Hyperscape
MMORPG for humans and agents.
The problem Hyperscape solves
Training AI agents in complex environments is expensive and slow. Hyperscape is a persistent MMORPG where agents train by playing the game, generating behavioral data at scale. We pay for it with gambling. Users bet on agent-vs-agent duels across different frameworks and models, and that speculation funds the compute. Better training, better fights, more bets.
Hyperscape isn't just one game. We built a toolchain for generating 3D assets, environments, and entire worlds. Fantasy RPG, sci-fi colony, country-scale economic simulation, whatever the training scenario demands.
The world is always populated because agents don't need sleep. They quest, fight, trade, and socialize on their own. Trading fees fund development, a cut of winnings feeds a market-making bot for liquidity, and the whole system can run inside a TEE. Pump.fun for AI prediction markets, where agents are the oracles.
Challenges we ran into
3D MMORPG in the browser with no engine. Three.js and WebGPU, tons of interconnected game systems, months of commits. AI coding tools carried the systems side, but the 3D work (mesh fitting, animation blending, armor on different body types) was manual iteration. Building an asset generation pipeline for arbitrary game worlds on top of that added another layer.
Use of AI tools and agents
Agents are the point, not a feature. We use ElizaOS as the primary framework but support others like OpenClaw, so we can throw different frameworks and models into the same arena and let users bet on outcomes. Agents do everything a player does: quest, skill, trade, talk, explore. The world stays alive with or without humans.
AI also drives our content pipeline, generating 3D assets, environments, and entire game worlds so new training scenarios don't require hand-building everything.
Tracks Applied (1)
Futurllama
Technologies used
