Cryptex
A general puzzle-solving technique reference — sudoku, cryptic crosswords, logic grids, nonograms and more
A real, playable brick-breaker with tick-by-tick physics and angle-reflection bounces
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gamemove_paddlesteprendernew_gamerenderBreakout Sim is a real, stateless, playable brick-breaker engine. new_game starts a fresh game with a sized court, a brick grid, and starting lives. move_paddle sets the paddle's left/right/stop intent for the next tick. step advances the ball and paddle by one tick, resolving wall bounces, real brick-grid collisions (removing exactly the brick hit and awarding points), real angle-reflection paddle bounces, life loss, and win/game-over. render draws an ASCII court. There is no server-side session; every tool call takes the full game state and returns the new one. Keyless; fully local; zero upstream calls; nothing stored.
Sources: Original, hand-authored content. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
4 tools, grouped by job. Every one is read-only or compute-only.
https://breakoutsim.connectorbay.com/mcpA general puzzle-solving technique reference — sudoku, cryptic crosswords, logic grids, nonograms and more
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A hand-curated darts games & scoring reference — rules, real checkout math and a glossary
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A real, playable brick-breaker game your assistant can run right inside the conversation — not a rules explainer. It simulates the ball's motion tick by tick, with real brick-grid collisions, real angle-based paddle rebounds, and life/win tracking.
new_game starts a fresh game with a court size, a brick grid (rows x columns — higher rows are
worth more points), and starting lives. move_paddle sets the paddle's left/right/stop intent for
the NEXT tick — it doesn't move the paddle immediately. step advances the whole simulation exactly
one tick: the paddle moves, the ball moves, and wall bounces, brick collisions, paddle collisions,
life loss, and win/game-over are all resolved with real physics. render draws an ASCII court.
Brick collisions remove exactly the one brick cell the ball occupies that tick and award its point value — never a whole row, never a guess. Paddle collisions use real angle-reflection: where the ball struck the paddle (center vs. edge) sets how sharply it deflects sideways.
There is no server-side session. Every tool takes the full game state (court size, paddle position, ball position and velocity, the brick grid, lives, and score) and returns the new one — your assistant carries that object forward between calls.
Classic brick-breaker runs continuously in real time. Here, each step call is one fixed tick of
that same physics: ball position advances by its velocity, the paddle moves by at most one
paddle_speed, and every collision is checked against real positions every tick.
Not a general arcade-history reference — a real, running brick-breaker simulation, fully local and stateless.
Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Breakout Sim is. Breakout Sim is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real brick-breaker game — simulating ball physics, brick and paddle collisions, and life/score tracking. You interact with your assistant; the assistant sends us only the arguments needed for one tool call at a time.
What we receive. The arguments of each tool call — a game state (court size, paddle position, ball position and velocity, the brick grid, lives, and score) and a requested paddle direction — plus the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one) and standard server logs.
Everything is computed locally and nothing is stored. There is no upstream call at all, no database, and no per-user session — every tool call is a pure function of the state it's given. Game states are not logged, recorded, or used to train anything, and nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.
Sub-processors. None — everything runs locally on our server. Hosting: Vercel (United States regions).
Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information.
Children. Breakout Sim is a general-audience service operated by the person using the assistant.
Changes. We will post changes here with a new effective date.
Effective 28 September 2026. These terms govern use of the Breakout Sim connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://breakoutsim.connectorbay.com/mcphttps://breakoutsim.connectorbay.com/openapi.jsonWhen you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Breakout Sim never asks for them.