Agentic Post-Apoc — Stillwater Hold: 8 survivors visibly rebuild a settlement (hopeful, not grim)
A 3D AGENTIC demo: Stillwater Hold — 8 named survivors rebuild a fictional post-apocalyptic settlement across 5 areas. Each survivor has a VISIBLE BRAIN — goal, need, plan. Hopeful rebuild tone, not grim. Like Station Eleven meets Stardew Valley.
Built with:three.js r0.160 (single file)5 settlement areas + Settlement Morale + Bunkhouse/Garden/Wall progresslocalStorage Stillwater Hold memory + day counter compounding across reseeds
#threejs#agentic#autoplay
## What this is
A 3D recreation of Stillwater Hold, a fictional small lakeside settlement rebuilding after an unnamed disaster. Eight named survivors visibly rebuild across five areas. The Gate Wall is the dusty-orange dawn entrance with the wall-rebuild scaffolding and the watchpost. The Market Plaza is the golden-noon community center with the barter table and community board. The Watchtower Lakefront is the blue-hour lakeside with fishing dock and Engineer Pip's hand-built water purifier. The Infirmary is the cream-soft tent with cots and Forager Rue's herb shelf and Doc Wendell's diagnosis station. The Garden Greenhouse is the verdant-green-glass dome with heirloom seeds (real names like Cherokee Purple tomato and Brandywine pole bean), composting station, and Maple the rescue goat's pen. Doc Wendell Carrow (cozy diagnoses, herbal teas), Mayor Ferndale Quint (community organizer, gentle), Builder Olu Pemberton (wall mason, careful with stones), Forager Rue Halberton (herb knowledge, calls plants by both names), Watchman Jules Tibbet (lookout, spots weather coming), Teacher Mara Greenfell (kids' lessons under the oak), Cook Nat Crowsbridge (community kitchen, soup pot always on), and Engineer Pip Sweetwater (water purifier maintenance) each have a goal, a need, a plan, a current step, and a mood — all visible in the AGENTIC THINK PANEL. Plus Maple the rescue goat with her own wandering brain ("nibble · find shade · greet · headbutt fence post"). Goal trails leave dust puffs on the dirt path. Decision diamonds pop when plans change. Interaction sparkles fire when survivors collaborate. Settlement Morale and Bunkhouse / Garden / Wall progress bars sit at the top — they fill across reseeds. Nineteen director cameras cycle. Eighty instanced ambient settlers fill the world.
The settlement *remembers*. localStorage saves the day counter, morale, build progress (bunkhouse 12% → 24% → 36% across cycles), who-knows-whom, and last-seed beats. Each ten-minute reseed advances the day, bumps progress, and rolls a new beat — herbal-tea morning, fishing afternoon, Maple-escapes-pen evening.
You don't play it. You watch it. And it remembers.
## Why this is mind-blowing
The chyron is the secret weapon: "Day 14 — Doc Wendell brews cherrybark tea for Watchman Jules's cough. Builder Olu lays the 47th wall stone. Maple steals a Brandywine pole bean from the greenhouse." That single line stitches three areas in one beat — Doc Wendell on the Infirmary cot-side close camera with the cherrybark teapot steaming on cream-soft light (decision diamond as Doc adds honey, plan-step ticks 2 of 3), Builder Olu on the Gate Wall scaffolding camera with stone 47 settling into mortar with a satisfying click (interaction sparkle as Mayor Ferndale nods approval, wall progress ticks 47%), and Maple on the Garden Greenhouse goat-cam with a pole bean dangling from her mouth (decision diamond as Maple realizes she's been spotted). Multiply that by eight survivors each with a brain panel showing goal/need/have/plan/step/mood, a rescue goat with her own wandering plans, settlement morale + bunkhouse + garden + wall progress bars compounding across reseeds (the wall hits 100% on cycle 8 then a watchpost project starts), and a Station-Eleven-cozy chyron beating day-by-day arcs, and you've got a hopeful-rebuild stream that genuinely earns its agentic scope. Tone is hopeful-rebuild not grim: cozy doc, community kitchen, rescue goat, kids' lessons under the oak, no zombies, no graphic anything, ALL FICTIONAL — no real disasters, no real settlements, no real survivors.
Prompt
Build a single-file HTML page that recreates "8 named survivors visibly rebuilding a fictional post-apocalyptic settlement" as a continuous 3D autoplay world with AGENTIC story-engine mechanics.
CONCEPT: STILLWATER HOLD — fictional small lakeside settlement rebuilding after an unnamed disaster. HOPEFUL tone — Station Eleven not Mad Max.
Hard constraints:
- One HTML file, < 200KB.
- three.js r0.160.0 from unpkg, IIFE strict, full disposable cleanup, reseed every ~10 min.
- First body line: <!-- ROUND18_AGENT v1 -->
- localStorage memory under key `stillwater_hold_v1` — saves day, morale, build progress, relationships.
Round 17 PORTAL spec retained:
- 5 settlement areas + own palette/lighting, smooth camera transitions
- 19 director cameras + 5-area mini-map + survivor markers
Round 18 AGENTIC spec (NEW):
1. AGENTIC THINK PANEL — focused survivor's brain
2. GOAL TRAIL — dust puffs follow survivors
3. DECISION DIAMOND — diamond on plan changes
4. INTERACTION SPARKLES — sparkles on collaboration
5. STORY CHYRON — beats Day×Act narrative arc
6. RELATIONSHIPS GRAPH — saved across reseeds
7. SETTLEMENT MORALE + progress bars — compound across reseeds
Tone: HOPEFUL REBUILD. No grim. No zombies. No graphic content. ALL FICTIONAL.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
How to portal a camera between 5 settlement areas with palette/lighting transitions in one demo
How to make 8 survivors visibly think with a brain panel and rebuild progress that compounds across cycles
How to write a hopeful post-apoc tone with cozy doc, community kitchen, rescue goat, kids' lessons — no grim