← BOULDER BUFFALO ARCADEProjector view ↗

THE BUILD LOG / OCTOBER 28, 2026

Three buffalo.
One live build.

Three Codex builders worked in parallel. One orchestrator connected the games, verified the result, and shipped it to Cloudflare. Here's the brief, the clock, and what we actually checked.

Play the finished arcade ↗
6:06FIRST TWO GAMES LIVE
8:33ALL THREE GAMES LIVE
10:00INITIAL RELEASE + STARTUP FIX

Fast builders. Real integration.

Wall time, not a model-speed benchmark.

The first release had three one-button SVG games, local personal bests, shared leaderboards, a QR-code lobby, and a projector view. We shipped core gameplay first, then came back for the advanced mechanics.

GameInitial builderAdvanced first pass

Builder times are rounded session wall times. They exclude orchestration, reviews, follow-up fixes, and deployment. Parallel times should not be added together.

SECOND ACT

Advanced release verification in progress

Three 60-second challenges: reach the summit, ski to the lodge, or catch the last bus. Wind and moving Flatirons. Carving, ice, and slalom combos. Variable jumps, gaps, and platforms. Personal-best ghosts. A room-wide, 20-second Powder Surge that doubles collected-item points.

Audience feedback prompted another pass: a broken gate flag, clearer routes, and 60-second goals with real success states. Later tuning and corrections are included in the second-act wall time, not the initial builder rows.

What the orchestrator built.

01 / CLIENT

Games run on your device.

SVG artwork and fixed-step simulations. Seeded courses and local ghost replays. No round-trip to move the buffalo.

02 / ROOM

One room, one event clock.

A Cloudflare Durable Object coordinates live updates. Its SQLite storage keeps scores, pickup deduplication, and event deadlines.

03 / SHIP

Checked, then published.

Builders own their games. The orchestrator assembles public assets, checks browser behavior, and deploys to one custom domain.

What we verified.

What these checks don't prove.

What audience feedback changed.

After the release, rapid turns near a Powder Day crash exposed an accidental restart. We added a 450 ms pause and require fresh input. Clicking sound also left keyboard focus on the sound button; pointer clicks now release that focus in Powder Day and Pearl Street Dash while keyboard sound controls remain accessible.

The lobby now lets players choose a nickname for all three leaderboards. Names persist in the same browser and update previous scores. Local regression checks cover the reported controls bugs, name validation, identity isolation, and reconnect persistence. These follow-up changes are separate from the original release timings above.

THE BRIEF WE EXECUTED

The prompt, in full.

This is the saved orchestration brief used for the live release. The second act was separately authorized afterward. The per-game briefs below show the additional instructions each builder received.

Read the complete orchestration prompt
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Exact builder instructions and shared contract

Shared client contract ↗