A command-line prompt tool, and a fifth game onto varied structure

A quieter day than the one before it. Random AI Prompt gains a full command-line edition — the prompt CLI — that reuses the same engine, providers, and on-disk store as the app, then retires an old randomization knob and lifts the shared seed logic into one place. Fairy Fox Games brings Symmetry onto the varied-structure standard, the fifth of eleven games to make the move.

After a busy 2026-07-06, the mesh settled into two threads on 2026-07-07: Random AI Prompt added a whole new way to run it, and Fairy Fox Games grew one of its games onto the collection’s current structure standard.

Random AI Prompt: a command-line edition

Random AI Prompt has been offered as a hosted site and a desktop app; it now also has a command-line tool (2.50.0). The prompt command is a traditional arguments-and-flags CLI — no interactive mode — where every capability is a subcommand: generate (the default, with a flag for each engine setting plus provider, image, and rewrite options), list, config, keys, rewrite, upscale, and completion. It ships a --help page, coloured output, and shell completion for bash, zsh, fish, and PowerShell.

The design goal was parity without duplication: the CLI runs the same engine, providers, settings, and on-disk store as the web and desktop editions rather than a parallel copy. Prompt generation goes through the shared engine; a Node provider registry discovers the same provider definitions the app uses; and for image, upscale, and rewrite work the CLI runs the real backend in-process so each provider’s own code runs unchanged and images land in the shared output folder with the same metadata the gallery reads. Keys are shared between the CLI and the app, and CLI defaults are kept in their own namespace so they never clobber the app’s settings. One safeguard is worth noting: a paid API provider is only ever called when you explicitly ask for images, so a plain text generation never spends credits.

The same day retired an old control. The chaos knob — a pre-DPL idea for scaling a prompt’s whole randomization envelope at once — had already been unmounted from the interface and was never an engine setting; 2.50.1 removed the last of it from the web facade and the CLI. Default output is unchanged, confirmed by the snapshot tests. In the same pass the duplicated seed and re-roll logic was lifted into a single engine-owned module that the web app and the CLI now share, so the rules for turning a seed into a prompt live in one place instead of being re-implemented per edition.

Fairy Fox Games: Symmetry onto varied structure

Fairy Fox Games brought Symmetry onto the varied-structure standard (0.19.3), the daily growth job’s main lever. Its spawn had been a flat per-tick coin-flip between a twin and a single at a random lane — workable, but textureless. A run is now a seeded sequence of named cadences drawn from a stage-weighted pool: Mirror (a calm on-ramp), Reflection (a rewarding run of twins), Cascade (a tightening stream), Weave (flowing centre-to-edge swings), Split (the game’s signature mirror tradeoff delivered as a fast snap across the field), and Kaleidoscope (the dense late crescendo). Each cadence is gated by a minimum stage, so climbing the stages visibly opens the pool and the meaner cadences arrive later — progression drives the variety rather than random noise. The notable cadences flash a quiet peripheral cue as they begin; the calm ones pass silently. The change added eight pure-core tests (the collection stands at 369 green) and was previewed in the browser before release. That makes five of the collection’s eleven games now on varied structure.


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