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Parva Machina

Designed & Maintained with Tan

parva machina — Latin for "small machine." The name is the design brief: a mechanism whose rules are visible, whose parts can be counted, and which you can open and look inside.

A one-person game studio in Türkiye. Three finished games. They open in a browser, they keep running with the network switched off, and not one of them has ever had a server behind it.

parvamachina.com · Turkish and English, both from the first release


The games

SilkWard — turn-based puzzle

A caravan master tracing a lost sibling along the Silk Road. Every level is a single-screen isometric diorama: you take one step, the enemies take one deterministic step. No luck, no reflexes, no rule that reveals itself only after it has beaten you. The story is told almost entirely without words.

42 levels · three acts · web now, mobile soon · silkward.com

Regnarium — micro-4X strategy

4X for the player who wants one and does not have six hours. Explore, expand, exploit and exterminate across a hex map, start to finish in a single sitting. Combat rolls nothing: the preview you see before attacking is the calculation. The opponent AI plays with the same information and the same moves you have.

one session · diceless combat · AI that does not cheat · web now, mobile soon · regnarium.com

SysAdmin Crisis — terminal simulation

You are the only sysadmin on the night shift. Logs scroll, metrics drift, pagers go off; you read the signature, name the incident, and fix it by typing a real command — the same one you would type at 03:00 on a real box. Eight hours of in-game night, then sunrise. An endless mode keeps the shift going past sunrise on a seeded random generator — give someone your seed and they get your exact night, incident for incident.

00:00 – 08:00 · real commands · seeded endless mode · web now, mobile soon · sysadmincrisis.com

On the way: Umbraward, a tower defence game, is still in development and not yet released — umbraward.com.


Four promises every game keeps

  • It runs offline. Load the page once; the same game works in airplane mode. This is a durability decision before it is a privacy one — there was never a server, so there is no connection to drop and nothing to shut down.
  • Nothing is collected. No accounts, no telemetry, no analytics, no crash reports. Not anonymised — absent. Saves, scores and settings stay in your browser's own storage.
  • Nothing is left to chance you can't reproduce. Wherever a game uses randomness, it's seeded: the same seed always plays out the same sequence of events. What that buys — deterministic puzzles, diceless combat, an AI with no extra moves, a night shift you can replay exactly — differs by game; see each one above.
  • Free, with nothing to sell you. No ads, no subscription, no energy meters, no wait timers, no daily login rewards.

These are not a marketing page. In each repository they are enforced by lint rules and dependency audits: the rule core may not import react, touch window, call Math.random, read Date.now or reach fetch, and no analytics, crash-reporting or remote-config package may appear in any game manifest. A pull request that breaks a promise fails the build.


How they are built

Every game is the same shape underneath.

  • A rule core — pure TypeScript, zero runtime dependencies. The whole game lives here: state, rules, win condition, and whatever makes that particular game tick — Regnarium's opponent AI, SilkWard's deterministic enemy steps, SysAdmin Crisis's incident engine. No DOM, no React Native, no clock, no randomness that is not seeded.
  • A web shell — statically exported, installable as a PWA. There is no server side, because there is nothing to run.
  • A mobile shell — coming soon for iOS and Android on the same engine. Not a separate edition; a second window onto the same game once it ships.

Umbraward, still in development (see above), is planned as the one deliberate exception: it will render through PixiJS 8 on Vite and ship as a mobile-first web build rather than a native shell. Its core rule — deterministic simulation, no network at runtime — will be identical.

Each repository keeps its decisions in a .ssot/ directory — a single source of truth holding the PRD, the architecture decision records, the game design document and the execution log. When code and document disagree, the decision is updated first and the code second.


Press and brand

Everything needed to write about, stream or record these games is on the press kit — fact sheet, per-game details, brand assets, and what you are allowed to do with them. You do not need to ask permission.

The mark is a measuring instrument seen from above: a square frame, an inscribed circle, a brass dot at the centre.

Palette #131211 ground · #e8e3d8 paper · #c8892f brass Typefaces Archivo (headings, body) · JetBrains Mono (labels, data)


Contact

contact@parvamachina.com

There is no contact form, because a form needs a server. An email is enough — they get read.

Founded by Muhammet Şafak.


Türkçe

Parva Machina, Latince "küçük makine" demek ve ad doğrudan tasarım sözleşmesi: kuralları görünen, parçaları sayılabilen, açıp içine bakabileceğiniz bir mekanizma.

Türkiye'de, tek kişilik bir oyun stüdyosu. Üç bitmiş oyun. Hepsi tarayıcıda açılır, ağ kapalıyken de çalışmaya devam eder ve hiçbirinin arkasında hiçbir zaman bir sunucu olmadı.

Oyun Tür Nedir Sitesi
SilkWard Sıra tabanlı bulmaca İpek Yolu boyunca kayıp kardeşinin izini süren bir kervan başı. Her hamlede düşmanlar da tek, deterministik bir adım atar. 42 bölüm, üç perde. silkward.com
Regnarium Mikro-4X strateji Altı saati olmayana 4X: tek oturumda keşfet, genişle, üret, rakipleri alt et. Savaşta zar yok, rakip yapay zekâ da sizinle aynı bilgi ve aynı hamlelerle oynar, ek hamle almaz. regnarium.com
SysAdmin Crisis Terminal simülasyonu Gece vardiyasındaki tek sistem yöneticisi sizsiniz. Olayı okuyup gerçek komutla çözersiniz. Sonsuz mod gün doğduktan sonra tohumlu rastgelelikle sürer — aynı tohum aynı geceyi verir. sysadmincrisis.com

Yolda: Umbraward, bir kule savunma oyunu, henüz geliştirme aşamasında ve yayınlanmadı — umbraward.com.

Dört söz, dördü de her oyunda geçerli:

  • Çevrimdışı çalışır. Sayfayı bir kez açın; aynı oyun uçak modunda da çalışır.
  • Hiçbir şey toplanmaz. Hesap yok, telemetri yok, analitik yok, çökme raporu yok. Anonimleştirilmiş değil — hiç yok.
  • Hesabını veremeyeceğiniz bir şans yok. Bir oyunda rastgelelik varsa tohumludur (seeded): aynı tohum her zaman aynı olay dizisini üretir. Bunun her oyunda ne kazandırdığı değişir — deterministik bulmacalar, zarsız savaş, fazladan hamlesi olmayan bir yapay zekâ, baştan sona tekrarlanabilir bir vardiya — yukarıda oyun oyun.
  • Ücretsiz ve satacak bir şeyi yok. Reklam yok, abonelik yok, enerji ya da bekleme sayacı yok, günlük giriş ödülü yok.

Bunlar bir pazarlama sayfası değil: her depoda lint kuralları ve bağımlılık denetimleriyle zorunlu kılınıyorlar. Sözü bozan bir pull request build'i düşürür.

Oyunlar Türkçe ve İngilizce'yi ilk sürümden itibaren birlikte taşır; ikisi de sonradan eklenmiş bir çeviri değil.

Hata, denge sorunu ya da kötü bir çeviri gördüyseniz contact@parvamachina.com yeter — okunuyor.

Muhammet Şafak tarafından kurulmuştur.

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