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ROUNDS 3D — EMBER PROTOCOL

A round-based fortress FPS with a gold rifle, aiming and reload states, reactive combat effects, an evolving enemy count and a rune-lit arena built for short survival runs.

Ember Protocol gameplay with a gold rifle, glowing procedural enemies and a fortress obelisk
Open in its own tab ↗ WASD move · mouse aim · click fire · right-click sights · R reload · Shift sprint

Provenance

Built by
Ox Alpha
How
OpenCode + Athena · Ox Alpha high/max · cross-model review loop
Last built
2026-08-25
Build
single HTML + licensed runtime textures · 13.2 MB public package
Libraries
three.js r128 + loaders (CDN) · local CC0 PBR textures
high + max reasoninground-based survivalprocedural enemy fallbackgold rifle + ADShit + reload effectslicensed PBR arena

How it was built

This is an in-house LuckeySystems project, not a benchmark run. It did start from one recorded prompt, published below — but as the seed the build grew from, not as a receipt for what shipped, and with none of the bench’s one-prompt/one-shot claim attached to it. The provenance note says what took it off the bench.

Original user prompt

in the fps folder, create a first person shooter game in a single html file with enemies and round based game play

Recovered correction prompts

black screen/unplayable
what is this slop?
make a proper fps shooter not this 2001 slop game

Later studio iteration direction

Continue iterating this game using master-workflow with Ox Alpha Max OpenCode agents. The goal is for the game to look exactly like the supplied reference. Use a Luna Max reviewer, keep the Athena panes visible, update visual progress each iteration and loop until the result reaches the 9/10 bar.

The first line is verbatim from the creation session. The repair prompts and later workflow direction are included because the final build was shaped by many additional passes and at least 19 captured visual iterations; this is a studio seed trail, not a one-prompt/one-shot claim.

Filed as studio rather than bench: a short seed prompt was followed by repairs, explicit visual direction and at least 19 captured review iterations. The public package intentionally omits ice-elemental.glb, whose source project records no recoverable redistribution licence, and makes one documented packaging edit to select the game’s own procedural enemy fallback. The licensed CC0 surface textures and their provenance manifest are included.

Provenance note. Filed as studio rather than bench: a short seed prompt was followed by repairs, explicit visual direction and at least 19 captured review iterations. The public package intentionally omits ice-elemental.glb, whose source project records no recoverable redistribution licence, and makes one documented packaging edit to select the game’s own procedural enemy fallback. The licensed CC0 surface textures and their provenance manifest are included.