Kingdoms, shops, dungeons, a world boss and PvP duels, drawn in characters.
Built on Bare and Pear
Holepunch's runtime, with peer to peer builds and updates.
Already validated
Awarded at the Aleph Hackathon: lnkd.in/p/dcNJqtAk. Played by the Salta.dev developer community and by players from the Crecimiento hackathon and northern Argentina.
The barrier
A 3D world needs artists, an engine and months.
We had an ASCII map, a working game and natural language.
The ASCII map is the blueprint
console
```,,```,````"``,......````,``` ````````````"````......```````` ``````,`"`[ mercado del alba ]` ```````````,`,```......```,```` "````````````````......"``````` "`````````````,``......```````, ````````````````,......````````
browser, three.js
Every cell becomes geometry: roads, grass, walls, roofs, water and signs. Same save, same rules; one key switches the views.
Tripo removed the 3D barrier
We described the world in natural language and got game-ready 3D models.
The hero
Rigged and animated to walk, run and fight
The iron helmet
Equip it and it appears on the hero
The Runic Colossus
The world boss in the volcanic ruins
The kingdom
The castle that crowns the title screen
Migrated during Tripothon: 64 hours
64 h
first Tripo model to the playable 3D world
24,300
lines of 3D world code, in 68 commits
6
places in 3D: city, NOX, castle, coliseum, boss ruins, meadow
143
automated tests, still all green
Day 1 Tripo models generated; the ASCII city rendered in 3D from the same art; the Tripo hero walking in it.
Day 2 The whole game in the browser: menu, running, 8 directions, walls and gates, terrain and sky, inventory, showcase, meadow combat.
Day 3 Everything merged and tested for Demo Day.
Measured with git from the first Tripo commit. Before it, the terminal game: 55 commits from the Aleph Hackathon. Tripo made every 3D model; AI agents co-wrote 59 of the 68 commits.
Recorded demo · 3 min
Let's play
Console, the ASCII draft becoming 3D, combat, inventory, the world boss and the wallet
Play, and get rewarded on chain
LIVE
Connect your wallet
Press V and link a Stellar address. The game stores only the public address; your wallet signs, the game never sees a secret key.
COMING
USDC airdrops
World boss events and the player leaderboard airdrop USDC to your wallet, based on your activity in the game.
COMING
Fair PvP stakes
A Soroban contract settles coliseum duels with commit and reveal.
Peer to peer at the core: Bare runs the game, Pear ships it, and it plays offline when the network is down.
Sponsors fund the airdrops
01
Sponsors buy boards on the dungeon and boss arena walls, like pitch-side ads in a football match.
02
That money becomes a USDC prize pool, so airdrops never stop.
03
Players earn by activity: world boss events and the leaderboard pay out to their wallets.
04
A share keeps the peer to peer network and the web app running, and funds the roadmap.
In game today · boss arena
Tripothon is the first board: pitch-side boards around the dungeon and the world boss, seen in every fight.
Go-to-market: I'm a Stellar ambassador with ties to Avalanche, BNB LATAM and Solana Argentina, a direct line to sponsors and ecosystem grants. Later: cosmetic skins and creator worlds.
Concept: animated with Higgsfield from a real Runa frame
Now imagine
This took days. Imagine weeks. Imagine months.
The forecast: an extraordinary world, kilometers full of content and adventures, like the classic RPGs we grew up with.
The next 12 months, peer to peer
Q1
The whole kingdom in 3D
Dungeons and the barbarian camp
All 12 foes as animated Tripo models
Players meet peer to peer in 3D
Q2
Kilometers
Maps kilometers wide, shared between peers in chunks
Every dungeon floor as big as the kingdom
Live world boss events
Q3
Rewards on chain
Sponsor boards fund a USDC pool
Airdrops by activity to Stellar wallets
Duels played peer to peer, settled on Stellar
Q4
A platform
Web app on the official site, iOS, Android and Steam
Cosmetic skins
Creators script worlds in the console and share them peer to peer
Peer to peer from day one: Bare runs the game, Pear ships builds and content between players, Hyperswarm connects them. No central game server.
Without Tripo or AI: 5 to 10 years
The code we wrote in 64 hours
24,300 lines at 10 to 50 debugged lines per developer day is 2 to 10 developer years.
The art
A stylized 3D character takes an artist 3 to 7 days; a main character, 4 to 8 weeks. A world needs hundreds.
The benchmark
Stardew Valley, a 2D RPG, took its solo creator four and a half years.
Our estimate: the 12-month roadmap is 5 to 10 years of work for a small team without these tools.
Sources: Brooks, The Mythical Man-Month (via NDepend); Pixune on 3D character production; Eric Barone, Wikipedia. Code size measured in Runa's repository.
Play it now
playruna.vercel.app
From a terminal RPG to a 3D world, in the browser. Thank you.