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Game · Real-time · AI pipeline · Brand - Solo build

Slop
Machine

A multiplayer AI image party game where players type prompts instead of drawing, and the funniest image wins. Solo-built end to end: game design, real-time backend, AI image pipeline, brand, and deployment.

Role
Founder · Design · Eng · Brand
Stack
React · Supabase · FLUX Schnell
Status
Live · 10 game modes
01

Overview

A live multiplayer party game in the lineage of Gartic Phone and Quiplash, except the creative act is prompting an image model.

Everyone in the room gets the same seed, types their own prompt, and the AI renders whatever they asked for. The images come back all at once and the table votes. The fun of the game is in the divergence and surprise: six people read "most cursed vehicle" six different ways, and the payoff is the moment someone says "wait, THAT is what you made for that?"

I built the whole thing myself, from the server-authoritative game engine to the AI pipeline to the brand, and it runs live at slopmachine.app.

Slop Machine lobby UI with player setup and how-to-play panel
02

The project arc

Slop Machine started with a simple goal: build a playable version quickly and find out if the idea was actually fun.

The first version used a managed AI service because it let me focus on gameplay instead of infrastructure. Once people started playing, I ran into the next challenge: I needed more control over costs, usage limits, and the image generation process itself.

I rebuilt the AI pipeline to run through my own backend, giving me direct control over generation costs, rate limits, moderation, and player usage. That change turned the project from a prototype into a platform that could scale and be managed sustainably.

Unit cost
~16×
cheaper per image after the rebuild.
Per image
~0.3¢
A full game costs pennies. Free tier survivable by design.
Latency
~1s
Speed is a feature. The whole table is watching for the reveal.
03

What I built

Six pieces had to work together: the engine, the pipeline, the prompts, the modes, the economics, and the brand.

01
The real-time engineA server-authoritative phase state machine drives every room through prompt, generate, reveal, vote, score, with Realtime keeping every client in sync. Rooms are host-authoritative, secrets for social-deduction modes are enforced at the database layer with row-level security, and the loop survives players dropping and rejoining mid-game.
02
The AI image pipelineGeneration runs through an Edge Function calling fal.ai FLUX Schnell. Schnell renders in about a second, and in a party game the whole table is staring at the screen waiting for the reveal, so speed is the feature. Per-room and per-user caps plus server-side prompt moderation sit in front of every call.
03
The prompt systemLiteral prompts kill the game. "Skeleton riding a unicycle" produces six near-identical images and zero laughs. The seed system is engineered to manufacture interpretation space: subjective, judgeable seeds shaped as a judgment plus a renderable subject. Seeds are dealt from a no-repeat shuffle bag so sessions never feel stale.
04
The game modesTen modes built on the same real-time core, including Battle (head-to-head), Imposter (one player is quietly working from a different secret prompt), and Jackpot. Each mode layers its own rules on top of the shared engine rather than reinventing it.
05
The economicsA host-pays freemium model. Joining is free and generous, and a paying host unlocks the room for everyone in it. One conversion pulls a whole friend group into the game, which works far better than asking every player at the table to subscribe.
06
The brandName, identity, and product design, built from scratch around a deliberately chaotic, self-aware slop aesthetic that turns the jankiness of fast AI generation into the point rather than a flaw to hide.
04

Go-to-market

A consumer social product, so distribution is built into the mechanics.

Free tier as funnel

Anyone can join and play without paying, which grows rooms and creates natural pressure on the host to unlock more.

Host-pays spread

A single conversion brings five to ten friends along with it. The party-game spread mechanic, on purpose.

Output sells itself

A lobby full of absurd AI images is exactly the kind of thing people screenshot and send to a group chat.

Live now
slopmachine.app
Play a round ↗
05

Stack

Front end

React front end with real-time state sync and the room lifecycle UI.

Backend / Realtime

Supabase for Postgres, Realtime, Edge Functions on Deno, row-level security, storage, and auth.

AI

fal.ai FLUX Schnell for image generation. Server-side moderation, per-room and per-user cost controls.

Billing

Host-pays freemium billing with per-room and per-user cost caps.

Brand / Design

Built from scratch in Illustrator, Photoshop, and Procreate.

Ops

Deployed and running live at slopmachine.app.

Slop Machine

Brendan Rogers · 2026

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