on a game I released to Steam, and I'm quite proud of it! Just to say that being able to dump out a game in 2 hours is technically impressive, but a "good" game is so much more than just "a program that does what you intend it to do". Most of what makes a game fun still takes a lot of time, testing, iteration, and taste.
You can see this on Steam. A lot of "slop" games that jump on trends, and often have poor ratings even if they manage to get a lot of reviews. But I can't imagine it will stay that way. Curation just needs to adapt to times.
That said, I'm very excited to see where gaming will go over the next few years! So many more people who may have great ideas for games, and really understand what makes them fun, now have the capability to make them a reality. Maybe we'll _finally_ get some good VR games (pls)?
It seems like the full screen button and mobile support is a bit lacking. Can you fix that?
that was fast :)
I'm upgrading the Workers plan and moving the raw `.html` sandbox assets directly onto a cached R2 public edge route right now so the Worker doesn't have to proxy every 1.4MB payload. Should be back up smoothly in 2 minutes—thanks for flagging!
edit: maybe this is why? https://news.ycombinator.com/item?id=50469952 it looks like you meant to respond to someone, but instead as a root post it looks like you're self-posting a reply to yourself. Also, posting via LLM or with playwright is an automatic trigger.
Even if that were appealing, why wouldn't I just produce my own low effort gameslop, at least then I know it would actually correlate with my own tastes and preferences.
1. Because they still don't know how, even with claude. 2. Because they don't want to waste precious tokens if they can get the results for free.
Hope that helped.
Also, I would have expected more from the prompts so that perhaps this website could aid one to execute your 2nd point.
These are cool tech demos but they’re really not fun
You play them for 2 minutes and drop them forever
What’s really the point?
Over the past few days, my feed has been flooded with impressive 3D and 2D games built autonomously by Claude Fable 5.2 from a single prompt—like Felix Rieseberg’s 8-hour build "Saltline" (a 1.4MB 3D container-port FPS) and Kevin Ngo’s "What the Water Keeps".
What fascinated me structurally about these builds is the constraint: everything ships inside a single, self-contained .html file with zero external assets. The 3D geometry is generated procedurally via WebGL/Three.js, textures are drawn onto offscreen 2D canvases at runtime, and rain/gunfire audio is synthesized live using the Web Audio API.
However, actually trying to play and study them was frustrating: 1. Raw GitHub links require downloading the .html locally or routing through third-party previewers. 2. Shared Artifact links often hit rate limits, require logins, or stall on heavy WebGL initialization. 3. Reading a 1.4MB single-file source alongside the original prompt and running game wasn't straightforward.
So I built https://fable52.games as a fast, zero-setup browser arcade and source inspector for these single-file builds.
How it works under the hood: - Strict Sandboxing: Running untrusted community-submitted HTML/JS in a browser is an obvious XSS hazard. Every game is served from an isolated endpoint with strict headers (`Content-Security-Policy: sandbox allow-scripts allow-pointer-lock;`) inside a sandboxed iframe without `allow-same-origin`. Game scripts can lock the mouse for 3D FPS controls and compile WebGL shaders, but have zero access to the parent site's DOM, cookies, or storage. - Side-by-Side Inspection: For each build, you can toggle directly between the live WebGL canvas, the exact one-shot/recreation prompt used to generate it, and the raw single-file HTML source (or download the .html to tinker locally). - Stack: Built on Cloudflare Workers (Next.js / OpenNext), D1 (SQLite) for metadata and build stats (autonomous build time, file size, token/cost estimates), and R2 for serving the raw .html files with zero egress fees.
A quick note if you're on mobile: most of the 3D FPS builds (like Saltline and SUBLEVEL 07) rely on the Pointer Lock API and `WASD` + Mouse controls, so they are best experienced on a desktop browser.
It's completely free, requires no login, and has an open submission page if you've been experimenting with single-file HTML games yourself (under 10MB) and want an instant sandbox link to share.
I’d love to hear your thoughts—both on the site itself and on where you think this "procedural single-file HTML" pattern is headed!