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炎上消火ゲーム start screen

炎上消火ゲーム

Techoes · Studio · Also known as Enjo Shoka Game

A one-minute card game about putting out a social-media firestorm: match the right response card to each spark before the outrage meter hits 100. The developer says the code was implemented mainly with Codex.

Where to play

Official site ai-enjo-game.techoes.click, verified Nov 3, 2026. Given as the play link (プレイ用リンク) in the developer's Qiita article, published under the Techoes organization on Qiita.

Where to play

Every platform this game is on. Links are checked against official sources; we never host or mirror games.

  • BrowserEarly access · In development (one scenario playable; skills planned)Free

    Runs in a desktop or mobile browser. No download.

    Browser (no download) · Mobile · Official link verified Nov 3, 2026.

    Play free — official site

About 炎上消火ゲーム

炎上消火ゲーム (Enjo Shoka Game, roughly “firestorm extinguishing game”) is a free browser mini-game about an online backlash, or 炎上. Sparks of trouble appear in the middle of the screen, response cards sit at the bottom, and the top shows the outrage level, time left and score. You put out each spark with the card that fits it, for example “fact check” for “false rumour spreading”; a wrong response makes the spark more dangerous and can set off new ones. The goal is to keep the outrage level below 100 for 60 seconds, and putting out enough sparks charges a support skill that slows the spread. In the developer's article of 18 Sep 2026, one scenario, the advanced stage of a celebrity scandal (芸能人炎上), was playable, with skills to come. It is made by a new-graduate engineer at the Tokyo IT company Techoes, who says the code was implemented and fixed mainly with OpenAI's Codex, including new features, screen adjustments and music and sound effects, while the developer played it and judged the look, controls and timing. An early idea in which AI would grade the player's typed explanations was dropped; the current game is card-based. Free, in Japanese, on PC and phone browsers.

social-mediatime-attackcardssatirejapanesesmartphonereact

How it was built

Partially verified
CodexPrimary

In a Qiita article (Japanese, 18 Sep 2026) the developer says Codex was used mainly for implementing and fixing the code, such as adding features, adjusting screens and adding BGM and sound effects, and for questions about the code and Git. Requests were written as text (the one example prompt quoted in the article was written in Chinese) with screenshots attached for visual problems; the developer played the game, checked readability, controls and sound timing, and asked for fixes. The article ends: “コードの実装はCodexに頼った部分が多く、まだ理解できていないこともあります。”

Development approach

TypeScript and React for the game logic and screens, CSS for layout, colours, animation and the phone layout, with Vite (and vinext) for development and a static build deployed with AWS Amplify, per the article. The developer tuned spark speed, card effects and the time limit by playing repeatedly. The play page loads only its own scripts and audio; the BGM is “Chase!” by Ted Kerr (Wolfgang_) from OpenGameArt under CC0, credited in the game.

Engine / framework
None (React and TypeScript)
Languages
TypeScript
Team size
Not disclosed
Initial build time
Not disclosed
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
Not disclosed
“コードの実装や修正には、主にCodexを活用しました。”
— Techoes, Codexを活用した炎上ゲーム開発で直面した課題と学び

Verification notes: AI use, game screen, the playable scenario, tech stack and the dropped AI-grading idea from the developer's Qiita article of 18 Sep 2026 (author “C” of 株式会社Techoes, account h-chien-techoes, posted under the Techoes organization), which links the play page. Company details from techoes.co.jp. The 60-second goal, the slow-down skill and the BGM credit are taken from the play page's own text (page language ja) on 4 Nov 2026; its code contains text for further scenarios and difficulty levels, but we did not play it to check what is unlocked, so they are not listed as features. No calls to AI services were found in the page code. “Mainly with Codex” and “relied on Codex for much of the implementation” are the developer's wording, so no AI code share is recorded. Team size is not stated; the article mentions advice from senior colleagues. No release date is stated.

Development history

  1. The developer publishes an article on Qiita about building the game with Codex, with a play link and a request for feedback.

Game performance

Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.

Browser (official site)

Early access (In development (one scenario playable; skills planned))FreeOfficial site

No public metrics recorded for this listing.

Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.

Sales & revenue (all platforms)

Downloads
Not disclosed

Browser game — there are no downloads to count.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
Codexを活用した炎上ゲーム開発で直面した課題と学び
Qiita (C / 株式会社Techoes) · Japanese
DevlogSep 18, 2026Nov 3, 2026
炎上消火ゲーム
Techoes · Japanese
Official siteNot confirmedNov 3, 2026
株式会社Techoes
Techoes · Japanese
Official siteNot confirmedNov 3, 2026
Official game page (language check)
Techoes
Official siteNot confirmedNov 3, 2026
Verification: Partially verifiedLast verified: Nov 4, 2026OfficialDeveloperThird-PartyObservedUnverified
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