OpenAI deserves to brag about this one.
DeepSeek API users are being warned that prices may rise “significantly.” Meanwhile OpenAI cut GPT-5.6 Luna pricing by 80%… and now Free + Go users get unlimited Luna text chats.
That’s kind of an absurd flex.
A genuinely useful model just got much cheaper for developers and unlimited for regular ChatGPT users, right as the famous low-cost rival starts talking about charging more.
Huge W for OpenAI. I love this move.
I’ve been reading through the Grok Build 1.0 changelog and, honestly, the best part is how unexciting it is.
Cancelled tasks stay cancelled. Queued prompts stop disappearing. Permission screens show the entire script. Large repos restore properly. SSH and tmux support is less annoying.
This is exactly what I want from a 1.0 release.
AI coding tools don’t need another flashy demo. They need to become boring enough that I can leave them running, come back later, and trust that nothing weird happened.
Grok Build seems to be heading in that direction.
@thsottiaux Same here. Lately I’ve basically been using my phone as a remote control for Codex on my computer—kick off a task, check in, send the next instruction, all without sitting at my desk. Ridiculously convenient.
We wanted to see how far we could take a simple idea with GPT‑5.6 Sol: could one prompt become an actual 3D game?
The result was a playable Three.js endless runner with original low-poly art, procedural levels, vehicles, power-ups, progression, mobile controls, local saves, audio, tests, and a production build.
It wasn’t a one-click miracle. We still changed the character, theme, controls, vehicles, and visual style along the way. But GPT‑5.6 Sol made each iteration incredibly fast and helped across game design, coding, art direction, balancing, debugging, testing, and packaging.
Our biggest takeaway: a good prompt doesn’t need to sound clever. It needs to clearly explain the experience you want, the constraints you care about, and what “finished” means.
Here’s the prompt:
“Build a complete and polished 3D endless-runner game using Three.js. The game should feel as accessible and responsive as popular lane-based runners, while keeping all code, gameplay, characters, art, audio, and UI original.
The game is aimed at European and North American players. Its theme is a low-poly delivery courier racing through a neon city at night. Use a distinctive block-based visual style without copying Minecraft. The rider should wear generic, unbranded high-visibility cycling gear with a white helmet, reflective jacket, dark cargo trousers, and an original thermal delivery backpack. Do not use real companies, trademarks, logos, copyrighted characters, or recognizable brand designs.
Include responsive three-lane movement, jumping, sliding, keyboard controls, mobile swipes and touch buttons, procedurally generated but always-solvable obstacles, collectibles, combos, shields, pickup magnets, a high-speed Rush Mode, an e-scooter, a compact city car, unlockable outfits, permanent upgrades, daily jobs, local save data, menus, pause and result screens, procedural audio, particles, and polished camera feedback.
Create every visual and audio asset using Three.js geometry, Canvas textures, particles, and the Web Audio API. Do not rely on remote assets or runtime network requests. Organize the code into clean modules, keep balancing values in configuration files, optimize the game for desktop and mobile browsers, and add automated gameplay tests.
Deliver a complete locally runnable game, not a prototype. Include the source code, production build, launch instructions, a macOS launcher, validation records, and a zip package. Test it in real desktop and portrait-mobile browsers, fix any gameplay or layout issues you find, and do not deploy or upload it anywhere.”