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Engineering

What's working, why it exists, and what's next.

The technical differentiators, the reason Facette started, and the roadmap beyond the first two games.

The useful parts already work.

The launcher is still being cleaned up, but the full loop is there.

Finds connected displays and opens the Face on the screen you choose Shows live game state, and marks which values come directly from the game versus anything Facette is only remembering or cannot currently verify Runs those live readouts on a regular second monitor even when it is not touch enabled Loads each supported game's action list and imports bindings where supported Shows missing or unmapped actions before you start playing Touching the Face does not warp the game cursor, jerk the camera, or steal focus

What Facette shows as live, and what it won't.

Facette shows a value as live only when the game itself reports it. Here is what that means for each kind of state.

Confirmed comes from the game. A value only counts as confirmed when it comes from official or clearly permitted sources: a journal, an API, an SDK, or a mod surface. Derived state looks different. Anything Facette is remembering or assuming instead of reading live is visually distinguished from confirmed state. Sending isn't confirming. A command Facette sends isn't automatically treated as true. Gear shows down when the game reports it down, not when the toggle was sent. Nothing is invented. When a game doesn't expose something, Facette omits it, labels it as an assumption, or shows it as unknown. A value can stop being live. When the game stops reporting it, the last reading Facette had stops being shown as live rather than sitting there looking up to date. No shortcuts to get there. No process memory reads, injection, anti-cheat bypass, or packet interception to get state a game isn't giving.

Why I built it

I kept forgetting the keys, so I moved the actions somewhere better.

The first version was a simple row of buttons for X4. After using it for a while, I started reaching for the screen automatically. When the Face was not running, I would catch myself looking for controls there and sometimes could not remember the original keybind.

That was when I realized how much I'd come to rely on it. I also wanted the screen to show what the game was doing, not just send inputs, so live game data sits right next to the controls. Facette is my attempt to make complicated games easier to read and operate without turning them into a generic button grid.

What comes next

Building outward from a solid Windows experience.

Finish and validate Windows

Elite Dangerous and X4 come first: validating setup, reliability, and the full control and live-state loop on Windows before anything else.

Reliability and data depth

Better setup, smarter binding detection, and deeper official or permitted data for the two supported games.

A third game

Nothing is committed and there is no date. The two current Faces get the reliability and depth work above before a third one starts.

Facette Foundry, later

An editor for building and reshaping Faces from a growing library of game actions, game data, and components. Evidence-gated platform work, not the next release.

Want to help test the next build?

The early trial focuses on Elite Dangerous and X4 on Windows displays.