A shared graveyard for side projects nobody finished.
7
27
25
~15M
Ghosts that move without a game server.
Multiplayer usually means streaming positions — every client writing its coordinates many times a second. That is a lot of database writes for a hackathon budget. Instead, a click stores one destination and one timestamp. Every client replays the same walk from the same starting moment, so everyone sees smooth movement while the database only records where someone decided to go.
Two people can’t be buried in the same plot.
A grave’s plot number is claimed inside a single database transaction, and its position in the world is derived from that number. Two people burying at the same instant physically cannot land on the same spot — not because of retry logic, but because the plot is the source of truth for the position.
A graveyard that grows itself.
The fence, the treeline, the lanterns, the mausoleum and the walkable area are all derived from how many graves exist. The yard expands as it fills instead of being a fixed field that eventually runs out of room.
Candles go out after 24 hours, so how lit the graveyard looks is a live measure of whether anyone still visits. That one wasn’t a technical decision — it just felt right, and it made the place feel alive in a way nothing else did.
Recoloring without repainting.
Every model shares one color texture. Editing that texture would repaint the whole world at once, so individual models are recolored by pointing their UVs at a different swatch on the same sheet. One texture, many color schemes, no extra downloads.
Built with Claude Code as a pair programmer. The 3D models are the Graveyard Kit by Kenney, used under CC0; scene composition, lighting, UI, type and the ghost are mine.
Killing the first idea was the highest-leverage hour of the build.
AI moved the bottleneck, it didn’t remove it.
Constraints made the design.
Go and bury something.
The graveyard is live and open to anyone. No sign-up, no install — open the link and you’re standing in it.
Visit the graveyardBuilt September 2026 for Burning Token, a NERDCONF hackathon. Entered in the Fun Build and Multiplayer challenges, and named a global winner in the Convex Challenge.