Experiment 01 · Public build 0.3.1 · Fighter Rig Rebuild
Kung Fu Works
Built in public
This is not a demonstration of a finished game.
It is the live record of one becoming.
Kung Fu Works is being developed in public. Each live build forms part of the experiment—not a polished promise of what the final game will be.
You may encounter crude artwork, unsuccessful mechanics, broken interactions, awkward movement and ideas that are later revised or removed. Those stages remain visible because the development process matters.
What works will evolve.
What doesn’t work will teach us why.
Current stage: Fighter Rig Rebuild, public build 0.3.1.
You control the red fighter on the left. The white fighter is controlled by the computer.
One arena. Two fighters. 5 scoring techniques. A point is a point: a clean strike stops the exchange, both fighters return to their marks, and the first to 3 wins the round. There is no health bar to grind down.
- Public build
- 0.3.1
- Current stage
- Fighter Rig Rebuild
- Status
- experimental
- Last updated
- 28 July 2026
Public build record
What works.
What doesn’t.
What changes next.
Working now
- Fixed 60 Hz combat simulation
- First-to-three clean-strike scoring
- Five scoring techniques
- Two defensive blocks: the high line and the low line
- Two committed somersault movements
- Seeded computer opponent
- Visible opponent reasoning
- Keyboard and touch control architecture
- Deterministic combat tests
Not working well enough
- Fighter anatomy remains too primitive
- Gi clothing does not yet read convincingly
- Several attack silhouettes require refinement
- Visual weight and balance remain inconsistent
- Keyboard focus and move-input reliability remain under verification
- Current figures are temporary development rigs
Next test
- Rebuild one lean articulated fighter
- Validate the neutral stance
- Test each scoring move as a black silhouette
- Separate clothing from the body rig
- Approve the fighter inside the rig lab
- Integrate it into the game only after visual review
The build may move forward, sideways or backwards.
Revision is part of the result.
Known issues in this build
- Fighter proportions are under active redesign
- Some pose transitions remain visually mechanical
- Character artwork is temporary
- Keyboard focus may require clicking the game canvas
- Move timing and opponent behaviour remain provisional
Found something else? Tell us
The constraints we designed
One arena
Attention on the encounter, not the scenery.
Two fighters
A single readable relationship.
5 scoring techniques
Legibility — every technique can be recognised and answered.
2 defensive blocks
A real defensive choice: the high line or the low line, never both.
2 committed somersault movements
Evasion and repositioning that cost something.
No health system
A clean strike matters absolutely.
No projectiles
Distance as the governing problem.
No supernatural effects
Physical consequence.
No weapons
The unarmed encounter.
No long combination strings
Commitment and judgement.
No attack cancellation after commitment
The weight of a decision once it is made.
No move without a distinct tactical purpose
The boundary itself.
Every move must deepen timing, distance, defence or repositioning
Depth instead of volume.
Opponent behaviour must remain inspectable
Human authority over the system.
Modern technology may deepen existing elements but may not justify unnecessary content
The difference between capability and appetite.
What modern capability deepens
Articulated figures
Weight, wrap and recovery inside a fixed technique set.
Timing
Startup, active and recovery windows you can feel.
Distance
Range as the decision, not an afterthought.
Opponent perception
An opponent that watches rather than reads inputs.
Tactical adaptation
Punishment for repetition and recklessness.
A layered arena
A place to fight in, with the combat plane still clear.
Physical consequence
A strike that visibly costs something.
Build receipt
- public build
- 0.3.1
- build name
- Fighter Rig Rebuild
- milestone
- Vertical Slice 0.3 — Weight and Presence
- status
- experimental
- last updated
- 28 July 2026
- scoring techniques
- 5
- defensive techniques
- 2
- acrobatic movement techniques
- 2
- points to win
- 3
- opponent controller
- rule-based-0.2
- rules version
- rules-0.2.0
- fixed timestep
- 60 Hz (16.67 ms)
- arena version
- arena-0.3 — layered mountain depth
- fighter rig version
- rig-0.3 — weighted articulated gi
- arena
- 1600×900 logical units
- external ai services
- None in this build
Built in public under artificial constraint.
Every addition must deepen the experience.
Every failure must reveal something.
