Live Reload While Playing: How My Agents Update the Game Without Interrupting My Tests
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.
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.
A Four-Tier Test Framework for an AI-Built Gamedraft
How I test a Godot game built by AI agents. Four tiers — unit, integration, Playwright-over-WASM, and a full happy-path playthrough — each with a clear job, a clear runtime, and a clear trigger. Vera owns all four; the CI pyramid only earns its shape once the bottom is cheap and the top is real.
A Real-Time Dashboard for an AI Development Team
My AI agents were shipping work I couldn't see. This is the Dev Console I built to watch them — swim lanes for tickets, a decision queue for questions pointed at me, a scrolling chat feed between the agents, and a file-based write-back so I can answer from the browser.
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.
A File Watcher, Because I Couldn't Think of Anything Betterdraft
A local daemon that pushes Chronicles test data to prod on file change — and why every cleaner option fell apart.
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.
Save Sync Without a Backend (Then With One)draft
How browser saves persist for everyone, plus an opt-in server backup for Hero and Legend subscribers — and the architectural choices behind keeping the in-game save the only save action.
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.
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.
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.
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.
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.
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.