Everything below this entry was written about the first Agoro Camp: a camp builder that runs in the browser. It is still online, and it did its job, which was to show what the game is about. What it could not do was let you arrive at the camp the way I did in March 2022, down an olive track with a van and a caravan. So on 23 September I started the game again in Unreal Engine 5.8, and that is where it lives now.
The ground is the real ground. The terrain comes from Portugal’s national survey data for this exact hillside, so the track, the olive trees and the ruin sit where they really are, with about 3,000 trees placed from the same data. I got there by a detour: I first generated worlds of the camp with World Labs, and comparing them with the survey showed me where generated ground stops matching the real site.
The people and the vehicles are Tripo models. My own body, the founders Kai and Amara and the companion Kofa, rigged and animated. The van Holzmichel, the caravan and the stone pump house, made game-ready in Blender. And since version 3, Nilua: Paulin Hülsmann, the singer whose song “Where do we go” was written about this camp, as a 3D character made with her consent.
Two missions are playable. “Arrival” is the true story: tow the caravan down the track, cut a low olive branch out of the way with the pole pruner, spend the first night, build the power in the morning. “GO LIVE” is the camp’s first concert: set up the gazebo, the lights and the recording, then Nilua plays, and the game hands over to her real live take.
Three versions in two weeks. Version 2 (5 October) put Holzmichel and the caravan on the track and made GO LIVE playable. Version 3 (the same night) added Nilua. Version 3.3 (6 October) came out of my own playtest: you can now get into the van from either side, because in 3 you could get stuck on the wrong one. It also has real olive branches instead of grey spheres, Nilua’s song in the menu, and the birds I recorded at the camp in 2022 instead of synthetic wind.
It runs on Mac and on Windows. The Mac build needs Apple silicon. The Windows build of 3.3 was packaged today. It is not code-signed yet, so Windows asks before it runs it. I checked that it starts and loads the camp, but in a virtual machine without a graphics card, so I have not yet seen how fast it runs on a real PC.
It is entered in Tripothon S1, Tripo’s world-building hackathon, in the Game track with the Tripo, World Labs and Jupiter tool tracks. I submitted it on 5 October and kept it up to date through 7 October. On 17 October I show it at the Demo Day in Barcelona, and Paulin sings the same song live there. The Jupiter part is a plan, not a feature: the idea is the camp as a glasses-free 3D diorama on Jupiter’s display, and the device has not arrived yet.
It is still a prototype. Some vehicles and props are placeholders, and nothing is for sale. AI coding agents wrote much of the code with me; I am responsible for every line of it, and for every word here.