The Astra index
Every game and playable prototype made with GPT-6 Astra that we could find a public record of — 202 in total. Only 27 of them can actually be played: those we host and you can start below. For the other 175 the author posted a video and never published a build, so the link goes to their original post instead of a Play button. We would rather say that plainly than dress a screenshot up as a game.
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An unofficial Dragon Ball fan scene: walk King Kai's tiny planet at ten times Earth's gravity, past the house, the convertible, the fruit trees and the start of Snake Way, or pull back to an orbit view.
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The Rainbow Bridge and the Bian River from Along the River During the Qingming Festival, rebuilt as a real-time 3D scene. Five viewpoints, a sixty-second tour, and the original scroll to compare it against.
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A gallery of one hundred self-contained HTML pages — generative art, physics toys, layout experiments and interface studies — each one a single file with its prompt published beside it.
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Three laps of Bay Circuit with eight karts on the grid and a garage to pick yours from. Race solo for the win, or take a local four-versus-four in team colours.
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A pixel-art poker deckbuilder you can play offline. Single file, no dependencies.
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A concert grand you can play in the browser, with all six Brandenburg Concertos rendered from the orchestral score and played back on the keys.
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Calibrate the camera, light up your home court. An immersive 3D basketball experience with real-time lighting and camera work.
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A free-roam / flight-mode remaster of the classic CS Dust II map. Explore every corner of a familiar battlefield.
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An unofficial hand-drawn take on Don't Starve, in one offline HTML file. Play a gentleman scientist through an unwelcoming autumn: explore, gather, craft, and keep the fire lit after dark.
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An unofficial take on Oxygen Not Included in one HTML file. Dig out an asteroid, keep three duplicants breathing, and watch oxygen, food and power while the colony grows.
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48 gardens, 8 volumes, gravity, water, phase, echo and boundary. A fully offline, single-file 3D exploration puzzle game.
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Ten waves and an abyssal colossus, defended with four buildings on a wired power grid. Every structure conducts current, so where you put the relays decides what stays switched on.
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Fly a carpet around a tiny spherical world: thread golden rings, skim the ground for speed, cast three spells and outrun rotating bosses. Two players can also race ghosts on one keyboard.
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48,000 points of light re-form into a star flower, a gravity ring or a spiral galaxy. Disturb the sculpture, pause it, and save a moment as a 2000x2400 poster.
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A full arcade racing garage in the browser: twelve cars to inspect and tune, nineteen tracks graded from beginner to expert, and five event types — six-car race, time trial, drift, elimination and a three-round championship.
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A pelican on a bicycle riding a 3D coastline towards the sunset. Swap lanes, jump the crates, duck the barriers and collect fish to build a tailwind. There is a relaxed cruise mode and a racing one.
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Plants vs Zombies · Garden Defenders
A hand-painted garden, classic tower defense. A fan-made HTML tower-defense game you can play offline.
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Tap any group of three or more touching bubbles of the same colour to clear it. Bigger groups leave bombs and rainbows behind. Four modes: untimed relaxation, a level journey with objectives, a timed high-score run, and one that combines two or three rule sets at once.
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An interactive engineering recreation of the 2023 Red Bull RB19 F1 car: explore its aerodynamics, hybrid power unit and suspension mechanics.
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A 3D workshop with two classic Chinese wooden puzzles: take a six-piece burr lock apart piece by piece, then solve two Huarong Dao sliding-block layouts.
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Super Mario · Mushroom Kingdom
Back to the Mushroom Kingdom. Classic pixel-art side-scrolling platforming — collect coins, leap over pipes, reach the flag. Keyboard and touch supported.
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One man's turmoil, one generation's realm. An offline-capable original turn-based strategy game about the life of a warlord in a fractured empire.
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Five real-world toys rebuilt as browser games in one collection: ice-breaking penguins, a rabbit board game, a balancing space station, a parking jam and a frog scramble. Most take two to four players on one screen, or one player against the computer.
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A three-minute paint fight through the streets of Van Gogh Town. Pick a painter, take their signature weapon, and tag the walls on the way to twenty.
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Let fruit squish, deform and merge like jelly. Adjust the fluidity, stir the pool, and merge your way to a giant watermelon.
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One tap unfolds a quiet flight through a floating garden. Playable offline.
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A one-shot browser rewrite of the classic RTS skirmish, with a map editor. The page is a loader, not a game: it asks you to supply the original commercial installer so your browser can unpack its graphics, maps and music.
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Six Van Gogh paintings — The Bedroom, Cafe Terrace at Night, Starry Night Over the Rhone, Wheatfield with Crows, Sunflowers — joined into one continuous town you can walk through, each keeping its own colour and light.
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An illustrated walkthrough of taking a 3D beat-em-up prototype into Godot: importing, running, changing parameters, rigs and debugging, with eight prompts to learn from.
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3D browser game in plain JavaScript and Three.js
Built without Blender or any external asset pipeline.
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3D chess with engine levels and classic games
A browser chess board with seven engine strengths and replays of famous games; the author says they played several.
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3D game and asset pipeline from reference screenshots
Favourite games, screenshots and character goals as input, with computer use, Three.js, Blender and generated art. Reported at about two and a half hours.
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3D rocket game made by a ten-year-old
The author's ten-year-old built it; the post is their account of it.
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Aegean multiplayer sailing simulator
A sailing sim set in the Aegean. Multiplayer is the author's claim.
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A crab collecting shards along a shore, written from a spec file rather than a chat prompt. Reported at 43 minutes with no hand-written code.
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Bikini Bottom scene into film and game
A Blender scene first, then image, video and editing tools on top. A fan concept piece.
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A downhill BMX run shown as a one-shot result.
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An open-world driving prototype with car models built in Blender.
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Bus game with oil-drum deliveries
A bus driving game with cargo runs and skill challenges. Co-op is planned, not built.
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Chrono Trigger-style browser game
A single-sentence browser game brief in the style of the classic RPG.
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Counter-Strike 2-style game in Three.js
A secondhand post giving only the instruction that produced it.
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CryptoNinja mountain village sandbox
Buildings and residents scripted here, characters generated from images elsewhere and a trailer cut with a third tool. The author reports a first version in two days, with a store release planned.
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Dystopian city first-person game
A city FPS prototype with spiders, zombies, war machines and guards.
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Factorio-style game in the browser
A browser factory-automation clone.
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Fake mobile ad rebuilt as a playable prototype
The advert video went in and the gameplay it promises came out, reported at about twenty minutes.
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Five-level 2D shooter with a trailer
A five-stage 2D shooter plus a trailer, recorded by the author as three prompts, two revisions and sixty minutes.
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Foil card effect with background and character split
A Unity trading-card shine effect that treats the background and the character separately, as asked.
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A short brief: build the assets with one CLI, then make the game as realistic as it will go.
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Grand Theft Galaxy: Neon Horizon
A browser open-world prototype, reported at about twenty minutes and labelled a prototype by its author.
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GTA-style WebGL game in two prompts
First WebGL, Blender and reference-image modelling with a supplied character file; then better models, destructible collision, physics and denser suburbs.
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A secondhand report of a game drawn entirely in SVG and JavaScript, faking light and depth in 2D with no engine or asset pack.
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A detailed brief left running overnight. The author is happy with the depth and lighting.
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Island quest game based on an event's venues
A multi-island world loosely modelled on a real event's locations, published live.
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Knowledge-unlock side-scrolling puzzler
A side-scroller where knowledge, rather than items, opens the way forward. A playable link is given.
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Go crossed with a shooter, iterated over several rounds on an older idea.
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A voxel game demo. The post does not say who built it.
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The author reports a playable build online, though no stable address was confirmed.
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A secondhand claim that a single prompt produced the whole game. The figures quoted with it have no source.
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The 1985 arcade game rebuilt from Blender models to a browser build — geometry, render and feel.
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Car physics, police, traffic, checkpoints and scoring. The one-prompt claim comes from the hosting platform.
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Racing game with PixelFork and Three.js
A racer assembled from a pixel-art tool and Three.js, reported at under ten minutes.
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Real-time dating sim starring the author
The author's own likeness combined with live conversation.
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Saber Descent lightsaber dungeon crawler
A dungeon crawler fought with a lightsaber. Open source and playability are the author's claims.
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Screenshot-scored visual iteration
A loop that reviews its own screenshots and iterates on the visuals until they pass a self-set score.
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Web swinging, streets and an interface, described by the poster as a single prompt.
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An open-source desktop companion that inspects and patches a running SNES game through an emulator while you play it.
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Vibecamp world restarted in Eidoverse
An existing virtual world restarted, with materials, buildings and vegetation still to improve.
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A coastal fantasy adventure with the game logic on one side and generated 3D assets on the other. The art-direction prompt is public.
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Wright Flyer over a Japanese forest
The model researched the aircraft itself and generated the scene, model and textures in Three.js with no external assets, across two sessions.
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3D combat choreography, two models compared
The poster finds the other model's overall logic slightly better but this one's fight choreography more believable.
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3D fighting prototype for the PlayStation 1
A fighting-game prototype targeting original PS1 hardware, explicitly still in progress.
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3D game from a one-line prompt
The author says roughly one line of prompt produced a detailed 3D game.
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A creature-raising game from a simple prompt; the author considers it worth polishing further.
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3D Pac-Man in the Pixels mould
A 3D maze chase inspired by the film, reported at about ten minutes.
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A day of game generation, watching the quota
A day-long test; the author is unsure it beats the alternative and finds rough briefs create extra work and usage.
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A game and its own demo footage
The author says both the game and the footage showing it off were generated.
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A game in a named creator's style
The model was asked to study a creator's work and produce a game matching that style, reported as one pass.
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A game about failure becoming the road forward, with a playable link.
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Angry Birds in 3D, and a complaint about it
The poster is unhappy with the 3D look and prefers another model's, while noting this one costs less.
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A browser shooter built in a day, with a separate multiplayer version reported at twelve-person lobbies.
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Astral War browser multiplayer shooter
Built on an older project in a day with Three.js, Meshy and ElevenLabs. The author claims human and undead factions, gamepad support, private voice chat and up to twelve players.
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Attack on Titan-style prototype
A second game from the same author in the grappling-and-titans mould.
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Audio treasure hunt for blind children
A sound-only treasure hunt the author built for their own child, reported at twenty minutes.
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A secondhand video of someone else's Wukong-style game. No author or project linked.
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Natural-language modelling in Blender, then a Unity CLI build turning the model into a running game.
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Local Three.js car football that drops you straight into the match. Reported at just over an hour.
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Browser FPS weapon feel and scopes
A browser shooter iterated for heavier recoil, more weapon weight and impact, with zoom limited to the scope view.
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Browser game extended into 3D with a moving camera
First a concept pass for the interface and play, then a second instruction turning it 3D with a bigger map. Reported at about 45 minutes.
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Browser game from a short instruction
A one-off browser game generated from a brief instruction. No title given.
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Browser game from Blender-generated assets
Assets generated in Blender, then assembled into a game the author says runs in the browser from one pass.
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Canyon driving game in one file
A playable 3D driving game in a single HTML file. The author reports a packaging bug and then a fix.
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Capsule animation fixed in a real-time chess game
A long-standing broken animation in the author's real-time chess project, finally fixed. The output is an in-game asset, not a video.
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Colossus-scale game and its control scheme
A giant-climbing game; the poster's point is that the control mechanics were understood correctly.
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Combat layer on an existing mech project
One main prompt on top of the author's existing mech project, with some Three.js work done through their own harness.
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A zero-shot rebuild of the old side-scrolling shooter, reported at thirty minutes.
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Counter-Strike-style game with Unreal and Blender
Built across UE5 and Blender; the author reports thirty minutes and fifty dollars of API credit.
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Cross-platform 2.5D adventure on ProGPU
Built on the author's own WebGPU/.NET rendering library rather than a web engine.
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CROWNFALL first-person shooter
An FPS with a named lead character, reported at ten minutes and built without any external modelling tool.
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A rope-cutting physics puzzler with a menu, ten levels and a level editor, reported as a 40-minute build.
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Cyberpunk side-scroller and its palette
A colour test: the model keeps drifting to pastels, though the poster still rates this the best result in the set.
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Dark Souls-style cathedral knight and boss
Concept art from an image model, assets from Blender, with movement, attacks, dodging and the boss entrance wired up here.
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Dodge the man who keeps bumping into you
Get bumped three times or hit back three times and it ends, with a closing scene and a randomly enraged character.
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Described by its author as a 3D roguelike built around fighting on water.
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Driving sim with a usable interior
A car sim with a controllable cockpit; the poster says it was the first run in their tests with no movement-control bugs.
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Eight browser games, two models, same briefs
Dodgeball, karts, GTA, Mario, an ARPG, tennis, Flappy Bird and a runner, built by both models. The poster reports 15 minutes against 47 on average, better visuals but weaker play.
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A native iOS game in Swift and RealityKit with models built through a Blender bridge. Reported at 5h48m.
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Find the suspicious package before the timer
A search-against-the-clock game built over roughly eight hours, with a playable link.
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First one-shot at a Call of Duty-style game
The poster reports about thirty minutes and fewer tokens for Astra against nearly five hours for another model.
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An exploration prototype more finished than most in this list.
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Fortnite-style battle royale in thirty minutes
Built from scratch according to the author, who expects more later.
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Gacha animation to a published game
A card-pull animation brief that turned into a playable online game, reported at 1% of a weekly quota, with music added afterwards.
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The author says a clone of the open-world game came out in essentially one pass.
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GTA-style generation, two models compared
The author runs both and finds the other model closer to what they asked for.
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A loosely specified open-world driving prototype in WebGL, reported at twenty minutes.
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A first-person shooter drawn as if on notebook paper.
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A 3D bike-combat game built on a phone in about 33 minutes, with eight enemies, a named boss and a dance ending.
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Interrupted generation, compared on UI
After stopping the run midway, the poster rates the interface, mechanics and sense of completeness against another model.
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Interstellar travel browser game
A browser game about travelling between stars.
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Jeep game, re-run at a higher tier
An earlier prompt from another model re-run here, with birdsong added.
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A Mario Kart-style prototype from a single prompt, reported at about thirty minutes.
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Kinetic sand, trucks and dinosaurs
A sandbox toy reported as one prompt and about 27 minutes to something playable.
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Anime-styled 3D kayaking — paddle left and right to dodge what the river throws at you. The short prompt is public.
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Lego Racers 1999 rebuild, head to head
The same rebuild prompt given to two models; the poster claims a twenty-five-fold speed difference without publishing either timing.
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Lego Racers 1999, speed against fidelity
The same one-shot rebuild brief given to two models; the poster finds this one faster and the other closer to the original look.
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A single-file pocket-planet builder, from a one-line brief asking for a small interactive 3D world.
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Little animal world with sounds and walking
Images turned into 3D with animal sounds and interaction, built for the author's daughter.
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Little Wonderhood from a vague brick-world idea
A personal building-block world from a loose description, reported at under ten minutes.
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Three.js kart racing with six cars, four tracks, collisions, coins and a garage upgrade screen. The author calls it alpha 0.3.
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A first-pass voxel builder in the Minecraft mould.
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The smallest 3D fighting game that would actually run, built through a coding CLI.
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Mobile ad turned playable browser game
A small browser game built from a mobile game advert in under thirty minutes, which the poster finds close to the reference.
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Mobile game built with a goal command
Run through a goal-directed command; the author reports about three hours and 73 million tokens.
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Monster game built with a Three.js skill pack
Paired with the author's own game skill, models from one generator and sound from another.
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A short platform post showing a Naruto-tagged game demo.
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Native macOS game, one shot, two models
No follow-ups or fixes on either side; the poster reports 32:32 against 33:58 and roughly 5% of a subscription tier for both runs.
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A Summer Carnival-style NES shooter built with a homebrew compiler, debugger and observation toolchain. The demo runs in invincible mode.
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An original PSP-targeted game drawing on several older titles.
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A survival-horror first-person shooter that circulated through the community catalogs.
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Odyssey-style level, built and completed on camera
Eight platforms and three moons with a spinning hat attack, coin enemies, checkpoints and touch controls, recorded end to end.
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OpenAI logo animation on a Minecraft screen
An in-game display device built inside Minecraft.
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A shop-management simulator. A mechanics demo, not a business model.
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Panda adventure built on Replit
A panda adventure game assembled in an online IDE.
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Panzer Dragoon-style game in about twenty minutes
The author's own attempt at the brief after seeing others post theirs.
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Panzer Dragoon-style rail shooter
A WebGL take on the first episode of Panzer Dragoon, reported at about 24 minutes.
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Play as the Buddha, switch between five powers, accumulate merit and defeat Mara. A playable link is given.
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PatchworkTactics, with movable rotating terrain
A tactics game whose terrain tiles can be moved and rotated, published live.
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Paths, assets and spatial layers for a game scene
Generating navigation paths, assets and a spatial hierarchy for a scene, with an engine hookup still to come.
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A randomly moving figure you pin in place, then wrap with tape by dragging the mouse.
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A limits test: the visual reading works, but the implied mechanical behaviour does not fully come through.
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A Japanese walkthrough video of a creature-collecting game set around Shibuya and Tokyo Tower.
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A secondhand report of a one-shot Pokemon-style rebuild; the poster notes the following companion misbehaves.
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PSP homebrew built in a cloud session
Three or four rounds of conversation covering modelling, rigging and build testing, with an emulator set up in the cloud to record the result.
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A battle-royale prototype from a single prompt, which the author reports as unusually free of obvious flaws.
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Re-testing movement and physics in a Next.js game
A repeat of the author's earlier Next.js game experiment, rebuilt to compare motion and physics.
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Redstone circuits in Minecraft
A test of whether the model can build working redstone circuitry in Minecraft.
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Reference video turned interactive game
An interactive piece built from a short emotional video the author supplied as reference. Token use was high.
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Attack animations in the style of an old console RPG. The author likes the effects and dislikes the move names.
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Rhythm game for phone and desktop
A rhythm game with a hard mode, reported at about five minutes, playable on both phone and desktop.
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An anime crossover arena built with Blender and a toolbox of existing assets.
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Robot duel with dash tracking and laser swords
Built by describing the wanted moves in natural language over several rounds, not one prompt.
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Robot showcase and wilderness combat
A robot model turned into both a showcase scene and a combat mode, iterated on materials, rendering and effects.
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Running out of quota mid-prototype
A rough brief left running unattended hit the quota ceiling in one attempt, with character movement still unfinished.
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Seven-region explorable planet
A secondhand look at a planet with seven distinct regions to explore.
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A short 3D fighting-game demo.
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A short shooting-game demo.
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SKYBREAK armed hovercar battler
A battle-royale between armed flying cars. The author finds the AI opponents too strong.
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An interactive slime toy. No mechanics or technical detail given.
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A runner demo the poster says cost about five dollars in one prompt.
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Soukyugurentai-style shooter over several rounds
A rough theme turned into a vertical shooter through repeated conversation.
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Sports car scene, Opus against Astra
The poster compares an Opus car render with an existing Astra result and finds them close once the lens flare is removed.
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A browser arcade racer with drift physics, combo scoring, near-miss bonuses, a speed trap and nitro. Published by the platform that hosted the run.
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Subway Surfers clone, visuals against mechanics
The same brief taking about twenty minutes and a large share of a weekly quota, ending without power-ups, ramps or moving trains.
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Subway Surfers-style runner, one shot
Reported at twenty minutes against over an hour for another model on the same brief.
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A side-scrolling platformer in the Mario mould.
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The American Museum of Natural History as a game
A single-prompt museum walkthrough run on a hosted supercomputer platform, which credits its own upscaler for the visuals.
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Theme Park, rebuilt from its manual
The model was handed the wiki page and the DOS manual and asked to rebuild the game in one pass.
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Third-person action game in the browser
A Three.js third-person game, refined over several passes to fix the character, the animation and how footsteps land.
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Thirty-second Palmimo mini-game
A very short themed mini-game.
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Three.js car game and a mesh optimisation pass
A car game in under three minutes, then a pass cutting the car from fourteen meshes to six with regression tests reported passing.
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A single-prompt web zone with a camp, trading and a skill bar.
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Tile-map demo turned dragon shoot-'em-up
An existing tile-map demo extended into a top-down dragon shooter, reported at 38 minutes.
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Top-down multiplayer extraction shooter
Generated in one pass, with the art and audio finished in Blender and Unity.
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Town to City-style town builder
A town-growing game built in roughly two hours.
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Twenty-planet exploration game
A space game the author says lets you travel to twenty different planets, built in about 30 minutes.
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Two short briefs producing a shooter and a racer, both playable to the end of a round.
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Variable-wing visuals on an existing racer
An older whitebox racing project reworked while the author was away. They still think the wing motion is wrong.
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Voxel world with NPCs, classes and a dragon
A voxel sandbox with character classes and a dragon, generated in one pass with a playable link in the replies.
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The author says one pass produced a web version of a Pokemon-style game.
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Wipeout-style racer in seventeen minutes
An anti-gravity racing prototype.
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Several hours of continued testing produced a running game the author plans to keep improving.
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WoW / RuneScape-style browser RPG
An early browser RPG with combat, woodcutting and gathering; quests and progression are still planned.
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The text adventure rebuilt in Three.js with combat, characters and a real environment, keeping the original story and puzzles.
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The rubber keyboard, the tape load and a playable Gridrunner, rebuilt in the browser.
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A 3D prototype built in 45 minutes and aimed at 60fps. Widely shared, but no playable link surfaced.
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Naval battle scene in Three.js
Ships and an interactive water surface in Three.js, reported as a single 12-minute pass.
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The author says the game came out of one prompt. No title or mechanics given.
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Sonic-style Godot vertical slice
The same long prompt run at two effort levels to compare the results. It deliberately imitates a protected character.
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An anti-gravity combat racer in Three.js with three craft classes. The full prompt was published; the demo is a video.
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Five days from Fall Guys to SimCity
One of the earliest long-form threads on building games this way, with a written review to go with it.
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Launch-day one-shot browser game
An impromptu browser game built on the day the model shipped.
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A studio team's kart prototypes in three different art directions.
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Tidal Rush · Paradise Grand Prix
The racing game embedded in the model's own launch page, credited to a named author.
Nothing in the index matches that.
What this list is
Between 3 and 8 September 2026 a lot of people pointed GPT-6 Astra at a game and posted the result. Most of those posts are a thirty-second clip: no build, no source, no address you can open. This page collects them anyway, because the interesting thing is the whole spread — what people tried, what they claimed, and how little of it ended up playable.
Rows marked Playable here are the exception: we mirror those games on this site and you can start one now from the games page. Everything else links straight to the author's own post. Build times, token counts and quality claims in these summaries are the authors' own words — we have not verified them, and where a post was written in another language the English here is our own precis, not a translation of anyone's catalog.
Most of these entries were found through Astra Replay, a public catalog of GPT-6 Astra cases; the titles, summaries and playability checks on this page are ours. If you are one of the authors and want your entry corrected or removed, tell us and it is done the same day.
Play the ones that exist
King Kai Planet Into the Painting · Bianjing 100 HTML Studies APEX CLUB Balatro Brandenburg Piano COURTSIDE 26 DUST II · Desert Ops Eternal Wilderness Hypoxia · Little Planet Infinite Garden Last Beacon Magic Carpet Wizard Orbital Garden OVERDRIVE PELICAN PEDAL Plants vs Zombies · Garden Defenders Q-Bounce RB19 Engineering Lab Sunjing Puzzles Super Mario · Mushroom Kingdom Three Kingdoms Chronicles Toy2Game Gogh Strike Melon Lab Mosswing Van Gogh Town