A real cloning workbench compiled to WebAssembly, wrapped in a puzzle game. Cut DNA with restriction enzymes, ligate compatible ends, build plasmids — everything runs client-side, with no server round-trips.
The whole workflow as one mission: pick enzymes, run PCR, verify on a gel that the insert survived, then splice into the vector. Pick a bad enzyme and watch your gene shatter.
Start the mission →Pick restriction enzymes to cut a vector + insert and ligate the matching ends into the target plasmid — auto-graded, with an animated splice on the win.
Play →Tune two primers to amplify a region so both melt near the target temperature and match each other — but the two ends differ in GC, so you can't tune them the same way.
Play →Breed a gene toward an objective fitness target — GC, melting temp, codon optimization, remove a site — while its protein stays perfectly preserved. Climb the landscape.
Evolve →Crank the voltage, pick your agarose, power the field, and watch DNA migrate to its steady-state position — supercoiled ahead, nicked behind, linear true to a real lab gel.
Run a gel →A periodic table of ~60 restriction enzymes — a force graph clustered by overhang, related by compatible ends and shared sites. Click any for its cut diagram.
Explore →Restriction mapping, digest → gel, in-silico PCR, primer design, 6-frame ORFs, cloning, and Tm — over any sequence, with live per-op timings and a benchmark.
Open the lab →The architecture: why Rust→WASM beats Python-in-the-browser, how we reuse the original C libraries, where it runs, and why a game fits on top.
Read the docs →The phased plan from deterministic engine to the full cloning campaign, what's live today, and the open product decisions.
See the roadmap →SpliceCraft (by Binomica Labs, MIT-licensed) is a terminal molecular-biology workbench — your whole cloning workflow in one tool. splice is an independent effort to bring that capability to the open web: re-author the deterministic core in Rust, compile it to WebAssembly, and reuse the original's hard C libraries (primer3, HMMER) rather than reinvent the science. On top of the tool sits a tiered game — because cloning is already a constraint-satisfaction puzzle, and the engine can grade any move objectively.
Today the full engine, four games, an interactive gel sim, and the end-to-end cloning campaign are live and playable above. The docs explain the approach; the roadmap shows where it goes next. The hardest technical risk — getting HMMER's hand-written SIMD core into WASM — has been spiked and proven.