[HN Gopher] A WebGL game where you deliver messages on a tiny pl...
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       A WebGL game where you deliver messages on a tiny planet
        
       Author : thecupisblue
       Score  : 640 points
       Date   : 2025-09-27 15:17 UTC (7 hours ago)
        
 (HTM) web link (messenger.abeto.co)
 (TXT) w3m dump (messenger.abeto.co)
        
       | Liftyee wrote:
       | I love the art style, and it plays super smoothly on mobile! No
       | tutorial, but the controls are so intuitive that I didn't need
       | one (joystick touch control that's in almost every 3D mobile
       | game). The sense of exploration and discovery is pretty fun.
        
       | seabass wrote:
       | Really beautiful! Love the artwork and the fact that this runs so
       | well in the browser. Was surprised to realize it was multiplayer!
        
       | _pdp_ wrote:
       | It will be nice to know more about how this was made.
        
         | qingcharles wrote:
         | The creator's web site says nothing:
         | 
         | https://abeto.co/
         | 
         | Their Twitter has three posts:
         | 
         | https://xcancel.com/abeto_co
         | 
         | Three of the people behind it:
         | 
         | https://xcancel.com/vlucendo
         | 
         | https://xcancel.com/michaelsungaila
         | 
         | https://kevincolombin.bandcamp.com/
        
           | Biganon wrote:
           | It say nothing but boy what a beautiful website
        
       | unglaublich wrote:
       | This is amazing. Impressive.
        
       | ptak wrote:
       | Beautiful!
        
       | JoeAltmaier wrote:
       | Beautiful. I got stuck in the corner behind Steve and game over -
       | couldn't figure out how to navigate out, just kept triggering his
       | dialog.
        
         | 6581 wrote:
         | There's lots of spots where you can get stuck. Really needs a
         | "reset position" option.
        
           | capitainenemo wrote:
           | Yeah, I had to end the game due to getting stuck between the
           | fencing on the sea side and the chemical plant columns.
        
       | firefoxd wrote:
       | The font? The art style? The fluidity on a mobile device? It's
       | fantastic.
       | 
       | I wasn't able to deliver packages but I was too mesmerized to be
       | mad about that. Beautiful game. Kudos.
       | 
       | Edit: I did figure it out and completed all the deliveries. So
       | many potential. It reminds me a bit of Sky by thatgamecompany
       | 
       | Edit 2: for the author, I noticed several players approached me
       | and tried to communicate. Please explore games like Journey
       | (thatgamecompany) to see different ways people communicate
       | without chatting. People can help each other, veterans can guide
       | newbies all without using words. Every time I met a player in the
       | game back in the days, they sent me a heartfelt message.
        
         | logicallee wrote:
         | I played for a few minutes. I wasn't able to deliver packages
         | either.
        
           | riggsdk wrote:
           | The game doesn't really explain that too well. You have to go
           | find the packages first before you can deliver it. For
           | example the old lady asks you to deliver an offering at a
           | temple.
        
         | DenisDolya wrote:
         | I also didn't really understand how to do it, but I liked the
         | game, it's so beautiful and peaceful, it's a shame there's no
         | chat and you have to speak through emojis.
        
           | red_trumpet wrote:
           | Some people have an arrow on top of their head, and when you
           | approach them there is a dialog balloon with "...". If you
           | click on them they give you a task.
        
             | DenisDolya wrote:
             | Thanks
        
         | kaismh wrote:
         | You need to click on npc to start conversation, one of them is
         | office worker, he will give you a delivery
        
         | shayway wrote:
         | It really is lovely. I had the same thought about refining
         | interactions a bit -- I would also suggest Meadow by Might &
         | Delight as an example of nonverbal communication done well.
        
         | Blahah wrote:
         | The game is wonderful and I'm so glad it doesn't have chat! My
         | 9yo niece and I played it through side by side and if it had
         | chat or consistent remote player presence that wouldn't have
         | been appropriate.
        
           | firefoxd wrote:
           | That's why I suggested other means of communication other
           | than chat.
        
             | web007 wrote:
             | There's a poop symbol on the bottom right, click it to see
             | ways to communicate.
             | 
             | I was surprised to learn the random messengers are other
             | humans!
        
         | Levitating wrote:
         | I think it's the curvature of the world that's making it run so
         | well on mobile. There's never to much models on-screen to draw.
        
       | temporallobe wrote:
       | Love the design and concept of a tiny planet - reminds me of
       | Super Mario Galaxy in that way. Definitely needs a tutorial or a
       | short "How to Play" dialog or page.
        
         | seabass wrote:
         | On the other hand, I'm so glad it didn't. I enjoyed a few
         | minutes of exploration before realizing what I was meant to be
         | doing.
        
           | freehorse wrote:
           | Second this. Pretty much standard/intuitive controls, it was
           | fun discovering what the game was about while captivated by
           | the beautiful music and graphics.
        
       | upmostly wrote:
       | Absolutely stunning experience. The way the houses rolled over
       | the hill as I walked. Incredible.
        
       | raincole wrote:
       | Stuck at loading screen for a few minutes. Hugged by HN?
        
         | capitainenemo wrote:
         | not likely to be your problem, but if you are using firefox
         | resist fingerprinting, you need to whitelist most webgl apps
         | that use large textures, since resist fingerprinting forces a
         | standard texture size that is a bit on the small side. or maybe
         | your machine is really old and you're hitting same problem for
         | real. the game doesn't really detect errors.
        
       | tyleo wrote:
       | Agreed with everything said here about the beauty. I found the
       | camera controls pretty clumsy though. I played in portrait,
       | landscape probably would work better.
        
         | doophus wrote:
         | Yeah the camera's horrible. I found myself snaking left and
         | right just trying to walk in a straight line.
        
           | imp0cat wrote:
           | Isn't this how camera in these games always used to work? You
           | have to nudge your character to control it.
        
       | seabass wrote:
       | I'm curious how you build something like this. I see file types
       | in the network tab which, as a web dev, I've never worked with
       | before. ktx2 and drc extensions, for example. I'm also seeing
       | some wasm and threejs. Is there an engine that outputs these
       | things or is it more of a manual process to bring everything
       | together?
        
         | holoduke wrote:
         | Threejs is like the jQuery for building 3d stuff. But it's not
         | a platform like Unity or Unreal engine. But it doesn't look
         | overly complicated.
        
         | fatbird wrote:
         | Having done some non-trivial things with threejs, I'd guess
         | it's basically like this: 3JS is the rendering engine (taking
         | advantage of WebGL); game logic is in Javascript; ktx2 is an
         | OpenGL container holding the world data and other meshes; from
         | looking at the filenames, WASM bits are used for loading the
         | ktx2 data (draco_decoder.wasm). ogg files are for sound. The
         | multiple worker files imply that the app is using web workers
         | to run the WASM performantly to load the world.
        
         | paxys wrote:
         | ktx2 = textures
         | 
         | drc = 3d shapes (I think)
         | 
         | ogg = audio
         | 
         | All of these would normally be bundled in the game installer,
         | but are sent down piece by piece over the network in this case.
         | 
         | Then there's some wasm and js for the game's business logic.
         | The browser has WebGL APIs that enable running all of this.
         | 
         | I'm assuming they used a library or engine like Unity, Godot or
         | Three.js that supports WebGL as an execution target.
        
           | monsieurbanana wrote:
           | Definitely Three.js or at least something similarly low-
           | level. I doubt you can get this kind of performance with
           | Godot or Unity on the web.
        
         | skocznymroczny wrote:
         | ktx is Khronos Texture a format for storing compressed textures
         | (=image data) so that they can be uploaded to GPU memory
         | without decompressing step inbetween
         | 
         | drc is Draco Compression, it's a library from Google to
         | compress mesh data
        
           | jsheard wrote:
           | KTX _can_ just store compressed GPU textures as-is, but in
           | this case they 're using the Basis Universal codec which is a
           | bit more involved. Basis stores textures in a super-
           | compressed form, which is decompressed at runtime to produce
           | a less compressed (but still compressed!) format that the GPU
           | can work with. The advantage is that it's smaller over the
           | wire and one source file can decompress to several different
           | GPU formats depending on what the users hardware supports.
        
       | DJBunnies wrote:
       | Neat. Mini map would be cool.
        
       | bavaga wrote:
       | Beautiful piece of art
        
       | ionwake wrote:
       | mind blown.
       | 
       | Can I ask the author if AI helped him with this? Is it
       | multiplayer too?
       | 
       | I ask as I have been deving a webgl game for a few years
        
       | tomgag wrote:
       | Beautiful. Plays super smoothly on Firefox with NoScript, uBlock
       | Origin and many other privacy extensions. But it lacks a player
       | tutorial IMHO.
        
       | deadbabe wrote:
       | Is it truely a tiny planet or just shader effects?
        
       | reactordev wrote:
       | I think people are confused that they have to deliver packages
       | they already possess. Instead the instructions should read...
       | 
       | "Explore and Make Deliveries"
        
       | Arch-TK wrote:
       | Is this multiplayer? There are a lot of delivery people walking
       | and jumping erratically.
        
         | npteljes wrote:
         | I'm not sure if they are real people. I started two sessions
         | and I didn't see my other self, despite being in the same
         | location. Also, both times, the starting place was the same. If
         | that would be the case for everyone, there would be many people
         | there who just start the game.
        
           | andrecarini wrote:
           | There's probably a bunch of different rooms/shards/servers
           | and you get randomly allocated to one when starting
        
       | flockonus wrote:
       | Idea for letting the player move the camera alone: Top 1/3
       | portion of the screen is for camera movement alone, bottom 2/3
       | keep as is for player movement
        
       | zobzu wrote:
       | very well done
        
       | ta12653421 wrote:
       | great effort, consistent styling, nice gameplay!
       | 
       | huge success as side project and for the CV!
        
       | noufalibrahim wrote:
       | It could use a tutorial but this is probably the first time that
       | I didn't care about the actual aim of the game because of how
       | beautifully it looks and sounds. I could just run around in your
       | little world forever and feel nice. It's really well done.
        
       | rsynnott wrote:
       | Kind of curious about the physics of this; the planet would
       | obviously have to be ridiculously dense, but just how dense?
        
       | c0balt wrote:
       | Awesome game, the graphics especially were nicely made. The cel
       | shading (iirc) went well with the art style.
       | 
       | Played through all missions and at the end had enough of the
       | concept but appreciated the AOD. Especially the little bits of
       | the environment, like the sleeping fox in the forest, were nice.
        
       | andrewrn wrote:
       | What a delightful little game!
        
       | sheerun wrote:
       | I've played it through, very relaxing and esthetically pleasing
        
       | fallinditch wrote:
       | The spherical game environment works really well, would be great
       | if it expand as you play more
        
       | iandanforth wrote:
       | Lots of fun! Just the right amount of gameplay.
        
       | zkmon wrote:
       | Oh, this is beautiful. I did a bit of WebGL and I wonder how they
       | achieved fluidity like this.
        
       | jackblemming wrote:
       | Just chiming in with more positivity: was pleasantly surprised
       | how fast this loaded and ran on mobile. Impressive work.
        
       | gettingoverit wrote:
       | Loved the artstyle, but controls... uhh... let's say they were on
       | par with a bad PC port of Sonic Adventure. I can barely control
       | where I'm going, because the camera just rotates randomly.
       | Something I'll never miss from the old days.
        
         | bob1029 wrote:
         | The controls are the only gripe I have with this amazing work.
         | 
         | If I was in Unity, I would address this issue by manually
         | placing a bunch of virtual cameras in the world and using
         | cinemachine to blend between them. The size of this world is
         | small enough to justify manual placement and configuration of
         | each. You could also just focus on the complex areas and let
         | the default follow cam handle the rest.
        
         | thaumasiotes wrote:
         | This really wants to be controlled by twin thumbsticks.
        
           | lavela wrote:
           | ..or mouse for camera.
           | 
           | But I kind of understand it. I did a somehow similar project
           | before and for people who are not trained in video game style
           | controls it is quite hard to get used to them ad-hoc.
           | 
           | Assuming this project is at least partially aimed at art
           | directors, project leads and such aka people who aren't
           | necessarily gamers, detached movement/camera controls are a
           | bit risky.
        
       | sram1337 wrote:
       | I appreciate what seems like an attempt to make a "smart camera"
       | that gets out of the way of the player and unburdens them from
       | having to control both a player and the perspective of the
       | camera. That burden, of controlling two entities (player and
       | camera) is large for people who are unused to playing video
       | games.
       | 
       | Was this dynamic on your radar when building the game and camera
       | system? Would love to hear your thoughts.
        
         | laurentlb wrote:
         | I'd rather have the choice to control the camera (the "smart"
         | camera could be used only if I don't control it), because it
         | didn't work well for me.
         | 
         | Nice game otherwise.
        
       | npteljes wrote:
       | Also visit their main site: https://abeto.co/ . The animation is
       | mind-blowing.
        
         | urbandw311er wrote:
         | It's not obvious how to access any content on that page? The
         | animation is cool though.
        
       | shae wrote:
       | When you finish the game you get the credits for who created it.
       | 
       | There's also a threejs reference in a hard to reach area.
        
       | isoprophlex wrote:
       | Absolutely stunning. Well done.
        
       | ivraatiems wrote:
       | This is absolutely adorable. I love the art style and the vibe. I
       | love the tiny planet concept. Great work.
        
       | dangoodmanUT wrote:
       | haha this is cool
       | 
       | immediately hit a bug where i had like 3 character skins at once
       | though
        
       | onevarez wrote:
       | This is beautiful, kudos. I'm more than interested to read about
       | the building process of this masterpiece.
        
       | MrDisposable wrote:
       | This is fantastic.
       | 
       | If I may ask, how did you do the environment models? Did you use
       | textures and UV mapping? or just untextured models with a shader
       | for the contours?
        
       | softfalcon wrote:
       | Am sitting at a game jam right now and took a break to browse HN.
       | Found this and started playing for a bit. Now everyone is asking
       | about it, this is a really polished and fun WebGL game. Amazing!
        
       | Waterluvian wrote:
       | It took me longer than I'd care to admit to realize it was a font
       | of readable text and not just random glyphs. I like the style of
       | them.
        
       | mrlonglong wrote:
       | I got Hayao Miyazaki vibes about this game. Arigatou.
        
         | computerdork wrote:
         | Me too:)
        
         | Keyframe wrote:
         | The boss reading the letter even looks like the guy.
        
       | FpUser wrote:
       | Some really beautiful style and graphics. Never mind delivery I
       | was just admiring the style.
        
       | umvi wrote:
       | Took me way to long too realize the other in-world delivery
       | people were other players and not NPCs
        
       | Jotalea wrote:
       | I spent more time enjoying the graphics and style than actually
       | playing. it runs so well on a mobile device, I've never seen
       | something like this.
       | 
       | as for the game itself, I couldn't understand how to deliver the
       | messages.
        
         | HardwareLust wrote:
         | Thank you, I thought it was just me .
        
         | mountainriver wrote:
         | Reminds me of Jet Set Radio
        
         | keanebean86 wrote:
         | I have a cheap android phone that's 4 years old. This game is
         | still playable. Very impressive!
        
       | tetris11 wrote:
       | Woah, is this the same author as
       | 
       | https://summer-afternoon.vlucendo.com
       | 
       | ?
        
         | 5- wrote:
         | well spotted! seems to be the case:
         | https://x.com/vlucendo/status/1971219342231732516
        
           | tetris11 wrote:
           | I noticed the movement UI style was the same
        
         | Rygian wrote:
         | The alien sunbathing at the beach is a nice wink.
        
         | V__ wrote:
         | I remember that. What a talent.
        
         | geuis wrote:
         | Love the beach guy makes an appearance in both.
        
         | KevinMS wrote:
         | controlling movement is much easier. Something is wrong with
         | the movement in the OP game, at least on a browers
        
       | sueszli wrote:
       | This is just wonderful
        
       | VagabundoP wrote:
       | Amazing.
       | 
       | Its got a Zelda Wind Walker vibe that I love. It was fun just
       | running around exploring.
        
       | iib wrote:
       | How do you solve the second mission (the man that is hiding
       | somewhere)? I've managed to find even the three.js mention, but
       | nothing to start that one.
        
         | ryancanzo wrote:
         | He's in a cave near the forest. Turn right when you see the
         | tree stump with the owl on it.
        
       | SamBam wrote:
       | Beautiful, as others have said.
       | 
       | The one thing that transported me out of the game was the
       | arbitrary blocking around the ocean / the end of the stream. (I
       | assume those go to the same place, from different sides.)
       | 
       | It seems on such a tiny world the water should never be more than
       | waist deep, so why not just let us explore the whole thing. I
       | didn't quite feel like I got to go all the way around the tiny
       | world, and being fenced by an invisible barrier broke the fourth
       | wall.
        
       | lovegrenoble wrote:
       | So Impressive
        
       | prameshbajra wrote:
       | Oh my god. This is amazing.
        
       | latexr wrote:
       | The camera, controls, and difficult to discern invisible walls
       | were frustrating to the point I had to just quit the game, even
       | after completing over half of the deliveries. On Safari on macOS
       | there is also a glitch where the character's clothes keep
       | changing, and I can't see any other players there (it was only
       | when I tried it on iOS that I realised this is Journey-like).
       | 
       | But the game is beautiful and peaceful and I'm still glad I got
       | to experience it. I'll definitely share it with some friends.
       | Thank you for making it.
        
       | Skullfurious wrote:
       | Pretty damn cool experience. Definitely the most polished browser
       | game I've tried. The limited scope really makes it fantastic and
       | since it's such a small vertical slice the world feels very full
       | of detail. The art style is fantastic as well.
        
       | chistev wrote:
       | Programming is magic
        
       | nicexe wrote:
       | Decentraleyes extension on Firefox results in garbled text. Not
       | sure why this happens. It is supposed to serve some common assets
       | locally instead of requesting them over the network.
        
       | EcommerceFlow wrote:
       | Damn I'd love to play a Zelda game with that level of NPC detail
       | and style.
        
         | ghurtado wrote:
         | You can, that game is Wind Waker
         | 
         | Besides the visual style being very similar, there's an island
         | in the game with about the same amount of NPCs, and they all
         | have their own lives and many give you chores like this one.
        
       | ElijahLynn wrote:
       | has a lot of potential
       | 
       | feedback after 5m
       | 
       | * there should be a help section, all i could figure out is how
       | to walk with up/left/down/right, and w/a/s/d. And the mouse. * I
       | got nauseous after a bit, not sure if that is everyone or just me
       | but I did have some bad nausea on a ride (teacups) at the local
       | carnival/fair a few months ago, and it comes back every now and
       | then. * the controls on desktop seem too sensitive. I had to
       | eventually walk with W and then go left and right with the arrow
       | keys, but even then it was too sensitive
       | 
       | I left after 5m because of the nausea.
       | 
       | I liked the music and peacefulness.
        
         | la_oveja wrote:
         | camera control is non existant, you just go and game chooses
         | what you see. let me control the camera please
        
         | bilkow wrote:
         | Yeah, I also got motion sickness from the camera! I managed to
         | complete as I really liked everything else but I'm still a bit
         | nauseated.
        
       | arkensaw wrote:
       | This is stunning, and I adore it. I had an idea to build a game
       | set on a tiny planet but I never even started, and here you have
       | created something that's awe-inspiring. keep it up!
        
       | geuis wrote:
       | Love all of it except for the camera controls on iOS. Not sure
       | how you could improve them but they need some work. Camera gets
       | too close to the character a lot. Might consider two touch
       | controls that separate movement direction and camera position.
        
         | xixixao wrote:
         | Agreed. Same for movement. It's a little too hard to run
         | straight sometimes.
        
       | jakubmazanec wrote:
       | Beautiful design, but uncontrollable and unplayable. Edit: on a
       | phone I'm constantly bumping into walls.
        
         | Biganon wrote:
         | What? On desktop? Found it extremely easy to control...
        
       | cdelsolar wrote:
       | i can't find the mountain temple :(
        
       | hkon wrote:
       | Smooth, I enjoyed it a lot.
        
       | Biganon wrote:
       | This is the loveliest thing I've ever seen on the web. The
       | feeling of being immediately immersed in a universe. A work of
       | art.
        
       | nfbx wrote:
       | this is the most cute, beautiful shit i've seen all year. i love
       | the fact that there are other players everywhere, since it's so
       | convenient to dive into it via browser.
        
       | rdrd wrote:
       | Beautiful. You can just tell when things are made with the core
       | premise of how they wanted someone to FEEL playing it. Not some
       | lore, not some "cool" gameplay ideas they had, not some fancy gfx
       | concept they'd prototyped. It just feels different when you know
       | it's been approached from a completely emotional perspective.
        
       | analog8374 wrote:
       | Nice one
        
       | saint11 wrote:
       | Wow this looks amazing, but the camera made me very nauseous, I
       | had to stop playing.
        
       | bdcp wrote:
       | I'm proud i found the UFO lmao
        
         | Levitating wrote:
         | I haven't found any UFOs but I did find an alien
        
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       (page generated 2025-09-27 23:00 UTC)