Relic Courier · The Sunken Archive
Hyper3D → Godot · Town, combat, equipment and return

Creative goal
Integrate traceable Hyper3D characters and props into a short ARPG in the same native Godot project. Expose source/derivative, material and authored-rig boundaries, and validate rules, physics, real input and persistence separately.
Leave the safe archive court for the grove, fight the scout and sentinel, recover drops, equip the focus and blade, unlock Arc and return. A real hinged chest gives one-time loot. Latest save-failure protection has engine/actual-filesystem regression evidence; historical full-course and current UI acceptance remain separate.
Models and versions
Production, post-production and review are attributed separately. Unknown means records are insufficient; it does not mean the current model produced the work.
- Planning
- Unknown · Reasoning effort:Unknown
No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Town-to-grove ARPG scope and evidence boundaries - Production
- Unknown · Reasoning effort:Unknown
No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Generated characters/props, authored rigs and native scene - Code
- Unknown · Reasoning effort:Unknown
No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Pure rules, collision, contact, equipment, persistence and bilingual UI - Reference
- Unknown · Reasoning effort:Unknown
No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Original single-view concepts, geometric references and official reuse sources - Media processing
- Unknown · Reasoning effort:Unknown
No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Historical ec13 scripted native film/editorial work; decode/sampled frames passed, natural-speed playback/listening untested - Visual review
- Unknown · Reasoning effort:Unknown
No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Source/derivative comparison, shrine repair, actor/combat/chest samples and first/middle/last film samples - Technical review
- Unknown · Reasoning effort:Unknown
No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
API/source derivatives/current save engine-filesystem regression/exact export; historical native/Web/film remain separate and latest UI is occlusion-blocked
Version history
- v1 candidate ·
Prepare a bilingual candidate linking real Hyper3D assets to a Godot scene and mini-game; final assets and actual-play acceptance are incomplete.
- v2 ARPG candidate ·
Revise the same project into a town/grove/combat-loot/equipment-Arc/return loop with authored action clips, a hinged chest and a save contract. Older media remains historical; current real input, Web, reopen and media acceptance are pending.
- v2 native acceptance ·
Froze runtime files, completed clean extraction/import, the full actual native loop and fresh-process restore, then exported and inspected the exact Web pack/budgets. Current film, browser lifecycle and listening remain separate pending gates.
- v2 scoped acceptance ·
Preserved 120 core checks, the complete actual native course/reopen, 15 HiDPI Web smoke actions and current film decode/sampled evidence. Full Web was blocked before further input by window overlap; natural-speed playback/listening remain untested.
- v2 save-failure protection ·
Changed only runtime main.gd and its existing focused test: failed Save & Title retains live memory, won Explore/lost Retry avoid old disk rollback, and cached unpicked loot anchors restore. Scoped 57+5+25 checks passed; repack/export completed. Latest UI was occluded before input and new Web pack is untested; full native course/Web smoke/film remain historical exact-byte evidence.
English translation. Read the original Chinese text. Source evidence, downloads and native artwork retain their original language.
Prompt
Build the Sunken Archive in teal, weathered sandstone and brass: a safe court connects to a grove, with the generated courier and mechanical guardian as protagonist and enemies. Add melee, telegraphs, dash, drops, bag/equipment, Arc and a return objective. Give the generated chest a real opening lid, one-time loot and saved gear/progress. Separate original meshes/PBR from authored rigs, animation, lining, architecture, physics and VFX. Reuse existing paid outputs without new generation; accept real play, save/reopen and Web separately.
Reproduction instructions prepared from the work, not private conversation or credentials.
Software and tools
- Game host
- Godot 4.6.3 · Windows · Jolt · gl_compatibility
- Authoring configuration Adapter / Core
- dcc-mcp-godot 0.9.10 · Core 0.20.46; the standalone game does not load the authoring bridge
- Model source
- Hyper3D / Rodin API · Provider version unknown; originals and derivatives recorded separately
- Asset derivatives
- Blender 5.2.0 LTS · Mesh/PBR derivatives, authored rigs, action clips and chest lining
- Support boundary
- Landscape, 960 × 600 and above; native English/Chinese; listening review of CC0 effects pending
Hyper3D / Rodin APIThe host-neutral Skill exposes eight tools across seven HTTP endpoints. Generation, status and downloads are traceable, with no automatic paid retries; this is not every website feature.
Blender typed MCPNative import, mesh inspection/derivatives, rigs/actions and the hinged chest; bounded host scripts fill specific capability gaps and remain distinct from generated output.
Godot typed MCPProject settings, import, scene opening and execution are recorded separately. GDScript file authoring and engine tests are not presented as real keyboard/mouse input.
dcc-cuaProject-owned window observation and real keyboard/mouse input. Historical ec13 course/reopen passed. The latest correction reached title observation only; partial occlusion blocked all game inputs and cleanup was acknowledged. Old evidence/scripted film are not attributed to the new revision.
Adapters and related projects
Refer to project documentation for installation, compatibility and current capabilities. This case's actual environment and execution evidence are recorded above.
Step-by-step process
Preserve generation sources and billing boundaries
Originals and game derivatives have separate hashes. The 23 accepted cases match the 15.5-credit ledger. Subsequent ARPG authoring reuses existing outputs without further paid generation.
Separate PBR, rigging and the chest adaptation
Generated characters supply static meshes/PBR; Blender adds skeletons, weights, five courier clips and four guardian clips. A real Lid hinge preserves the chest exterior with an authored lining; the shrine keeps more geometry to repair excessive reduction.
Connect town and grove through native physics
The controller and enemies use CharacterBody3D. Damage is requested only at visible action contact using current range, line of sight, cooldown and mana. Visible meshes and simplified collision proxies remain separate.
One-time loot and verifiable saves
Strict validation, bounded reads, verified temporary writes and backup recovery cover progress consistency and interrupted/corrupt files. Failed Save & Title keeps live memory; Explore/Retry avoid older disk state. Actual-filesystem regression 57, separate read 5 and integration 25 passed; occlusion prevented latest real UI input.
Models and evaluation records
Public examples, not a blind evaluation set or leaderboard. Missing values stay unrecorded and are not averaged or ranked.
No runs under a shared protocol are recorded yet; historical attribution remains in the existing stage-specific records.
- Exact model version
- Not recorded
- Run hardware
- Not recorded
- Seed / attempt
- Not recorded
- Wall time / tool calls
- Not recorded
View original checks and limits · Machine-readable records · Comparison protocol
Model preview is not enabled: eligible assets and complete ecosystem evidence are still required.
Try it in your browser
WASD/arrows move, Space dash, F/left click melee, Q unlocked Arc, E interact, I bag, Escape pause. Fight in the grove, recover/equip loot and return to town. Native EN/ZH changes language; Touch enables directional controls.
Current ba6b22f5 save correction passed 57 engine/filesystem checks, separate read 5 and native integration 25. Latest clean native import passed; partial window occlusion blocked before any game input or IO-fault fixture. This PCK has no actual browser run. Historical ec13 native course/reopen, 15-action Web smoke on PCK22f and film decode/sampled pixels remain separate exact-byte evidence. Full Web course/lifecycle and natural-speed playback/listening are unverified. Landscape 960 × 600 and above; portrait/physical phones are untested. Reset reloads the engine.
WebGL 2 · Godot 4.6.3 · Loads only after a click. Closing the demo discards unsaved state.
Results







Verification and boundaries
| Check | Result | Observations and supporting evidence |
|---|---|---|
| Real API acquisition and billing | Passed | 23 accepted cases cost 15.5 credits: 21 through direct Python runtime and 2 through actual MCP tools/call. Eight tools/seven endpoints do not cover every website feature. |
| Pure gameplay and save-data contract | Passed | The unchanged pure rules core passed 120 deterministic checks in official Godot 4.6.3; this does not accept scene input or save-file IO. |
| Current save-failure protection and scene integration | Passed | In ba6b only main.gd changed; 40 other runtime files match. Actual isolated write failure, paused/won Explore/lost Retry, EN/ZH feedback, preserved old disk, unique rewards and normal continuation passed 57 checks; separate read 5, scene integration 25, interface/font/touch and parsing also passed. These are engine/actual-filesystem checks, not new OS input. |
| Historical continuous controller course | Passed | Historical ec13 crossed connected floors/ramps and the full return course continuously, with no position writes after spawn; this is not a fresh full-course acceptance of the correction. |
| Historical real native input and fresh-process restore | Passed | ec13 real keyboard/mouse travelled 94.295 m through chest/equipment, melee/two successful Arc casts, both enemies and return; a fresh normal process restored unique gear/chest/enemies/goal. Exact old evidence is preserved, not reassigned to ba6b. |
| Latest actual native UI follow-up | not_run | Current source ZIP clean extraction/fresh import passed. First title observation was partly occluded and not foreground: zero game inputs, no IO-fault fixture, acknowledged stop/cleanup of its own untouched window. Latest Menu/Continue/failure pixels remain blocked. |
| Current Web export and budget | Passed | New PCK 41,192,572 bytes; 10 Web files total 41,227,974 raw / 40,851,951 gzip-equivalent, below separate 40 MiB limits. Exact resource/shared-runtime checks passed; no actual browser run of this pack. |
| Historical Web smoke | Passed | PCK22f HiDPI smoke passed 15 real continue/bridge-court movement/pause/SFX/language actions; it does not accept the new PCK. |
| Full Web gameplay and lifecycle | not_run | After historical smoke, another window overlap blocked further input; the current pack has no actual browser run. Full combat/loot/save-reopen/quit/fullscreen/restart are not inferred from export or old smoke. |
| Historical film decode and sampled review | Passed | The ec13 scripted native course film is 59.033333 s / 1,771 frames / 1280 × 720 / 20,157,741 bytes. Decode had zero errors; first/middle/last samples passed. All 1,351 course frames and engine audio remain; this is not current-fix or OS-input proof. |
| Natural-speed playback and subjective listening | not_run | Decode, audio signal and historical native/Web SFX-toggle checks do not establish natural-speed playback or subjective listening; both remain untested. |
Evidence limits
- The current correction has scoped engine/actual-filesystem and export evidence only; latest native UI was blocked by occlusion before input and the new Web pack has no actual run. Historical ec13 native course/reopen, PCK22f smoke and film remain separate evidence.
- The OS gameplay-recording overlay-exclusion probe failed; continuous footage instead uses scripted native Godot GPU/audio capture. The native chest-cancel attempt opened before the actor left range and was not accepted; the engine cancel check passed separately, and physical-user interruption was not tested.
- This does not establish every Hyper3D website feature, API option combination, semantic effect or seed reproducibility. Accepted generation does not establish visual quality.
- The old placeholder player, timed-recovery win and scripted exhibit film remain historical comparisons, not evidence for the current ARPG.
- Physical touch, gamepads, portrait, cross-device performance, all-angle skin deformation and independent blank-scene rebuilding are untested.
- Generated models carry no assurance of uniqueness, exclusivity or source units. Scene scale, authored rigs and simplified collision do not establish provider physical semantics.
- Hyper3D outputs retain service terms and are not relicensed as MIT or CC0 models. Project downloads grant no additional model rights.
Last reviewed: 2026-10-24
Project files
Choose a project, reproduction package or exported resource. Before use, review this case's software versions, dependencies, format boundaries and rights.
- Current native project downloadZIP · 42.2 MiBDownload project
Resources and rights
- Current production and reproduction report
- Native package and frozen runtime hashes
- Current exact Web export
- Current native UI follow-up/blocker
- Current save-failure recovery receipt
- Historical Web export/resource measurements
- Historical ec13 actual OS input/fresh-process restore
- Historical ec13 film acceptance scope
- Historical gameplay tests and exact source
- Historical PCK22f Web smoke and blocked scope
- Film sampled-pixel review
- Native visual diagnosis of sources and derivatives
- Diagnostic artifact and hash inventory
- Diagnostic measurements and acceptance scope
- Character acquisition and original input hashes
- Extended billing ledger
- ARPG action and interactive-chest handoff
- Rights and third-party notices
- Historical API functional acceptance report
- Hyper3D Terms of Service
Source:Source and code
Source commit:b4357b44bc1b635455dc7bc912f86ccc8b54fb78
License scope: Authored game design, UI and media: all rights reserved. Kenney controller code retains MIT, RPG Audio retains CC0, the Noto-derived font retains SIL OFL 1.1, and Godot retains MIT and third-party notices. Hyper3D model outputs retain service terms.
Inputs include original text, native geometric references and approved original single-view concepts. The earlier chest reference was a provider render from an original prompt. Generated static meshes/PBR and authored skeletons, clips, lining, architecture, physics and VFX are attributed separately.