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2 cases built from this template

Same prompt, different [VARIABLES]. Click one to preview it above.

About this template

Island Postal Route Game is a complete, single-screen browser game for players who prefer a quiet journey to combat or countdowns. An original low-poly courier begins beside a tiny post house, follows branching island paths, and collects wind, river, and mountain stamps. The three discoveries open a timber temple gate, turning a short walk into a clear and satisfying delivery route.

The playable island is the visual anchor from the first frame. Faceted terrain, copper foliage, a winding stream, a timber bridge, path signs, and a hilltop gate are all built from Three.js geometry. A softly following camera, an articulated walking courier, drifting leaves, stamp rituals, and optional synthesized sound give the miniature warmth without downloaded models, textures, or audio files. The interface resembles a compact field journal rather than a conventional game dashboard.

The route allows exploration in any order. A persistent quest log tracks all three shrines, signposts and a selected objective aid wayfinding, and collected progress is saved locally. Walking, collision recovery, gate completion, pause, restart, and help states are specified as one coherent game loop. Keyboard players use WASD or arrow keys and a contextual interaction key; touch players get an analog joystick and a separate stamp button that work simultaneously.

This template suits indie hackers, developers, and designers who need an adaptable 3D exploration example that ships as static files. Five variables change the postal brand, island name, setting, audience, and tagline, while one content file holds all names, objectives, signs, and instructions. A misty evergreen island provides the alternate content direction without changing the route logic. The prompt also fixes terrain coordinates, movement speeds, camera behavior, touch input, adaptive quality, reduced-motion behavior, and accessibility so independent builds produce the same playable structure, not merely a similar landscape.

The template prompt

The live demo was built from exactly this text — nothing added. The other cases only change the values of the [VARIABLES].

# Island Postal Route Game

Build this website exactly as described below. Replace the [VARIABLES] with your own values; keep everything else.

## Brief
Build [BRAND], an original English-language third-person 3D exploration game on [ISLAND_NAME], an invented [SETTING], for [AUDIENCE]. The default tagline is 'Three stamps. One open gate.' The player guides an original postal courier on foot, discovers wind, river, and mountain shrines in any order, collects one stamp at each, and opens a northbound temple gate for the final delivery. The entire product is one playable static page at index.html, with a live island as the first-screen visual anchor and no marketing landing page.

- Audience: Indie hackers, front-end developers, designers, creative-coding learners, and casual players who enjoy gentle exploration. The interface must welcome first-time 3D players with short instructions, forgiving collisions, clear signs, and no timers or combat while keeping the world data and game logic straightforward to adapt.
- Goal: Deliver a complete low-pressure game loop: walk from the post house, follow paths, discover and activate three shrines in any order, see each stamp enter the quest log, open the temple gate after the third stamp, cross the threshold, and reach a completion panel with replay and reset controls. Preserve collected stamps on the current device and make keyboard and touch play equivalent.
- Tone: Gentle, pastoral, curious, tactile, and quietly optimistic. Use concise original US English field-journal copy, friendly wayfinding, and small environmental details. There is no combat, health bar, countdown, fail state, punitive copy, epic fantasy lore, paper-crane mascot, or reference to an existing game or AI product.

## Stack
- Framework: Vite 6 + TypeScript 5
- Styling: Vanilla CSS
- Libraries: three (MIT), lucide (ISC), @fontsource-variable/fraunces (OFL-1.1), @fontsource-variable/dm-sans (OFL-1.1)
- Build: `npm run build` → static files in `dist/`. No backend, no server code, no external APIs.
- Setup:
  - Scaffold Vite's vanilla TypeScript template with scripts dev=vite, build=tsc && vite build, and preview=vite preview. Do not add React, a physics engine, a full game engine, or another rendering framework.
  - Set vite.config base to './', build.outDir to 'dist', build.emptyOutDir to true, and build.sourcemap to false. Enable strict TypeScript checking and produce only static files in dist/.
  - Install only three, lucide, @fontsource-variable/fraunces, and @fontsource-variable/dm-sans as runtime dependencies, plus Vite and TypeScript development dependencies. Import Fraunces 600/700, DM Sans 400/500/600/700, and only the Lucide icons actually used.
  - Organize the implementation into src/content.ts, main.ts, terrain.ts, scene.ts, player.ts, quests.ts, controls.ts, ui.ts, audio.ts, and styles.css. Keep pure route and collision data separate from Three.js rendering.
  - Put BRAND, ISLAND_NAME, SETTING, AUDIENCE, TAGLINE, shrine names, sign text, objectives, instructions, dialog copy, button labels, and aria copy in src/content.ts. Rewrite setting-specific names, foliage accents, and scene dressing when variables change while preserving coordinates, three-stamp mechanics, and UI structure.
  - Derive a stable localStorage key and decorative random seed from BRAND and ISLAND_NAME. Save only collected shrine IDs, completion status, and sound preference; restore collected stamps and the open gate on reload but return the courier to the post house rather than restoring an unsafe position.
  - Use one index.html with a WebGL canvas and semantic HTML overlays. Wait for document.fonts.ready before creating any CanvasTexture signs. Bundle every font, script, icon, and generated visual locally; no remote assets or APIs.
  - Seed only decorative trees, shrubs, rocks, and leaf offsets. Keep path splines, shrine positions, temple coordinates, collision shapes, and quest results deterministic. Cap rendering work, pause when hidden, and dispose all geometries, materials, textures, listeners, audio nodes, and the renderer on teardown.

## Variables
- [BRAND] — Postal service name (default: "Amberwick Post"). An invented small postal service used in the title, journal, post house, and saved-progress key.
- [ISLAND_NAME] — Island name (default: "Amberwick Isle"). An invented island name used in the welcome copy, route journal, and completion panel.
- [SETTING] — Island setting (default: "autumn woodland island"). The world's season and landscape theme; adapt foliage accents and scene dressing without changing the route.
- [AUDIENCE] — Player audience (default: "players who enjoy quiet exploration"). The intended players, used naturally in the help introduction rather than as metadata.
- [TAGLINE] — Game tagline (default: "Three stamps. One open gate."). A short original line shown below the game name and repeated on completion.
- [CREDIT] — keep a small "Template by VibeFather" link to https://vibefather.ai/t/island-postal-route-game in the footer (default: yes; delete this line to remove it)

The copy under Pages & Sections is written for the default values. If your values differ, rewrite every headline, paragraph, label and image for them — same length, tone and structure. Layout, colors, type and motion stay as described.
Keep all copy, image paths and links in one content file (for example `src/content.ts`), keyed by section, so the content can be swapped later without touching components.

Pro template. The design, sections, motion and assets parts of this prompt are for Pro members. The live demo and DESIGN.md stay free.

DESIGN.md

The design system on its own — colors, type, spacing and motion. Apply this look to a project you already have.

---
name: "Island Postal Route Game"
colors:
  forest_ink: "#24332D"
  letter_paper: "#FFF7E8"
  aged_parchment: "#F1E2C2"
  trail_ochre: "#D7BC8F"
  moss: "#6F8154"
  pine: "#355849"
  copper_leaf: "#B85C3F"
  harvest_amber: "#D88A3D"
  river_blue: "#5F96A0"
  morning_mist: "#D9E4D5"
  stamp_gold: "#F2C66D"
  journal_muted: "#68766C"
typography:
  game_title_shrine_names_sign_text_and_completion_heading: { family: "Fraunces Variable", weights: [600, 700] }
  hud_labels_quest_entries_instructions_buttons_and_status: { family: "DM Sans Variable", weights: [400, 500, 600, 700] }
spacing: "Use a 4px base unit. The game is fixed to 100dvh with no document scrolling. Desktop outer gutters are 20px, panel gaps 12px, and card padding 16px. The quest journal is 300px wide. Keep the center and lower-middle view clear for the courier. Mobile gutters are 10px, panel padding 12px, ordinary buttons at least 44px high, the joystick 124px wide, and the action button 76px wide. Respect safe-area insets on every edge."
radius: "Use 16px for journal and modal cards, 12px for compact controls, 10px for small badges, and circular stamp seals. Give cards a 1px Forest ink border and a restrained 3px parchment shadow rather than glass blur. Keep world geometry faceted and angular, with modest bevels only on the courier, post house, and gate timbers."
---

# Island Postal Route Game — Design System

Apply this design system to an existing project. It describes the look and feel only; for the full site, use prompt.md.

## Colors
- **Forest ink** `#24332D` — Primary text, dark buttons, courier trousers, and journal outlines
- **Letter paper** `#FFF7E8` — Quest cards, dialogs, sign faces, and light text on dark controls
- **Aged parchment** `#F1E2C2` — Secondary panels, path-edge details, and inactive stamp paper
- **Trail ochre** `#D7BC8F` — Walking paths, bridge timbers, and sandy island edges
- **Moss** `#6F8154` — Main grass, low shrubs, and soft environmental accents
- **Pine** `#355849` — Distant foliage, tree trunks, and deep landscape contrast
- **Copper leaf** `#B85C3F` — Autumn crowns, roof accents, and small route flags
- **Harvest amber** `#D88A3D` — Courier jacket, tracked-objective highlights, and primary buttons
- **River blue** `#5F96A0` — Stream facets, river-stamp details, and cool atmospheric contrast
- **Morning mist** `#D9E4D5` — Sky, scene fog, and pale distant terrain
- **Stamp gold** `#F2C66D` — Earned stamp seals, gate-ready glow, and completion accents
- **Journal muted** `#68766C` — Secondary labels, distance hints, and inactive objectives on Letter paper

## Typography
- **Game title, shrine names, sign text, and completion heading** — Fraunces Variable (OFL), weights 600/700. Self-host the font files.
- **HUD labels, quest entries, instructions, buttons, and status** — DM Sans Variable (OFL), weights 400/500/600/700. Self-host the font files.

## Spacing & shape
- Spacing: Use a 4px base unit. The game is fixed to 100dvh with no document scrolling. Desktop outer gutters are 20px, panel gaps 12px, and card padding 16px. The quest journal is 300px wide. Keep the center and lower-middle view clear for the courier. Mobile gutters are 10px, panel padding 12px, ordinary buttons at least 44px high, the joystick 124px wide, and the action button 76px wide. Respect safe-area insets on every edge.
- Radius: Use 16px for journal and modal cards, 12px for compact controls, 10px for small badges, and circular stamp seals. Give cards a 1px Forest ink border and a restrained 3px parchment shadow rather than glass blur. Keep world geometry faceted and angular, with modest bevels only on the courier, post house, and gate timbers.

## Motion
- Run gameplay with a fixed 1/60-second simulation step and capped frame delta. Use a simple articulated walk cycle driven by actual travel speed, with opposing arm and leg swings and no root sliding.
- Damp the follow camera and courier heading with frame-rate-independent exponential smoothing. Keep the courier just below center and look slightly ahead along the current path; never use camera shake or forced cinematic camera moves.
- Animate water facets, ribbon chimes, treetop sway, and a few falling leaves at low amplitude. Untracked shrine rings breathe gently, while the tracked shrine uses a steady vertical marker and a readable DOM objective.
- Stamp collection presses the seal inward over 120ms, draws a circular postmark over 260ms, and releases 16 small leaf or paper fragments for 700ms. The two gate leaves swing open over 1.4 seconds after the third stamp without taking control away.
- Use 160–220ms fades and at most 8px translation for panels, help, pause, and completion. With prefers-reduced-motion, stop decorative foliage, water, falling leaves, idle pulses, particles, and panel translations; make stamp and gate state changes immediate while retaining essential walking movement.

## Imagery
Create every visible world element from original Three.js primitives, extruded shapes, custom BufferGeometry, CSS, and inline SVG: the courier, satchel, post house, terrain, paths, trees, river, bridge, three shrines, temple gate, signs, stamps, and particles. Use flat shading, visible facets, soft contact shadows, warm morning light, and Morning mist fog. The default scene uses Moss, Pine, Copper leaf, and Harvest amber; adjust foliage accents when SETTING changes. No photographs, downloaded models, HDRIs, image textures, recognizable landmarks, existing characters, or logos. The live third-person island itself is the first-screen visual anchor; stamps and signs are drawn locally and contain only original English copy.

## Tone
Gentle, pastoral, curious, tactile, and quietly optimistic. Use concise original US English field-journal copy, friendly wayfinding, and small environmental details. There is no combat, health bar, countdown, fail state, punitive copy, epic fantasy lore, paper-crane mascot, or reference to an existing game or AI product.

---
Inspired by Island Postal Route Game — https://www.kimi.com/showcases/3dmake
— Prompt by VibeFather · https://vibefather.ai/t/island-postal-route-game · CC BY-NC 4.0 (non-commercial; commercial use needs a VibeFather Pro license) · Request removal: https://vibefather.ai/takedown

Make it yours

  • A local tourism board: set ISLAND_NAME and SETTING to a real-feeling coastal or forested destination, and rewrite shrine names as landmarks visitors can tick off a route.
  • A children's book launch: set BRAND to the book's postal service, make the courier's stamps match chapters, and rewrite the field-journal copy in the author's voice.
  • A museum family trail: set AUDIENCE to visiting families, rename the three shrines after gallery stops, and use the completion panel to point at the physical exhibition.
  • A studio portfolio piece: set BRAND to your own name, keep the autumn island, and swap the quest log copy to describe the exploration and rendering work you want to show.

Island Postal Route Game: questions and answers

How do I change the island name, postal brand and setting in the Island Postal Route Game?

The Island Postal Route Game template exposes five variables: BRAND, ISLAND_NAME, SETTING, AUDIENCE and TAGLINE. Set BRAND to your postal service name, ISLAND_NAME to your island, and SETTING to the season and landscape theme. The prompt keeps shrine names, sign text, objectives and instructions in one content file, so you rewrite those alongside the variables rather than editing the game logic.

Can I turn the Island Postal Route Game into a game for my own brand or client?

Yes, with a Pro licence. The Island Postal Route Game template is a Pro template, so commercial and client work is covered, and Pro members get the full prompt plus the demo source code. Set BRAND to the client's postal service, ISLAND_NAME to their island, and rewrite the field-journal copy, shrine names and sign text to match their tone while keeping the three-stamp route intact.

What are the three stamps and how does the temple gate open in the Island Postal Route Game?

The Island Postal Route Game asks the courier to find wind, river and mountain shrines in any order. Each shrine grants one stamp, and the quest log records it as collected. After the third stamp, the timber temple gate on the hilltop opens, the courier crosses the threshold, and a completion panel offers replay and reset. There are no timers, combat or fail states.

Does the Island Postal Route Game save progress if a player reloads the page?

The Island Postal Route Game saves collected shrine IDs, completion status and the sound preference locally on the player's device. On reload, collected stamps and an opened gate are restored, but the courier returns to the post house rather than a saved position, because the prompt treats a stored position as unsafe. The storage key is derived from BRAND and ISLAND_NAME.

How do keyboard and touch controls work in the Island Postal Route Game?

Keyboard players in the Island Postal Route Game walk with WASD or the arrow keys and use a contextual interaction key for shrines and the gate. Touch players get an analog joystick for movement and a separate stamp button, and both input methods work at the same time. The prompt also specifies forgiving collisions, signposts and a selected objective to help first-time 3D players find their way.

How do I build an island postal route game with AI?

Copy the full prompt (Pro) from this page or run npx vibefather add island-postal-route-game, replace [BRAND], [SETTING], [TAGLINE] and [AUDIENCE] with your own content, and paste it into Claude Code, Codex, Cursor or another AI coding agent. The live demos were built from exactly that text.

Which AI model built the Island Postal Route Game demo?

The Amberwick Autumn Route case was built by Kimi K3.1 Pro in Kimi Code; the Mossbell Evergreen Route case was built by DeepSeek V4.1 Flash in DeepSeek Harness. Each build used the published prompt with nothing added, so you can compare the models side by side.

What tech stack and pages does the Island Postal Route Game template use?

Island Postal Route Game is a single-page site built with Three.js, with 3d / webgl and micro-interactions. The prompt fixes the stack so every AI tool builds the same kind of project, and the result runs as a static site you can host anywhere.

Is the Island Postal Route Game template free to use?

Island Postal Route Game is a Pro template: the brief, stack and variables are public, and the full prompt, the source code of the live demo and a commercial license come with VibeFather Pro. Its DESIGN.md is free for personal projects.

Does the Island Postal Route Game template work on mobile?

Yes. Every Island Postal Route Game build was tested on a phone-sized screen as well as desktop before it went live, checking layout, text size and touch targets. Open the live demo on your phone, or switch the preview on this page to mobile view, to check it yourself.