Claude Opus 5.5 could not turn concept art into a 3D character at all. What it could do, and Astra could not, was take an existing Meshy model, rig it and make it walk, blink and speak.
Ka'Zhurn: The Unbinding tells the story of the Inkborne novel as a mobile-friendly action RPG, with no in-app purchases and no intrusive ads. Two years in, AI is turning weeks of work into hours. Meshy made its models, and Claude Opus 5.5 gave the farmer a new animation and cut him from 34,687 triangles to 5,000 for phones.
Download Defend the Dune for Android. Build towers, recruit defenders, and work through a 101-wave desert campaign with earned upgrades and no video ads.
A working blockout, a jacket that fell apart in motion, and a long effort to match Aelar's face. What Astra achieved in Blender, where it struggled, and why I'm pausing the demo.
Download Fruit Alchemist on Google Play, find three more Legitsauce Android releases, and read Phil's commitment: no video ads while he owns the company.
After procedural monsters, Blender MCP, melted geometry and Meshy experiments, I gave Astra my most demanding 3D project yet: a cinematic space exploration and survival game.
Hold the Keep sold five copies on Steam and got no reviews. Here is why I rebuilt it into Yours Truly, The Warlord: a fairer difficulty curve, online co-op, AoE2-style trade routes, and a rework of the art.
The Pocket Racers tracks used to be flat. Now they climb, cross over themselves, launch you off ledges, and the rivals ram you back on hard mode. A devlog on the levels overhaul.
Marble Skyway's biggest update: forty levels across two worlds, rebuilt on ramps and momentum, plus a one-screen level select you can thumb through with one hand.
Kamikaze Drone Defense is a new first-person survival shooter I'm testing internally right now. You ride the open bed of a fleeing jeep and shoot drones out of the sky before they reach you. It grew out of real war footage, and I wanted to bottle one specific kind of dread and make it playable.
A progress update on rebuilding Crawl of the Forsaken's bestiary as signed distance fields. The bosses and the robed casters are converted now, and this time every before-and-after is shot through the real gameplay camera instead of a flattering studio angle.
The Crawl of the Forsaken bestiary got rebuilt on signed distance fields: continuous creature bodies sculpted in code, baked down to tiny mobile-friendly meshes, and iterated on by Claude Opus 4.8 and Fable reading their own renders. A close look at the pipeline and the performance math.
Inkborne is a new interactive-novel platform I've been building on top of Ink and a lot of custom code. First story out the gate: Ka'Zhurn: Soil and Blood. Here's what it is and how it gets made.
Modern casual games are engineered to waste your time and drain your wallet: energy timers, forced video ads, and currency that hides the price. Here's the anatomy of the con, and the alternative.
Design notes on Geometry Survivor: what we borrowed from Vampire Survivors and Brotato, why movement is the only input, and the strategies that actually work.
How Crawl of the Forsaken was built: Fate's cozy dungeon loop meets Lufia II's Ancient Cave, with every monster modeled procedurally in code so the whole crawler streams into a browser tab.
How Siege of Ages was designed: HoMM3's army-building itch crossed with idle-game pacing, seven historical ages, GPT-generated art, and Claude-written code.
The five-minute time-killer turned into a slot machine. Here's why I built a free, mobile-friendly browser-game site with no paywalls and no video ads.