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The Room I Kept for You

A short single-player 3D game about returning to your childhood room, where a blue handheld console, a storybook and a basketball open three memories: gaming after bedtime, Mom's stories and shooting hoops with friends at sunset.

Author: Lightkeeper Studio
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Description

The Room I Kept for You is a short, single-player 3D game about returning to childhood and making room for the person we used to be. Years later, you stand outside a familiar door. Inside, a blue handheld console, a storybook and a basketball hold three memories: secretly playing after bedtime, listening to Mom's stories, and shooting hoops with friends at sunset.

Explore the room, switch on the lights, examine familiar objects, and enter each memory through small interactive challenges and story scenes: handheld mini-games, a storybook puzzle and a paper bird's journey, and basketball shooting with rebounds and passes. Warm lighting, everyday sounds and a stylized young protagonist bring these ordinary moments back to life. A playthrough takes about 10 to 15 minutes, with Chinese and English language options, saving and replay.

This world is a gift for our younger selves: the children who wanted one more game, one more story and a little more time before going home. Its ending invites players to reflect on what they would say to that child today.

It is a new project created for the competition, begun on September 13, 2026, with no earlier game code, playable prototype or assembled scene. The 3D assets were generated with Tripo, development was assisted by Codex, OpenAI image generation produced reference images, selected textures and promotional covers, and the game sounds are synthesized with Web Audio. The game is provided as source code, a Three.js and React web project, and needs to be built locally to run in a desktop browser.

How Tripo was used

Tripo laid the core visual foundation for these memories: the characters, childhood props and furniture that give each memory its visual identity were all generated with Tripo.

  • Refined and integrated: the team adjusted scale, materials, topology and rigs, then brought the GLB assets into Three.js.
  • Turned into playable scenes: with Codex-assisted development, the assets became three scenes, a handheld game, Mom's bedtime story and a basketball court, while custom code added animation, lighting, collision and narrative interactions.
  • Pre-generated: the demo uses assets generated in advance.

Trailer