Making things
Forge is a family of small deterministic engines that make game and web material - sprites, animation strips, audio, tiles, textures, palettes - from a written recipe rather than a prompt. PageForge is the one built for people who are not making a game: it hands you a finished personal website as a folder of files.
Most page builders rent you a page on their servers, and when you stop paying the page stops existing. PageForge does the opposite: it renders the whole site in your browser and gives you the zip. Answer a short wizard, pick one of fifteen finished looks, adjust colours and type if you want, and download a folder containing the page itself, a plain stylesheet you can read and change, your images, a favicon drawn from your name, your answers saved separately so you can come back and edit, and a README that walks through putting it on a free host.
Your text and photos never leave the browser, because there is no server to send them to. There is no account, no email address and no trial that ends. The site is plain HTML and CSS with no build step, so any host on earth can serve it and you can still edit it in ten years. The code is public.
Under the family sits one engine core, written in Rust and compiled to WebAssembly, shared byte for byte by everything that uses it. Determinism is the whole point: the same pack, seed and options return the byte-identical result forever, which is what makes generated assets safe to check into a game's repository and rebuild years later. There is no image model in the loop, so nothing drifts between runs and nothing arrives with an unclear provenance.
It does not generate art from a text prompt, and it will not surprise you with a different result on a second run. It does not host your site, keep your files or hold an account for you. It is a compiler for content, not a service you live inside.
PageForge is live and free. Nothing to sign up for, nothing to cancel, as many pages as you like.
Forge is half open, and free. Today the address answers as a machine interface rather than a studio: the pack catalogue and the two generation endpoints - a sprite and an animation strip - are free to call, with no key and no account. A per-call charge existed until September 2026 and was switched off: the engine is deterministic, so a render bought once is a render you keep forever, and charging per render made no sense. The in-browser studio that drives the same core by hand is built but not yet open at that address; this page will say so when it is.
pageforge.mtclab.netThe forge catalogue endpoint is at forge.mtclab.net. PageForge's source is public at github.com/mtclab/pageforge.
Elsewhere: vahti·Vigla·Asuntodata·Gamecove·Facet·Forge·keeplocal