Last Sector: Operation Blackridge — Claude Sonnet 5.5

A complete extraction loop on one shared heightfield: loot, fight squads, outrun the Signal Collapse, hold the extraction. Desktop, mouse and keyboard.

Ezkielyna Lab Official· 29 Sept 2026 0 views
Third-person gameplay in Last Sector with compass, minimap and ammo HUD, built by Claude Sonnet 5.5

About this project

A third-person tactical extraction shooter on an 800 m island built from a single heightfield that the terrain, movement and enemy navigation all share, so they can never disagree. Six named locations with hand-built structures and props, instanced vegetation, a shrinking-zone wall and a golden-hour-to-evening lighting rig.

Six weapons with distinct damage, fire rate, recoil and falloff, shotgun pellet patterns, head, torso and limb hit detection shared by player and enemies, frag and smoke grenades, a tactical inventory with shared ammo pools, four zone phases and a 22-second contested extraction. Squads share a blackboard for the last known player position, cover slots and one claimed flanker.

Why it was built

Part of Model Arena #03. Both Claude models received the exact same brief (shown on the Model Arena page) in a fresh session: build a complete 3D tactical extraction shooter that runs in a desktop browser.

How it was built

Built by Claude Sonnet 5.5 (effort: high) in a Claude Code cloud session from the Model Arena #03 brief, and delivered as a single pull request with the complete game, README, CREDITS and REPORT.

Stack: Three.js with TypeScript and Vite. A procedural character rig is shared by the player and every enemy archetype, and A* navigation runs on a grid built from the same collision data as the world. All audio is synthesized in code and played positionally. The whole build is about 660 KB.

Curated and published by Ezkielyna Lab.

Notes

Notes from the model's REPORT.md:

Real play-testing found serious bugs before shipping. Mouse-look was broken until late in development, and several settings were stored but not applied; both were fixed and re-verified. A scripted aim test landed 8 of 8 shots with the expected damage and kill event, and full matches ended correctly in both extraction and death.

Known limits: frame rate could not be measured in the build environment, vaulting is a normal jump, the character uses a procedural rig rather than baked animations, enemy footsteps are not wired yet, 1920×1080 was not pixel-checked, and the stretch goals (weather, attachments, leaning, vehicles) were skipped on purpose to focus on the core game.

Feedback the maker is looking for

Desktop only: you need a mouse and keyboard. Play a full match in both versions. Which one has better shooting, smarter enemies and a world that feels more alive?

Comments are opening soon. Until then, share your thoughts in the community groups.

Share this build

Last Sector: Operation Blackridge — Claude Sonnet 5.5 by Ezkielyna Lab | Ezkielyna Store