>_ Independent software studio

Crucible Forge

AI Infrastructure

We favor infrastructure we can own, inspect, operate, move, and replace. Some of it runs on Forge hardware; some still depends on external services, and we say so. No provider should become inseparable from the future of the Forge.

What we make

Many things. One forge.

The News Report rebuilds the day's headlines every hour. SkySeer reads the stars daily for all twelve signs. ShadowFell is a browser CRPG in the spirit of the 1987 gold-box classics. VoIP Agent Datalink puts a desk phone under keyboard control. The forge, an ASUS GX10 in the studio, hosts the studio's public sites and runs local AI models; some pieces still lean on external services. Sovereignty does not mean pretending dependencies do not exist. It means keeping them replaceable. More on the About page.

Projects

Current project lines

TheNewsReport banner: TNR logo over a red-streaked city skyline and globe, tagline "Your #1 source for news."
Flagship

The News Report

A live headline index, rebuilt every hour: every major story linked to its original source, and a companion to TheNewsReport's YouTube channel.

Visit site
ShadowFell's retro pixel-art title screen: The Wrath of Malgrim, Volume I.

ShadowFell

A party-based CRPG in the spirit of the classic SSI gold-box games. Build a guild of adventurers and fight through hand-drawn dungeons and roaming bosses to reach Malgrim's Keep.

Play now
New

SkySeer

Daily horoscope readings for all 12 zodiac signs — pick a sign, see what's written in the stars today.

Visit site
In development

SpanishKeeper

An English and Spanish trainer — listen, repeat, and build vocabulary word by word.

Coming soon

Games and experiments

One world, always open.

Playable now · free in your browser

ShadowFell

A party CRPG in the spirit of the 1987 classics — reborn for the modern age.

Malgrim the Undying crossed the northern ice with ships of black bone. The wizards of Gelnor burned their own libraries rather than let him read them. It did not save them.

Volume I — The Wrath of Malgrim. Muster a band of six from the Adventurers' Guild and step into Thornmere: a hand-painted world of three free towns holding out by stubbornness, smuggling, and dwarven stone. Chart the wilds tile by tile, delve nine dungeons, and survive the five roaming Terrors — the Ogre-King, the Pale Huntsman, the Bog-Witch, the Admiral of the Drowned, and the Herald who rides before the storm. Master rank-based tactics where every swing matters and wounds break real limbs. Sail east to Malgrim's own blighted homeland, learn the secret that feeds his deathlessness, and face him on his throne — where you may end his wrath, or kneel and join it. Two endings. Both are only the beginning.

Volume II — The Descent. Malgrim's fall is not the end of the story — it is the question the whole first volume never thought to ask: why did a deathless king spend a hundred years guarding a single door? Claim his fortress as your own Keep — rebuild its halls, collect its rents, garrison its walls — and decide whether to open what he kept shut. Below lies the Underworld: eight persistent floors that grow darker with every stair, where every chamber stays exactly as you left it and guardians bar the way down. Whatever Malgrim knew, whatever he feared, is down there still. Climb back to the sunlit world whenever you dare — it never locks away — but the deep will be waiting, patient as the grave, right where you stopped.

Volume III — The Sea. The Warden's Codex was never just Malgrim's confession — it's a jailer's ledger, and a ledger names more than one warden. Another failed on an island the sea has been swallowing ever since, and the Admiral of the Drowned — a Terror you may already know from Volume I — is what that island's warden became. Take to open water in a ship that's actually yours: crewed, refitted, and lost for good if you lose it. Sail an archipelago where every port runs its own crew and helping one costs you standing with another. Win it ship-to-hull, then board and finish it with the same six who got you this far. Swear the Salt Covenant, put the Admiral down, and the black stone door at the heart of the islands finally opens on what a warden's failure really cost.

Day fades to dusk and night stays until you rest, and the dead walk bolder in the dark. Tame a wounded beast as a companion, catch a town on its festival day, and fill the Guild's Bestiary one kill at a time. Sign in from any device and your campaign follows you. Share a tankard in the tavern chat, trade your spoils in the Duskharbor Auction House, and join the World Hunt — one Terror stalking every player at once, its strength a single shared pool that every traveler's raids bleed together.

  • PartyA party of six — 8 classes, 6 races, promotions, and real consequences: poison festers, bones break, limbs are lost
  • CombatTactical rank combat with elemental weapons, signature class abilities, and monster weaknesses worth scouting
  • WorldA hand-painted overworld — every tile, road, coastline, town, and dungeon mouth is real art
  • LivingDay/night, weather, festivals, nocturnal hunters, wild taming
  • KeepYour own Keep — rebuild it, garrison it, and descend from it into an 8-floor persistent mega-dungeon
  • ShipsA ship you own and can lose, ship-to-ship combat, and boarding actions that drop straight into party combat
  • CrewsRival crews across the archipelago — reputation is allegiance, and helping one costs you the other
  • HuntThe World Hunt — a server-shared Terror every player fights together
  • SocialPlayer-to-player auction house, live tavern chat, shared leaderboard, and a Hall of Legends for the fallen
  • SavesCloud saves — sign in with just an email, play from any device
  • StoryThree volumes so far, each building on the last — and the top world never locks away

Contact

Have a product, game, or tool worth forging?

[email protected]