Posted by david927 1 day ago
Ask HN: What are you working on? (August 2026)
It has completely local environment and has no servers. Your files saved as SQLite database files per board. This means you have nothing to set up. No account, no sign-in, no sync settings. Just open it and work. You can use git or Onedrive to sync your SQLite files.
The code is open-source on GitHub with MIT license. I am using claude to build it in C#, Skiasharp for canvas and WPF UI.
If you are interested to take a look, please check it here : https://github.com/ppnpm/segue
Thanks, Ankit
It will have all the top word games in one place with more coming over time.
I always wanted to build games, and AI finally made it possible for us to move fast across UI, level design, coding, and even video production.
Android: https://play.google.com/store/apps/details?id=com.superfun.w... iOS: https://apps.apple.com/us/app/kitten-word/id6785978180
Very exciting:)
I started working on it because I was tired of dragging boxes/arrows around in Miro while making dependency graphs for planning projects.
A while back I did a Show HN about it, and have since rewrote and changed the concept a bit to be easier to use.
I’ve been focused on decentralising it, offering ways for bloggers to write locally (markdown, Obsidian) while hosting remotely on the platform. I think it’s a great way of working. Most people still just use the editor though!
I’ve been focused on marketing and distribution, which is mainly about content. Hard in such a crowded space but it seems to be working.
It’s been such an interesting journey technically too, from using coding agents to dealing with the crazy deluge of bot traffic.
I run it all myself which isn’t so daunting in the AI age.
It was never really meant to be an SDK of sorts that other PS1 homebrew projects would pull as a submodule and depend on, but since it more or less became one I am likely going to split off the examples from the "core" (headers, CMake build scripts and tools). I have also been asked to add more examples, particularly on how to play sounds through the SPU and access the CD-ROM drive, and may cover I/O on some PS1-based arcade systems in the future.