The Fourfold

A game console you talk to. Say what you want to play, and it builds the game.

It isn't finished. We're building it in the open, and this page is where you can watch. Today is day 23.

Writing about it? Get the press kit

Console screen. This is the shelf. The card at the front makes a new game.

This is the shelf. The card at the front makes a new game.

1 of 8

Turn the knob or press green to go on, and yellow to go back. These are the real screens from the console.

Coming to Kickstarter

It'll launch on Kickstarter when it's ready. Leave your email and you'll hear first.

We'll email you when the Kickstarter opens, and now and then with a build update.

Day
23
Firmware
0.19
Case revision
5
Last update
September 28

Here it is running

I filmed this on the workbench on September 26. It shows the shelf, a round of Pong, and then Submarine, where you dive, collect salvage, and spend it at the depot.

The console built Submarine from a spoken request.

Full video and photos in the press kit

On the bench right now

  • Getting games to run faster

    New games run at 20 to 40 frames a second. We want 60. The slow part is painting the screen, so that's where we're working.

  • Making the builds better

    A finished game should be fun on the first try. We're teaching the automated tester to tell whether it is. Right now it mostly checks that the game runs.

  • Cutting the cord

    The prototype runs off a USB cable. The newest case design has a pocket for a battery. Next is printing it and finding out how long it lasts.

What's not good yet

  • A full game takes about 12 minutes to build. A quick sketch takes about 3.
  • Building a new game needs Wi-Fi. Without it you can still play your shelf and make small changes by voice.
  • With Wi-Fi off, the console only understands a short list of spoken commands.
  • The case is gray because that's the filament we had.

The journal

Newest first, including what broke.

Follow by RSS
  1. Day 23

    Learned

    The slow part is drawing

    We switched off a bookkeeping step in the game runtime, hoping for a big jump in speed. Wind Dog went from 22.8 frames a second to 23.7.

    That tells us the slow part is painting the screen, so that's what we're working on next.

  2. Day 22

    Decided

    You pick how much game you want

    Builds got longer as the games got better, and waiting 12 minutes for a quick idea felt wrong. Now the console asks whether you want quick, standard, or deep. That's a sketch you can touch in about 3 minutes, a whole game in about 12, or the full thing in about 30.

    Console screen asking how much game to build, with three choices: quick, about 3 minutes; standard, about 12 minutes; deep, about 30 minutes
  3. Day 22

    Worked

    The tester now watches the screen

    Every new game gets played by an automated tester before it reaches your shelf. Until now the tester only read numbers, like whether the score changed or the player moved. Now it looks at the screen while it plays, the way you would.

  4. Day 21

    Worked

    Three minutes of Submarine

    The first long play session on the assembled console, filmed on the workbench. Submarine has depth zones, a shop, and a sea floor with things on it that want you gone. The video is at the top of this page.

    The Fourfold prototype in two hands, playing Submarine: a small submarine under a dredger ship, with depth, hull, and salvage readouts along the bottom
  5. Day 21

    Fixed

    The game that vanished

    A game called Paper Canyon took 5 minutes and 26 seconds to build. The console stopped waiting at 5 minutes, said it didn't build, and moved on. The game finished 26 seconds later, and by then the console had stopped checking. It didn't show up until the next restart.

    The console now waits a lot longer, and a finished game always lands on the shelf.

  6. Day 21

    Worked

    Cave Bat

    The first game built the new way: 796 lines of code, written, tested, reviewed, and revised before it reached the console. It took 8.7 minutes.

    It ran at 20 frames a second. Clearing the screen with the chip's graphics hardware got it to 28.

  7. Day 21

    Fixed

    Flicker and choppy sound

    Two bugs had the same cause. We'd assumed every game runs at 60 frames a second. The screen flickered because we were erasing the next frame while the display was still reading it. Sound stuttered because we fed the speaker one frame's worth of audio per frame, which is half as much as it needs when a game runs at 30.

    Both now run off the clock instead of the frame count.

  8. Day 20

    Worked

    Everything in one case

    Screen, board, knob, and buttons, all in one printed case, running the home screen. The knob scrolls the shelf. The buttons pick and go back. Pushing the knob in means talk.

    The Fourfold prototype held in one hand: a gray case with a screen in the middle, green and yellow buttons on the left, and a large knob on the right
  9. Day 20

    Worked

    The controls go in through the camera port

    The board had no spare pins where we needed them. It did have a camera we weren't using. We unplugged it and ran the knob and both buttons through its connector, with a ribbon cable and a small adapter board.

    Inside the open case: the circuit board face down, a ribbon cable running to a small green adapter board, and wires leading to two buttons
  10. Day 14

    Worked

    The shelf works without Wi-Fi

    Games now save to the SD card, so your shelf is there with no network. The console also got its own Wi-Fi picker. Before this, the network name was baked into the firmware.

  11. Day 12

    Worked

    A faceplate with room for everything

    The first printed front with two buttons, a window for the screen, and the knob.

    A gray 3D-printed faceplate held in one hand, with a yellow and a green button at one end, an empty screen window, and a knob at the other end
  12. Day 9

    Worked

    A library on the screen

    The first case only held the screen. The home screen already had its shape: a shelf of games, with a card at the front for making a new one.

    This is also the week games became small programs the console runs, instead of settings files it reads. That's what lets a game do something we never planned for.

    A small gray case holding a screen that shows a game library with a card labeled New and a card labeled Pong
  13. Day 8

    Worked

    First buttons

    I soldered two buttons to a scrap of prototyping board. They're ugly, but they were enough to find out how the buttons feel under a thumb.

    A yellow and a blue push button soldered to a small black prototyping board, with four wires coming off the bottom
  14. Day 7

    Decided

    Screen in the middle, knob on the right

    We settled the layout before printing anything: screen in the middle, two buttons on the left, one big knob on the right. The orange is where we'd like to end up.

    Concept image of two orange handheld consoles, each with a screen, a blue and a yellow button, and a large black knob
    This is a concept image.
  15. Day 6

    Fixed

    It heard the laptop and ignored me

    The console is supposed to wake up when you say its wake phrase. It woke every time the laptop's computer voice said it. It never woke for me, all day.

    We couldn't retrain it, so we swapped the phrase. With the new one, the first spoken command from a real person worked. I said "bigger" and the Pong paddle grew 7 thousandths of a second later, with no internet.

  16. Day 3

    Worked

    Say a sentence, get a game

    The whole loop works for the first time. Say what you want, and about 50 seconds later you're playing it. Say what to change, and the new version is ready in about 10.

    These first games are simple. Pong runs at a steady 60 frames a second.

  17. Day 1

    Started

    A board and a plan

    The build starts on an Espressif ESP32-S31-Korvo-1 development board: a dual-core RISC-V chip with Wi-Fi 6, two microphones, speaker amps, and a microSD slot.

    The first thing we learned is that loading new firmware at full speed fails partway through and leaves the board unable to start. At the slowest speed it works every time, and a full load takes about 15 minutes.

    The bare development board: a black circuit board with an Espressif module, a microSD slot, and USB ports

Follow along

We add to the journal as things happen. Get the Kickstarter email, subscribe to the feed, or read the longer write-ups on the blog.

Hear when the Kickstarter opens

We'll email you when the Kickstarter opens, and now and then with a build update.

The prototype today

Status
Working prototype. Coming to Kickstarter when it's ready.
Controls
One knob (turn and push), two buttons, touch screen, voice
Screen
800 × 480 touch screen
Processor
Espressif ESP32-S31, dual-core RISC-V
Wireless
Wi-Fi 6, Bluetooth
Audio
Two microphones, built-in speaker
Storage
microSD for games and saves
Games
Small Lua programs running on Fourfold's own engine
Case
3D printed, fifth revision

Questions about The Fourfold

What is The Fourfold?
The Fourfold is a handheld game console being developed by Fourfold. Instead of buying games for it, you tell it what you want to play and it builds the game. You can then talk to a game to change it.
Can I buy one?
Not yet. It's a working prototype, and it'll launch on Kickstarter when it's ready. You can leave your email on this page to hear when that happens.
How long does it take to build a game?
You choose. A quick sketch takes about 3 minutes, a whole game about 12, and the full treatment about 30. You can play other games while it builds.
How do you control it?
With a knob, two buttons, and a touch screen. Every one-player game is made to be playable with just the knob and one button. Pushing the knob in is how you talk to the console.
Does it need the internet?
Building a new game needs Wi-Fi. Playing the games on your shelf doesn't, and you can make small changes to a game by voice with Wi-Fi off.
What hardware is it built on?
The prototype is built on Espressif's ESP32-S31-Korvo-1 development board, with an 800 × 480 touch screen, two microphones, a speaker, and a microSD slot, in a 3D-printed case.