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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
View build notes
The arena loads in your browser

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

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.

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