A third-person sword fighter in a round cathedral arena: hold your ground against endless waves of horned demons with a three-hit combo, a heavy strike, a phase dodge and a void spell, while a style meter climbs from D to SS. It ends when your health does; there is no win, only a wave count and a kill count.
VOIDBOUND: The Choir of Ash is a third-person sword-fighting game in a single round room. You play a knight in dark plate armour with a red cape, called The Unforgiven in the health bar, standing in a stone cathedral arena called the Ossuary. A black eclipse-like disc hangs behind stone arches and cone-topped pillars, and fires burn around the edge. Horned demons with huge notched blades come at you in waves that never stop. You kill them, survive as long as you can, and when your health hits zero a card reads "Ash to ash" with your kill count and the wave you reached.
It is the creator's own game. Alexey Fateev (@superalesha on X) posted it on 5 September 2026 (4 September in UTC). He says he asked GPT-6 Astra for "God of War in a browser", that the first version needed work, and that he pushed it to a better character. The game is one entry, labelled "GPT-6 Astra", in Bench Portal, a static site on GitHub Pages and Cloudflare Pages. Its repository calls it a "playable browser game benchmark portal": when I looked it held 31 separate builds (shooters, racing, 3D showcases, shader worlds, data visualisations), each labelled with the AI model that made it (GPT-6 Astra, GLM, DeepSeek, Qwen, Fable and others). This page covers only VOIDBOUND; the other builds are not copied here.
Nothing in the post or the portal states that the X account and the GitHub account are the same person; the evidence is the same first name in the repository notes and a manifest that matches the post. The post carries only a video and does not link the portal.
How to play VOIDBOUND: The Choir of Ash
- Press Enter the Ossuary. The waves start at once and the demons walk in within a few seconds, so be ready before you click. WASD (or the arrow keys) moves you relative to the camera, and the mouse turns the camera. Clicking on the scene asks the browser to capture your pointer; if it will not, dragging with a mouse button held also turns the view. Swings aim themselves: you turn toward the nearest demon within about six metres, so you mostly steer with the movement keys.
- You have four moves. Rend (left mouse or J) is a three-hit sword combo that lunges toward a target, and the third swing is wider and hits harder. Sunder (right mouse or K) is one slow heavy strike with more reach. Phase (Space, or Shift) is a short dodge roll that makes you untouchable for about half a second, then needs about two-thirds of a second to recharge. Oblivion (Q or L) is a void burst that hits every demon within about eight and a half metres for far more damage than a sword swing. It costs 40 essence and then recharges for 5.5 seconds; a counter shows on its icon. Essence comes back slowly by itself and faster with every hit and kill. Holding J or K keeps swinging.
- Every ordinary demon swings at you the same way: it stops, a red ring flashes under its feet for under a second, then it lunges. That ring is your cue to dodge or to hit it first. A normal hit costs 13 health and gives you about two-thirds of a second of protection. Brutes, which the game's code adds from the second wave (every fourth demon), are bigger, have 160 health, wind up for longer and hit for 23. When the room is empty there is a short pause and a new wave banner reads "The choir rises". Wave 1 has ten demons and each wave adds three. Each wave restores 15 health and 25 essence, each kill 3 health and 6 essence, and the demons get a little tougher every wave.
- The top right shows a style rank from D to SS with names that go Awaken, Brutal, Apocalypse, Savage, Sacrilege. It rises as you land hits and kills, drains on its own and drops when you take a hit. The rank changes nothing else that I could find; it is about feel, not points. Esc or P pauses, and the game also pauses by itself if the tab loses focus. M mutes the sound. Rise again on the death card restarts from wave 1.
Controls: WASD or the arrow keys move relative to the camera; the mouse turns the camera (click the scene to capture the pointer, or drag with a button held). Left click or J is a light three-hit combo, right click or K a heavy strike, Q or L casts Oblivion (costs 40 essence), Space or Shift dodges. Esc or P pauses, M toggles sound.
Click Fullscreen above the game for the largest play area. If the game does not load, use Open in new tab to play it directly from our copy.
Why it's worth your time
Credit first: the idea and the game are Alexey's. The knight and the demons look good in motion. Sword swings leave a bright cyan arc, hits throw sparks and blood and leave dark red splatters that stay on the floor, and kills send the demon's body and gear flying in pieces. I did not see anything I would call a clear severed limb, so I cannot confirm the post's line that swords take limbs off; the demon's parts do scatter. Screen shake, a brief freeze-frame on heavy hits and a film-grain overlay are all there, and the scene is drawn on a WebGL canvas with bloom, ambient occlusion and custom shaders.
How I played it: I did not listen to the audio, so this page says nothing about how it sounds; the code builds its audio live from tones and noise rather than loading sound files, and the title screen says headphones recommended. In a Chromium window on a Mac at 1440 by 900 it averaged roughly 42 frames per second with ten or more demons on screen. My longest run, using clicks and keys with no real tactics, reached wave 3 with 27 kills before I died in about two minutes, and standing still in wave 1 gets you killed in around ten seconds.
There is no end. The wave label says "Endless descent" and the code has no last wave, no boss and no stage after the Ossuary. There is no leaderboard and no saved best score; the only record of a run is the line on the death card.
There is no touch support. Nothing in the page reads touch input, and on a phone you cannot move, only tap the scene to swing. The layout fits a 390-pixel screen, but it is a keyboard-and-mouse game.
Our copy is 0.8 MB and runs offline. It is two script files (the game and a three.js bundle), a stylesheet and the Google Fonts it uses; there are no model or texture files, since the characters and the room are built in code. I found no analytics or tracking in the original or its scripts. One font file the first copy pass missed was added by hand, unmodified.
This game was found through Tripo's GPT-6 Astra prompt collection, where it is listed as a cathedral hack-and-slash arena. It is not related to the catalogue's Vesper, a gothic scene by another author, nor to the portal's own shooter Vesper: Cathedral of Ash.
How it was made and where it lives
Published on GitHub Pages from a public repository. The author publishes as superalesha. Original: https://alesha-pro.github.io/bench-portal/games/voidbound-choir-of-ash/. The Play button above runs our own unmodified copy, so the game keeps working here if that page goes down — which on free hosting usually has nothing to do with the author. Nothing about the game itself is changed, and the original stays linked from every page.
The post that led us here
Alexey Fateev@superaleshaI asked GPT-6 Astra for God of War in a browser
We ended up with a playable Three.js slasher in a cathedral above a dead star. Demons swarm you, swords take limbs off, magic clears space when you get buried
The first version needed work. I pushed for better character
If you like VOIDBOUND: The Choir of Ash, try these
Underground Boxing is the other close-quarters fighting game here, one-on-one rather than against a crowd. Shell Squad 3D is a wave-survival game in 3D with the same shape as this one, where you shoot rather than slash, and Sundown Showdown is a 3D brawler with touch controls.
Frequently asked questions
- Is this Alexey's own game or a recreation?
- It is his own. He posted it as something he made with GPT-6 Astra, and the address this page points to is a folder in his Bench Portal site.
- What is Bench Portal?
- A static catalogue site, with a public GitHub repository, of playable browser games and 3D scenes made by different AI models, filterable by model and category. It had 31 builds when I looked. VOIDBOUND is the only one copied here.
- Can I win?
- No. The waves are endless, so a run ends when your health does; the death card gives kills and wave reached.
- Does it work on a phone or with a controller?
- No. It needs a keyboard and a mouse: no on-screen controls, no gamepad code, and on an emulated phone the character cannot move.
- Can I reuse the code or the art?
- The repository is public, but it has no licence file, and for this game it holds only the built, minified files rather than readable source. Treat it as all rights reserved by the author.
- Does it need the internet or an AI service?
- No. Nothing is generated while you play, and our copy works with no network. The original loads Google Fonts when it opens.
- Is VOIDBOUND: The Choir of Ash free to play?
- Yes. Everything on Floating Arcade is free, with no account, ads or downloads.
- Can I embed this game on my own website?
- Yes — copy the snippet below. The embedded player links back here, which is how we ask to be credited.
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