Testament
A browser-based 3D game built on Three.js — part tech demo, part RPG that hasn’t figured out what it is yet.
Play it: testament.bmux.sh
Testament is a browser game. You load the page. A terrain fills the screen. An old man stands near a house. The title suggests an ancient reckoning; the game suggests a weekend with WebGL.
The name is doing a lot of heavy lifting. “Testament” is already reaching. The full title — “Shadow of the Tower” — is reaching further. Together they sound like the subtitle to a PlayStation 2 JRPG that sold eleven copies in North America. The game underneath doesn’t have the mass to hold up a name like that, and it doesn’t seem to know that, which is part of the charm.
What’s there
The feature list reads like a roadmap, not a changelog. There’s a day-night cycle — you get a “Good Morning” notification when the sun comes up, which is a nice touch. There’s a starting area with a small house. There’s a mesa in the distance that looks genuinely good. There’s an old man. Almost everything else on the planned-features list is still planned. Inventory, combat, quests, NPCs with dialogue — the bones of an RPG that hasn’t grown its skeleton yet.
Technical
Three.js, a single bundled JS file, a canvas that loads fast. The 3D is competent. Nothing here will make a graphics programmer sit up, but someone clearly cared about the build pipeline even if the game is still finding its legs.
The 20%
There are small things worth noticing if you’re patient enough to look. The lighting on that mesa. The spatial feel of the starting area. The day-night transitions. Tiny, almost-gems — the kind of details that suggest someone with taste who hasn’t yet figured out how to scale it past a tech demo. The ratio of thorns to flowers is high. Maybe 80/20, being generous. But the 20 is real.
It’s the kind of project that exists because someone wanted to make a thing and then made the first 15% of a thing, and that impulse is worth more than the result sometimes.