OpenAI 2026 hackathon

Spacehole

Spacehole turns cosmic scale into play, taking young learners from asteroids to the observable Universe while unlocking 151 child-friendly space discoveries.

Solo project by Nariek-Game Hicks · 0 likes · 0 comments

Archive position — measured, not model output

0 likes on Devpost

2,264 of the 7,856 archived projects have more likes, and 5,592 share exactly 0 — so this project's #6,883 place in the like-ranked listing is a tie-break inside that group, not a ranking.

Projects (log scale)

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Likes on Devpost. ▲ marks this project's group.

Show the figures
LikesProjectsShare of archive
05,59271.2%
11,75822.4%
22853.6%
3–41321.7%
5–9751.0%
10+140.2%
Devpost like counts for all 7,856 archived projects, captured when this archive was built.

Executive Summary

What the company appears to be

Spacehole is a self-reported mobile-first browser game built by one person (Nariek-Game Hicks) using AI tools like Codex and GPT-5.6. It is described as an educational tool for young learners, guiding players through cosmic scales from asteroids to the observable universe.

What changed

The project was submitted to the OpenAI 2026 hackathon on Devpost. The author states that it was built in under three days and uses AI-assisted development without any runtime AI or network dependencies.

Single most important open question

Is there evidence of actual user engagement, learning outcomes, or adoption beyond the creator's personal playtesting?

Note: This analysis is based solely on the self-reported description provided by the author. No external verification, revenue data, customer feedback, or traction metrics are available.

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What The Product Actually Is

The description states that Spacehole is a mobile-first browser game built with:

  • JavaScript
  • Three.js
  • Vite
  • CSS

It is described as a game where players guide a growing black hole through various cosmic scales, including:

  • The Solar System
  • Nearby stellar systems
  • The Local Arm
  • The Milky Way and its satellites
  • The Local Group
  • The cosmic web and deep observable Universe

Key features include:

  • 151 named celestial discoveries
  • Child-friendly facts, size comparisons, uncertainty labels, and interactive 3D models
  • 16 landmarks for scale reference (from a house to the Sun)
  • Support for touch, keyboard, compatible gamepad, sound controls, and reduced-motion support

The author claims that no code or art assets were written by hand—the entire product was built using AI tools like Codex and GPT-5.6.

Inference: The product is a prototype or proof-of-concept, not a commercial offering.

Evidence: The description states the project was built in under three days and submitted to a hackathon.

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Positioning & Claim Evolution

The author positions Spacehole as:

  • An educational tool for young learners
  • A way to make cosmic scale understandable through play
  • A child-friendly exploration game, not a quiz or knowledge test

It is described as:

  • Teaching through curiosity and play
  • Using facts as rewards for exploration
  • Allowing players to return to discoveries in a "My Space Book"
  • Focusing on natural learning rather than interruption by quizzes or formal instruction

The author also emphasizes that the game avoids overwhelming children with information, instead focusing on:

  • Visual and interactive exploration
  • Memorable experiences over rote learning
  • Scientific honesty, while adapting scale for gameplay

Claim: The product is designed to spark curiosity and memory retention in young learners.

Inference: This is a niche educational game, not a scalable commercial product.

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Target Customer & ICP

The description states:

  • The target audience is young learners, specifically a five-year-old
  • The author’s own child was the primary playtester
  • The game is designed to be playful and visual, suitable for children

There is no mention of:

  • Age range beyond 5 years old
  • Parents or educators as direct users
  • Broader educational institutions or platforms

Inference: The ICP is likely a child aged 5–8, with the creator’s own child being the primary user.

Evidence: No explicit customer segments or personas are provided.

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Business Model & Pricing Evidence

The description does not state:

  • Any pricing model
  • Revenue streams
  • Monetization strategy
  • Subscription or one-time purchase plans

It is described as a personal project submitted to a hackathon, with no indication of commercial intent or monetization.

Claim: No business model or pricing information is provided.

Evidence: Not evidenced.

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Technical & Delivery Signals

The author states:

  • The game was built using JavaScript, Three.js, Vite, and CSS
  • AI tools (Codex and GPT-5.6) were used for development
  • No runtime AI or network dependencies
  • The project was completed in under three days
  • The author is a game designer, not a programmer

The game supports:

  • Touch, keyboard, compatible gamepad
  • Sound controls and reduced-motion support
  • Responsive design (mobile-first)

Inference: This is a prototype built quickly using AI tools.

Evidence: The project was submitted to a hackathon and completed in under three days.

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Traction & Maturity Signals

The description states:

  • The author’s five-year-old was the main playtester
  • The child drew celestial bodies after playing, indicating engagement
  • No other users or feedback are mentioned
  • No metrics on usage, retention, or adoption

Claim: There is anecdotal evidence of user engagement.

Evidence: Not evidenced.

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Competitive Context

The description does not mention:

  • Competitors in the educational gaming space
  • Similar products or platforms
  • Market positioning relative to existing tools

Inference: No competitive analysis is provided.

Evidence: Not evidenced.

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Key Risks & Red Flags

  • The project is described as a personal hackathon submission, not a commercial product
  • No evidence of:
    • Revenue or monetization
    • Customer base or user traction
    • Scalability or long-term viability
  • The author is a single individual (1-person team), which may limit development capacity
  • AI tools were used for creation, but no runtime AI or network dependency implies limited dynamic features

Inference: This is a prototype with no commercial traction.

Evidence: Not evidenced.

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Diligence Questions To Ask The Founders

  1. What is the intended long-term vision for Spacehole beyond this hackathon project?
  2. Are there plans to monetize or scale the product?
  3. Has the game been tested with more than one child or age group?
  4. How does the team plan to validate learning outcomes or educational impact?
  5. Is there any intention to build a sustainable business model around this tool?

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Investment/Partnership Verdict

The description states that Spacehole is a personal project built in under three days for a hackathon, with no evidence of:

  • Revenue
  • Customers
  • Traction
  • Commercial viability

Verdict: Not evidenced.

Confidence: Low — based on self-reported, unverified information only.

This appears to be an early-stage prototype or proof-of-concept, not a commercial product ready for investment or partnership.

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Source

Submitted to the OpenAI 2026 hackathon on Devpost. Project home on DevPost.

The analysis above was generated by a language model from the project's own one-line description. It is not independent research and contains no verified traction, revenue or customer data.