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Prochron

A daily history puzzle: stamp what couldn’t be there yet.

Status
In development
Platforms
Web
Started
2026
Built with
JavaScript, Vite, Web Audio, Python

Why I made it

I set Claude Code a brief one night: invent a genuinely original daily word and trivia game for the web, plan it, and have something playable by morning. Prochron was its idea. I chose the name and asked for the current look, and it has kept developing the game in a loop since.

The bar I hold it to is that you think, but not hard; most players finish; and you leave knowing something true you didn’t know before, as the payoff rather than a lecture. Once you finish, you’re done until tomorrow.

What it does

  • One scene a day, the same for everyone, holding 11 or 12 named things. Four or five of them are too soon for the year on the plate.
  • Stamping one reveals the year it really arrived, with a sourced fact. A wrong stamp costs one of four hourglasses and tells you how much older it is than you thought.
  • Some answers are subtle, and some things that look too modern are traps that really were there.
  • Win or lose, the day ends at the Exhibit: the stamped scene, a ribbon of when everything arrived, and the day’s best fact.
  • A spoiler-free share, as text or an image card, plus streaks and statistics.
  • One thumb on a phone or the keyboard on a computer. Playable with the sound off and with reduced motion, and colour is never the only signal.
  • 31 days are written and drawn so far, including New York in 1925 and Rome in 44 BC.

Screenshots

Prochron screenshot
Scene: New York, 1925. Five things here are too soon.
Prochron screenshot
Inspect: a microwave oven, ready to stamp or leave.
Prochron screenshot
Stamp: too soon by 22 years, with the fact behind it.
Prochron screenshot
Exhibit: the stamped scene and when everything really arrived.
Prochron screenshot
Scene: New York, 1925, on a phone.
Prochron screenshot
Inspect: the sheet that slides up on a phone.
Prochron screenshot
Exhibit: a perfect day’s result and its time ribbon.

Under the hood

  • Every fact the game teaches is checked against a source, and the source is recorded. Subtle answers and traps need two independent sources.
  • All the art is drawn from palette-indexed pixel grids and all the sound is synthesised in the browser, so the game ships no image or audio files.
  • It builds to static files with no server code, accounts, cookies, analytics or third-party requests, and runs under a strict Content-Security-Policy. Progress lives in the browser.
  • Each day is its own file, fetched when played and scrambled so that future answers aren’t sitting in plain text.
  • It’s live for testing and still being built.