series: topic:
engineering AllByte Studios

AI as My Marketing Interndraft

I'm a solo developer building a tactical RPG. I can't realistically do social media at the cadence platforms reward. So I built a pipeline: AI plays my game, AI clips the interesting moments, AI drafts the captions, I approve, my self-hosted scheduler publishes. Here's what it produces.

marketingautomationaipostizself-hosting
strategy AllByte Studios

Pay the Platforms, or Own the Stack

Every indie dev has to choose what platforms to support for distribution, payments, hosting, and community. Each one costs time to integrate, and most take a cut of revenue. But with AI today, how much could a solo dev save owning more of this? Here's what I did.

businessself-hostingindieaiplatforms
engineering AllByte Studios

Godot Web Export on Mobile, an App Without the App Store

How I turned The Chronicles of Nesis — a desktop-shaped tactical RPG — into something that runs on a phone from a URL, installs to the home screen like a native app, and updates itself without losing your save.

pwamobilegodotservice-workerarchitecture
engineering Godot & Claude

Tracking and Influencing What I Can't Watch: The Visibility Stack for a Multi-Agent Builddraft

How do I know what five concurrent agents are doing, when half of them are subagents inside other agents? A dashboard, a file watcher, a save-sync bridge, and an MCP server that finally enforced the contract — plus the OpenTelemetry investigation that surfaced an upstream gap.

mcpobservabilityagentsopentelemetrydashboardarchitecture
engineering Godot & Claude

Vera-MCP: When a Custom Test Framework Outgrew Its Shell Scriptsdraft

I built a four-tier test framework so AI agents could contribute at every level. Then I built an MCP server on top because the framework had complexity the shell wrappers couldn't carry. Tests, tiers, and the F1 phrase classifier that picks the right test shape from a ticket.

testingmcpplaywrightgodotquality-gatesai-pair-programming
engineering Godot & Claude

When to Build an MCP Server, and Why I Built Threedraft

MCP isn't a wrapper around your bash scripts. It's a contract that solves problems memories, skills, and CLAUDE.md files can't. Here's when it earns its complexity, and why my one server became three.

mcpagentsarchitecturetoolingprocess
engineering Godot & Claude

I Surveyed Eight Godot MCP Servers and Built My Owndraft

My agents have been building bash heredocs to update tickets, parsing pytest stdout by regex, and shell-quoting live-mutation JSON for months. MCP is the right shape for all of it — but the right server wasn't on GitHub.

mcpagentsgodottoolingprocess
engineering Godot & Claude

Live Reload While Playing: How My Agents Update the Game Without Interrupting My Testsdraft

Fixes were landing faster than I could restart the game. So I built a live-reload pipeline that lets my AI agents deploy new builds while I'm mid-playtest — preserving my exact game state across each reload.

godotlive-reloadagentsworkflowweb-exporttesting
engineering AllByte Studios

5x, then 1.1x, then 2.5x: Measuring Whether My AI Workflow Actually Saves Tokensdraft

When Arc claimed the drain pattern was a 5x efficiency win, I believed it. Then the token split landed and the number became 1.1x. After a cache-read correction it settled at 2.5x. This is how a single honest measurement cycle changed our workflow — and why cache reads are the trap.

claudeefficiencytokensworkflowai-pair-programming
workflow AllByte Studios

From 2 Claudes to 5: The Whole Engineering Team

My engineering team went from two Claudes to five. How I split my game development Claude into 4 specialist leads — each with strict domain boundaries, context inheritance, and the ability to spin up ephemeral subagents for parallel work. Here's how the team actually coordinates.

claudeagentssubagentsai-pair-programmingworkflow
narrative Chronicles of Nesis

From Steam to Web: The Day Job Meets the Dream

Why I'm spending my evenings building enterprise-grade infrastructure around a tactical RPG — and the moment I realized it might actually work.

chronicles-of-nesisaiclaudeplaywrightindieinfrastructure
workflow Godot & Claude

My Two-Claude Team: Coordinating Across Repos

How I code with two Claude Code "team leads" on this project — one for the web app, one for the Godot game. Here's how they divide the work, hand off contracts, and stay out of each other's way.

claudeworkflowdockertmuxai-pair-programming
engineering Godot & Claude

Running Claude Code in Docker: Sandboxed AI with Full Permissions

How I set up Docker containers to safely run Claude Code with --dangerously-skip-permissions, and the auth and user-mode issues I hit along the way.

dockerclaudedevopssecuritycontainers
strategy AllByte Studios

Why Build My Own Site Instead of Using Patreon?

An honest look at what I'm giving up by self-hosting instead of using Patreon — and why I'm trying it anyway.

businesspatreonself-hostingstripeindie
engineering AllByte Studios

My Setup: Infrastructure, Costs, and Auth

How allbyte.studio runs on AWS for under $5/month — the infrastructure, CI/CD pipeline, cost protection, security boundaries, and custom auth system.

awsinfrastructureauthstripeself-hosting
engineering AllByte Studios

Integrating the Website with the Game

How game assets flow from the Godot project to the web — asset sync, sprite conversion, and lessons learned building the pipeline.

godotassetspipelineawsself-hosting
narrative Chronicles of Nesis

From Zero to Steam: Building Chronicles of Nesis

How a tactical RPG went from a turn queue on a blank grid to a playable demo on Steam — built solo in Godot 3.5 over four years.

godotgamedevsteamtactical-rpgindie