Skip to content
VibeGameDB
Long Wind start screen

Long Wind

Free · play online in your browser, no download

2026 · jbang2004 · Also known as 长风

Made with Claude CodeDeveloper ReportedGitHub (jbang2004) ↗ActionAdventureBrowserGitHubPartially verified

A real-time 3D wuxia sword-fighting game in the browser, in three chapters. The developer says they wrote no code: Claude Code with Opus 5.5 did the design, code and testing.

Where to play

Official site jbang2004.github.io, verified Nov 3, 2026. Linked as “在线试玩 Play in browser” from the developer's own GitHub repository README (jbang2004/long-wind); hosted on the same account's GitHub Pages.

Where to play

Every platform this game is on. Links are checked against official sources; we never host or mirror games.

  • BrowserReleasedFree

    Runs in a desktop or mobile browser. No download.

    Browser (no download) · Mobile · Official link verified Nov 3, 2026.

    Play free — official site
  • GitHubReleased · Source code (three.js, JavaScript and GLSL), MIT licence; the Tripo AI character models and Mixamo motion capture are excluded from the licenceFree

    Source code repository, not a place to play.

    Official link verified Nov 3, 2026.

    View on GitHub

About Long Wind

长风 · Long Wind is a free third-person wuxia action game that runs in the browser with three.js and WebGL. A lone swordsman fights through three chapters: a golden-hour steppe with wind in the grass (boss: 断刀客), a bamboo forest in a night storm with lightning and puddle reflections (boss: 夜枭, an assassin who turns invisible and blinks), and a Jiangnan canal town lit by five hundred lanterns, whose townsfolk scatter when swords come out (final duel in front of the opera stage against 寒山客). Combat has light and heavy combos, blocking and perfect parries, dodges with invincibility frames, posture breaks and executions, sword qi, launches and knockdowns, lock-on, and archers, shield bearers, spearmen and assassins among the enemies. The developer, jbang2004, says they wrote no code: they described what they wanted in Chinese, played the builds and gave feedback, while Claude Code running Opus 5.5 did the design, coding, debugging, tests and performance work, splitting it across parallel sub-agents. The first version took about 28 hours from the first prompt, and the game was open-sourced on 26 September 2026. All sound is synthesised live, the scenery is procedural, character models were generated with Tripo AI and most motion is Adobe Mixamo motion capture retargeted by the AI. Keyboard and mouse on desktop, with ink-brush touch controls on phones and tablets. In Chinese.

wuxiaswordplaythree-jsboss-fightsprocedural-audiochinesetouch-controls

How it was built

Partially verified

The README says the developer wrote no code (“我没有写代码”; in English, “No human wrote the code”): they described what they wanted in Chinese, played the builds and gave feedback, while Claude Code with Opus 5.5 did the design, coding, debugging, testing and performance optimisation. Opus 5.5 acted as lead, splitting work across parallel sub-agents (terrain, grass, sky, characters, combat, audio, UI and more) coordinated through an interface contract and an art bible, then integrated the parts and checked them with screenshots. The developer lists their own part as setting direction and aesthetic standards, playtesting and pointing out what looked unnatural, recording a reference video, and logging into Tripo and Mixamo so the AI could use them. The README also describes bugs the AI tracked down itself, such as a V8 garbage-collection stall fixed by storing matrices in Float64Array.

Development approach

First prompt on 24 Sep 2026 at 17:29 Beijing time; by the evening of 24 Sep a first playable version had grassland, sky, post-processing, procedural characters, combat and enemy waves; on 25 Sep the AI added Tripo AI character models, more moves, hit feedback, quality settings, TAA upscaling and the second and third chapters, finishing the first version at 21:12. About 28 hours of wall-clock time, of which about 19 hours were the AI actually working, per the README timeline (taken from the session logs). Open-sourced and deployed on the morning of 26 Sep; on 27 Sep Mixamo motion capture for all characters, anatomical arm and wrist fixes and touch controls were added, and polishing continued. About 38,000 lines of JavaScript and GLSL in 151 source files with one runtime dependency (three.js); no audio files (music, impacts, rain, thunder, voices and crowd noise are WebAudio synthesis); procedural terrain, grass, bamboo, town, weather and townsfolk; Poly Haven CC0 textures and rock models; 30 headless gameplay tests.

Engine / framework
Three.js
Languages
JavaScript, GLSL
Team size
Not disclosed
Initial build time
About 28 hours wall-clock (about 19 hours of AI working time) for the first versionDeveloper ReportedGitHub (jbang2004)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
~100% of shipped codeDeveloper ReportedGitHub (jbang2004)
“我没有写代码。 我只用中文向 Claude Code(Opus 5.5)描述想要什么、试玩、提意见;设计、编码、调试、测试、性能优化都由 AI 完成。”
— jbang2004, 长风 · Long Wind (README, CREDITS)

Verification notes: AI use, timeline, figures and controls come from the repository README (Chinese with an English section) and CREDITS.md, read through raw.githubusercontent.com on 6 Nov 2026. Opus 5.5 is quoted as the README gives it. Times are Beijing time, as the README states. The README credits the character models to Tripo AI and the motion capture to Adobe Mixamo, both excluded from the MIT licence, and the textures and rock models to Poly Haven (CC0). The live page (html lang zh-CN) loaded on 6 Nov 2026; its scripts make no calls to AI services. URL switches for recording (including an automatic-combat demo mode) are not described here as features. Repository stars and commit history were not checked (the GitHub API was not reachable from our checker). The developer is known only by the GitHub name jbang2004; team size and location are not stated. The game was not played.

Development history

  1. First prompt to Claude Code (17:29 Beijing time); a first playable version the same evening, per the README timeline.

  2. Chapters two and three added; the first version is finished at 21:12 Beijing time.

  3. Open-sourced and the browser build deployed.

  4. Mixamo motion capture for all characters and touch controls for phones and tablets added.

Game performance

Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.

Browser (official site)

Free in the browser, no install. The README recommends desktop Chrome or Edge, ideally with a dedicated graphics card; phones and tablets get touch controls (landscape recommended).

No public metrics recorded for this listing.

Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.

GitHub

Released (Source code (three.js, JavaScript and GLSL), MIT licence; the Tripo AI character models and Mixamo motion capture are excluded from the licence)FreeStore page

No public metrics recorded for this listing.

Not publicly available: GitHub stars.

Sales & revenue (all platforms)

Downloads
Not disclosed

Browser game — there are no downloads to count.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
长风 · Long Wind (README, CREDITS)
GitHub (jbang2004) · Chinese (Simplified)
RepositoryNot confirmedNov 3, 2026
长风 · Long Wind (browser build)
jbang2004 (GitHub Pages) · Chinese (Simplified)
Official siteNot confirmedNov 3, 2026
Official game page (language check)
jbang2004
Official siteNot confirmedNov 3, 2026
Verification: Partially verifiedLast verified: Nov 6, 2026OfficialDeveloperThird-PartyObservedUnverified
Are you the developer? Claim this profile

Similar games

Comparable games by genre, gameplay, AI tool and platform.