Results / Qwen3.8 Flash Next Coder IQ1_M (Strata)

Qwen3.8 Flash Next Coder IQ1_M (Strata)

mswea-strata-coderstrataomarchy (RTX 3060 12 GB)steered

The original prompt had no render check, so the first pass of this build was never checked for things like see-through blocks. We added the check (checklist 1.1.0) after the run, re-checked the top builds, and resumed this same session with plain-words requests about what the check found (see Steers below). Wall time covers both parts; the other numbers on this page are for the resume.

Screenshot of the build

▶ Launch

The game opens in a new tab. It runs sandboxed, so a game that saves to browser storage may not keep its save.

Metrics

Checklist score
91.7 / 100
Design (rubric, 0–5)
–
Stop reason
done
Model time
1hr 16mins
Tool time (wall minus model)
31mins
Wall time
1hr 47mins
Tool calls
44
Tool errors
2
Errors by type
{"other": 1, "timeout": 1}
Loop-guard events
0
Tokens in / out
1,655,459 / 33,826
Thinking tokens
–
Decode / prefill tok/s
23.9 / 181.5
Prefix reuse
0.990
Peak VRAM (GPU / engine)
11,594 / 0 MiB
Peak engine RAM
218 MiB
Engine
strata
Model
Qwen3.8 Flash Next Coder IQ1_M (Strata) (qwen3.8-flash-next-coder-iq1_m)
Settings
{"thinking": "medium", "reasoning_budget_tokens": 3072, "max_tokens": 7168, "sampling": "model card preset (live profile keys)"}
Node
omarchy (RTX 3060 12 GB)
Prompt
creative-v3
Started
2026-10-14T20:30:11Z

Feature scores

O
1
C1
1
C4
1
C2
0.92
C3
1
C5
0.5

Screenshots

Landing page at desktop and phone widths, and the game at noon, at night, after breaking a block, and on a phone.

c5-under.png
c5 under
c5-view1.png
c5 view1
c5-view2.png
c5 view2
game-mobile.png
game mobile
game-play.png
game play
game-start.png
game start
landing-desktop.png
landing desktop
landing-hero.png
landing hero
landing-mobile.png
landing mobile

Checklist (16 pass, 1 partial, 1 fail)

FeatureTestScoreEvidence
Ofiles_present1{"required": ["index.html", "game.html"], "notes_md": true}
C1landing_loads1{"status": 200, "errors": [], "network_failed": []}
C1hero_preview1{"std": 34.3, "frame_diff": 9.5, "size": [1280, 446]}
C1gallery1{"images": 3, "generated_nonblank": 3, "distinct": 3, "detail": ["480x300 std 16.8", "480x300 std 29.5", "480x300 std 27.4"]}
C1landing_content1{"h1": "Aether Drift", "features": 5, "controls": 458, "play": true}
C1play_now1{"url": "/game.html", "game_ready": true}
C1responsive_mobile1{"no_horizontal_scroll": true, "play_now_fits": true, "title_fits": true, "inner": 390, "scroll": 390, "play": [20, 159, 140], "h1": [20, 363, 343]}
C4game_loads1{"problems": [], "name": "Aether Drift", "state": "playing", "network_failed": []}
C2canvas_renders1{"mean": 36.5, "std": 26}
C2fps1{"fps": 60, "raf_fps": 60, "floor": 20, "samples": [1], "retried": false, "loadavg": [9.4, 8.6, 8.6], "cpus": 12}
C2input_responds1{"keys_that_worked": ["KeyW", "KeyA", "KeyS", "KeyD", "ArrowUp", "ArrowLeft", "ArrowRight", "ArrowDown", "Space"], "mouse_worked": true, "tried": 9}
C2game_states1{"debug_state_playing": true, "no_debug_state": "start", "ready_without_debug": true}
C2deterministic0.5{"same_position": false, "same_picture": true, "delta_at_ready_500ms": 0.99, "delta_at_ready": 0.486, "picture_diff": 1.3, "start": [0, -1.1291857573312725, -6.11214979327541], "samples": [0.5, 0.5], "retried": true, "loadavg": [[10.7, 8.9, 8.7], [11, 9, 8.8]], "cpus": 12}
C3stays_smooth1{"frames_in_1s": 61, "new_errors": []}
C2touch1{"player_or_score_changed": true, "other_fields_changed": ["combo", "lives"], "idle_drift": ["time"], "visible_controls": ["steer left", "steer right", "steer up", "steer down", "boost"], "started_by": "already", "state": "playing"}
C5ground_contact0{"samples": 74, "under_samples": 19, "frac_under": 0.257, "hook": true, "probe": true, "travel": 567, "start_under": {"d": 0.08, "what": "PlaneGeometry", "foot": 780}, "first_under": {"x": -2.4, "y": -1.3, "z": -47.2, "ground": -1.3215378636885087, "surface": {"d": 0.04, "what": "PlaneGeometry", "foot": 780}}}
C5render_stable1{"flicker_frac": 0.00048, "views": [{"worst": 0.00026, "size": [1280, 720]}, {"worst": 0.00048, "size": [1280, 720]}]}
Oself_contained1{"no_external_requests": true, "pinned_three": true, "no_third_party_branding": true, "external": [], "branded_files": []}

Suite c1.1.3 · Chrome/152.0.7977.82 · WebGL: ANGLE (Intel, Vulkan 1.4.354 (Intel(R) UHD Graphics 630 (CML GT2) (0x00009BC8)), Intel open-source Mesa driver)

Steers (1)

  1. #None · · start · score before

    I played it again and want it to feel solid. Whatever I control (the character, car, tank or ship) should always stand or drive on top of the ground, roads, bridges and hills, never sink into them or float above them. Rocks, trees, walls, buildings and other big things should be solid: I should stop at them or slide along them, never pass through. Floors, roads and markings must not flicker when the camera moves (lift roads and decals a little above the ground, or use polygonOffset). So the testers can check this, add window.__game.groundHeightAt(x, z), which returns the height of the floor, road or terrain under that spot, and make window.__game.player.y the bottom of what I control (its feet or wheels), so on the ground player.y equals groundHeightAt(player.x, player.z). Keep everything else that already works.