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Release: the one thing that weighs on you becomes a basalt stone. Pinch it, hold it over black water, open your fingers.
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Say what's on your mind: each worry becomes an engraved stone on your real table. One hand pinches it into Tomorrow, Later or Let go.
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Keep: three good things from today become warm lights that settle on your real walls, found by the headset's scene understanding.
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Good night: one star for each thing you let go rises to your real ceiling. Then "Sleep well." and everything fades out.
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How heavy is tonight? Slide a glass bead along a brass rail with one fingertip. The lamp shapes its proposal from it.
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The lamp is the agent: from the hour, your past evenings and the bead, it proposes tonight's ritual. One touch says yes.
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Breathe: one slow minute, 4 seconds in, 6 out. The lamp becomes a moon that swells as you breathe in.
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Places live inside the lamp's glass globe. Browse with ‹ ›: the night place fades in around you. Mixed or Full, one touch.
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At 3, 7 and 21 evenings a keepsake stays on your table: a polished pebble, a cup of tea that steams when you come back, a plant.
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Your Sky, a memory world: the good things you kept float around you. Look at one and its words appear, with the day you kept it.
Try it in 2 minutes (judges)
https://wind-down-desk.onrender.com · free, no account, no install
On Quest 3 / 3S: open the link in the Meta Quest Browser, sit at a table, put the controllers down. Tap Talk with the lamp or Quiet evening (touch only, no microphone). If asked for spatial data, allow it so the tray finds your table.
Bus-stop path, hands only (about a minute):
- The tray lands on your table. Touch how heavy tonight feels (Light, Some, Heavy). A ghost hand shows the move: pinch the example stone into a bowl.
- Touch a suggested worry: it becomes a stone. Pinch it into Tomorrow, Later or Let go.
- Touch That's all, then keep tomorrow's plan with one touch.
- Touch Good night (or Rituals → Good night). Look up: your stars rise to the ceiling, the lamp says "Sleep well." Touch Lights out, or let the room fade out by itself.
No headset? On a computer, Preview on this screen opens the same build in Meta's Immersive Web Emulator. A phone shows the address and a QR code.
At 11 p.m. my head is still at work: the landlord, the dentist, Monday's slides. Wind-Down Desk turns that loop into a short seated ritual with your hands, on your real table: the wind-down habit the Productivity track names.
Innovation: the room is the interface. You pinch worries, engraved on river stones, into three bowls: Tomorrow, Later, Let go. Planes, meshes and hit-test land the oak tray on your nearest table within seated reach; a persistent anchor brings it back to the same spot every night. Keep turns three good things into warm lights on a real wall in front of you. At Good night, the stars of what you let go rise to your ceiling, then "Sleep well." and the room fades. A glass lamp is the agent: it proposes a ritual from the hour, your past evenings and what it hears, then waits.
Experience design: a ritual that becomes a habit. Six rituals, never imposed: Unload; Release (a basalt stone sinks into black water); Breathe (the lamp becomes a moon that swells with you); Squeeze (two fists gather the light); Keep; Talk it through (up to 45 minutes). The lamp remembers, on-device only: "Did you call the dentist?" Your sky grows one star per thing let go, and the good things you kept float around you. At 3, 7 and 21 evenings a keepsake joins your table: a polished pebble, a cup of tea that steams when you return, a plant that keeps growing. Every gesture has a voice twin, every spoken step a touch twin; gaze-only selection, high contrast, larger text and captions are built in.
Technical implementation. Meta Immersive Web SDK, three.js, TypeScript. In the IWER Quest 3 profile, CPU throttled ×4 and ×6: 15–24 draw calls per eye, under 100k triangles, script time p95 5.7–9.6 ms per frame (72 Hz budget: 13.9 ms). A scripted hands-only run, microphone refused, completes every ritual and the night: 45 fingertip touches, 4 pinches, zero misses. Five unknown rooms pass (table in reach, too low, too high, no scene data, permissions denied), with fallbacks for missing walls or ceiling. The Meta button freezes clock and sound; 304 automated tests. Take the AI away and it still works: an on-device agent runs offline; Gemini and Groq Whisper only improve it, under cost caps.
Polish. A real oak photo-scan, ink-filled engraved names, Meta-style hands, keepsakes modelled with Tripo, night places inside the lamp's globe; real fire, wave and wind recordings, synthesized interface sounds, a soft lamp voice, separate volumes.
Honest limits. No Quest was available: everything was built and measured in Meta's emulator (not on-device frame rates), and the video is captured there. On screen, a room photograph stands in for passthrough, sentences are fed to the app's speech handler, and weeks of history are seeded. Low-light fist tracking and real ceilings still need a headset.
Next: on-device testing on Quest 3 and 3S, more languages, a public release on 15 January 2027. Not therapy or medical advice.
Credits. Code written for this competition from 17 Oct 2026 (MIT), on the Meta Immersive Web SDK, three.js and IWER (MIT). Keepsakes and lamp foot: generated with Tripo Studio, prepared in Blender. Oak: "Oak Veneer 01" by Jenelle van Heerden; ground textures by Rob Tuytel; emulator room photo: HDRI by Greg Zaal (Poly Haven, CC0). Night places: panoramas generated with an AI image model from our own briefs, upscaled with 4xRealWebPhoto_v4_dat2 by Philip Hofmann (CC BY 4.0); fire, waves, rain and aurora are drawn in-engine. Campfire crackles: "Campfire sound ambience" by Glaneur de sons, CC BY 3.0, modified; other recordings CC0 or public domain. Lamp voice: Kokoro-82M (Apache-2.0); Talk it through: Gemini TTS. Typeface: General Sans (ITF Free Font License). Video music: "Meditation Impromptu 02" by Kevin MacLeod (incompetech.com), CC BY 4.0.

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