Water Margin: The Liangshan Chronicles
Thirty-six Heavenly Spirits gather, seventy-two Earthly Fiends break the siege.
- Scope
- Campaign · 12 battles
- Routes
- 3 tactical branches
- Type
- Interactive game
- Touch controls
- ✓
01 · Game Center
Branching stories you can play free in your browser — no download required.
Thirty-six Heavenly Spirits gather, seventy-two Earthly Fiends break the siege.

A fox spirit descends on the Lantern Festival to save a mortal scholar.

A rain-night otome mystery under the cat-spirit mandate.
These figures come directly from the published game registry and engineering journal, not marketing estimates. Each game page also exposes publication dates, version history, current limitations, and credits. About the team and publisher
etaWorldOS is a Web game building infrastructure, not only a game catalog. Its core is a browser-native 3D World Builder for shaping terrain, placing voxel and GLB objects, searching the shared asset library, adding music, and starting from editable themed worlds in real time with Three.js and WebGL.
The builder is backed by a reusable asset foundation: models, textures, audio, shaders, loaders, and self-hosted vendor runtimes. These resources make the path from an empty browser tab to a playable 3D world concrete, inspectable, and shareable — without requiring a Unity export or a separate native app.
The Game Center is the proof layer: rhythm racing, tower defense, snooker, tank battles, and other native Web games built on the same browser-first principles. The engineering blog opens up the systems behind them, from rendering and physics to cameras, shaders, and asset loading.
A growing set of native Three.js / WebGL games spanning rhythm racing, tower defense, arcade challenges, interactive stories, and other browser-first experiments.
Build editable browser-native worlds with terrain, voxel and GLB models, searchable game assets, online music, seven themed templates, and a self-hosted Three.js runtime.
Original build notes and technical breakdowns from the same browser games on this site: rendering, physics, cameras, audio, shaders, asset loading, performance, and release lessons.
Pokémon of the Forest ships no GLB files, no PNG textures, no baked normal maps. Every creature is marching-cubes-meshed from Wyvill metaballs at boot; every leaf is a 2D-canvas Bézier fill baked into a CanvasTexture; every terrain patch is an analytic heightfield sampled onto a PlaneGeometry; every skin material is a MeshPhysicalMaterial with a custom subsurface-wrap term injected via onBeforeCompile. This post walks the seven techniques that let a browser game with ~24k lines of TypeScript render Pallet Town without downloading a single texture.
Pokémon of the Forest's opening chapter — pick a starter, catch three research bugs, upgrade your net, cross the meadow, find rare bait, defeat the guardian — runs on a single ChapterDirector class that accepts a discriminated-union event and either advances a step, mutates a side condition, or rejects the event with a typed error code. No flags scattered across the codebase, no "did we already do this" audits, no invalid save states.
The infinite-scrolling town in our Infinitown gamecenter port isn't procedurally generated — it's a Möbius carpet. A 9×9 pool of pre-built chunks maps onto a 9×9 grid of fixed container slots through modulo arithmetic, and camera drags rebind slots to different pool entries instead of spawning new geometry. This post walks the four moving parts (pool, containers, mapping, drag event) and explains why the whole system holds together with zero allocations at runtime.
The Game Center is designed around browser-native games built with Web technologies such as Three.js and WebGL. They run from a normal page URL without a separate game client; loading time and feature support vary by browser, device, and network.
Three.js is a JavaScript library for building GPU-accelerated 3D experiences on the Web. It supports common real-time techniques such as instancing, materials, lighting, and post-processing. Actual frame rate depends on the scene, browser, GPU, and device.
Many titles provide responsive layouts and touch controls for mobile browsers. Visual quality and performance can vary by device, browser version, screen size, and the complexity of each game.
Current Game Center titles can be opened from the browser without a separate game client. Account-dependent features such as leaderboards or synchronized progress may require sign-in where the game exposes them.
The core stack includes the 3D World Builder, reusable GLB assets, textures, audio, rendering utilities, and working browser-game examples. The engineering journal documents how these pieces are used and where their current limits are.
Yes. The engineering blog documents every non-trivial system we ship: the 700-line Keplerian solar system, real-time meteor showers in WebGL, an SGP4 satellite tracker running client-side, and per-game breakdowns of physics, camera, and shader work. If you're curious about doing this yourself, the blog is the fastest primer.