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How many of the 170k English words do you know?
The average SpaceX buyer post-IPO is almost under water after two-day slide
Waymo recalls ~3,900 robotaxis, some drove into 'freeway construction zones'
Show HN: Music from every single country on Earth, generated in Esperanto
Linux Maintainer Greg Kroah-Hartman Says AI Tools Now Useful, Finding Real Bugs
Show HN: Brain Frog – Can you be random enough for 11 lines of JavaScript?
Bletchley's Longest Day: a wartime cipher escape game for the June Solstice Game Jam
This is a submission for the June Solstice Game Jam . What I Built Bletchley's Longest Day is a browser-based cipher escape game set inside a fictional Bletchley Park night shift. The player has to stop a U-boat convoy attack before dawn by clearing five rooms. Each room contains three escalating locks, so the full escape requires 15 solved puzzles . The game combines Caesar shifts, A1Z26 number decoding, Morse, anagrams, fragment ordering, a visible countdown timer, mistake penalties, hint penalties, account-based score saving, and a best-score leaderboard. The solstice theme became the core dramatic clock: night is running out, first light is coming, and the player has to decode the final signal before dawn. Video Demo The demo shows the opening briefing, the three-lock room flow, the Gemini hint penalty, and the final victory state that only appears after all 15 locks are cleared. Live game: https://bletchleys-longest-day.onrender.com Code Repository: https://github.com/himanshu748/bletchleys-longest-day How I Built It The game is a lightweight Node-served browser app. The front end is a hand-built HTML/CSS/JavaScript game surface, while server.js serves static files and protects the Gemini API key behind a server-side /api/hint endpoint. The main design goal was to make the game feel like a tense intelligence desk rather than a generic puzzle page. Every room has atmosphere, evidence props, lock-specific copy, feedback states, and a timer that is always part of the pressure. The puzzle structure was tuned around three ideas: Three locks per room : each room has to be solved in stages, so the player earns the escape instead of clicking through one answer. Time as score pressure : wrong answers and hints cost time, while clean solving preserves the best leaderboard run. Guest mode vs signed-in mode : guests can play the full game, but Gemini-powered hints and saved leaderboard scores belong to authenticated players. Google Gemini is used as a server-side hint offi
I Shipped a Facebook Feature So Fast Sheryl Sandberg Called an Emergency Meeting
Leave a Trace
Tired of Performing Masculinity
From Australia to Europe, countries move to curb children's social media access
Cocktail Optimization, an Integer Programming Problem
US court rules Ohio can restrict children's use of social media
My Mathematical Regression
Samsung Demonstrates 3D Stacked FETs with Triple Nanosheet Channels at 42nm
Anthropic’s Fable and the State of AI
On June 9th, Anthropic released its Fable generative AI model. Three days later, the US government classified it as a dangerous munition, and used its export-control authority to prohibit any foreign nationals from accessing it. Unable to differentiate between Americans and foreigners, the company shut off access for everyone. The government’s actions won’t help . The problem isn’t any one particular model; it’s the general trend of increasing AI capabilities. And any real solution requires the sort of collective action that just isn’t possible right now...
Pump.Fun’s Bounties Platform Is a Black Hole of Circular Grifting
The crypto platform claims you can “pay anyone to do anything,” from quitting a job on camera to getting a memecoin-themed tattoo. But it mostly seems like people trying to scam each other.