The marketing site for Space Console — the page that explains the product to someone who has never seen it: your TV is the console, everyone's phone is the controller, nothing to install.
It is a sales page, not part of the console. It links out to the live launcher
(game-launcher-web), the games, and the repos; it ships no product code.
Zero-build, zero-backend static site — plain HTML, one CSS file, one ES module, no
bundler, no framework. Open index.html and it runs.
npm install # dev tooling only
npm run dev # http://localhost:5175 (auto-reload)| Section | Sells |
|---|---|
| Hero | TV as the console, phone as the controller, no app |
| How it works | open on the TV → scan the code → play (3 steps) |
| Adaptive controller | each game declares its pad; the phone re-renders to match |
| Library | all 33 games, real screenshots |
| Under the hood | WebRTC P2P input, signaling only brokers the handshake |
| Built for a room | roster & seats, scan-to-rejoin, 2-player, high scores, 10-foot UI |
assets/img/ and assets/thumbs/ are real captures of the running console
(launcher, in-game HUD, phone pads, and one poster per game) — not mockups. When the
console's UI changes materially, recapture rather than retouch, so the page never
promises something the product doesn't do.
All docs live in the wiki repo (the org-wide hub), not here:
- How we build, deploy, and review across repos:
wiki/docs/way-of-working.md
Published site (per branch): main deploys to the Pages root; feature branches get
a preview at /preview/<branch-slug>-<hash>/. Scripts and the stylesheet are
cache-busted at deploy time (npm run build → _dist/); local npm run dev stays
build-free.