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The Fenophone

Fenophone in your game

An adaptive-music engine with a plain C interface: gameplay drives the score live, changes land musically on the next bar, and the same seed replays the same score.

Hear it, in a game you can play

A tiny line game scored live by the engine: space tightens ahead and the intensity rises, the trail grows and the texture thickens, your steering itself drives how fast the music's character turns over, and when the run ends the score eases down — and plays on. Nothing is looped, nothing is crossfaded; the game is playing the controls, and the demo shows you which. Sixty seconds says more than any page of docs.

A live capture of the playable demo: the game plays the controls on the right, and a listener infers when the run heats up and lifts the score with it — the same adaptive-music director a game engine embeds. Nothing is looped, nothing is crossfaded.

What it does

The developer docs

Game developer start-up guide

Zero to a live adaptive soundtrack: pick your engine, map game state to the controls, handle save games, and license it.

Adaptive runtime reference

The concise API reference — the game-state → control mapping, the bar-quantized musical transition, and reading the score back.

Licensing, plainly

Free for game jams and prototypes with a credit. Shipping a commercial title takes a one-time, per-title license — own it forever, no royalties, no DRM. The terms live in the open: runtime license.

Join the waitlist

The runtime and its engine bindings ship privately today. Leave an email and you're first in line when SDK access opens — commercial embed licenses and free game-jam builds both start here. Game jams stay free with a credit ("adaptive music by Fenophone") under the runtime license's jam tier; the waitlist is how you get the SDK build in your hands.