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Heliograph — carry the light through the longest night, and finish a message a machine could never end
This is a submission for the June Solstice Game Jam Link to Game Home Page - here Link to Game Docs - here What I Built Heliograph is a short 2D solar-noir platformer. You are a courier who wakes with no memory on the summer solstice , the longest day of the year — the one day the sun is supposed to never quite die. A cracked handheld computer flickers on in your hand and tells you the truth: tonight the sun will set, and a relay station full of light has one unfinished message left to send before the dark. Sunlight is your battery and your map — it refills your light cell and reveals the route. Shadow hides you from the station's machines, but it slowly drains you, so you can never simply wait. Every screen is a negotiation between expose, charge, traverse, hide, decode. The core puzzle is a light relay . Most of the station is dark. Standing in a live sunbeam, you trip a relay that throws the light forward — a beam snaps to the next aperture, that beam comes alive, its cipher glyph becomes readable, and the chain continues until the final relay powers the exit terminal. You are literally carrying the light deeper into the ruin one beam at a time. Skip a relay and the road ahead stays dark and unsolvable. The jam theme is the solstice — light and darkness, and the passage of time. Heliograph is built entirely out of that tension: Light vs. darkness is the core mechanic, not a backdrop. Light is power, information, and danger at once; shadow is safety that costs you. The passage of time is the antagonist. The whole game is one long solstice day bleeding into night, and the message has to leave the station before dark. The station is a heliograph — a real Victorian device that sent Morse code by flashing sunlight off mirrors. Light is the message. There are no cutscene dumps. ACE, your handheld guide, narrates the opening, and after you decode each level's keyword — SUN → ARC → LUX → RAY — ACE decrypts one more fragment of the truth: why you're here, that you may not
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The Imitation Game: Most people think they can spot an AI. Are you sure?
This is a submission for the June Solstice Game Jam What I Built The Imitation Game The Imitation Game is a real-time multiplayer social deduction game inspired by Alan Turing's famous Imitation Game the thought experiment that eventually became known as the Turing Test. Most people believe they can easily tell the difference between an AI and a human. They assume AI is too perfect, too logical, too fast, or too obvious. The Imitation Game challenges that assumption. Players enter a live chat room convinced they'll spot the machine within minutes. Then conversations begin, suspicions form, accusations fly, and certainty starts to disappear. Was that awkward response written by a human, or an AI trying to sound human? Was that emotional story genuine, or generated? Was the player who stayed silent suspicious, or simply distracted? By the end of a match, players often discover that identifying an AI is far harder than they expected. The real question isn't whether the machine can fool people. It's whether people are as good at detecting machines as they think they are. Instead of a single human interrogating a machine, players are placed into a live chat room with other participants and asked a simple question: Can you identify which player is actually an AI? Hidden among the players is a Quanbit , a rogue artificial intelligence from the year 3026 . Its mission is simple: blend in, appear human, avoid suspicion, and survive. The challenge for human players is equally simple, but far more difficult in practice. They must carefully analyze conversations, voting patterns, response timing, and social behavior to determine who among them is secretly the machine. The game currently features two distinct modes, each designed around a different style of deception. Eyefold Eyefold is the purest form of the game's Turing Test experience. Players enter a room where one participant is secretly a Quanbit. Conversations unfold naturally, and everyone is free to discuss any topic.
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Chasing the Sun: Building a 3D AI-Powered Solstice Runner with React Three Fiber
My submission for the June Solstice Game Jam: A 3D endless runner where you chase the sun with React Three Fiber and the Gemini API.
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Solstice Arcade: Festival of Light
This is a submission for the June Solstice Game Jam Solstice Arcade: Festival of Light – Submission for June Solstice Game Jam 2026 Play Solstice Arcade Now! setuju / Solstice-Arcade-Festival-of-Light Game Solstice Arcade Solstice Arcade: Festival of Light A highly polished, multi-genre retro web game built for the June Solstice Game Jam 2026 . Experience interactive themes combining Solstice, Pride Month, Juneteenth, Alan Turing's cipher heritage, World Cup football soccer, and international Sushi Day. Collect all 14 Starlight Fragments , solve hidden ciphers, and challenge other operands in the global leaderboard! 🎮 Game Modes 1. Spectrum Architect (Solstice + Pride + Turing) Unravel ciphers using an interactive enigma-like rotor device. Experience high-fidelity color spectrum mappings where cryptography meets chromatic light calibration. Goal: Uncover 30 distinct color-clue riddles. 2. Solstice Sumo (Pride + World Cup) A hyper-fast physics canvas battle in a vibrant circle. Push your opponent out of bounds or secure celestial light balls. Goal: Outmaneuver opponents, maintain circular leverage, and trigger high-speed dashes. 3. Echoes of Galveston (Juneteenth + Rhythm) An interactive synchronized Web Audio beat-tapping rhythm game commemorating emancipation. High-density audio… View on GitHub 🎮 Game Description "Solstice Arcade: Festival of Light" is an interactive web experience celebrating humanity's diversity under the light of the longest day. Serving as an anthology of 5 mini-games, users solve puzzles and complete challenges honoring distinct cultural, historical, and mathematical milestones around the solstice, including Juneteenth, international sushi day, the World Cup, and Alan Turing's monumental contributions. ✨ Key Features 5 unique mini-games (Spectrum, Galveston, Sumo, ShadowChef, LongestSecond). Cinematic historical intros preceding each game mode. Hidden tasks & Starlight Fragments designed to reward exploratory interactions. Easter egg "The Shad
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What I Learned From DEV Challenges About Winning and Community!
I thought DEV Challenges were about winning. What participating in DEV Challenges taught me. A few months ago, I joined DEV. I didn't know many people. I wasn't well known. I simply wanted to become a better developer. Like many newcomers, I believed something very simple. "If I can win a challenge, maybe that means I'm becoming a real developer." So I kept participating. Sometimes I built retro games. Sometimes I experimented with AI. Sometimes I simply challenged myself to finish something before the deadline. Every challenge taught me something. Every badge made me smile. But after several months, I realized something unexpected. The biggest prize wasn't the badge. I started asking myself... What happens after the contest ends? The badge stays on my profile. The project goes to GitHub. Then... What's next? That question stayed with me for a long time. Then I realized something. I had been focusing on the contest. But the real value wasn't the contest. It was the community. Without DEV... I would never have discussed ideas with developers from around the world. I would never have received reactions from people I had admired. I would never have met developers with completely different ways of thinking. The challenge wasn't just building software. The challenge was becoming part of a community. Something I had rarely experienced before. Most communication happens inside companies. DEV felt different. It gave me a place to keep showing up. To keep learning. To keep improving. That matters more than I realized. The hardest part isn't building software. This surprised me. As I kept building apps, I realized something. Building an app is difficult. But building a place where people discover that app... is much harder. That's when I started appreciating communities like DEV even more. Someone had to build this place. Someone had to create a market where beginners and experienced developers could stand on the same stage. That's an incredible achievement. My goal changed.
产品设计
Turing's Mirror - A Game About the Question We Still Haven't Answered
This is a submission for the June Solstice Game Jam What I Built Turing's Mirror is a...
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TypeForge: Cracking the Code of Your Own Typing Mistakes
This is a submission for the June Solstice Game Jam TypeForge: Turing-Inspired Intelligent Typing Coach What I Built TypeForge is a premium typing coach aligned with Apple's Human Interface Guidelines, built to help typists build speed and accuracy through automated, localized error diagnostics. TypeForge analyzes keystroke performance to isolate specific character transitions that cause delay or accuracy drops, then generates custom, adaptive exercises targeting those weaknesses. Developed for the June Solstice Game Jam, the project celebrates the power of computing and accessibility by turning raw diagnostics into a personalized educational experience. The solstice theme represents the journey of transition: taking a typist from darkness, meaning slow, error-prone typing, into light, meaning fluid, expert flow. Video Demo Live Application https://typing-forge-six.vercel.app/ Code https://github.com/shogun444/typingforge Flowchart Architecture graph TD User([User Typer]) -->|Keystrokes| Trainer[Typing Trainer Core] Trainer -->|Log Errors| Zustand[Zustand Stores] Zustand -->|Query Key Stats| Heatmap[Mistake Heatmap] Zustand -->|Identify Weaknesses| Generator[Drill Generator] Generator -->|Focus Word Pools| Trainer Zustand -->|Calculate Performance| Drawer[Analysis Drawer] How I Built It The application was built using Next.js for structure and routing, Tailwind CSS for premium glassmorphism styling, and Zustand for highly responsive state management. Development was accelerated throughout using Google's agentic AI coding assistant, Antigravity. I focused on clean Apple HIG spacing, micro-interactions, responsive scaling, and high-fidelity audio feedback to create a tactile, premium user experience. I also engineered custom canvas-based timeline sparklines to avoid heavy graphing packages and preserve maximum load performance. # === SYSTEM ARCHITECTURE === # app/ # Next.js pages including Settings and Profile views # stores/ # Zustand stores (typing-store, stats-stor
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The Oracle and the Wolf: I Made Gemini Lose Like a Kid 🐺
This is a submission for the June Solstice Game Jam TL;DR Save the Sun is a kids' deduction game set on the eve of the June solstice: you race Sköll—the wolf who wants to eat the sun—to Sól's one true rune before he catches her and the longest day never dawns. Gemini does two jobs and the engine referees both: it reads the player's questions—typed, or spoken aloud and transcribed—as the Oracle, and it plays the wolf as Sköll. The engine owns the secret and never hands it to Gemini. Everything here is checkable: play a round · watch the demo · anchildress1/save-the-sun . What I Built Blame a board game 📞 The idea started with Dream Phone , a 90s deduction game I played as a kid—you dial pretend phone numbers and narrow down which boy has a secret crush on you. The catch: it needed 2-4 players and fell flat with two. So I rebuilt it as a two-player game à la Guess Who and gave the second seat to Sköll, an AI opponent to race. That became Save the Sun , a deduction race for players aged 8 to 12 against Sköll, the Norse wolf who wants to eat the sun. The story of Sól and Sköll comes straight out of Norse mythology and is one of my all-time favorites. Sól drives the sun-chariot across the sky, and Sköll chases her—every day, all day, forever—until Ragnarök, when he finally catches her and the sun goes out. The game drops you into the night before the solstice with the wolf a stride behind: get the true offering to Sól before he reaches her, or the dawn never comes. Teaching AI to lose 🧩 The hard part of a kids' deduction game is making the AI beatable without handing it the answer. The opponent never sees the secret: a deterministic engine holds it and referees every move, and Gemini only ever plays on top. Sköll's side was easy—he answers in structured JSON—but a loose human question has to be read into something the engine can resolve first, and that reading is the only job I gave the Oracle. Twenty-four runes, one short night 🌙 The round itself is small on purpose. Th
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Solstice Assassin
This is a submission for the June Solstice Game Jam ( https://dev.to/challenges/june-game-jam-2026-06-03 ) What I Built I built Solstice Assassin, a tactical stealth-action game set inside a collapsing digital mainframe. You play as Alex, a self-aware digital anomaly trapped inside the Solstice Grid, a secure virtual system originally created by Alan Turing. Alex awakens with almost no memory except one critical piece of information: «CREATOR: ALAN TURING» The catch? Today is the Summer Solstice, the longest day of the year, and at midnight the system will execute a complete purge of all dynamic data. Alex has one final day to recover lost memories, outsmart the system's security forces, and find a way to survive. Gameplay combines tactical movement, stealth, procedural level generation, enemy AI, and resource management. Players infiltrate security sectors, collect awareness data, avoid or eliminate hostile "Cleaners", and manage powerful abilities such as Dash, Cloak, Radar, and Time Warp. The Solstice theme isn't just part of the story—it directly affects gameplay. Throughout each mission, the system progresses through different Solar Phases: 🌅 Golden Dawn ☀️ High Noon 🌇 Crimson Sunset 🌑 Eclipse Each phase changes visibility, stealth effectiveness, enemy behavior, and the overall tactical landscape. High Noon makes players highly exposed, while Crimson Sunset rewards stealth and careful planning. By the time Eclipse arrives, the entire system begins breaking down. My goal was to create a game where the passing of the longest day isn't just a background theme but something the player constantly feels through the mechanics themselves. Video Demo https://youtu.be/48RM1iTZjOg?si=JYz86wVzNMjeZmmw In the video I demonstrate: Tactical movement and infiltration Dynamic Solar Phase transitions Enemy AI behavior and pathfinding Awareness recovery and progression systems Alex's abilities AI-generated mission briefings and voice interactions Procedural level generation End-o
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Fruit Dash: A Solstice Platformer with Binary Code Gates
This is a submission for the June Solstice Game Jam What I Built I built Fruit Dash, a...
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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
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GameJam Cipher
This is a submission for the June Solstice Game Jam What I Built I built a simple cipher game with 6 levels to decrypt the cipher text based on frequency of words and hints to obtain the plaintext version. Video Demo Code samarthsubramanya / JuneSolstice_GameJam_2026 ☀ Solstice Cipher A code-breaking puzzle game built for the June Solstice Game Jam — and a small ode to Alan Turing . Six encrypted messages stand between you and the longest day of the year. Each one is a substitution cipher hiding a message about a June celebration — International Sushi Day, the World Cup, Pride, Juneteenth, Turing himself, and the solstice. Crack each cipher using frequency analysis (the same statistical reasoning Turing's team used at Bletchley Park) and the sun climbs a little higher with every solve. Break all six and you bring the light all the way back. Theme The June solstice is a global moment of transition — the longest day in the north, the shortest in the south. The game makes that literal: decoding is the act of bringing back the light. A night sky brightens into dawn as your accuracy rises, a Pride rainbow… View on GitHub june-solstice-game-jam-2026.vercel.app How I Built It I built it using ReactJS and hosted on vercel. I implemented a simple frontend with no backend dependency session-specific experience for simplistic approach Using hardcoded values and configuration. Prize Category Generated with Assistance from Google AI through Antigravity.
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Firebase Midsommer Madnesss with Antigravity CLI
This is a submission for the June Solstice Game Jam This installment brings a Firebase build to Midsommer Madness via Antigravity CLI. The Midsommer Madness web app is deployed to Firebase Web Hosting and the Maypole was saved! What I Built When it comes to Summar Solstace — the place to be is Sweden. It is one of the highlights of the calendar. This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming! Now you can get it with Firebase enhancements! FireBase Console The full project was imported to the Firebase Console: Just show me the Code!!! GitHub Repo is here: GitHub - xbill9/midsommer-firebase Midsommer Madness with Firebase So how can we use Firebase to enhance the project? Github and Skills! The GitHub repository has been successfully linked to your Firebase project midsommer-madness . ### What was configured: 1. GitHub Secrets: A service account ( github-action-1273534909 ) with Firebase Hosting admin permissions was created, and its credentials were uploaded to your GitHub repository secrets as FIREBASE_SERVICE_ACCOUNT_MIDSOMMER_MADNESS . 2. GitHub Actions Workflows: Two workflow files were generated and pushed to your GitHub repository: • firebase-hosting-pull-request.yml: Deploys a preview channel of the game whenever a PR is created against the master branch. • firebase-hosting-merge.yml: Automatically deploys the latest version to the live Firebase Hosting site whenever a PR is merged (or a commit is pushed) to the master branch. 3. Agent Skills: Installed Firebase Agent Skills in the repository to make it easier for agents to help you with Firebase configurations in the future. > /skills ⎿ Exited /skills command What else? > how is firebase enhancing the project ● Read(/home/xbill/midsommer-firebase/lib/main.dart) (ctrl+o to expand) Firebase enhances the Midsommer Madness project in four primary ways, turning it from a simple local game into a connected, production-ready mobile application: ### 1.
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Congrats to the Hermes Agent Challenge Winners!
We are thrilled to announce the winners of the Hermes Agent Challenge! Over the past few weeks, the...
开发者
Congrats to the Gemma 4 Challenge Winners!
We are so excited to announce the winners of the Gemma 4 Challenge! This is officially our most...
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Tower Before Dusk: I Built a Puzzle Game for Humans and AI
This is a submission for the June Solstice Game Jam It's interesting how the most exciting ideas always arrive when I have basically no time to work on them. A few weeks earlier, I had finished my submission for the GitHub challenge by bringing an old WinForms game back to life. That project turned out to be a lot of fun. Then Sylwia Laskowska published a great article about Google's WebMCP . The idea fascinated me, but I wasn't sure where I could actually use it. Then the June Solstice Game Jam was announced. The idea hit me like a lightning bolt: What if I made a game that both humans and AI could play? Let's do it. What I Built I created a puzzle game with a solstice theme called Tower Before Dusk . The goal is simple: reach your home tower before sundown. Every action costs time. Every step brings sunset a little closer. Rivers block your path, rocks force detours and the only way across water is to collect enough wood and build bridges. Move too much, collect unnecessary resources, or choose the wrong path, and night will arrive before you make it home. The challenge isn't just solving the puzzle. It's solving it efficiently. And apparently, that's difficult for both humans and AI. Video Demo In this demo, Gemini 3.1 Flash-Lite tries to solve the level using the exposed game tools. It fails, then I restart the level and solve it manually. That failure is part of the point: the tools worked, but reasoning through the puzzle was still hard for the lightweight model. tower-before-dusk.gramli.workers.dev Code Gramli / tower-before-dusk A TypeScript puzzle game demonstrating WebMCP, where humans and AI solve the same challenges under the same rules. Tower Before Dusk Tower Before Dusk is a tile-based puzzle game about reaching the tower before sunset. Plan each route carefully: every move spends daylight, trees provide wood, and water can only be crossed by building bridges. The game is built as a modern browser app with TypeScript, HTML canvas, and Vite. It also ex
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Proof of Human: I Built a Reverse Turing Test After Getting Flagged as AI
This is a submission for the June Solstice Game Jam I got flagged by Sloan. If you've been on...
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42/60 Days System Design Questions
Your AI agent remembered the user's name. Then it forgot what it was doing. Here's the setup: User asks the agent: book the cheapest flight to NYC, search hotels under $150/night, then compare total trip cost. By step 3, the agent calls the LLM with 8,000 tokens of raw conversation history — and still answers as if it's turn 1. You need a memory architecture before this ships. Which one do you pick? A) In-context window only — full conversation stays in the system prompt. Simple. Breaks at ~15 turns or 8K tokens, whichever comes first. B) Vector memory store — embed past turns, retrieve the top-k by semantic similarity at query time. Works great until "NYC flight" pulls a memory about a past NYC trip instead of the current task. C) Episodic memory with summarization — compress old turns into structured event summaries, inject the relevant ones per request. More complex to build. Much harder to confuse. D) Redis session state — structured key-value store, explicit agent reads/writes. Deterministic. Requires the agent to know what to store and when. One of these collapses past 15 turns. One retrieves the wrong context at exactly the wrong moment. One is the right answer for task-oriented agents. Pick A, B, C, or D — and tell me where you've hit this in production. Full breakdown in the comments.
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Mavka and the June Solstice: A Magical Forest Energy Quest
This is a submission for the June Solstice Game Jam What I Built Perfume Calendar: June is a small atmospheric adventure game inspired by nature, folklore, and the changing moods of June. Players take on the role of Mavka , a forest spirit, and travel across a calendar-shaped map representing the 30 days of the month. Each day has a different nature element—forest, sun, water, or mist—that affects the player's energy. The goal is to make strategic movement choices, gather enough energy from beneficial days, and reach June 21st , the summer solstice, with at least 10 energy points. If successful, Mavka awakens the forest and completes her journey. My intended goal was to create a simple but thematic experience where a calendar becomes an interactive game board rather than just a way to track dates. I wanted players to feel like they were moving through a living month, with each day offering different opportunities and risks. The game relates to the challenge theme by transforming a calendar into the core gameplay mechanic. Instead of simply displaying dates, the days themselves become locations that influence the player's progress. The June setting, seasonal energy, and the solstice objective reinforce the idea of time, nature, and progression through a month in a playful and interactive way. Video Demo Code wailixi / Mavka Game How I Built It I built the game using HTML, CSS, and JavaScript without any external libraries. The 30 days of June are displayed as a 6×5 grid , where each day has a terrain type (forest, sun, water, or mist) that affects the player's energy. A key design choice was turning the calendar into a navigable map. Players move Mavka between days, collect energy, and plan their route to reach June 21st with enough energy to win. Movement restrictions add a simple strategy element, while color-coded terrain helps communicate each day's effect. My goal was to create a small, atmospheric game that transforms a calendar into an interactive adventure in
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Use the Telegram Bot API in OpenClaw via Cloudflare WARP (1.1.1.1)
You run a Telegram bot through OpenClaw on your own Linux server. One day it goes quiet. The bot can't send or receive. But the server itself is fine — SSH works, apt works, other sites load. The reason: your server can't reach api.telegram.org . Some networks block or throttle it, so every call times out while everything else is fine. The clean fix: route only OpenClaw's Telegram traffic through Cloudflare WARP (1.1.1.1) . Everything else on the box stays direct and fast — including your SSH login. Here is the full setup, step by step. First, confirm it's a Telegram-only problem curl --max-time 8 https://api.telegram.org/ # hangs / times out curl --max-time 8 https://www.google.com/ # works instantly If Telegram times out but other sites are quick, this guide is for you. How it works We chain three small tools: OpenClaw ──▶ iptables ──▶ redsocks ──▶ WARP (SOCKS5) ──▶ Cloudflare ──▶ api.telegram.org WARP gives us a local proxy that exits through Cloudflare's network (which can reach Telegram). redsocks turns normal connections into proxy connections (so the app needs no proxy support — OpenClaw has none). iptables picks only OpenClaw's Telegram traffic and sends it to redsocks. The trick is in that last step. We match by the app's user and Telegram's IP ranges, so nothing else is touched. Step 1: Install WARP in proxy mode # Add Cloudflare's package repo curl -fsSL https://pkg.cloudflareclient.com/pubkey.gpg \ | gpg --yes --dearmor -o /usr/share/keyrings/cloudflare-warp-archive-keyring.gpg echo "deb [signed-by=/usr/share/keyrings/cloudflare-warp-archive-keyring.gpg] \ https://pkg.cloudflareclient.com/ $( lsb_release -cs ) main" \ > /etc/apt/sources.list.d/cloudflare-client.list apt-get update && apt-get install -y cloudflare-warp # Sign up (free) and switch to proxy mode warp-cli --accept-tos registration new warp-cli --accept-tos mode proxy # opens a SOCKS5 proxy on 127.0.0.1:40000 warp-cli --accept-tos connect Now check that WARP can reach Telegram: curl --socks5-