sorsax@finland:~$fastfetch
          @*+++++++++++++++++++++++@@ 
        @#.                     .+@   
      @@:          +@@@@@@@@@@@@@@    
     @*@:         =@                  
   @@: .-%.     .@@                   
     @@+. .......@@                   
        @%.       .#######%@          
         @@+.              .*@@       
            @@@@@@@@@@+-=%.  .=@@     
                      @@:.......:@@   
                        @*..      .%@ 
                     @#::::=%-.    .%@
    @@@@@@@@@@@@@@@@#.       .*#..#@  
  @@-.                         .%@    
@@#+++++++++++++++++++++++++++#@      
      
sorsax@finland
---------------
user : sorsax
uptime : calculating...
locale : fi_fi.UTF-8
contact : alt [dot] sorsax [at] gmail [dot] com

sorsax@finland:~$cat jidotachi.txt

my main project is jidotachi, an alternative interface and automation layer for kamaitachi, an arcade rhythm-game score tracker. kamaitachi tracks scores well when it’s up, but syncing is manual and the interface is rough. jidotachi fixes that. it auto-syncs scores, cleans up messed timelines, backs up user data, and adds quality of life features kamaitachi lacks. it also calculates arcade-accurate ratings rather than relying on kamaitachi’s flawed estimates. it’s built in javascript, rust, and html, with a sql-backed backend.

sorsax@finland:~$ls ~/projects

sorsax@finland:~$cat rhythym-games.txt

as you probably can notice from my projects, i play a lot of rhythym games. i'd go as far as to say that i thrive for them. i'm more than just a casual player though. i'm extremely interested in how the games themselves work. this includes anything from scoring to the online infrastructure to the arcade cabinets themselves. i bet you didn't know most of them run windows embedded.

philosophy

i’m always tinkering with systems that sit between broken services and real users, because i don’t like leaving data to chance. reliability, auditability, and user control are my priorities.

contact