A short playable tech demo featuring photorealistic 3D scans of real world places as a third-person walking game. A demo of emerging tech that might see its way into more games in the near future.
Postcard 在线人数与 Steam 图表
实时
在线人数024 小时 —
24 小时峰值玩家0今日最高样本
30 天峰值玩家0平均 —
历史峰值玩家0自开始追踪以来
30 天游玩时长—估算值
Steam 图表 · 30 天在线人数等待采样
正在收集每日样本尚未存储该游戏的每日样本。积累最初几天的历史数据后,曲线就会出现。
24 小时—7 天—趋势持平
评测8 篇评测
50.0%8 user reviews
4 篇好评4 篇差评
推荐数—评分
媒体
8 张图片
游戏详情
关于这款游戏
游戏
发行日期2026年4月29日5 个月前发行
开发者Ludagon发行商Ludagon类型免费开玩休闲
—成就—DLC4032540
关于这款游戏
玩家数更新于 9月18日 21:34 UTC · 商店数据更新于 9月22日 22:03 UTC · 来源:SteamWebAPI
Postcard is a short playable technical demo where you walk around photorealistic 3D scans of real world places.
Each environment in the game has been captured from the real world including its lighting, ambient sounds, and even the crunches of gravel and steps on concrete were recorded from the real location.
There's not a lot to actually do in the game, but if you love pretty environments and want a hands-on peek at how scanning tech can make something far more immersive than a 360-degree video, then you might enjoy Postcard.
Where are these places?
The places you can currently visit in Postcard are in Canberra, Australia.
We might be able to add some other locations in if there's interest :)
What can you do in the game?
Choose from a list of 10 different characters, then choose from a list of 7 locations.
Once you're in the location, you can walk, run, jump, and orbit the camera around. That's it. Nothing crazy on the controls or features, but some very stunning real-time visuals and reality capture going on.
Underlying technology
For the people who love behind the scenes tech details, the environments in Postcard are created from a mixture of traditional photogrammetry and mesh construction for the terrain shapes and shadow catching, as well as gaussian splats for the beautiful visual layer.
About 15-30 minutes of continuous video of each location capturing as many angles and details as possible, then processing through mesh photogrammetry and gaussian splatting, plus a lot of manual alignment and turning into playable areas. Shadow areas are hand-masked to avoid casting a second shadow over what was already present and baked in from the source scan. Spherical HDR photography in the middle of the scene for lighting, as well as walking and running on all the surfaces on site with a microphone near our shoes!
Handmade, no Gen AI.