Fantastic Island is built on top of the open-source project open-vibe-island, and is an open, extensible app for the macOS notch area.
It supports plugging different capabilities in as modules, and the code is open too. In theory, you can use this container and its extensibility to build an island that is actually yours.
The fan component is mostly here because it is fun. You can hide it if you want, or just keep it around as a tiny reminder thing.
The repository currently ships with three built-in modules:
CodexClashPlayer
The Codex and Clash modules continue to evolve from open-source foundations.
More and more products want to live around the island area, but that space is scarce. If you use A, you usually cannot use B without the interactions starting to fight each other.
Fantastic Island started from the open-source project open-vibe-island, but the real thing I want to build is a shell architecture with modular extensions, so you can assemble your own island as needed. You could even plug a todo module into it, although I am not totally sure the experience would be good.
The settings page keeps app-level behavior, Wind Drive, module toggles, and the design token debugging entry in one place. The shell stays stable, while the module layer stays easy to extend.
| Module / Component | Description |
|---|---|
Codex |
Pulls local Codex workflow state into the island, including sessions, quota, approvals, tool activity, and notifications. |
Clash |
Wraps Mihomo / Clash runtime integration and managed controls, with room for traffic, proxy groups, rules, connections, and logs. |
Player |
Reads current media playback state and exposes artwork, progress, and basic transport controls. |
Wind Drive |
A playful fan component in the center of the island, with configurable logo, sound, and presentation behavior. |
The Codex module is more like a local workspace living inside the notch. Session state, quota, and recent activity stay visible without making you jump back to the terminal every few seconds.
Claude is not wired into the agent monitoring path right now because it banned my account. To be fair, I also prefer Codex, so...
The Player module is here to show and control current playback, so media controls can live together with Codex and Clash without needing another separate UI layer.
The Clash module brings network runtime state into the same interaction model: you can treat proxy status, traffic, groups, rules, connections, and logs as first-class island content instead of another detached panel.
This repository is published as source-only.
Included:
- Full app source code
- Xcode project
- Built-in module implementations
- License and third-party notices
Not included:
- DMG packaging
- Code signing or notarization setup
- Personal team identifiers
- Private local metadata
- Prebundled Clash runtime, dashboard, or geodata artifacts
The managed Clash workflow is open on the source side, but this public repository does not redistribute packaged runtime assets. If you want the full workflow, you need to supply compliant runtime assets yourself.
Build locally with:
xcodebuild -project 'FantasticIsland/FantasticIsland.xcodeproj' -scheme 'FantasticIsland' -configuration Debug CODE_SIGNING_ALLOWED=NO buildRun the lightweight logic checks with:
swift test- v0.3.0 - Player source switching and Codex question flow
- v0.2.0 - Island transition and interaction polish
- v0.1.0 - First public source release
The notch shell interaction layer inherits and adapts parts of open-vibe-island. The Clash module's source-side integration targets the mihomo / metacubexd ecosystem, but this repository does not redistribute their packaged runtime releases. See LICENSE and THIRD_PARTY_NOTICES.md for details.



