Twilightvale
Twilight Vale — 3D open-world RPG with combat, terrain, weather.
What I asked each model — the Twilightvale prompt
Every model on this page got this exact prompt inside the Agent Operating System: Twilight Vale — 3D open-world RPG with combat, terrain, weather.
Single HTML file out. No iteration. No examples in the system prompt. Whatever each model produced on the first run is what's on this page. 24 frontier models have attempted it so far: Claude Fable 5, Fugu Ultra, Fugu Ultra 1.1, Fusion, Gemini 3.6 Flash, GLM-5.2, GPT-5.6 Sol, Grok, Inkling, Kimi K2.7, Kimi K3, MiniMax M3, Hermes MoA, Muse Spark 1.2, Opus 4.8, Claude Opus 5, Qwen 3.8, Qwen 3.7, Claude Sonnet 5, Kimi K2.7 · Fast, Kimi K2.7 · No-Think, Kimi K2.7 · Quality, DeepSeek V4 Pro, DeepSeek V4 Flash.
Why this task matters. Twilightvale is a textbook test of game-class capability — the kind of build that exposes whether a model is doing pattern-matching or actual reasoning. A model that ships this in one shot is usually safe to wire into your agent loop for harder tasks of the same shape.
How each model handled Twilightvale
Ranked by my 0–10 score from the source comparison guides on agentos.guide. Click any to play the actual one-shot HTML the model produced.
What I saw: AAA rebuild is showcase-grade: an authored hooded hero with a glowing trailed weapon on a moody twilight field of glowing mushrooms, floating crystals and rune-stones, live storm weather with lightning, collectible shards, and a cohesive HUD (vitality, wave/kills/wisps, weather, compass, ATK). Move, orbit and attack verified. Dense, atmospheric and clearly readable.
What I saw: Ultra v2 — 61.8KB open-world RPG (village, NPCs, weather, day/night). Smoke-test PASS. Densest Ultra build on the bench.
What I saw: Gorgeous cohesive twilight scene with detailed hero holding a weapon, visible enemies (creature + humanoid), wooden bridge, lampposts, cottage, river, pickups and a working minimap/HUD with quest and kill tracker. Strong art direction and populated world with combat framing; only minor risk is verifying enemy AI aggression, but the visible enemies plus polish put it at the top of the field.
What I saw: RETRY @ 24K tokens — now complete: 44KB three.js + WebGL using renderer.setAnimationLoop (three.js native loop), 6 input handlers, full update() per-frame: player + NPCs + enemies + weather + day/night + HUD. Densest build on the bench.
What I saw: Strong atmospheric twilight scene with cohesive village, terrain, fog and a well-armed character plus polished HUD, minimap and quest tracker; however no enemies are visible in the shot (minimap shows red dots but combat isn't demonstrated), keeping it just short of the top tier.
What I saw: Renders cleanly with a cohesive low-poly scene—hooded hero with sword, shrine with pillars/orb, wraith enemies, forest, and a polished HUD with quest/stats/weather. Solid and shippable, but the pastel fog washes out the promised 'twilight' mood and the terrain looks flat/snowy rather than a dramatic vale, keeping it short of the field's best.
What I saw: Twilight Vale — 3D open-world RPG with hand-crafted village, NPCs, combat, day/night, weather, inventory. 38KB — densest build of the bench, edges out Fusion's 32KB.
What I saw: Clean UI and title, but the 3D scene barely renders — the terrain/ground plane appears invisible or floated away, leaving just a floating sphere and stray tree trunks against a bare background, so it reads broken rather than an open-world realm. Nice HUD polish and combat-log styling can't rescue the failed terrain/world presentation.
What I saw: 64KB open-world RPG with village, NPCs, combat, day/night cycle. Densest Kimi build.
The winner on Twilightvale
Fusion took gold on this task. winner · open world RPG.
What I saw: RETRY @ 24K tokens — now complete: 44KB three.js + WebGL using renderer.setAnimationLoop (three.js native loop), 6 input handlers, full update() per-frame: player + NPCs + enemies + weather + day/night + HUD. Densest build on the bench.
See Fusion's full model card: /models/fusion.
Every attempt — live, playable
Side by side. Click any tile to run that model's actual one-shot HTML in a new tab.
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▶ LIVEHow I scored Twilightvale — methodology
Three axes, 0–10 each, averaged. Runs: drop the .html in a browser; if it opens to a broken page, it scores zero. Hits the brief: did the model ship the thing the prompt asked for, or a different thing it found easier. Looks good: visual polish, motion, interactivity — where most of the gap between gold and silver lives.
My scores trace back to the source comparison guides on agentos.guide. See the full methodology page for data provenance, including which source guide each cell's score came from.
Related
More game benchmarks: all tasks in the Game category · See the best AI model for Twilightvale · Back to the leaderboard
Run this stack yourself.
Every demo on this bench was built inside the Agent Operating System — one prompt, one shot, single HTML file out. The Agent OS, the prompts, the templates, the weekly walkthroughs and 4,000+ founders shipping with it every day all live inside the AI Profit Boardroom.