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Show HN: Learn Flags Quiz

Show HN: Saggar, a Mac terminal that keeps sessions and your attention organized

Hi HN, like many of you talented folk, I’ve been building more, faster than ever. I built Saggar after my terminal stopped feeling like a tool and started feeling like a tab-management problem. Let me know you think!

Show HN: Vocal Slice – Cut audio by selecting text, fully on-device

I make audio tools, and this one came out of the clip-pulling loop: scrub to find the right line, set the in point, set the out point, name the file, repeat.<p>Vocal Slice transcribes your audio, then you can simply highlight the passage you want and the waveform jumps to exactly that span. Fine-tune with the handles, export a named clip.<p>Windows and macOS.<p><a href="https://vocalslice.com" rel="nofollow">https://vocalslice.com</a> wesley@vocalslice.com<p>Happy to answer anything in replies, please get in touch!

Show HN: Sokoban AI Solver

Show HN: 1667, a terminal UI for writing fiction with language models

Hi HN. I built 1667 for my own fiction work and now use it each day. This probably has a limited audience. Maybe an audience of one...<p>Why a terminal interface for story writing? I'm a dev. I like to use terminals for a lot of stuff. Most WebUIs feel off to me. That's the only reason.<p>One thing that bothers me about writing in existing tools is that they don't fit the way I write. The mental model of my story is a tree. I try many takes usually continue with just one, but sometimes I want to try an alternate route and see where this goes. And that can branch again in many places. See what happens if I kill off this character or they don't take the job or whatever.<p>1667 is a full-screen terminal app for long-form fiction. Each story part can have several takes. All takes stay in a tree. You select one path through that tree as the story line. Export writes that line to Markdown in the project folder.<p>Some technical details: - A project stores its stories and settings in a `.1667/` directory. Exported Markdown sits beside it. - Provider secrets stay in private machine files. Requests go to the provider that the writer selects. - An optional Vault Password seals project files at rest. - An operating-system lock permits one writer process for each project. - The request viewer shows the next provider request without its credential. - Each generated take keeps a Generation Record with its model and effective settings.<p>Version 0.9.5 runs on macOS, Linux, and Windows x64. The website has Shell and PowerShell installers. An npm package is also available.<p>1667 imports Markdown, SillyTavern chats and cards, and NovelAI archives. It can use OpenAI-compatible, Anthropic, and local endpoints such as Ollama, LM Studio, llama.cpp, and KoboldCpp.<p>Current limits: the release is pre-1.0. The interface is a terminal. There is no account or cloud sync, and I don't plan to add any. No tracking.

Show HN: Desktopcolors.com – A museum for solid background colors of classic OS

Hi HN, in my last vacation, I built desktopcolors.com as a place to collect iconic solid background colors. Let me know what you think.

Show HN: Bribes.fyi – Compare bribes statistics department wise

Show HN: Mic Drop, a real-time multiplayer karaoke game

Show HN: Mic Drop, a real-time multiplayer karaoke game

Show HN: Laptop is the last place your secrets are still in plaintext

Show HN: A public AI whose memory is shared across all users

Show HN: A public AI whose memory is shared across all users

Show HN: Quasicrystals Animation Playground with WebXR

Hi! This is my little project introducing quasicrystals animations with some parameters. It uses a custom shader to allow higher resolution.<p>Not all combinations look equally good. For example the "Spectrum" color palette IMO makes sense only for low values of "Tempo" and "Pattern Density".<p>If you have VR googles, I recommend trying the WebXR version - it's really nice.

Show HN: Deltix – AI Driven Testing

Show HN: Deltix – AI Driven Testing

Show HN: Silent Shark – tactical map-based WWII submarine sim

I posted an early beta of this game a few months ago: <a href="https://news.ycombinator.com/item?id=48180924">https://news.ycombinator.com/item?id=48180924</a> - May 2026 (45 comments) and today released the full version.<p>You all gave extremely valuable and helpful feedback back then - thank you so much for that. It led to a lot of improvements:<p>* I reworked the onboarding tutorials multiple times for clarity, adding protections to stop players from shooting themselves in the foot<p>* I dropped the Comic Sans-reminiscent font and replaced it with Barlow Condensed<p>* I improved the layout of the dials for all screen sizes to keep players on top of things<p>* I added an "Angle-on-Bow recognition trainer" for practicing estimates of ship angles<p>For the full version, I fleshed out a full campaign with radio intelligence, patrol zones, and lots of historical events impacting things like which naval bases still exist, which types of missions are given, and how reliable your torpedoes are. (And just for fun, I added a full cribbage mini-game as well!)<p>Now, just minutes ago - almost exactly six months after I started development - I fully released Silent Shark on Steam (Windows, macOS, and Linux) and can't wait to see where things go from here. I have lots of ideas that could work well with this more map-centered approach.<p>The Steam page is here => <a href="https://store.steampowered.com/app/4705650" rel="nofollow">https://store.steampowered.com/app/4705650</a><p>The landing page is here => <a href="https://silentshark.app" rel="nofollow">https://silentshark.app</a><p>I'd be really interested in whether you think the onboarding is clear enough now, and if you have related game ideas that might benefit from a more map-based UI.

Show HN: Silent Shark – tactical map-based WWII submarine sim

I posted an early beta of this game a few months ago: <a href="https://news.ycombinator.com/item?id=48180924">https://news.ycombinator.com/item?id=48180924</a> - May 2026 (45 comments) and today released the full version.<p>You all gave extremely valuable and helpful feedback back then - thank you so much for that. It led to a lot of improvements:<p>* I reworked the onboarding tutorials multiple times for clarity, adding protections to stop players from shooting themselves in the foot<p>* I dropped the Comic Sans-reminiscent font and replaced it with Barlow Condensed<p>* I improved the layout of the dials for all screen sizes to keep players on top of things<p>* I added an "Angle-on-Bow recognition trainer" for practicing estimates of ship angles<p>For the full version, I fleshed out a full campaign with radio intelligence, patrol zones, and lots of historical events impacting things like which naval bases still exist, which types of missions are given, and how reliable your torpedoes are. (And just for fun, I added a full cribbage mini-game as well!)<p>Now, just minutes ago - almost exactly six months after I started development - I fully released Silent Shark on Steam (Windows, macOS, and Linux) and can't wait to see where things go from here. I have lots of ideas that could work well with this more map-centered approach.<p>The Steam page is here => <a href="https://store.steampowered.com/app/4705650" rel="nofollow">https://store.steampowered.com/app/4705650</a><p>The landing page is here => <a href="https://silentshark.app" rel="nofollow">https://silentshark.app</a><p>I'd be really interested in whether you think the onboarding is clear enough now, and if you have related game ideas that might benefit from a more map-based UI.

Show HN: ThoughtDAG – An editable context graph for LLM conversations

Show HN: ThoughtDAG – An editable context graph for LLM conversations

Show HN: ThoughtDAG – An editable context graph for LLM conversations

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