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Every pixel is code.
Zero external assets.

Every 3D character — from cavemen with detachable limbs to chicken riders whose mounts die independently — is built from primitive geometry at runtime. No textures, no models, no sprites.

in-development 2026

HRAM
Defense

Human Race Against Machine

Rogue-like Deck Builder x Tower Defense — Zero External Assets

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Design Philosophy

Every pixel is code.
Zero external assets.

Born from hundreds of hours playing Balatro, Vampire Survivors, and classic tower defense games. Every 3D character — from articulated cavemen with detachable limbs to chicken riders whose mounts die independently — is constructed from primitive geometry at runtime. No textures, no model files, no sprite sheets. Pure procedural Three.js.

The game design layer adds Balatro-tier strategic depth: joker cards with 4 rarity levels, formation bonuses based on tower positioning, a merge system (L1→L4), meta progression with shard unlocks, and an era system spanning Stone Age to Cyber.

Three.jsTypeScriptWebGLProcedural GeometryObject PoolingFrustum CullingDelta-Time Game LoopParticle Systems

Core Mechanics

~5,700 lines of TypeScript. 15 modules. Every system hand-built.

Progressive Dismemberment

HP-threshold limb detachment with directional physics. Arms, legs, heads fly based on bullet impact angle. Enemies hop on one leg at 20% HP, stumble headless at 8%.

Chain Lightning

Tesla towers emit continuous arcs that jump between 3 enemies. Procedural zigzag geometry with PointLight effects, chain sparks at jump endpoints.

Pierce & Projectile Physics

Miniguns pierce 3 enemies with 70% damage falloff. Snipers have infinite pierce. Rockets follow bezier curves with AOE knockback on impact.

14 Tower Types × 7 Classes

Ballistic, Explosive, Electric, Beam, Fire, Cryo, Chemical — each with unique projectile physics, kill animations, particle systems, and damage-over-time effects.

Zero External Assets

Every 3D character, projectile, and particle is built from primitive geometry at runtime. Cavemen have articulated bodies. Chicken riders have separate mount/rider groups.

60fps × 500 Enemies

Frustum culling skips off-screen animations. Object pooling for all particles, limbs, projectiles — zero GC pauses. Delta-time interpolated game loop.

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External Assets
14
Tower Types
500
Max Enemies @60fps
8+
Particle Systems

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