Inspiration

World models can generate interactive environments, but they may forget details over time. We turned that limitation into a time-loop game mechanic.

What it does

Afterimage is a boss game where players experiment, fail, reset, and retain evidence. Winning requires discovering the boss’s hidden causal rules.

How we built it

Happy Oyster on Reactor generates the playable world. A TypeScript state machine manages deterministic rules, while an evidence board preserves discoveries across loops.

Challenges we ran into

Generated visuals are not always consistent or deterministic. We separated visual generation from game logic and added fixed IDs and fallback states.

Accomplishments that we're proud of

We made world-model uncertainty part of the gameplay and created an experience that remains understandable and playable across generated timelines.

What we learned

World models work best when combined with structured state, clear controls, and mechanics that embrace uncertainty rather than hiding it.

What's next for Afterimage

We plan to add automatic object tracking, more bosses, multiplayer investigation, and adaptive rules that respond to player behaviour.

Built With

  • reactor
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