Live: https://fabbbrrr.github.io/project-deck-pub/
The public marketing page for Project Deck — a real-time tower defense fused with a roguelike deck-builder, built on MonoGame for PC (Windows) and Nintendo Switch.
This repo is published as a GitHub Pages site: whatever sits at the root is what the world sees. Only material that is safe to show publicly belongs here.
| Path | What it is |
|---|---|
index.html |
The ad page. Served at the site root by GitHub Pages. |
assets/ |
16 gameplay screenshots (WebP, full + 640 px thumb), three card faces cropped from a draft frame, and og.jpg (the 1200×630 link-preview card). |
project-deck-ad.html |
The same page as one self-contained file (images inlined). Handy for dropping on any host, or sending to press as a single attachment. |
.nojekyll |
Tells Pages to serve the files as-is. |
Drop a folder with its own index.html — Pages serves it at /<folder>/, e.g.
press/index.html → https://fabbbrrr.github.io/project-deck-pub/press/. Keep assets inside that
folder's own assets/ so pages stay independent, and link between pages with relative paths.
- No build step, no dependencies, no tracking. Plain HTML/CSS/JS; the only external request is the two Google Fonts (Crimson Pro + Alegreya Sans SC — the same OFL faces the game ships).
- Store link — search
index.htmlforSTEAM_URL(three places: nav, hero, footer CTA). They currently point atstore.steampowered.com. - Link previews —
og:imageisassets/og.jpg, currently a relative path. Once custom domains or a different folder depth are in play, make it absolute.
Captured from the game's own build with its headless capture seam (MONODECK_SHOTNAME +
MONODECK_RES=1280x768), seed 12345, Normal difficulty, one frame per screen; then encoded to WebP
and the card faces cropped out of the draft frame. The capture script, the encoder and the
publisher for this folder live in the game repo under _ad/.
Claims on the page are read from that build rather than invented — card count from
Cards/CardCatalog.cs, traits from Core/EnemyCatalog.cs, achievements from
Core/Achievements.cs, colour modes from Core/ColorMode.cs. The page deliberately does not claim
online play, cloud saves, leaderboards, voice acting, licensed music or touchscreen support,
because the game has none of them.
Type: Crimson Pro (Jacques Le Bailly) and Alegreya Sans SC (Huerta Tipográfica) — SIL Open Font License 1.1. Art: hand-built procedural watercolour, with the four Errata bosses rendered in SDXL (OpenRAIL-M) on a local render node and colour-corrected in house. Audio: composed and synthesised in code at run time.