A body-controlled game in development
Move.
Play.
The iPhone reads movement on-device and turns it into game input. Camera frames stay on the phone.
Internal iPhone prototype. No public TestFlight invite or App Store listing.

One mechanic
The body is the controller.
The iPhone reads pose locally and drives the game. A keyboard debug path exists for the web renderer, not as the product.

A working build.The phone tracks the body and renders the game. Only that rendered screen is mirrored to a TV.
Motion · iPhone · internal build
On the phone
Camera frames stay on the phone.
Vision extracts pose on-device. Screen mirroring sends the rendered game to a TV; Motion does not upload the camera stream.
- iPhone
- Reads pose on-device and renders the game.
- Always
- TV
- Only the rendered game, through the system's own screen mirroring.
- Optional
- Motion servers
- No Motion account and no uploaded camera stream.
- None
Motion may fit if
you want active, social play on a larger screen without buying a dedicated motion-console system, and you understand that the control loop is unfinished.
It is not
a public beta, a shipped App Store game, a wearable sensor kit, or a cloud camera service.
Before you move.
Does video go to a server?
Is it on the App Store?
Do I need extra hardware?
Move.
Keep the camera.
The internal iPhone build runs. Its physical control feel and fun still need testing on a real device.