
Wild Fields 1648
A real-time strategy game on the Ukrainian steppe in 1648, in one browser tab: raise a Cossack town, train pikemen, musketeers, horsemen and field guns, and burn the rival town halls. The README says the code was written by Claude Opus 5.5.
Official site 0xinsiderhq.github.io, verified Nov 3, 2026. Linked as “Play it in your browser” in the README of the developer's repository 0xInsiderhq/wild-fields-1648.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- Play free — official siteBrowserReleased · Desktop only; the README says to give it a few seconds to load the scansFree
Runs in a desktop browser. No download.
Browser (no download) · Official link verified Nov 3, 2026.
- View on GitHubGitHubReleased · Source code (JavaScript modules, MIT licence) and a single-file offline build (dist/Wild_Fields_1648_offline.html, about 12 MB)Free
Download from the GitHub releases page.
Desktop · Official link verified Nov 3, 2026.
About Wild Fields 1648
Wild Fields 1648 is a free real-time strategy game set on the Ukrainian steppe in 1648, played in one browser tab on a desktop computer. You raise a Cossack town, farm, fell forests, quarry stone and mine gold, train pikemen, musketeers, Cossack horse and field guns, and try to burn the rival town halls before they burn yours. Computer opponents build, gather, research and attack. The README highlights people on a jointed rig with inverse kinematics, foot planting and gaits for walking, running and galloping horses; wheat that grows and ripens, paths that wear into the ground where peasants keep walking and trees that fall and leave stumps; burnt buildings that leave ruins; and sound synthesised in code. The first build used procedural models only; version 3 added 20 photo-scanned Poly Haven models and 12 textures (CC0), which the README says Claude found and downloaded itself by driving a browser after its sandbox could not reach the asset sites. The README credits the code to Claude Opus 5.5 (Anthropic), directed by the developer, 0xInsider (@0xInsiderf5). Free on GitHub Pages; the code is MIT-licensed, and a single-file offline version is in the repository.
How it was built
Partially verifiedThe README describes the game as written by Claude Opus 5.5 and credits the code to Claude Opus 5.5 (Anthropic), directed by @0xInsiderf5. It also says that for version 3 Claude found and downloaded the 20 Poly Haven models and 12 textures itself by driving a browser, after its sandbox could not reach the asset sites; the asset pipeline (welding, simplifying with meshoptimizer, packing with gltf-transform) and Playwright test scripts used while building are in the repository. Which app or coding environment ran the model is not stated.
Plain JavaScript modules (core, map, entities, ai, game for the simulation, r_* for rendering, ui, audio, main) concatenated in a fixed order by a Python build script into index.html and a 12 MB offline file with every scan and texture inline. Rendering uses three.js r128 from a CDN with bloom post-processing. The Poly Haven assets were cut 40 to 60 times, from 112 MB of downloads to about 9 MB. Playwright scripts cover boot, a long AI-versus-AI match (the README says a 20-minute match runs without errors), performance, a full match to the victory screen and screenshot sets; the repository also has tools that record seeded matches for before-and-after comparison videos.
- Engine / framework
- Three.js (r128)
- Languages
- JavaScript
- Team size
- Not disclosed
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“Code written by Claude Opus 5.5 (Anthropic), directed by @0xInsiderf5”Verification notes: Features, credits and AI use come from the README, read through raw.githubusercontent.com on 4 Nov 2026; the MIT licence is from the LICENSE file (© 2026 0xInsiderhq). The README names the model (Claude Opus 5.5) but not the app, so the tool is recorded as Claude rather than Claude Code. The tie between the GitHub account 0xInsiderhq and the X account @0xInsiderf5 rests on the README's links and on the X profile linking back to the GitHub account; the X build thread itself was not read. The hosted game (title Wild Fields 1648) loaded on 4 Nov 2026; its page loads three.js from public CDNs and contains no calls to AI services. The “AI opponents” are scripted computer players, not generative AI. The setting is historical (1648, the Cossack era on the Ukrainian steppe); no third-party game names or assets were found, and the 3D scans are CC0 from Poly Haven. No release date is stated. github.com and the GitHub API were not used, so stars and commit dates are unchecked. The game was not played.
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)
No public metrics recorded for this listing.
Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.
GitHub
No public metrics recorded for this listing.
Not publicly available: GitHub stars.
Sales & revenue (all platforms)
Browser game — there are no downloads to count.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| 0xInsiderhq/wild-fields-1648 — README GitHub (0xInsiderhq) | Repository | Not confirmed | Nov 3, 2026 |
| Wild Fields 1648 (hosted game) 0xInsider (GitHub Pages) | Official site | Not confirmed | Nov 3, 2026 |
| Official game page (language check) 0xInsider | Official site | Not confirmed | Nov 3, 2026 |
Similar games





