Documentation

Playing Digipology

Quick Play, public and private rooms, guest access, invitations, and reconnect behavior.

Digipology games run in the browser. Browse the catalog, choose a game, and use Quick Play or open a room of your own. An invitation is enough to join a private table.

Tables use WebGPU with a permanent WebGL fallback; for renderer testing, add ?renderer=lite or ?renderer=webgl to a table URL (Lite still falls back safely when WebGPU cannot start).

Quick Play

Choose Quick Play on a game to go straight to a table. Digipology looks for a fresh public room for that game with an open seat, preferring the room that already has the most players. If no suitable room remains, it creates a new public room and seats you there.

Quick Play works for signed-in players and guests. When a guest has no saved display name, the server assigns a generated Guest-… name.

Saving and resuming a table

Only the table Host can create a persistent save, and the Host must be signed in. Open the table menu in the top bar and choose Save table. A guest Host can sign in from that action without leaving the table; after sign-in completes, return to the table tab and the save continues.

Open Saved tables from the account menu or visit /saves to list or delete your saves. Choosing Resume creates a new room with a new invite code. Share that new code with the other players: everyone must join the resumed room again, and the old room’s invite code does not lead to it.

Games that use scripts can be saved, but they cannot be resumed yet. Those saves stay in Saved tables with Resume switched off until support lands.

Host a room

Open Host a game, choose a game, and select a visibility:

  • A private room is invite-only. A guest can create one after entering a display name; no account is required.
  • A public room can appear in the public-room list and accept players through Quick Play. Creating one requires an account, and the host dialog offers sign-in when a guest selects this option.

After the room is created, the host dialog shows its invite URL and lets you copy it before entering the table.

Join with an invitation

Every room has an eight-character code displayed as XXXX-XXXX and a link shaped like /join/<code>. Paste either form into the home page’s join field, or open the link directly.

A signed-in player joins with the name on the account. A guest is asked for a display name when the browser does not already have one, and that name is remembered for the next table in the same browser session. Guests can join, play, use Quick Play, and host private rooms without creating an account. Sign-in is reserved for account-bound actions such as publishing a game or hosting a public room.

If an invitation is invalid, full, or belongs to a table that has ended, the join page explains what happened and offers the relevant retry or return action.

If the connection drops

The table attempts to reconnect automatically. The table remains visible while it catches up, but gameplay interactions pause until the connection is restored. If the connection cannot be restored or the room has ended, the table shows a message and an option to leave.

Occasionally an older, long-running scripted table needs a seated player to create a fresh recovery point before anyone new can enter. If you see the message that the table is not ready for new players, ask someone who is already at the table to keep playing for a few minutes, then choose Try again. You can also leave the table and reopen the invitation later; the client will not loop through silent reconnect attempts while it waits.

Rooms do not remain active forever after everyone leaves. After sustained inactivity, an empty room expires; returning players can host a new table from the catalog.

Your hand and playing cards

Your private hand tray stays along the bottom of the table and shows each card’s label and color. Choose None to keep the game’s canonical hand order or By label for a local, room-specific sort; sorting never changes the shared game. Tap a card to inspect it, or drag it onto the table. On touch, hold a hand card for Inspect and Play to table.

Inspect and object actions

Inspect is a local, read-only view: it does not take a game action. Owned cards show their face, while a face-down card you do not own stays a card back. Open the object action menu with right-click on desktop or a hold on touch. The menu only offers actions the object supports, such as Flip, Roll, Press, Draw to hand, Shuffle, counter changes, taking a stack top, or sandbox Lock/Unlock. It also identifies another player who is holding the object.

Reconnecting and synchronizing

Reconnecting and Synchronizing Table appear as small non-blocking cards, so you can still orbit, pan, or pinch the visible table while shared game actions pause. Synchronizing may show how many catch-up actions have been applied. If repeated attempts cannot restore the room, choose Reload table to create a fresh connection without leaving the page, or Leave table to return home. Technical connection details remain in Diagnostics.