● onlinetty/0guest@bubucn:~$
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PLAYABLE BUILD · 2026.08.29

GROKMARES
THE COPPER PANTRY

Nix wakes inside a drawer, small enough to vanish beneath a table and bright enough to betray every step. Cross one oversized pantry, turn noise against the Wick Matron, climb to the brass key, and unlock the dumbwaiter before her lantern finds you.

Enter the pantry live production build · chapter i · desktop
Nix hiding under the prep table as the Wick Matron passes
PLAY CHAPTER I

Let the 3D assets finish loading, press WAKE, then click the room to capture the mouse. Fullscreen gives the clearest view of the lantern and floor marks.

playable

WASD move · MOUSE look · SHIFT run · CTRL sneak · SPACE jump / climb · E interact · ESC pause and release mouse · F fullscreen. Desktop keyboard and mouse only; there are no touch controls.

01 — the escape route

Small body.
One watched room.

The pantry is built around scale. Nix starts below chair rungs and boot soles while the Wick Matron patrols overhead. Sneaking is slower and quieter; getting fully under the prep table breaks the lantern's reach. The mouse-look camera is deliberately part of navigation because there is no detached minimap to solve the room for you.

The route is a compact cause-and-effect chain. Slip south while the Matron faces away, yank the ladle rack so a jug shatters at the far washstand, then spend that investigation window retreating to cover. From there, climb the chalk-marked shelves, take the brass key from its cage, follow the amber floor marks, and open the dumbwaiter.

Nix hiding under the table beyond the Wick Matron lantern
Under the prep table, Nix is fully hidden while the Wick Matron passes within a few body lengths.
02 — character production

A generated mesh
was only the start.

The character route began with one front-facing T-pose reference for Nix and one for the Wick Matron, made with Codex Image Gen. The base meshes were generated locally with Microsoft TRELLIS.2-4B through the Vulkan trellis.cpp route on an AMD Ryzen AI Max+ 395. That produced useful volume and character identity, but not assets ready to bend inside a game.

Each selected mesh then went through closed retopology, a 2048 UV/PBR rebake, Make-It-Animatable T-pose rigging, normalized four-influence skinning, UV-seam repair, and anatomical bend checks for shoulders, elbows, hips, and knees. Rejected generations and deformation failures stayed out of the runtime instead of being hidden behind a flattering still render.

Nix triggering the ladle distraction as the Wick Matron turns away
The ladle interaction makes a jug break at the far washstand; the Matron turns toward the sound while Nix clears the rack.
03 — motion in context

One skeleton.
Motions that survive play.

HY-Motion 1.0 produced the movement clips through ComfyUI-HyMotion, always on the same accepted skeleton. Nix ships with idle, walk, run, sneak, jump, fall, land, and mantle clips; the Matron has patrol, search, and chase states. Three.js AnimationMixer owns playback and blending in the browser.

The gate was not “an animation file exists.” Full-frame motion, rest-pose compatibility, transitions, and live idle/walk blending were checked on the authored rigs. Nix's 37,042-triangle mesh and the Matron's 41,794-triangle mesh each retain 22 joints after the production pass.

Nix taking the brass key from the cage above the pantry floor
After the three-stage climb, the key pickup changes the objective and lays a readable amber route back to the dumbwaiter.
04 — what made it a game

Generation ended.
Game-making continued.

The finished chapter depends on work no generator could sign off by itself: low-frame collision substeps, mantle intent, camera occlusion, patrol/search/chase tuning, cover and noise rules, physical lights, character flame sockets, contact shadows, readable objective staging, asset compression, and real browser input tests. The release gate builds the production bundle, audits both authored rigs, exercises pause/settings/restart/resize behavior, and completes the drawer-to-dumbwaiter route in a real browser.

  • A complete drawer → cover → distraction → climb → key → dumbwaiter stealth route
  • Two production characters with repaired topology, 2K UV/PBR materials, 22-joint rigs, and deformation gates
  • Eight Nix movement clips plus patrol, search, and chase states for the Wick Matron
  • Nine reusable AI-assisted hero props, with gameplay collision kept authoritative in code
  • Three.js + Vite production build, robustness checks, and a one-attempt real-input escape with zero browser errors

Page checked on 2026-08-29 against private source commit 64464f6. The frame above embeds the successful Vercel production build from GitHub main while keeping play inside Bubu Studio. AI assisted the reference, base-mesh, and motion stages; the shipped characters and chapter additionally passed topology, material, rigging, skinning, animation, gameplay, camera, lighting, and real-input checks. The game is designed for desktop keyboard and mouse and does not provide touch controls.