
Jiang Chulai is a pixel-art satirical mini-game on Taiwanese current affairs: defeat the Rat King on the map as fast as you can and climb the leaderboard.

I'm building a voxel robot action game with a studio of AI agents. This is EXO: Hold the Line, a voxel robot action game where you pilot one war frame against waves of hundreds of machines. It's still very early alpha, with lots of bugs and unfinished work, but I'm proud of how far it's come. The video is about 9 minutes running through a few builds of the first class, Vanguard. Quick facts: Three.js and plain JavaScript, runs in the browser No 3D models. Every robot, prop and arena is built in code from concept images I'm not a dev (and I hope this encourages other non-devs to start building too) How it started Not long ago I stumbled on an open-source voxel action game on GitHub (MIT licensed, by BubuAi). I'd wanted to build a game of my own for a while, but with the ambition I had I assumed I'd need an engine like Unity just to start. Then I saw how well this demo played, so I used it as the base and built from there. The best part is that because everything is code, building it with AI is extremely efficient. I've made a lot of progress considering how early this is. How it's made I run it like a small studio inside Hermes Agent. An orchestrator agent (Claude Opus) plans the w
ork and hands tasks to role agents: engineer, animator, VFX, level designer, game designer and concept artist. Every task runs in its own git worktree, and a merge queue runs the checks and lands the finished work. Cheaper models (DeepSeek, Sonnet) do the bulk of the work, and GPT does the concept art. My biggest unlock was Hermes Agent itself. I slowly moved my setup over from Claude Code across a few weeks, and the moment I knew the workflows were working was when DeepSeek V4.1 Flash built a better map than Opus 5.5. After that, the kanban boards made everything fast. Now I just chat with Opus, and he turns my brain dumps of ideas and bug fixes into tasks for an army of agents, usually 10 to 20 running at once while I'm active, split between DS, sonnet and occasionally Opus. I get the next build, playtest it, rant about what to improve, and go again. That's the main loop. The hard part Getting the workflows to my liking. I'm a visual guy, and it took a while to get the skills for characters, props, and especially combat skills and VFX to a place I'm happy with. There are still plenty of tweaks to make everywhere to make things smoother. Right now my focus is getting the combat sy

Jiang Chulai is a pixel-art satirical mini-game on Taiwanese current affairs: defeat the Rat King on the map as fast as you can and climb the leaderboard.

An AI-powered geopolitical strategy simulation where NATO, Russia, and China compete for territory and global dominance on an interactive map, with each faction commanded by an LLM (Claude, Gemini, or GPT).

A browser game where you spin a rotating tower and compete for the amount of dopamine you release. Spin too much and your hands slip off and you go flying.

Ocean Current Strike is a satirical shoot-'em-up on Taiwanese current affairs: steer the boat 'Current' and fend off waves of enemies.

An AI-generated endless-style text adventure: enter the hub space, draw a talent and take on scenarios whose story is generated live. Google sign-in required; free trial, then paid.

HIGH PRIOR is a narrative political sim in which you run for district council in the walled city of Bulwark and inherit your mother's ledger. Each week you spend actions and stamina at your desk, pick places on the map, hear out your staff, and build speeches and debate lines from sentence cards; what you promise becomes a bill you must later face. The current build is a free browser playtest covering roughly the first 30 to 40 minutes.