Break
Break is a Temple Run-style Web3D chase game: two hunters sprint through a city, split lanes, help each other over obstacles, recover from mistakes, and catch Skyfang before the lantern child is lost. It is also a public test of AI development capability: the human gave the broad direction, while AI agents handled design, code, verification, and iteration.
How it relates to the guide
The guide argues that ordinary people should be able to direct AI toward real works, not only prompts or demos. Break tests that idea directly: one human sets the north star, and AI agents turn it into a playable cooperative game.
Why build it
A game makes the promise measurable. If AI can autonomously design cooperation, chase pressure, visual identity, server authority, browser proof, and a public play path, then the collaboration is becoming a real production method.
What makes it strong
The loop is not a solo runner. Two players must coordinate: one boosts, one jumps, both split routes, revive each other, survive Skyfang's counter-move, and complete a shared final capture.
What comes next
The current slice is being hardened for public play through a shared game-server kit, Colyseus Cloud deployment, clearer WOC-based world dressing, and owner playtesting before broader release.