AIgamer
Sign in
🏠Home📰News🧰Resources🎮Games📘Guides🏆GOTW
📰News🧰Resources🎮Games📘Guides🏆GOTW
Get the weekly emailSign in
AIgamer
🏠Home📰News🧰Resources🎮Games📘Guides🏆GOTW
New storiesWeekly roundupsTopicsSubmit your gameHow we report
Get the weekly email

🏆AI Game of the Week

WK 45

Sumiro

Play it

Made a game with AI? Submit it for next week

✉️Weekly email

The week's top stories and the AI Game of the Week, every Monday. Free.

🔥Most read this week

  1. 01Saltline
  2. 02Saltfire
  3. 03Einsia benchmark tests 11 coding agent setups on Blender and Unreal Engine 5
  4. 04Patch opens to everyone with a Windows app, CLI and MCP for AI-built games
  5. 05Base44 and Nitro launch $65K contest for AI-built browser games
AIGamer: the front page for people making games with AI.
Weekly roundupsSubmit your gameHow we reportContactX (@aigamergg)PrivacySubmission terms

Home › Games

Mist-Locked Gate
Image: Guizang (@op7418) on X

Mist-Locked Gate

Guizang (歸藏)ReleasedThree.js

  • Web browser (desktop and mobile)

By Hitesh K · 13 November 2026

Play it →

Summary

Mist-Locked Gate (雾锁山门) is a free top-down 3D action game with a xianxia (Chinese fantasy) setting that runs in a web browser on computers and phones, with no install. You cross one misty mountain area, fight a group of regular enemies and then a boss with a second phase, using a three-hit combo, dodge, guard, parry, sword flight and an ultimate. The story text and the voice lines are in Chinese. Its developer, Guizang (歸藏, @op7418) on X, posted it on November 12, 2026, writing that the AI model Fable 5.2 made it for him in one afternoon.

Gameplay

The hero fighting a group of enemies in the snow Clip: Guizang (@op7418) on X

How it was made

Guizang described how it was made in a four-post thread on X and in the English README of his guizang-game-skill repository on GitHub, where he also released the workflow as an agent skill. The steps below follow those two sources; the clips and screenshots come from his launch video, his thread and the repository.

  1. Step 1 Give the AI a theme and a plan

    Guizang says his only creative brief was "Chinese fantasy" and that the AI made every creative decision from there. In the first stage of his workflow, the agent studies reference material, looks into how games like this are built and draws up a plan in stages before writing any code.

    The hero on a snowy path beside a lantern and frosted grass
    The hero on a snowy path beside a lantern and frosted grass Image: Guizang (@op7418) on X
  2. Step 2 Turn concept art into 3D models

    The agent made concept images with Jimeng, ByteDance's image generator, then turned them into rigged 3D models with Tripo, working through command-line tools and writing every prompt itself, he says. That produced 5 rigged characters, 2 weapons, 12 kinds of props and 5 kinds of loot. He found that models made straight from text looked poor, and concept image first worked far better.

    Enemies waiting by a shrine gate in the snow, made from concept art with Tripo
    Enemies waiting by a shrine gate in the snow, made from concept art with Tripo Image: Guizang (@op7418) on X
  3. Step 3 Animate the fighters and tune the combat

    Tripo offers only a few preset animations, so the agent computed the rest, placing hands and feet pose by pose. It then worked through a combat-feel checklist covering wind-up and recovery, hit-stop, knockback, guard and parry, and enemies that take turns instead of piling on. For effects it used meshes and shaders instead of large numbers of particles.

    Sword-slash and shockwave effects around the hero Clip: Guizang (@op7418) on X
    The three-hit combo sending projectiles across the snow
    The three-hit combo sending projectiles across the snow Image: Guizang (@op7418), guizang-game-skill on GitHub
  4. Step 4 Play-test and send feedback

    Guizang stresses it wasn't made from one prompt: he play-tested the game 7 times and reported 5 to 10 problems each round, in plain words such as "the movement is stiff". The agent turned those notes into technical terms, looked them up and fixed them. It also checked its own work with frame-by-frame stepping, URL options that skip ahead to any stage, an F3 diagnostics panel and screenshots it took itself.

  5. Step 5 Add sound and pack it into one file

    The last stage added sound effects, 8 voiced lines, music and ambience, then compressed close to 100 MB of source assets into a single HTML file of about 33 MB. The same source also produces the hosted web version and an 8 MiB build for Xiaohongshu's offline mini-app container.

By Guizang's count, the build took about 6 hours and 450 million tokens, including some test runs on Opus 5.5, and a large share went on redoing work. His launch post said 4.5 billion tokens; in a follow-up post eight minutes later he corrected that to 450 million, blaming a voice-input typo. The skill itself is free under the AGPL-3.0 license and works with Claude Code, Codex and other agents, while the game's art, models, voice and music stay all rights reserved. Two hours after the launch post, he asked his followers whether the skill could repeat the result with a DeepSeek-based setup. All details here come from the developer's own posts and README: AIGamer hasn't verified the time or token figures and hasn't played the game to the end.

Topics:Coding agentsAI 3D and art assetsAI in game development

Sources

Details come from the developer's own posts and pages credited below.

  1. Guizang (@op7418) on X: Launch post: Fable 5.2 made this 3D action game in an afternoon (in Chinese)
  2. Guizang (@op7418) on X: Thread: assets made with Tripo and Jimeng CLI, 100+ MB squeezed to 30 MB (in Chinese)
  3. Guizang (@op7418) on X: Thread: not one-shot, many rounds of revisions, and the skill (in Chinese)
  4. Guizang (@op7418) on X: Correction: 450 million tokens, not 4.5 billion (in Chinese)
  5. guizang-game-skill on GitHub: README (English)
  6. guizang-game-skill on GitHub: README (Chinese)
  7. Mist-Locked Gate: Play in the browser
  8. Guizang (@op7418) on X: Post asking whether the skill can repeat it with DeepSeek (in Chinese)

Image: Guizang (@op7418) on X

Written in our own words; quotes are marked and credited. How we report

Game details

Developer
Guizang (歸藏)
Platforms
Web browser (desktop and mobile)
Genre
Action, Xianxia
Engine
Three.js
Status
Released
Release
November 12, 2026
Price
Free
Build time
About 6 hours, one afternoon (developer's claim)

Made with AI

  • Fable 5.2
  • Opus 5.5 (test runs)
  • Jimeng
  • Tripo

Get the week in AI game making, every Monday

The top stories, new guides and the AI Game of the Week in one short email. Free.

More games

  • ReleasedBlack Hole SimulatorSimulation · Windows, macOS, Linux, VR (OpenXR)A real-time black hole you can explore on Windows, Mac, Linux or in VR, coded by AI agents under the direction of Strange Loop Games CEO John Krajewski. $3.99 on Steam.
  • ReleasedDeath by AIParty · Web browser, DiscordA party game where friends type escape plans and an AI host judges who survives. Free on the web and Discord; according to Inworld, it moved from OpenAI and ElevenLabs to Inworld's models.
  • ReleasedAI DungeonText adventure · Web browser, iOS, AndroidLatitude's text adventure where a language model narrates whatever you type. Free in the browser and on iOS and Android; paid tiers unlock bigger models.
  • ReleasedTennisArcade · Web browserPhaser creator Richard Davey asked the AI model Fable 5.2 to "go wild" on a game. It starts as a Pong-style bat-and-ball game and then, he says, gets weird. Free in the browser.

📘Guides

  • Best AI 3D model generators for games in 2026
  • How to use AI in Blender
  • How to use AI in Unity
  • How to use AI in Roblox
  • How to use AI with Godot
All guides →
Sign in
Sign in