Money-verse
A pixel-art RPG that teaches money the way Duolingo teaches French and Khan teaches algebra. Free, open-source, and built to be forked.
The teaching constraint
Three pedagogies sit inside one game. Khan Academy's mastery-gating decides what you unlock next. Duolingo's five-minute ritual decides how often you show up. And from Celeste, the platformer, we borrowed Assist Mode and pointed it at finance concepts instead of jump difficulty. The three together let the curve forgive on the inside while staying honest on the outside.
The rule that governs every change
Every PR cites a master. There is a file at docs/MASTERS_RESEARCH.md that everyone who contributes (including me) reads first. The rule is short. No design decision lands in the repo without naming the documented expert who proved it works. Pull requests that fail this gate get sent back, even if the diff is clean.
Stack, briefly
Phaser 3 for the game canvas, because WebGL inside a browser is the lowest possible barrier to play. Colyseus for the multiplayer room logic. Hono on the API layer, Drizzle on the DB, Neon Postgres via the Vercel Marketplace. The web wrapper is Next.js 16. AI features route through Vercel's AI Gateway with open-weight defaults: Llama, Qwen, Mistral. No single provider holds the keys.
What it cost
AGPL-3.0 on the game means any commercial fork has to open its source. That was deliberate. The packages stay MIT so developers can build with them freely. The art ships under CC-BY 4.0. The license stack is opinionated, and it limits who'll adopt the thing wholesale, which is the point. The work is the message, not the moat.