Real engine rendering, art direction that commits, music from sampled instruments, physics that behave, multiplayer that can't be cheated from the console — and a verifier that plays the build before you see it.
Three bans shaped this builder: no 2.5-D canvas fakes, no oscillator beeps, no cheatable multiplayer. What's left is the real thing.
Web games run a bundled three.js + physics stack; the public Unity Lab compiles through the actual Unity 6 engine with assets authored in Blender against concept art — the full pipeline, receipts public.

The design director commits each game to an art direction — palette, sprites, UI chrome, mood — and the score is performed from an 86-instrument sampled library with layered melody, bass and ambience. No beeps, anywhere.

One-keyboard local two-player for the couch, and online multiplayer over WebSockets with the game state held server-side — a player poking DevTools can't hand themselves the win.

The verifier plays it so your players don't debug it.
Genre plus the defining constraint: “two-player air hockey, real physics, one keyboard.”
Mechanics, mode (solo / local 2P / online), art mood — settled before the build.
World, mechanics, art, score. The live preview is the actual game, playable mid-build.
The in-browser verifier presses the keys, checks the score moves, listens to the audio — plus the full verify chain, until clean.
Solo games to your subdomain; multiplayer to a hosted public play page. Android builds can continue to Google Play.
Games are products too: distribution, players, iteration.
Public play URLs with hosted multiplayer servers; Android packaging through the real toolchain and Play submission through your account.
Analytics on your game's pages (hostname-filtered) and store installs for shipped builds — daily, one dashboard.
“The jump floats too long” is a valid change request. New version, verified by playing, old version intact.
Every game with its mode, publish state and per-game actions in one place.
Sprite games and true-3D worlds on a real engine stack.
Single-player, local two-player, online multiplayer with server authority.
86 instruments + recorded ambience; scores composed per game.
Server-authoritative state for online play — verified, not promised.
The Unity Lab and Blender Studio publish every build with its iterations — the receipts behind these claims.
Including the playability pass — what was played, what was heard.
More answers in the full Q&A and the handbook series.
A real game — art, physics, music, multiplayer — from one sentence. The verifier plays it first; you publish the link.
Start building free