A WebXR discovery game that runs in the browser on a standalone headset with nothing to install. It was built to prove the Reality Collective WebXR framework, not to be a product. The point of pride is how little code the game needs to run on every platform the framework supports.
The player wakes in a featureless void. Motion generates energy, energy unlocks understanding, and understanding reveals the world in stages until enough machinery is fabricated to scan the surroundings. Hands and controllers are equals, and the guide and status panels sit in the world rather than on a screen. A playable vertical slice, tuned on device.
Built by ZenithMoon Studios as a proving ground for the Reality Collective WebXR packages. The Reality Toolkit, grown from its beginnings in the Microsoft MRTK 2 (also architected and built by Simon Jackson), gave a leading game engine a truly cross-platform XR architecture: an application is written once against a service framework, and each platform is a provider plugged in underneath. The Reality Collective applies the same architecture to WebXR, and this game is the evidence that it holds on a real title.
Deployed by continuous integration on every release, so the link always carries the current build.
Open on a headset browser and press Enter VR. Hands or controllers.
Captured from the running system.





Movement generates energy. Energy unlocks understanding. Understanding reveals the world in stages, until the player fabricates enough machinery to scan their surroundings.
Ray and poke soft buttons (near and far interaction by default), a scripted reveal of the player’s own hands, and a heads-up display that stays readable in stereo, all through the framework’s input and interactions packages.
Guide and status panels placed in the world, driven from authored markup rather than compiled screens, on the framework’s UI extensions package.
Eight services hold all game state with no engine imports. Seven thin bridges connect them to the host through the framework’s contracts.
A new engine or headset is a new provider inside the framework. The game is not rebuilt, rewritten or forked to reach it.
A development tunnel with a short code and a QR for the headset, then static hosting through continuous integration. On-device logs stream to a local relay.
Numbered requirements with acceptance criteria, a narrative design, an economy design with its own safety laws, and an audit of where the code breaks its own architecture.
The product talks only to the framework’s contracts. Each platform is a provider beneath them.
A required capability is never hidden behind an interface with one implementation. An optional one always is, and is gated at runtime. Either way, the game never names a platform.
Capabilities and measurements only.
The lines that name a host are counted, not estimated, and the report lives with the code. The framework carries everything else.
73 of 5,112 lines touch the hostEvery service is exercised by unit tests that need no headset, emulator or browser.
62 tests, no headset neededThe service framework and the input, interactions, environment and UI extensions packages proven here are published under Reality Collective for anyone to build their own title on.
Reality CollectiveReality Collective on GitHub →All example projects built on the framework include a robust deployment pipeline. Shipping to various platforms is streamlined and automated.
Automated deployment pipeline, with staging and production environmentsThe practice pages that describe the offers behind it.
The current build is published and opens in a headset browser. A guided session can be arranged by email.