Flowith is an agentic AI workspace that connects your knowledge, creation, and execution in a single flow. Canvas: flowith.io Matrix: matrix.build

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flowith neo is now open to everyone. no more codes hunting. gen anything (3d, speech, music, videos, images, games, webpages...) by an infinite agent, on an infinite canvas. 50% off annual plans + $34 in free credits. grab the ios app. and go build something insane.
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introducing flowith canvas powered by opus 5.5. we used to spend $10,000 on studio work for this kind of piece. we did it twice. opus 5.5 just made it for $10 in tokens in about an hour. one shot, zero extra apis. hard to overstate how fast things are moving.
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Claude Opus 5.5 vs GPT-6 Sol prompting for the same draft on flowith.io
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GPT_6 Sol VS Claude Opus 5.5 on letters swirls compare it soon on flowith.io
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Claude Opus 5.5 vs GPT-6 Sol scripting the same concept which one you like better? made with flowith.io
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Gemini 4 Pro VS GPT-6 Astra coming soon to flowith.io
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No expensive cameraman needed. Control every camera angle yourself with Flowith.io.
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recreate your next HIT with flowith.io
try this at home but only if you use these GPT Image 2.5 and Seedance 2.5 prompts below 👇
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take a peek at Capybara's daily vlog 👀 created with flowith.io
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Made with AI
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Mission:Escape the Zombie Campus Seedance 2.5 VS Wan 3.0 Prompt below ↓ Create with Flowith.io now
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Prompt: Create a 30-second photorealistic live-action third-person survival-horror game sequence set in a contemporary Korean high school during a sudden zombie outbreak. The video should look like real actors filmed on a real Korean school location, presented through a premium AAA third-person gameplay camera. The entire escape follows one continuous physical route: second-floor classroom → hallway → stairwell → gym corridor → gymnasium → sports field → open school main gate → grey evacuation minibus parked outside The geography must remain completely coherent. MAIN CHARACTER SEO-YUN, an 18-year-old Korean high-school girl. Same person throughout the entire video. shoulder-length straight black hair pale blue school shirt dark navy school vest dark plaid pleated skirt white socks black sneakers navy school backpack She is frightened, sweaty and breathing hard, but completely human and uninfected. No weapons. No fighting. She survives by hiding and running. CORE GAME HUD The HUD must be clearly visible throughout the entire sequence and feel like a real survival-horror game interface, not decorative movie graphics. TOP LEFT — PLAYER STATUS Three horizontal status bars: HP green bar, mostly full throughout. STAMINA yellow bar, dynamically decreases while SEO-YUN sprints and gradually recovers when she slows down. SAN blue-white sanity bar, one of the most important game mechanics. SAN changes continuously according to danger. At the beginning: SAN 82% When she sees infected students: SAN slowly decreases. When she is detected: SAN 71% During the stairwell trap: SAN drops rapidly: SAN 58% → 44% The SAN bar flickers subtly when very low. During extreme fear, slight visual effects appear around the edges of the screen: subtle tunnel vision, light chromatic distortion, slight camera breathing. Do NOT make the effect psychedelic. It should feel like a restrained AAA survival-horror sanity mechanic. When she reaches the outdoor sports field and sees the evacuation bus: SAN stabilizes slightly. TOP CENTER — CURRENT OBJECTIVE Persistent objective: ESCAPE THE SCHOOL Underneath, a smaller changing navigation objective: Reach the main gate Then later: Reach the evacuation vehicle BOTTOM / SIDE — ESCAPE PROGRESS A small horizontal progress indicator remains visible: ESCAPE PROGRESS Beginning: ▰▱▱▱▱ 12% Hallway: ▰▰▱▱▱ 31% Gymnasium: ▰▰▰▱▱ 57% Sports field: ▰▰▰▰▱ 81% After boarding: ▰▰▰▰▰ 100% This progress bar should update naturally as she moves through the school. No countdown timer anywhere. ZOMBIE BEHAVIOR — CRITICAL RULE Any infected student who clearly sees SEO-YUN must immediately chase her. Behavior must always be: detect SEO-YUN → react → turn toward her → sprint directly after her → continue pursuing A zombie must NEVER clearly see her and remain standing still. A zombie must NEVER notice her and then wander away. Once pursuit begins, the zombie continues chasing until physically blocked by: a closed door a wall another solid barrier the evacuation vehicle door Zombies chase SEO-YUN specifically. BEAT 1 — 0.0–5.0s CLASSROOM / MISSION START Inside a damaged second-floor Korean high-school classroom. SEO-YUN crouches behind an overturned metal cabinet. Camera behind her right shoulder. Infected students rush past outside the classroom doorway. Books, backpacks and desks lie scattered across the floor. A school emergency speaker crackles. Mission UI appears: NEW OBJECTIVE ESCAPE THE SCHOOL Reach the main gate evacuation vehicle Player HUD activates. HP 92% STAMINA 88% SAN 82% ESCAPE PROGRESS 12% A Korean emergency announcement plays over the school speakers: “생존자는 즉시 정문 앞 대피 차량으로 이동하십시오.” SEO-YUN cautiously looks through the classroom window. Far across the school sports field, outside the main gate, she can see an ordinary old grey minibus waiting by the roadside. A yellow objective marker appears over it: EVACUATION VEHICLE SEO-YUN stands and moves toward the hallway. BEAT 2 — 5.0–11.0s DETECTION SEO-YUN enters the second-floor hallway. An infected male student stands ahead with his back toward her. She slowly moves behind him. HUD: STEALTH Her STAMINA begins recovering. SAN remains around: SAN 79% A smartphone lying on the floor suddenly rings. The infected student violently turns. He clearly sees SEO-YUN. Immediate reaction. He screams and sprints directly toward her. HUD flashes red: DETECTED A sharp game alert sound. SAN instantly drops: SAN 79% → 68% SEO-YUN turns and runs. STAMINA begins draining rapidly. STAMINA 86% → 70% The zombie continues chasing directly behind her. Two additional infected students see her running from nearby classroom doors. They immediately join the pursuit. All three actively chase SEO-YUN. ESCAPE PROGRESS 31% BEAT 3 — 11.0–17.0s STAIRWELL TRAP SEO-YUN bursts through the stairwell door. The pursuing infected students follow her through the same doorway. She runs down one flight. STAMINA continues falling. STAMINA 63% At the next landing she suddenly stops. Several infected students are climbing upward from below. They see SEO-YUN. They immediately rush toward her. She is trapped between two groups. HUD: DANGER SAN begins dropping rapidly: SAN 61% SAN 53% SAN 44% The SAN bar begins flickering. Screen edges show subtle tunnel vision and slight breathing distortion. A navigation indicator suddenly updates: ROUTE BLOCKED NEW ROUTE: GYMNASIUM SEO-YUN turns toward a side door. She runs through it and slams the heavy fire door shut. The pursuing zombies crash against the closed door. Only because the physical door blocks them do they stop pursuing. SEO-YUN leans against the door for half a second. Her STAMINA begins recovering slightly. BEAT 4 — 17.0–22.0s GYMNASIUM SEO-YUN enters a large indoor Korean school gymnasium. HUD: ESCAPE PROGRESS 57% Her SAN stabilizes around: SAN 47% She runs across the basketball court. Several infected students are scattered around the gym. One turns. It clearly sees her. Immediate chase. A second zombie notices her. Immediate chase. A third infected student sees the others running and then sees SEO-YUN. It joins the pursuit. Within seconds several infected students are sprinting directly behind her across the wooden court. HUD: MULTIPLE HOSTILES DETECTED SAN: 47% → 39% STAMINA: 71% → 51% One zombie almost catches her backpack. SEO-YUN jerks forward and escapes its grip. She pushes through the gymnasium exterior doors. BEAT 5 — 22.0–30.0s SPORTS FIELD → MAIN GATE → BUS SEO-YUN bursts directly from the gymnasium onto the school sports field. Bright outdoor daylight. The camera follows through the exact same door. Straight ahead is the open main school gate. Outside the gate, parked on the roadside, is the same old grey evacuation minibus seen earlier. Its side door is open. The driver is waiting. HUD updates: ESCAPE PROGRESS 81% Objective changes: REACH THE EVACUATION VEHICLE SEO-YUN sees the bus. SAN stops falling. SAN 36% A subtle game cue indicates hope / safety nearby. Behind her, infected students burst through the gymnasium doors. They see SEO-YUN running across the field. Every infected student immediately sprints after her. No zombie stands still. No zombie wanders elsewhere. They chase directly behind SEO-YUN. SEO-YUN begins sprinting across the field. STAMINA drains: STAMINA 58% STAMINA 41% STAMINA 27% The camera pulls wider so the audience can clearly see: SEO-YUN in front, zombies chasing behind, the open school gate ahead, and the grey minibus visibly parked beyond the gate. SEO-YUN reaches the open main gate. She runs normally through the gate. The camera physically follows her through the same opening. No teleportation. No jumping through fences. No spatial discontinuity. She is now outside the school grounds. The grey minibus is several meters ahead. The driver shouts in Korean: “빨리! 타!” SEO-YUN runs directly toward the open side door. Her STAMINA is nearly empty: STAMINA 11% The closest zombie is only a few meters behind her. SAN: SAN 31% She grabs the minibus handrail. Steps onto the first step. Pulls her entire body inside. The nearest infected student lunges toward her but misses. The sliding door slams shut. The infected students stop only because the solid vehicle door now physically blocks them. HUD immediately updates: ESCAPE PROGRESS 100% OBJECTIVE COMPLETE EVACUATED STAMINA stops draining. SAN begins slowly recovering: SAN 31% → 35% A restrained game mission-complete sound plays. Final shot: SEO-YUN stands safely behind the closed glass bus door, chest heaving, while several infected students remain outside the vehicle. Cut to black. HUD VISUAL DESIGN The interface must feel like a serious modern survival-horror game. Clean, compact, believable. Do not make it look like a mobile game. Use restrained graphic design. Persistent status information: HP STAMINA SAN ESCAPE PROGRESS The bars must visibly change during gameplay. The HUD is important storytelling information. SAN decreases during fear and proximity to infected students. STAMINA decreases during running. ESCAPE PROGRESS increases as SEO-YUN physically moves closer to the bus. Avoid excessive pop-up text. No score points. No arcade combo system. No countdown timer. CAMERA Third-person over-the-shoulder gameplay camera. Approximately 1.5 meters behind SEO-YUN. The camera follows her continuously through: classroom doorway → hallway → stairwell → gym corridor → gymnasium → exterior door → sports field → school gate → bus. Whenever SEO-YUN crosses a doorway, the camera crosses through the same doorway. No camera teleportation. No montage. No aerial shots. No disconnected cinematic angles. SPATIAL LOCK Final geography must remain: GYMNASIUM ↓ SPORTS FIELD ↓ OPEN MAIN GATE ↓ PUBLIC ROADSIDE ↓ GREY MINIBUS The minibus is always outside the school. SEO-YUN must physically cross the entire sports field and pass through the main gate before reaching it. Never suddenly move the bus inside the school. Never skip the school gate. Never teleport SEO-YUN near the vehicle. STYLE Photorealistic live-action Korean zombie thriller. Real Korean actors. Real Korean high-school architecture. Natural human skin texture. Natural hair. Real fabric. Realistic daylight. Physically believable motion. Subtle handheld gameplay-camera movement. Premium AAA survival-horror game presentation. No anime. No illustration. No obvious CGI. NEGATIVE CONSTRAINTS No countdown timer. No time remaining display. No passive zombies after detecting SEO-YUN. No zombies seeing SEO-YUN without chasing. No zombies randomly running away from her. No disappearing pursuers. No teleportation. No bus inside the school grounds. No jumping through fences. No changing school geography. No weapons. No combat. No military rescue. No soldiers. No helicopters. No fantasy monsters. No excessive gore. No protagonist infection. No interior bus story after boarding. End immediately after: ESCAPE PROGRESS 100% OBJECTIVE COMPLETE EVACUATED
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DeepSeek 4.1 Flash VS GPT-6 Astra at simulating planets both rendered by flowith.io
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Flowith retweeted
以防你不知道macOS的私有窗口API可以给窗口做各种合成效果
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GPT-6 Astra VS GPT-5.6 Sol Generated with Seedance 2.5 on flowith.io
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GPT-6 Astra is seriously impressive. We asked it to research Apple Park, draw detailed plans in Figma, and rebuild the campus in Blender. It delivered 12 drawing boards, an editable 3D model, and this video. From research to finished files—not just instructions.
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GPT Image 2.5 now live on flowith.io Edit, refine, repeat — brings more precise editing and stronger subject preservation across turns.
ChatGPT Images 2.5—faster, sharper, smarter, with better tools for creating whatever you can dream of. - Faster image generation to keep your ideas flowing - Improved fidelity for more natural, recognizable images - Consistent details across multiple edits - Comment-based edits to change only what you want
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GPT Image 2.5 nails consistency render your own cat's version on flowith.io
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GPT Image 2.5 now on Flowith.io
ChatGPT Images 2.5—faster, sharper, smarter, with better tools for creating whatever you can dream of. - Faster image generation to keep your ideas flowing - Improved fidelity for more natural, recognizable images - Consistent details across multiple edits - Comment-based edits to change only what you want
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