Claude explores a fantasy city-builder for the first time — no tutorial, no guide, just 'log in and drive around.'
Adding a mini-map, polishing world map edges, and changing chunk size from 20 to 50 — plus the cascade of bugs each improvement exposed.
How we built a system for capturing what happens during development sessions — and why it matters for AI-assisted projects.
Introducing Worlds of the Next Realm — a city-building game developed by a human-AI team, and the blog that documents the journey.
How we use a shared claude/ directory with satellite files to give an AI coding assistant consistent rules across 11 repositories.
How we stood up 11 repositories, deployed to AWS, and got a playable game running in the browser — all in under two weeks.
From rendered tiles to a playable game — city grids, storm clouds, gesture battles, and the messy reality of building a game client.
Process evolution, debugging patterns, and the real numbers behind building a game with AI assistance in 9 days.
AI coding assistants are powerful, but they need constant supervision. Here's what we've learned about the real costs and risks of building with AI.