
REAL-TIME MULTIPLAYER BROWSER GAME · 2026
World Chess
Play chess online—but your country changes your pieces and rules.
Choose one of fourteen nations, join a bot, ranked, casual, or friend match, and play a complete timed chess game against another player. Germany has exploding knights. Russia’s queen respawns. Australia poisons captors. Every matchup changes the strategy.
Built collaboratively with @dabkeyanik ↗.- MY ROLE
- Rules, product UI, analysis, backend reliability
- CORE SYSTEMS
- 14 variants · 3 queues · bots · profiles
- LIVE ARCHITECTURE
- FastAPI · Redis · SSE · PostgreSQL
- DEPLOYMENT
- Docker · Render · four Uvicorn workers
Five ways to play.
Set a clock, practice against the bot, enter ranked, leave both countries random, choose yours, or invite a friend.

The rules change the game.
Each country changes movement, captures, setup, promotion, or the win condition. The Python engine—not the browser—validates both players’ rules and broadcasts one authoritative board.

Germany
Explosive knights sacrifice themselves on capture and clear enemy pieces in a 3×3 radius.
Game systems, product UI, Analysis Lab, persistence, and multiplayer reliability.
I built the newer variant-aware review flow and helped move World Chess from a playable rules experiment into a persistent competitive game with profiles, history, and recoverable live sessions.
TECHNICAL DETAILSOpen Analysis Lab and architecture+
Variant-aware game review.
I built the newer Analysis Lab, profiles, and archived-game review flow. Review restores complete variant state at every ply, then layers progressive analysis, move grading, top lines, branch play, blast-zone overlays, and instant navigation onto it.



Server-authoritative multiplayer with reconnectable events, private seat credentials, ratings, friends, and versioned archived game state.
Play the current build ↗