MengTo reports $10,000 in Opus 5.5 tokens for a three.js game
MengTo says his three.js turn-based game used $10,000 in tokens over more than a month with Opus 5.5. He used Tripo for characters and Supabase for saved state, and cited rigging problems and a browser download exceeding 100 MB.

TL;DR
- Token usage reached $10,000, according to MengTo's clarification, over more than a month of intermittent work.
- A turn-based game inspired by Baldur's Gate 3 uses three.js and Opus 5.5 in MengTo's demo.
- Character work required Tripo because Opus struggled with models and rigs, MengTo said.
- Browser play would require downloading more than 100 MB, he said.
Three.js supplies rendering; its game-building guide leaves systems such as collision handling to the developer. MengTo says nearly all the game logic had to be explained and referenced, sometimes through a brain dump of ideas. Much of the work ran in the background while he worked on other projects.
A month of game development
MengTo took on an unforgiving reference: a turn-based game inspired by Baldur's Gate 3, built with three.js and Opus 5.5.
He put development at more than a month, working on and off rather than full-time. In another reply, he put consumption at “at least 10k in tokens so far.”
Tripo for characters and rigs
He used Tripo for character work, saying Opus 5.5 still struggled with character models, rigging and gear.
Tripo's rigging and animation documentation describes adding skeletons to humanoid or quadruped models, then applying motion clips.
MengTo called AAA-quality hyperrealism “super hard” and said he'd like to try a more 2D style to speed development. He also said the work had given him a “huge library.”
Supabase for saved state
Game state is saved online with Supabase, and MengTo says the setup “can do real-time.”
Supabase's Realtime service can stream database changes to connected clients.
The paid-app playbook
For paid apps, MengTo described nine parts of his workflow in a separate tutorial:
- Ideas: gaps in tools he uses every day.
- Starting points: older products revisited with current tools.
- Model split: Opus 5.5 for the front end, Codex for the harness.
- Build sequence: a one-shot baseline, then work on individual parts.
- Stack declaration: React + Vite, Supabase and Stripe, with future needs specified up front.
- References: one quality reference per feature, such as Figma, Spline or Linear.
- Generation: AI APIs that let the app generate outputs rather than only display them.
- Self-checks: the agent scores its work out of 10 and screenshots its own mistakes.
- Feedback: a recorded demo, public responses fed back into the agent, then another release.
In the accompanying discussion, he described his margins as “same or better” than having employees.
Browser downloads and a local Mac app
Asked about playing in the browser, MengTo said it would mean downloading more than 100 MB.
He also built a Mac app to play the game locally.