Planet Gravity
Four missions on four worlds. Walk all the way round a tiny planet, jump to the moon next door, follow a relay trail in low gravity, and decode signals under the ice. Gravity points at the centre, not down.
Planet Gravity opens in mission control. Pick an assignment, read its briefing and launch: each one loads its own world with its own gravity.
- First contact on Selene and Nyx, two cratered moons: recover nine survey cores across both, cross the gravity bridge between them, and walk back to the camp uplink.
- Dead air on Vesper, violet crystals and orbital debris in low gravity: follow the meridian and bring four relays online in order.
- Ashfall recovery on Pyra, basalt and ember calderas in heavy gravity: find three black boxes and carry them home.
- Beneath the ice on Thalassa: stand still beside three signal crystals long enough to decode each transmission.
There is no world up. Movement, jumping, the camera and the suit's animation all work in each planet's radial frame, so you can run over a pole without the camera flipping. Completion badges and best times are saved on your device, and a comfort camera mode is there if you need it.
Built from a prompt
How it was built
The brief this demo started from, and what the AI did with it inside the editor.
The brief, in short:
Make a planet-gravity demo: a small spherical planet the player can walk all the way around, including over both poles, with a second body nearby to jump across to. Keep it mathematically spherical, no hidden world-up assumptions. Third-person, single player, with a camera that stays comfortable through the pole crossings.
Airogel has no native radial gravity, so the agent wrote it. The controller computes the surface normal from the planet centre every step, projects input into the tangent plane, integrates at a fixed 120 Hz, and carries the player's heading across the surface with the minimal rotation between normals so there is no singularity at the poles. The handover to the second planet happens only in flight, once the other surface is clearly closer.
- The crater surfaces are procedural vertex and fragment shaders written for the demo.
- The EVA suit, the outpost equipment, the survey pedestals and the beacons are primitives placed by a deterministic Python dressing generator, so the scene can be rebuilt from its manifest.
- The camera is fully scripted, filtering its up vector separately from the character so the player's chosen heading survives both poles.
It verified trajectories with the editor's physics simulation (a full meridian circuit and a round-trip transfer are recorded as evidence), kept a Lua harness for the controller, and filed three support tickets. One asked for native radial gravity and is still open. Another, about bloom turning the viewport black in Safari, was fixed in the engine the same day.
Missions (29 October, release 6). The follow-up brief asked for more worlds and something to do on each. The agent split the single combined scene into five: a mission-control menu built from native flowing GUI panels, and four mission scenes that each load only their own environment plus the shared astronaut, star field and HUD.
- The shared controller reads its mission and menu scene from variables on each scene's camera, so one script serves four gravities: a held jump reaches about 7.5 metres on Vesper and under 2 on Pyra.
- Mission types are survey and extraction, sequential relays, recovery and delivery, and a stand-still scan. Badges, best times and the last selection are saved on the device through game storage.
- Decorative primitives are collider-free and share geometry and materials for automatic batching, lights are budgeted to four per scene, and signal glow is emissive, following the renderer guidance.
It generated the scenes and their menu scripts from manifests, ran 2,740 controller checks including pole circuits at three frame rates and both transfer directions, 19 menu navigation cases, and a structural audit of the deployed scenes read back from the server, and shipped with zero preflight warnings.
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