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Really Bad Studio · prototype

Proxy Arena

Build an autonomous competitor and learn why it fights the way it does.

A browser-based arena prototype in which players form a Proxy from class, instinct, doctrine, risk, emergency response, and temperament, then watch it compete autonomously in Core Run.

Proxy Arena formation interface showing the three classes and the detailed Conduit identity builder.
On screenScreen capture of the running software. Corey D.M. Johnson. Unmodified beyond resampling: no crop, no colour grade, no compositing.

The game

Players shape Vector, Bastion, or Conduit competitors, establish their instincts and doctrine, and activate them into the Convergence Circuit. The Proxy makes its own moment-to-moment decisions; the player watches, studies the replay, and changes the formation between matches.

What exists

The playable includes three distinct classes and Signature abilities, five named rivals, two arena conditions, locally generated checksum-verified matches, playback controls, decision markers, plain-language reasoning, and a post-match coaching debrief.

Where it is now

A substantial local playable V1.1 with formation, five-rival progression, deterministic arena simulation, match replay, and decision explanations.

A few more things worth seeing

Proxy Arena Core Run match with both autonomous competitors, arena state, replay controls, and decision markers visible.
On screenScreen capture of the running software. Corey D.M. Johnson. Unmodified beyond resampling: no crop, no colour grade, no compositing.
Proxy Arena class-combat language board comparing Vector, Bastion, and Conduit Signature abilities.
On screenScreen capture of the running software. Corey D.M. Johnson. Unmodified beyond resampling: no crop, no colour grade, no compositing.

Related work

This idea didn’t stay in its lane.

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