On the DegoDB website, we are currently offering four sample games. These include a driving game where you spread paint, a 3D exploration RPG, a cooperative shooting game, and a mystery adventure game. Each one differs not only in genre but also in how data is designed and how it functions as a game.
These are not aimed at creating a full-fledged commercial game, but rather examples of development using DegoDB. They were created as samples to test what design information and deliverables can be prepared from the database information, and where to implement game-specific processing. Mtool does not automatically generate the entire game. It combines data design, some generation/validation, and game-specific code written on the web side.
Gururin Kaku - Expanding Competitive Gameplay from Simple Operations
"Gururin Kaku" is a simple paint drive game where the machine moves forward while you are pressing the button, and changes direction when you release it. You paint the floor with your color, and hitting walls reduces your remaining lives. Your ranking is determined by the area painted within 90 seconds.
In development, we first compiled candidate game content into the format used by Mtool for game content and confirmed it with a formal validator. Some of these settings are read by the game side. On the other hand, movement, collision detection, drawing judgments, opponent AI, and communication are implemented in the Web-side game code. The AI also operates according to rules within the game itself, rather than relying on external generative AI for decision-making.
It was added as a sample on October 17, 2026, and subsequently adjusted for AI strength, difficulty and score, participant reconnection, and sound. This is a work that has gradually expanded the range of playable content by adding elements to a single basic operation, allowing it to be played competitively.
Fairium: A Prototype of a Data Foundation and 3D Exploration
"Fairium" is a single-player 3D exploration RPG where the player, upon receiving a request from the village chief, ventures into a cave to obtain a longsword and fairy power, defeats a dragon in the mountains, and returns to the village. The game features real-time movement and combat, as well as manual saving and resurrection at churches.
In this project, we are connecting the exploration and combat processes on the web side while performing data definition for the game, registration in Mtool, confirmation of generated products, and verification/restoration. We separate the roles between the data classes generated by Mtool and the code that runs the game. A trial version was added on October 18, 2026, and features such as towns, forests, caves, mountain paths, conversations, and dragon battles have been gradually implemented.
Star Defense Line - A 3D shooter designed for cooperative play.
"Hoshubō Senketsu" is a cooperative rail shooter where two players advance from space battles to fortresses, navigate internal passages, and fight the boss. The aircraft automatically move forward, and the player must avoid enemy attacks while retaliating. The trial version also features an AI-controlled wingman.
In the design, mission stages, routes, enemies, attacks, items, etc., are organized as data and used to generate data classes in Mtool. However, the game execution part, including 3D rendering, enemy AI, collision/hit detection, and communication, is a proprietary implementation on the web side. The progress and judgment of missions are handled by the Node.js server, while the browser handles input and screen display.
On October 25, 2026, a local prototype was recorded. Subsequently, missions from space battles to boss fights were incorporated, along with the division of tasks between servers and browsers. The current beta version has limitations, and there are still unverified aspects such as real-world testing and cooperative play on multiple devices.
Arnan Log / Air Rich - A science fiction adventure following clues.
"Arnan Log / Air Rich" is a hard-boiled science fiction adventure centered around Detective Log, who investigates disappearance cases, and his secretary, Air. The story progresses as you investigate the scene, read clues, and choose where to go next. There are times when you need to reselect options that don't fit the situation, creating an investigative flow different from a simple conversation display.
In this project, the script is managed as a structured data in Japanese. We are organizing scenes, investigation items, and direction. While confirming the data structure handled by Mtool, as well as communication and storage contracts, the story progression, screen presentation, and server-side judgments are implemented using code specific to this work. By managing the script and data structures properly, we will separately create the adventure experience.
According to the records, a complete revision of the script occurred on October 28, 2026. Subsequently, details such as the climax direction and save/resume mechanisms were implemented. Because the production records do not allow us to determine the start date, we will describe what is known from the confirmed revisions onwards.
Things I am trying with 4 works.
The four samples do not compete in terms of the scale or method of game development. They involve defining data, making it usable with Mtool, generating and verifying necessary deliverables, and combining them with game-specific processing. We are trying this division of labor across different genres.
In paint games, the focus is on competitive rules and AI. In RPGs, it's exploration data and save functions. In shooting games, it's mission data and server judgment. In adventure games, the main focus is on scripts and structuring scenes. Through playable sample projects, we introduce both the possibilities of development using DegoDB and the parts that need to be created individually within each game.
What is DegoDB?
DegoDB is a toolkit for handling design information and deliverables necessary for application development, starting from the database. It organizes the structure of the database as metadata and can be used to generate and verify code and API specifications centered around PHP.
In the game samples, DegoDB and Mtool are used for data design specific to each work, as well as for some generated content. On the other hand, game rules, screen drawing, story progression, and communication are implemented in code that is unique to each work. This is an example of combining data design with development specific to the game, rather than automatically generating the entire game.
Here, we will introduce the basic concepts of DegoDB and what kind of deliverables can be handled from the database.