---
title: "Wild Fields 1648"
url: "https://aigamehub.app/en/games/wild-fields-1648-052369"
source: "https://github.com/0xInsiderhq/wild-fields-1648"
source_type: "github"
play_url: "https://0xinsiderhq.github.io/wild-fields-1648/"
platform: "desktop"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude"]
game_languages: ["en"]
author: "0xInsiderhq"
author_handle: "0xInsiderhq"
category: "Action"
categories: ["action", "simulation"]
tags: ["cossack", "open-source", "procedural-generation", "rts", "threejs", "webgl"]
added: "2026-10-24T02:45:36.873Z"
updated: "2026-10-24T02:46:11.282Z"
locale: "en"
content_locale: "en"
---

# Wild Fields 1648

A browser RTS set on the Ukrainian steppe in 1648: build a Cossack town, gather resources, train infantry, cavalry and field guns, and destroy the rival town halls.

## Description

Wild Fields 1648 is a single-tab browser real-time strategy game set on the Ukrainian steppe in 1648. Players raise a Cossack town, farm, fell forests, quarry stone and mine gold, then train pikemen, musketeers, Cossack horse and field guns to burn the rival town halls before their own are destroyed. The simulation includes ramping AI opponents that build, gather, research and attack, growing and ripening wheat, worn ground paths, falling trees that leave stumps, burnt buildings that leave ruins, and characters on a jointed rig with two-bone IK and walking, running and galloping gaits. Art uses 25 CC0 photo-scanned models and PBR textures from Poly Haven, compressed from 112 MB to about 9 MB, with sound synthesized in code. It runs with three.js in one browser tab (desktop, with a short load for the scans); an offline single-file version and build scripts are included in the repository, and the author states the code was written by Claude Opus 5.5.

## Original post

RTS on the 1648 Ukrainian steppe, written by Claude Opus 5.5. three.js, 25 Poly Haven scans, every frame is code.

Topics: browser-game, claude, poly-haven, procedural-generation, rts, strategy-game, threejs, webgl

# Wild Fields 1648 A real-time strategy game set on the Ukrainian steppe in 1648, written by Claude Opus 5.5 and played in one browser tab. Raise a Cossack town, farm, fell forests, quarry stone, mine gold, train pikemen, musketeers, Cossack horse and field guns, and burn the rival town halls before they burn yours. **[Play it in your browser](https://0xinsiderhq.github.io/wild-fields-1648/)** · desktop, give it a few seconds to load the scans · follow the build on X [@0xInsiderf5](https://x.com/0xInsiderf5) ![Wild Fields 1648, a regiment marching through a Cossack village](media/preview.webp) ## What is in it - People on a jointed rig with two-bone IK, foot planting, gaits for walking, running and galloping horses, corpses that fall the right way - Wheat that grows and ripens, paths that wear into the ground where peasants keep walking, trees that fall and leave stumps - 25 photo-scanned models and PBR textures from Poly Haven (CC0), cut 40 to 60 times, 112 MB of downloads down to about 9 MB - AI opponents that build, gather, research and attack; a 20 minute AI vs AI match runs without errors - Burnt buildings leave ruins (log cribs, stone walls, a brick stove), new buildings clear the bushes on their plot - Sound synthesised in code, no samples ## From the first build to v3 The first build had procedural models only. v3 added 25 Poly Haven scans that Claude found and downloaded itself by driving a browser, after its sandbox could not reach the asset sites. ![v1 vs v3](media/post_before_after.jpg) ## Run it locally The page loads `assets/` with plain script and image tags, so any static server works: ```bash python3 -m http.server 8000 # open http://localhost:8000/ ``` `dist/Wild_Fields_1648_offline.html` is the same game as one 12 MB file with every scan and texture inline. It opens straight from disk. ## Build ```bash python3 build.py ``` `src/` holds the game as plain JavaScript modules (`core`, `map`, `entities`, `ai`, `game` for the simulation, `r_*` for rendering, `ui`, `audio`, `main`). `build.py` concatenates them in a fixed order into `src/shell.html` and writes `index.html` and the offline file. three.js r128 comes from cdnjs. ## Tools - `tools/assets/` the Poly Haven pipeline: weld, simplify with meshoptimizer, drop foliage cards, pack every mesh into `assets/scan_pack.js` (gltf-transform). Paths in these scripts point at the original workspace and need adjusting. - `tools/video/` how the comparison videos are made: `rec.js` records a seeded match frame by frame in headless Chromium, `interp.py` doubles the frame rate with optical flow, `compose.py` stacks two builds into a 1080x1920 video with labels. - `tests/` Playwright scripts used while building: boot, a long AI vs AI match, performance, a full match to the victory screen, screenshot sets. ## Credits - Code written by Claude Opus 5.5 (Anthropic), directed by [@0xInsiderf5](https://x.com/0xInsiderf5) - 3D models and textures: [Poly Haven](https://polyhaven.com), CC0. See [CREDITS
