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Making Code Happen

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What is Killed By A Pixel?

Killed By A Pixel is the personal project hub of a solo developer who builds small, self-contained experiments: tiny competition games, a browser-based sky atlas, a long-gestating open-world game, and a habit tracker. The through-line is constraint-driven making — fitting a finished game into 13 KB, or 1 KB of JavaScript — alongside tools meant to run without signups or servers.

What you'll find there

  • Tiny games. The JS13K entries (four in one year, each inside a 13 KB zip) and Skydreams, a 3D racer built within a 1 KB JavaScript limit for JS1024. These are short, replayable experiments rather than long campaigns.
  • Cosmodial Sky Atlas. A browser sky atlas: you give it your location and it draws the current sky overhead. No app store, no account, no server component.
  • Piroot. An open-world adventure with physics-based movement, in development for over a decade, with a 10–20 minute demo available on Steam.
  • Lentando. A private habit tracker aimed at changing addictive habits by tracking progress and spotting patterns.
  • LittleJS. An open-source JavaScript game engine the author maintains, plus an annual game jam built around it.

Who it's for

If you make small games, the competition write-ups and the engine are the most directly useful part — they show what actually fits in a kilobyte budget. If you just want to play, the tiny games and the Piroot demo are the entry points. For a general audience, the sky atlas and habit tracker are the least technical things on the site.

A practical next step

Pick by intent rather than browsing: want something to play in five minutes, start with the JS13K games; want to see the sky from where you're sitting, open the atlas; want to build your own small game, look at LittleJS and the jam results.

The trade-off to expect throughout: extreme size limits buy ingenuity and fast load times, but not depth or polish — the author describes Piroot as the biggest and most polished release, which tells you the small games are deliberately rough-edged.

What games has the developer released on Steam?

The site's own posts point to one clearly released Steam title: Piroot, whose demo is described as available on Steam after more than 10 years of development, an open-world adventure with physics-based movement and a short 10–20 minute demo. The other games mentioned — the four JS13K 2026 entries, Skydreams (a 1K JavaScript racing experiment), and the browser-based Cosmodial Sky Atlas — are web or competition projects, not Steam releases.

If you want to judge whether Piroot is worth your time, start with the free demo: 10–20 minutes is enough to test whether the physics-based movement feels fun to you, since that is the game's stated distinguishing feature. If movement feels awkward in the first few minutes, the full game is unlikely to change your mind; if it clicks, the open-world structure is the part the demo can only hint at.

The developer also maintains the open-source LittleJS engine and runs its annual game jam, so their broader output leans toward small, technically constrained experiments. Piroot stands out as the most polished, long-gestation project in that mix.

For related browsing, the developer's own site is Killed By A Pixel.

How can I play the JS13K games or other browser-based projects?

Most of the browser-based projects on Killed By A Pixel run directly in a web page—no install, no account. The exception is Piroot, which is distributed through Steam as a downloadable demo.

Where to start by project type

  • JS13K games (four entries): These are self-contained JavaScript games, each shipped as a 13 KB zip. The site's project posts are the entry point; from there you play in the browser or download the zip and open it locally. Because they are tiny experiments, expect short, single-mechanic sessions rather than long campaigns.
  • Skydreams (JS1024): A 1 KB JavaScript 3D endless racer. Play it in the browser; it is a size-constrained demo of what fits in 1 KB, so treat it as a curiosity and a quick arcade run.
  • Cosmodial Sky Atlas: Runs entirely in the browser with no signup and no server component. You tell it your location and it renders the current sky above you. Useful if you want a quick, private sky view without installing an astronomy app.
  • Lentando: A habit-tracking app focused on changing addictive habits. This is a tool rather than a game, so open it when you want to log progress and review patterns.
  • Piroot: Not a browser project. The demo is on Steam, described as a 10–20 minute open-world experience with physics-based movement.

A practical way to decide

If you want… Play
A two-minute break, no install JS13K entries or Skydreams
A real-world utility in the browser Cosmodial Sky Atlas
Ongoing habit tracking Lentando
A longer, more polished game session Piroot demo (Steam)

Next step: open the JS13K post on the site, pick one of the four games, and try it in the browser first. If a zip download is offered and the browser version stutters, download it and open the HTML file locally—that avoids any network or embedding quirks. If you specifically want Piroot, go to Steam rather than looking for a browser build.

What is LittleJS and how can I use it to make games?

LittleJS is a lightweight, open-source JavaScript game engine created by Frank Force, the developer behind the site Killed By A Pixel. It is built for making small, fast browser games with plain JavaScript and a canvas, without needing a large framework or a build pipeline. The engine is known for staying tiny while still offering the essentials: rendering, input, audio, particles, and simple physics helpers.

On Killed By A Pixel, the engine is tied to a game jam and to small experimental games, including entries that fit into 13 KB or even 1 KB. That context is useful: LittleJS is often chosen when size and speed matter, not when you need a full 3D engine or a visual editor.

What you get with LittleJS

  • A small core: You can include it with a script tag and start drawing sprites, shapes, and text.
  • Game loop and input: It handles the update-and-render cycle and keyboard, mouse, and touch input.
  • Audio and particles: Sound effects and simple particle effects are part of the package.
  • Physics helpers: Basic collision and movement utilities are available, though it is not a full rigid-body physics engine.
  • Open source: The code is on GitHub, so you can read it, modify it, and ship it in your own projects.

How to start making a game

A practical first step is to build a single-screen game, such as a shooter or a platformer, rather than an open-world project. The engine works well when you keep the scope small.

  1. Set up a page: Create an HTML file, add a canvas, and load the LittleJS script.
  2. Draw something: Render a sprite or a colored rectangle in the game loop.
  3. Add input: Move that object with the arrow keys or touch.
  4. Add a goal: Introduce a score, a timer, or an enemy to make it a game.
  5. Iterate in the browser: Refresh the page to test changes; no complex build step is required.

If you learn best from examples, the games on Killed By A Pixel show what the engine can do at extreme size limits. The LittleJS GitHub repository, which you can find from the site, contains documentation and sample projects. For general JavaScript questions while you work, MDN Web Docs is a reliable reference.

When LittleJS fits, and when it does not

Situation LittleJS is a good fit Consider something else
Small 2D browser game Yes —
Game jam with a size limit Yes —
Quick prototype Yes —
Large 3D world No A 3D engine such as Three.js
Built-in visual editor No An editor-based engine
Complex physics simulation Limited A dedicated physics library

The main trade-off is control versus convenience. LittleJS gives you a small, readable codebase and fast load times, but you write more of the game structure yourself. If you want a drag-and-drop editor or advanced 3D, it will feel minimal. If you want to understand every part of your game and keep it small, it is a strong choice.

A useful next step: open the LittleJS examples, copy the simplest one, and change one thing at a time—such as the player speed or the sprite image—until you understand the loop. Then try a 48-hour game jam, where the engine's small size and quick setup give you more time for the actual game.

What is the Cosmodial Sky Atlas and how does it work?

Cosmodial Sky Atlas is a browser-based sky viewer from Killed By A Pixel. It draws the live sky above your current location, showing what is actually overhead right now. The site describes it as running entirely in the browser with no app store, no signup and no servers involved.

How it works in practice

  • You tell it where you are.
  • It renders the sky for that position and the current time.
  • Everything happens locally in the browser rather than on a remote service.

Why that matters

The no-signup, no-server approach keeps it lightweight and private: there is no account to create and no location data sent to a backend. It also means you can open it on a phone or laptop without installing anything, which suits quick, casual use.

Trade-offs to expect

A browser sky atlas is convenient for a fast look at the current sky, but it is not a substitute for a full planetarium application. If you need deep catalogues, observation planning or telescope control, a dedicated tool will usually serve you better. For "what is above me right now," the friction is close to zero.

Try this next

Open the atlas while you are outside, enter your location, and compare the rendered sky against what you can see with the naked eye. Then check it again an hour later to watch the sky shift — that is the quickest way to judge whether its accuracy and interface fit how you like to observe.

How does Lentando help track and change habits?

Lentando is a private habit tracker built to help people change addictive habits. Based on the site's own description, it works through three connected functions: tracking progress, understanding patterns, and gently shifting toward healthier routines. The emphasis is on gradual change and self-awareness rather than streaks or strict enforcement.

H3 How that plays out in practice

  • Tracking progress gives you a record of what you actually did, which is the raw material for any change.
  • Understanding patterns is where that record becomes useful — seeing when urges or slips cluster (time of day, situations, mood) tells you what to change.
  • Gently shifting toward healthier routines suggests the app nudges rather than punishes, which matters for addictive behaviors where shame tends to backfire.

H3 The privacy angle

The site presents Lentando as private, which is a meaningful design choice for this use case. People tracking addiction, drinking, smoking or compulsive habits are often reluctant to have that data tied to an account or synced to a server. A habit tracker that keeps data local removes a real barrier to honest logging — and honest logging is the whole point.

H3 A concrete scenario

Suppose someone wants to cut down on late-night phone scrolling. Tracking alone shows "I scrolled 40 minutes." Pattern review might show it happens almost exclusively after 11pm on days with no evening plan. The shift is then small and specific: leave the phone charging in another room, or schedule something at 10:30. That is the difference between a tracker that only counts and one that helps you change.

H3 Trade-offs to weigh

Gentle, pattern-based approaches suit behaviors you want to reduce gradually. They are less suited if you need hard accountability, clinical support, or a program with medical oversight. Also consider whether the app's privacy claim matches how you want to use it — a private tool is only private if the data stays where you expect.

If you want to judge it for yourself, the practical next step is to install it and log one week of a single habit before changing anything. The pattern view after seven days will tell you more about whether the approach fits you than any feature list.

Frank Force's other work, including his games and the open-source LittleJS engine, is documented at Killed By A Pixel.

Related questions

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What is Killed By A Pixel (frankforce.com)?

Killed By A Pixel (frankforce.com) is the personal developer blog and project hub of Frank Force, a game developer and creator of the open-source LittleJS engine. It's where he posts about his games, experiments, and tools — most of them built to run in a browser or fit inside extreme size limits. If you're interested in tiny JavaScript games, game jams, or browser-based tools, this site is worth following.

What you'll find on the site

The homepage is a running feed of project announcements and write-ups. Recent posts give a good sense of the range:

Project What it is
JS13K 2026 games Four separate games, each fitting in a 13 KB zip, built for the annual JS13K jam
Skydreams A 3D endless sky racer inspired by 90s games like Skyroads, made for JS1024 with a 1 KB JavaScript limit
Cosmodial Sky Atlas A browser-based sky atlas — no app store, no signup, no servers — that draws the live sky for your location
Piroot An open-world adventure game with physics-based movement, in development for over 10 years, with a demo on Steam
Lentando A private habit tracker app for changing addictive habits by tracking progress and patterns
LittleJS Jam 2025 The second annual game jam for the LittleJS engine, with 160 participants and 19 submitted games

Who it's for

  • Game developers curious about extreme size constraints — the JS13K and JS1024 posts show what's possible in 13 KB or even 1 KB of JavaScript.
  • JavaScript and web developers looking for browser-first tools that avoid signups and servers, like the Cosmodial Sky Atlas.
  • Indie game fans who want to follow long-running projects such as Piroot or try short demos.
  • LittleJS users — the site is the home base for the engine, which Frank Force first released four years ago and which is approaching 4k stars on GitHub.

How to use the site

There's no account or paywall involved in browsing. The main actions are:

  1. Read the feed — scroll the homepage for the latest posts, or use Next Page to go further back.
  2. Play the games — a "PLAY MY GAMES" link takes you to the playable projects.
  3. Search — a search box lets you find specific posts or projects.

Each post links out to the relevant project, whether that's a playable browser game, a Steam demo page, or a GitHub repository.

What it isn't

This is a personal project hub, not a commercial product site or a tutorial platform. Posts are short announcements and dev notes rather than structured courses. Pricing details for the games aren't listed on the homepage — the Piroot demo is described as available on Steam, so check that store page directly for current terms.

What Does a Postal Code API Return? Fields, Formats, and Common Use Cases

A postal code API returns structured location data for a given ZIP Code or Canadian postal code. A typical response includes the code itself, city, state or province, county, latitude/longitude, and — where available — ZIP+4 detail. More complete services add time zone, area codes, boundary geometry, and demographic fields. You send a code (or an address), and the API sends back a machine-readable record you can store, validate, or display.

This article explains what those responses contain, how requests are usually shaped, and where postal code data fits into real applications.

First, clear up the word "code"

The keyword "code" is overloaded, and that causes real confusion for developers:

  • Postal code — the ZIP Code (U.S.) or postal code (Canada) that identifies a delivery area.
  • API key — the credential you use to authenticate your requests. It is not postal data.
  • Source code — the program you write to call the API.

When someone searches for "postal code API code," they usually want example request/response code for a postal code service. The rest of this article treats it that way.

What a postal code API actually returns

Response fields vary by provider and endpoint, but the core set is fairly consistent. A single-code lookup commonly returns:

Field Example Notes
Postal code 90210 The code you queried
City Beverly Hills May be one of several acceptable place names
State / Province CA Two-letter abbreviation
County Los Angeles Useful for tax, territory, and reporting logic
Latitude / Longitude 34.0901, -118.4065 Usually the centroid of the area
ZIP+4 90210-1234 Present only when a specific delivery segment is known
Time zone America/Los_Angeles Helps with scheduling and display
Area codes 310, 424 Regional phone context

Richer datasets add 90+ fields: boundaries, population, income, elevation, and more. You rarely need all of them — request only what your application uses.

A representative JSON response

{
  "postal_code": "90210",
  "city": "Beverly Hills",
  "state": "CA",
  "county": "Los Angeles",
  "latitude": 34.0901,
  "longitude": -118.4065,
  "timezone": "America/Los_Angeles",
  "area_codes": ["310", "424"]
}

XML responses carry the same information in tag form. Choose based on what your stack parses most easily; JSON is the common default.

Common request patterns

Most postal code APIs support four patterns. Knowing which one you need prevents wasted calls.

1. Lookup by code

You have a code and want its details. This is the simplest and fastest call.

GET /lookup?code=90210

2. Reverse lookup by address

You have a street address and want to confirm or complete the code. This is the pattern behind checkout address validation.

GET /validate?street=...&city=...&state=...

3. Radius search

You have a center point and want all codes within a distance. Useful for store locators and delivery zones.

GET /radius?code=90210&miles=10

4. Batch validation

You have a file of addresses and want them cleaned in bulk. Batch endpoints trade latency for throughput and usually have their own limits.

Handling missing and ambiguous matches

Real data is messy. Plan for these cases:

  • No match — the code doesn't exist or the address is malformed. Return a clear error rather than a silent empty object.
  • Multiple matches — a city name may map to several codes, or a code may span several acceptable city names. Decide whether to pick the primary or return a list.
  • Partial match — the street is valid but the ZIP+4 isn't. Fall back to the 5-digit code.
  • Stale data — codes are added, retired, and reassigned. Refresh your dataset on a regular schedule.

A practical rule: validate at the point of entry, store the normalized result, and never re-derive it later from raw user input.

Practical use cases

  • Checkout address validation — catch typos before shipping, reduce failed deliveries.
  • Shipping zone lookup — map a code to a zone, carrier route, or rate table.
  • Data enrichment — append county, coordinates, or demographics to existing records.
  • Store and service locators — radius search to find nearby branches or coverage areas.
  • Territory and tax logic — county and boundary data drive jurisdiction rules.

Licensing and data-source considerations

Postal code data originates with national authorities — USPS in the United States and Canada Post in Canada. Providers license and repackage it, which is why accuracy, update frequency, and field coverage differ between services. Before committing:

  • Confirm the data source and how often it refreshes.
  • Check whether ZIP+4 and boundary data are included or sold separately.
  • Review usage limits and whether batch processing is allowed.
  • Read the license terms for redistribution and storage.

Pricing and plan details change, so check the provider's current documentation rather than relying on secondhand figures.

Getting started

  1. Decide which request pattern you need (lookup, reverse, radius, or batch).
  2. Pick the fields you'll actually store.
  3. Write a small test call and inspect the raw response.
  4. Add error handling for no-match and ambiguous cases.
  5. Cache results where the same codes repeat.

A postal code API is ultimately a translation layer: you give it a code or an address, and it gives back structured location facts. Understand the fields, match them to your use case, and handle the messy edges — that's most of the work.

What games and projects are featured on Killed By A Pixel?

Killed By A Pixel (frankforce.com) is the personal project site of a developer who builds games and tools, often under tight size constraints. The featured work spans four JS13K 2026 game jam entries, a 1 KB 3D racing game, a browser-based sky atlas, a Steam demo for a long-developed open world game, a private habit tracker, and the LittleJS engine and its game jam. Below is what each project is, based on the site's own descriptions.

JS13K 2026: four games in one year

The developer has participated in JS13K since 2019 and for the 2026 edition made four separate games instead of one. Each game fits inside a 13 KB zip file, and each is described as a different experiment. The year's theme was "Unicorns and Rainbows."

  • Constraint: every entry must fit in a 13 KB zip.
  • Approach: four distinct experiments rather than a single submission.
  • Context: part of an ongoing streak of JS13K participation dating back to 2019.

Skydreams: a 3D game in 1 KB

Skydreams is an endless race set in the sky, inspired by 1990s 3D racing games such as Skyroads, Marble Madness, and Sonic 3D. It was built for the JS1024 competition, where the JavaScript budget was limited to just 1 KB.

Project Type Size constraint Inspiration
Skydreams Endless sky racer 1 KB JavaScript (JS1024) Skyroads, Marble Madness, Sonic 3D

Cosmodial Sky Atlas: a browser-based sky map

Cosmodial Sky Atlas is a sky atlas that runs entirely in the web browser. According to the site, it requires no app store, no signup, and no servers. The user tells it their location, and it draws the live sky overhead as it currently appears.

  • Platform: web browser only.
  • Account: no signup described.
  • Infrastructure: no servers described.
  • Input: the user's location.
  • Output: a live rendering of the current sky above that location.

Piroot: open world adventure with a Steam demo

After more than 10 years of development, the Piroot demo became available on Steam. The site describes it as the biggest and most polished game released by the developer: an open world adventure with unique physics-based movement. The demo is a short experience lasting 10–20 minutes.

  • Status: demo available on Steam.
  • Genre: open world adventure.
  • Distinct feature: physics-based movement.
  • Demo length: roughly 10–20 minutes.
  • Development time: over 10 years.

Lentando: a private habit tracker

Lentando is an app designed to help people change addictive habits. Its described approach is to track progress, help users understand patterns, and gently shift toward healthier routines.

  • Purpose: changing addictive habits.
  • Mechanics described: progress tracking, pattern recognition, gradual routine change.

LittleJS engine and the LittleJS Game Jam

LittleJS is an open source JavaScript game engine first released by the developer four years before the site text was written. The second annual LittleJS Game Jam was held the month before that text, drawing 160 participants and 19 submitted games. The engine was approaching 4,000 stars on GitHub at the time.

Item Detail
Engine LittleJS, open source JavaScript game engine
First release 4 years before the site text
Jam edition Second annual
Participants 160
Games submitted 19
GitHub stars Approaching 4k

How to read this collection

The projects fall into three rough groups:

  1. Size-constrained game jam experiments — the four JS13K 2026 entries (13 KB each) and Skydreams (1 KB), useful if you are interested in how much game can fit in a tiny JavaScript budget.
  2. Larger standalone projects — Piroot, a full open world adventure with a Steam demo, and Cosmodial Sky Atlas, a no-signup browser tool.
  3. Tools and community — Lentando for habit tracking, plus the LittleJS engine and its annual jam for developers building their own games.

If you want to play something immediately, the Piroot demo on Steam and the browser-based Cosmodial Sky Atlas are the most directly accessible. If you are a developer, the JS13K and JS1024 entries and the LittleJS engine are the relevant starting points.

What Is LittleJS and How Can You Join Its Game Jams?

LittleJS is an open-source JavaScript game engine created by Frank Force, the developer behind frankforce.com (Killed By A Pixel). It's a lightweight engine for building browser-based games, and it has an annual game jam where developers build and submit games made with it. If you want to get involved, the practical path is: learn the engine, watch for the next jam announcement on frankforce.com, and submit a game before the deadline.

What LittleJS Is

Based on the site's own description, LittleJS is an open-source JavaScript game engine that Frank Force first released about four years ago. The engine has grown a following on GitHub, where it was approaching 4k stars at the time of the LittleJS Jam 2025 writeup.

The engine's appeal, judging by how Frank Force uses it himself, is small size and fast iteration. He builds tiny, constraint-driven games with it — for example, his JS1024 entry Skydreams squeezed a 3D endless racer into 1 KB of JavaScript, and his JS13K 2026 entry set fit four separate games into 13 KB zips each. That same "small but complete" philosophy is what the engine is built around.

The LittleJS Game Jam

The LittleJS Game Jam is an annual event for games made with the engine. The second one, LittleJS Jam 2025, was held the month before the site's post about it.

Detail LittleJS Jam 2025
Edition 2nd annual
Participants 160
Games submitted 19
Engine LittleJS (open source)

The gap between 160 participants and 19 submissions is worth noting if you're thinking about joining: plenty of people sign up, but far fewer finish and ship something. Planning for a small, completable scope is the realistic way to end up in the submitted column.

How to Get Involved

  1. Get the engine. LittleJS is open source and hosted on GitHub, where you can find the code and follow its development.
  2. Build something small first. The engine is designed for compact games, so a 1 KB or 13 KB style constraint is a good way to learn its API without over-scoping.
  3. Watch frankforce.com for the next jam. Jam announcements and results are posted there — the LittleJS Jam 2025 writeup is a recent example of how they're shared.
  4. Submit before the deadline. Past jams have drawn a mix of finished and unfinished entries, so the main thing separating participants from submitters is shipping.

Why It's Worth Trying

Frank Force has been entering size-constrained game competitions since at least 2019 (JS13K), and the engine he built for that kind of work is the same one the jam is centered on. If you're interested in tiny, browser-based games — or in a low-friction way to finish and release something — LittleJS and its jam are a direct route in. The engine is free and open source, and the jam is open to anyone who wants to build with it.

Where Can I Play the Piroot Demo and What Is It About?

The Piroot demo is available on Steam, and it's a short open world adventure game with physics-based movement that takes roughly 10–20 minutes to play through. It arrives after more than 10 years of development and is described by its creator as the biggest and most polished game released so far.

What Piroot Is

Piroot is an open world adventure game built around a distinctive movement system. Rather than standard walking or platforming controls, the game leans on physics-based movement as its core mechanic — meaning how you travel through the world is itself part of the challenge and the appeal.

According to the developer's own description on frankforce.com, it represents the most substantial project on the site, both in scope and in polish.

Where to Get the Demo

Detail Information
Platform Steam
Availability Demo released
Development time Over 10 years
Genre Open world adventure
Core mechanic Unique physics-based movement
Demo length 10–20 minutes

The demo is distributed through Steam, so you'll need a Steam account and the Steam client to download and play it. The source material doesn't specify pricing, regional availability, or system requirements, so check the Steam store page for those details.

What to Expect from a 10–20 Minute Demo

A demo of this length is best treated as a vertical slice rather than a full introduction to the game's systems. In practice, that means:

  • You'll get a feel for the movement physics — the mechanic the developer highlights as the game's defining feature.
  • You'll see a small portion of the open world, not the full map.
  • You likely won't complete a full story arc — the demo is a taste, not a chapter.

If the movement system clicks with you in that short window, that's the signal the demo is designed to give.

Context: Who Made It

Piroot comes from the developer behind frankforce.com (titled "Killed By A Pixel"), a site that collects games and experiments including JS13K entries, the 1KB game Skydreams, the browser-based Cosmodial Sky Atlas, and the LittleJS open source engine. Piroot stands apart from those projects as a long-form commercial release rather than a size-constrained game jam entry or a small utility.

Common Questions

Is the demo free? The source material doesn't state pricing for the demo. Check the Steam listing directly.

Do I need to install anything besides Steam? The demo runs through Steam, so the Steam client is required. No other requirements are specified in the available information.

Is the full game out? Only the demo's availability is confirmed. The source describes the demo as released, not the complete game.

How long has it been in development? Over 10 years, per the developer.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 2008, this domain has about 18 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by serverquality.com, indicating managed DNS hosting. MX records point to the frankforce.com email service. No CNAME was found; the observed records resolve directly to addresses. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. The Server header identifies Apache without an exact version. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies WordPress 7.1.2, Apache, with exact versions exposed for 1 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

No homepage meta description was detected, leaving snippet selection more dependent on page text. The Generator tag identifies WordPress 7.1.2, making the publishing system easier to fingerprint. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. The title has 38 characters, within a common display range. A viewport declaration is present, providing a basis for mobile layout.

Hosting and Email

DNSserverquality.com
HostingLiquid Web, L.L.C
Emailfrankforce.com
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagUnited States Inferred 209.59.190.133

Registration details

RDAP / WHOIS

RegistrarSynergy Wholesale Accreditations Pty Ltd
Registered2008-05-22
Expires2027-05-22
Domain statusclient transfer prohibited
Nameserversns79.serverquality.com、ns80.serverquality.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Afrankforce.com209.59.190.133300—
MXfrankforce.comfrankforce.com144000
NSfrankforce.comdns1.serverquality.com86400—
NSfrankforce.comdns2.serverquality.com86400—
NSfrankforce.comdns3.serverquality.com86400—
TXTfrankforce.comv=spf1 +a +mx +ip4:209.59.190.133 +ip4:23.111.137.54 ~all14400—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subject*.bonsaigame.com
IssuerLet's Encrypt
Valid until2026-12-06T11:05 · Remaining when checked: 63 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=UTF-8
serverApache

Identified technologies

WordPress 7.1.2Apache

Pages, Search and Sharing

Meta descriptionNot detected
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected
All bots 1 allowed · 1 disallowed
  • Allow/wp-admin/admin-ajax.php
  • Disallow/wp-admin/

User reviews (0)

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