press
Press kit
This page is intentionally short. Everything a journalist or investor needs to write about, share, or evaluate PAXAL lives below. The live demo loads in about eight seconds on a first visit and under two seconds after, in Chrome 113+, Edge 113+, Firefox 141+, or Safari 18+ — verify it in a tab before you quote it. If you need something else — an interview, a custom demo, a specific frame at higher resolution — reach out at the contact line at the bottom.
BOILERPLATE
100 words
PAXAL is a browser-native game platform built on Gaussian splats. Its first title is a driving demo through photoreal scans of real places. It runs on the browser you already have, opens from a shareable URL, and ships with no app store in the loop.
250 words
PAXAL is a browser-native game platform built on Gaussian splats. Its first title is a driving demo through photoreal scans of real places. The platform plays in the browser the user already has — on a laptop or desktop — from a shareable URL, with no app store, no install step, and no console exclusivity. Captured scenes are stored as Gaussian splats: point-based primitives that encode geometry and view-dependent appearance in a single representation, so the world the player drives through is a real place, not a modelled approximation. The platform streams scene chunks as they are needed and caches every byte the visitor has already seen, so the second visit opens in under two seconds.
500 words
PAXAL is a browser-native game platform built on Gaussian splats. Its first title is a driving demo through photoreal scans of real places, playable in the browser the visitor already has. The platform rests on two technical bets. The first is patching: turning static Gaussian-splat captures — which are, by default, beautiful but inert point clouds — into interactive worlds with collision, physics, vehicles, NPCs and game state. The second is streaming: making those same captures deliverable to billions of commodity devices over the open web, on a frame budget a player will accept. The first title exercises both bets at once. Distribution is the open web. There is no app store, no driver install, no console SKU. A shareable URL is the whole product. The same link plays on an integrated-graphics laptop and a desktop with a discrete card; the platform adapts quality and resolution to keep the frame budget on each. Every byte the visitor has already downloaded is cached on-device, so the second visit opens in under two seconds without an install step. PAXAL is the bet that the next generation of game worlds will be captured rather than modelled, delivered over the open web rather than an app store, and played in the browser the visitor already has. The driving title is the first proof.
BRAND
One wordmark, two accent colours. The amber leads, the cyan supports. Backgrounds tend deep — black or near-black with a warm grain — so the captures themselves carry the colour.
bg base
#07080A
page background, deep negative space
bg panel
#0F1115
glass panels, HUD card surfaces
bg elevated
#171A22
dialog + drawer interiors
fg primary
#F2EFE8
body copy, headers
fg muted
#B8B4AB
secondary text
fg dim
#807C72
labels, metadata
accent amber
#E8B96A
PAXAL brand accent — CTAs, signal
accent cyan
#5BD0E0
secondary brand — telemetry, info
status success
#7BDC8A
positive states (cache warm, ready)
status error
#FF5C5C
failure states (incompatible browser)
DEMO
live DRIVE capture · Ludlow Square · real engine footage
CONTACT
Interviews, custom demos, higher-resolution frames — email [email protected] with the subject prefix [PAXAL] Press (the link pre-fills it) — that's the lane I triage first. Founder bio and the other lanes live at /contact.