Four maps. Two characters. One core to defend.
Kitty Kaki: Sote Mode Engaged is a single-file browser game built on THREE.js. You defend a void crystal against escalating enemy waves across four stages — Void, Forest, Inferno, and a full Boss Encounter. No installs, no server, no build step. Open it and play.
| Stage | Enemies | Notes |
|---|---|---|
| VOID | Zombies, skeletons, void demons, robots | Starting zone. Tech enemies appear in later waves. |
| FOREST | Orcs, zombies, goblins, skeletons | Orcs hit hard. Hold the line. |
| INFERNO | Fire zombies, ember scouts, magma golems | Single intense wave, then boss. |
| BOSS MODE | Overdrive + Kitty Kaki vs. the Ancient | Full encounter — wave phase then 1v1 fight |
Hold left mouse — Overdrive fires a lance stream
Hold right mouse — Kitty Kaki fires a star burst spread
Move cursor up/down — Aim vertically
Q — Overdrive Ultimate: Fire Tornado
E — Kitty Kaki Ultimate: Shield Aura
The boss has multiple phases. Charge gauges fill as you deal damage.
| Input | Action |
|---|---|
SPACE |
Trigger next wave early |
W |
Build wood wall |
S |
Build stone wall |
T |
Place turret |
F |
Fortify wall |
R |
Repair wall |
B |
Deploy laser |
M |
Fire mortar |
| Click powerup box | Charge nuke / lightning (costs void energy) |
| Click charged box | Deploy |
Enable DEV MODE in the Options panel to unlock spawn cheats:
1-4 spawn enemies · C toggle chaos · X force stage skip
Single self-contained HTML file (~7000 lines). No bundler, no npm, no framework.
index.html
├── THREE.js (CDN) — 3D rendering, camera, scene graph
├── GLTFLoader — Character and enemy models
├── Web Audio API — All sounds synthesized in-browser (no audio files)
├── CSS animations — HUD, intro player, powerup boxes, boss UI
└── Game systems
├── Wave engine — Multi-stage progression with per-stage enemy mixes
├── Resource economy — Wood / scrap / stone / ammo / void energy
├── Boss encounter — Two-character system, charge meters, ultimates
├── Projectile system — Real-time collision, vertical aiming
└── Particle emitter — Lightweight THREE.js additive blending
All sound is procedural — synthesized with the Web Audio API using oscillators, noise shapers, and gain envelopes. No audio assets are loaded.
GLB models are loaded from the /assets/ path. The game degrades gracefully to colored geometry if assets are missing.
No build step needed:
# Any static server works
npx serve .
# or
python3 -m http.server 8080Then open http://localhost:8080.
| Type | HP | Speed | Notes |
|---|---|---|---|
| Zombie | 80 | slow | Void stage baseline |
| Skeleton | 50 | fast | Fragile but quick |
| Goblin | 30 | very fast | Pack damage |
| Orc | 220 | slow | Forest tank, heavy hitter |
| Void Demon | 180 | fast | Teleports through gaps |
| Robot | 300 | medium | Armored, high reward |
| Fire Zombie | 110 | medium | Inferno variant |
| Ember Scout | 35 | sprint | Glass cannon |
| Magma Golem | 400 | slow | Inferno heavy |
| Kaiju | 600 | crawl | Rare elite, massive AOE |
Built for NemoClaw — the Jarvis system for NVIDIA devs and stream community.
Characters: Overdrive and Kitty Kaki.
THE VOID DOES NOT FORGIVE