PROTOTYPE
The engine
came first.
Mekyra didn’t start as a landing page or a chat interface. It started as a deterministic rules engine, built to run a complex multiplayer card game from the first turn to the last. The rules engineering platform is being built on top of it.
PRIVATE PROTOTYPE TODAY
One engine,
one dense ruleset.
The engine’s first job was a private, rules-heavy multiplayer card game: structured card effects, triggered abilities, constrained targeting, effects that need several choices in a row, and matches with different numbers of players.
The point wasn’t the game. It was finding out whether one deterministic engine could carry a ruleset that dense without special cases piling up in the code. It could, and that result is what Mekyra is built on.
The prototype stays private, so the visuals on this site are original illustrations of how the engine works, not screenshots.
- Deterministic rules runtimeSame state and same action always produce the same next state.
- Structured effects and triggersCard effects are data the engine interprets, including triggered abilities.
- Target selection with constraintsLegal targets are computed by the engine, not by the client.
- Sequential choicesEffects that need several decisions in a row before they resolve.
- Persistent multiplayer matchesMatch state is stored on the server, not held in a browser tab.
- ReconnectPlayers can drop out and rejoin a running match.
- Multiple player configurationsThe same ruleset runs with different numbers of players.
- Seeded, replayable randomnessThe RNG seed lives in match state and random operations are logged, so a replay can confirm it drew the same results.
- Automated engine testsIncluding complex interactions between several effects.
- Generic game model In developmentRemove the assumptions that belong to the first game, so other games can be modelled.
- Claude-assisted rule compilation In developmentWritten mechanics in, Game Rules DSL out, with questions where the text is unclear.
- Rulebook import PlannedRulebooks, card data, FAQ and errata as source material.
- AI QA PlannedAmbiguity detection, interaction analysis and generated tests.
- Visual authoring PlannedA rules editor and browser Studio for designers who don’t want to edit files.
HOW THE ENGINE HANDLES IT
A player drops out
in the middle of a choice.
One of the cases the prototype had to get right. The connection breaks; the match state doesn’t. An original illustration of the mechanism, with invented cards.
CONTACT
Working on a game
with a lot of rules?
Tell us what you’re building and where the rules get difficult.
Early conversations with designers decide what the general engine supports first.