Open source · In development

Things I’ve built

A selection of the bots, tools and games I design and build myself: Discord bots that run in real communities, a desktop utility for Linux and a browser game that is still in the making.

Building since
2018
Clients
50+
Projects delivered
50+

Sentinel

Discord bot · Logging & audit
Live

Audit logs and message logs you can verify.

Sentinel watches a Discord server and records bans, kicks, role and permission changes, edited and deleted messages, voice activity, AutoMod and more. Every event goes to the log channel you choose, with an encrypted, searchable history behind it, all set up from a web dashboard.

  • 70 event types, each with its own logger
  • Encrypted, searchable history of everything it logs
  • Free hosted instance, or self-host it with Docker
  • TypeScript
  • discord.js
  • Fastify
  • Next.js
  • Prisma
  • PostgreSQL
  • Docker

Dispatch

Discord bot · Tickets & forms
Live

A ticket bot built for real support teams.

Dispatch opens private ticket channels from menus, panels and forms. Staff can claim, assign, prioritise and close tickets, while transcripts and form answers are stored encrypted and the dashboard tracks response times, ratings and moderator activity.

  • Panels, forms and staff applications with up to 25 validated questions
  • SLAs with escalation, ratings and moderator leaderboards
  • Encrypted HTML transcripts and a full web dashboard
  • TypeScript
  • discord.js
  • Fastify
  • Next.js
  • Prisma
  • PostgreSQL
  • Docker

Dropwheel

Desktop tool · Linux
Early release

A radial wheel of file actions for your desktop.

Drag files, tap Shift and a wheel appears under the pointer with the actions that fit those files: convert, compress, crop, redact, share. Everything runs on your computer with tools like FFmpeg, Ghostscript and Tesseract, with no accounts, no cloud and no telemetry.

  • 448 actions, chosen by file type
  • Originals are never overwritten, and Undo sends results to the trash
  • Real PDF redaction, checked after the fact
  • For now it runs on Arch Linux with Hyprland
  • Python
  • Quickshell
  • Linux

GalacticLeague

Browser game · Space MMO
In development

A free-to-play space game in a shared open world.

Build and upgrade a ship and a base, gather resources, trade on a player-run market and fight in real-time arena combat against other players and NPC factions. The server decides everything that matters, so the game stays fair.

  • Instances of up to 40 players, with the server running at 20 ticks per second
  • 13 weapon types, with damage applied to each part of the ship
  • Free to play: nothing bought with real money gives a combat advantage
  • TypeScript
  • Three.js
  • Node.js
  • PostgreSQL
  • Docker
Build with me

Need something like this?

Bots, dashboards, tools and websites like the ones above are what I take on as commissions. Tell me what you have in mind and I will come back with a scope and a quote before any work starts.

  • 01Open source where it makes sense, so you can read exactly what runs.
  • 02Security and privacy designed in from the start, not added at the end.
  • 03Documented, tested and ready to be handed over or self-hosted.
Roadmap

GalacticLeague

The code lives in a private repository, so this is the public view of where the game stands. There are no release dates: each stage starts when the previous one is stable.

Updated November 2026
  1. Foundations

    Done

    One shared TypeScript codebase, an authoritative game server, a Three.js client, container-based deployment and more than 2,200 automated tests.

  2. Playable online

    In progress

    The client connected to the server, with the player’s own ship predicted and corrected, server-side arena combat with the first weapons, and an end-to-end test where two players in the same instance see and hit each other. The first deployment to a live server belongs to this stage.

  3. Core

    Planned

    Ship loadouts and weapon upgrades across ten ship classes, a village-style base with a defensive ring, the economy and production recipes, PvE against the three NPC factions (Empire, Consortium and Swarm), wrecks and insurance.

  4. Shared world

    Planned

    Separate galaxies split into instances of 40 players with overflow, joining by ID or through friends, an order-book market with a 2% fee on sales, imperial taxes and zones, friends and parties, and base attacks in separate instances with an access policy.

  5. Social

    Planned

    Clans, wars, leaderboards, chat, base assaults, clan bases and the Rebel Settlers faction.

  6. Live

    Planned

    An anti-cheat event log, an admin panel, events, spectators, the Resonants faction, balancing tools and load tests with bots. The premium currency is only for cosmetics and boosts.

  7. Graphics

    Planned

    A stylised, polished-indie art direction in Three.js, an asset pipeline with levels of detail, and a target of 60 fps on mobile with 40 players in the instance.

What will not change

  • The server is the authority on combat, the economy and time.
  • Nothing bought with real money gives an advantage in combat.
  • Stats, prices, costs and timings live in data files, not in the code.
  • No replays: event logs exist only for anti-cheat.