{"slug": "rebuilding-an-ai-made-browser-game-with-astra-6", "title": "Rebuilding an AI-made browser game with Astra 6", "summary": "A browser game originally built with ChatGPT 5 and Gemini 3 was rebuilt using Astra 6 through Hermes Agent, adding a 3D explorable tower, upgradeable spells, target practice, a slot activity and procedural Web Audio sound, according to a comparison of the two playable builds. The Astra 6 version, called Reforged, keeps the original Stardust clicker progression loop of upgrades, bosses, Mimics and rebirth while replacing image-based artwork with Three.js-rendered geometry, first-person WASD movement and station interaction via the E key. The exact division of work between ChatGPT 5 and Gemini 3 in the original build is unknown, so individual features cannot be credited to one or the other.", "body_md": "# Rebuilding an AI-made browser game with Astra 6\n\nThe original version of this game was made with ChatGPT 5 and some Gemini 3. You click an orb to earn Stardust, spend it on upgrades, fight bosses and eventually restart with a prestige bonus. It runs in a browser, with the game code and styles in a single HTML file.\n\nThe later version, called Reforged, was built with Astra 6 through Hermes Agent. It keeps that progression loop but adds a 3D tower you can walk around, spells, target practice and synthesized audio. This article compares what the two versions do and explains how the newer model was used to make those changes.[1](#note-1)\n\nDesktop is recommended. Sound can start after interaction; Reforged has a sound toggle. The games store progress separately in this browser. Use Back to return to the article.\n\n## The original game\n\nChatGPT 5 and Gemini 3 produced a game with more than a clickable image. It already had an upgrade shop, boss encounters, Mimics and rebirth. The progression gave you a reason to keep playing after the first few purchases. The artwork came from image files, with separate sound clips and a video for the ending.\n\nThat version is the starting point for the comparison. The exact division of work between ChatGPT 5 and Gemini 3 is unknown, so individual features cannot be credited to one or the other.[2](#note-2)\n\n## Adding a 3D world\n\nThe most visible change in the Astra 6 version is that the room exists as a 3D scene. The model wrote Three.js code for the chamber, creatures, companions and effects. This differs from selecting an image and placing it behind the interface: the browser renders geometry that can be viewed from different positions.\n\nFirst-person exploration was added during development at my request. In walking mode you use WASD and mouse look, approach stations and press E to interact. The existing clicker and shop remain available. The model's work therefore included movement, collision and station interaction as well as the scene itself.\n\nThe first layouts left too much interface over the world. I asked for a smaller HUD and more obvious interaction prompts. The revised layout puts controls around the edges and shows prompts near the activity you can use. This was an improvement made through feedback, rather than something the initial generated version got right.\n\n## Spells, activities and sound\n\nThe original's main actions were clicking and buying upgrades. Astra 6 expanded those actions with upgradeable spells, repeatable upgrade ranks and encounter variants. The tower also has a target range and a slot activity that pay rewards into the same Stardust economy.\n\nThese additions had to work together. Entering an activity, receiving its reward and returning to the main game all affect the same run. The model wrote separate modules for the simulation, activities and interface instead of continuing to add everything to the original HTML file.\n\nCombat feedback needed another pass. A spell changing a number was not enough to make casting readable. After I asked for visible magic, the model added cast trails and impacts, distinct spell effects, boss attack windups and feedback when Ward blocks a hit.\n\nSound changed in a similar way. The original plays recorded clips. Reforged uses Web Audio code for procedural music and sound effects that react to game events. Its ending is rendered in 3D rather than playing the original video.\n\n## Compare the implemented features\n\n| Features present in the two playable builds |  |  | \n|---|---|---|\n| Area | ChatGPT 5 + Gemini 3 | Astra 6 | \n|---|---|---|\n| World | Image-based orb and shop | Rendered chamber and explorable tower | \n| Progression | Upgrades, bosses, Mimics and rebirth | Repeatable ranks, upgradeable spells and encounter variants | \n| Activities | Clicking, purchases and encounters | Those actions plus target practice and slots | \n| Audio | Separate sound files | Procedural Web Audio | \n| Persistence | Saved prestige souls | Run saves, export/import and reload recovery | \n\n## How Astra 6 was used\n\nHermes Agent provided the tools for reading files, editing code, running tests and opening the game in a browser. Astra 6 was the model used through that system.<sup>[3](#note-3)</sup> The work was divided into tasks for the game simulation and balance, the Three.js scene, audio, interface and copy, and review. The parent agent and delegated workers used the same Astra 6 model in separate contexts.\n\nThis allowed the scene and audio work to be developed separately from the progression rules, then tested together. Vite built the browser bundle. Node tests checked the simulation and save handling, while browser automation exercised controls and game flows.\n\nI supplied the direction and played the results. Requests for tower exploration, the first-person layout, boss warnings, balance changes and visible magic came from that process. The model implemented and revised those features; deciding whether the game looked right or whether a mechanic was worth keeping still involved playing it.\n\n## What needed correction\n\nOne balance problem also exposed a problem in the tests. Rebirth was meant to matter, but a player could save enough currency to finish the first run without it. The initial automated strategies kept spending on upgrades, so they missed that route. A different strategy stopped buying and reserved the completion cost.\n\nAstra 6's balance work then changed the boss-health curve and reran the strategies. This is a useful example of the newer setup's ability to investigate and revise its output, but it also shows why tests written during development can give a misleading answer.\n\nSave imports revealed a separate bug. An imported boss could have an extremely short attack interval, making combat process too much work at once and freeze. Review found the problem; the fix restricted the accepted interval and added regression tests.\n\n## Test results and technical details\n\nThe first-run counterexample used two clicks per second, stopped purchases after 12 victories and completed in 1,016 simulated seconds without prestige souls. After the health-curve change, 48 of 48 tested no-jackpot first-run strategies failed to finish, while tested prestige continuations still completed. This does not prove that no better first-run strategy exists.\n\nImported explicit boss attack intervals must be between four and five seconds. The final recorded Reforged verification passed 94 Node tests and 79 browser tests, along with its production build and check. These counts describe checks on the implementation, not scores for comparing models. The save fix was automatically verified after the earlier human playtest.\n\nThe result is a larger game with a different presentation and more ways to interact with it. It also took repeated corrections to reach that version. The two playable builds let you examine the visible changes; the examples above explain some of the AI work and feedback behind them.\n\n## Notes\n\n1. This is not a matched-prompt benchmark. Astra 6 had the original to work from, a larger brief, different tools and repeated feedback. There are no comparable time, token or cost records for the original, so this article makes no efficiency claim.\n2. The original's gameplay JavaScript is preserved. For this site, remote images were bundled locally, fonts use installed fallbacks and media metadata was removed. Reforged is the unchanged production build. Saves do not transfer between editions; clearing site data can erase them.\n3. The recorded model identifier is `gpt-6-astra` , referred to here as Astra 6. This identifier does not establish official consumer branding.", "url": "https://wpnews.pro/news/rebuilding-an-ai-made-browser-game-with-astra-6", "canonical_source": "https://arcane-orb-workshop.pages.dev/", "published_at": "2026-09-10 03:42:16+00:00", "updated_at": "2026-09-10 04:22:35.487717+00:00", "lang": "en", "topics": ["ai-products", "ai-tools", "generative-ai", "artificial-intelligence"], "entities": ["Astra 6", "ChatGPT 5", "Gemini 3", "Hermes Agent", "Reforged", "Three.js", "Web Audio"], "alternates": {"html": "https://wpnews.pro/news/rebuilding-an-ai-made-browser-game-with-astra-6", "markdown": "https://wpnews.pro/news/rebuilding-an-ai-made-browser-game-with-astra-6.md", "text": "https://wpnews.pro/news/rebuilding-an-ai-made-browser-game-with-astra-6.txt", "jsonld": "https://wpnews.pro/news/rebuilding-an-ai-made-browser-game-with-astra-6.jsonld"}}