It’s documentation with a reader that never gets tired, never forgets, and never stops learning. And in a project that grows more complex by the day, that’s worth its weight in silicon.
It’s documentation with a reader that never gets tired, never forgets, and never stops learning. And in a project that grows more complex by the day, that’s worth its weight in silicon.
Today was a big productivity day on multiple fronts. I refined and finalized the CLAUDE.md specification that governs how Claude AI collaborates with the codebase, pushing it to a solid 9/10 quality score. I’ve started the cleanup phase — fixing legacy code that violates the updated standards.
On the content creation side, I generated sprite sheets for every major planet and star type in the game — 16 variants each for Terran, Barren, Desert, Ocean, Arctic, Garden, Gas Giant, and Volcanic planets, as well as for spectral star classes O through M. A key breakthrough came in refining the prompt workflow with ChatGPT: by iteratively adapting prompts to solve visual or technical constraints (like removing Earth-like continents), I unlocked a scalable generation loop.
I also got the new Jekyll-based version of mrphilgames.com up and running, successfully importing all my blog posts. Still needs polish — a landing page, logo, and blog/news feed — but the foundation is there.
Finally, I began integrating the new planet sprites into the Stellar Throne star map, though rendering bugs remain and stars haven’t been updated yet.
This week’s update brings major advancements to Stellar Throne's core gameplay systems — from planetary invasions to first contact diplomacy. Let’s dive into the highlights:
Planetary Invasions: Launch full-scale tactical assaults on enemy planets.
AI Ground Combat: Smarter computer opponents now conduct complex ground operations.
Ground Combat UI: Redesigned interface for unit positioning, stats, and dynamic battle updates.
Invasion Button: Streamlined interaction for initiating planetary ground attacks.
Ship Retrofit System: Overhaul and upgrade existing ships instead of scrapping them.
Fleet Positioning: Better control and organization of ships around star systems.
Ship Construction Pipeline: Enhanced feedback during shipbuilding and deployment.
Planetary Bombardment: Orbital strikes can now devastate enemy worlds.
Combat UI Polish: Sharper visual feedback and improved text during space battles.
First Contact System: New diplomacy mechanics for meeting alien civilizations.
Camera Centering: Automatic focus during significant events like first contact.
Sensor Borders: Smoothed and more organic sensor range visuals.
Trade & Supply Lines: Full implementation of interstellar logistics and supply chains.
Economic Balance: Adjusted resource flow for more strategic economic planning.
Significantly better text rendering in combat and invasion UIs.
Smoother sensor border visualization.
Cleaner fleet indicators on the galaxy map.
Resolved several memory leaks across core systems.
Over 540 passing tests ensure strong stability coverage.
Optimized code for combat and fleet systems.
All new features fully support save/load functionality.
Ground combat AI feels smarter and more reactive.
Better coordination across interconnected systems like combat, economy, and diplomacy.
Deeper Combat Strategy: With ground invasions in play, planetary conquest now requires planning and coordination — not just orbital dominance.
Strategic Fleet Retrofitting: Upgrade and reuse older ships instead of building from scratch, adding new layers to fleet management.
Richer Exploration: First contact moments now feel dramatic and meaningful, visually and mechanically.
Smoother Gameplay: This patch introduces vital improvements in responsiveness, visuals, and AI behavior.
With this release, Stellar Throne moves closer to delivering its vision of large-scale 4X strategy — tactical, rich, and rewarding at every layer of play.
What is Stellar Throne?
Stellar Throne is a turn-based 4X strategy game — Explore, Expand, Exploit, Exterminate — where you command fleets, colonize worlds, negotiate peace (or war), and compete for control of the galaxy.
What inspired you to create it?
I've always loved science fiction, but the biggest influence on this project is Master of Orion (1993). It was my first real taste of interstellar conquest — and I’ve been chasing that feeling ever since.
What makes Stellar Throne different?
A few standout features set it apart:
Tactical Combat
Fuel Logistics Mechanics
Giant Star Maps (800+ stars)
Deep, Functional Diplomacy
It blends large-scale empire management with focused, tactical engagements — and logistical depth that rewards planning.
What’s your design philosophy?
Gameplay first. Instead of chasing ultra-realistic visuals, I'm designing a clean and readable aesthetic that helps players make smart decisions. Everything on screen should communicate something useful.
What tools are you using?
I’m building Stellar Throne in Zig using SDL2 for rendering. I’m also using LLMs (Claude Code, ChatGPT, Grok) to accelerate development — from code to art generation. This project started as a way to learn Agentic Coding, and it’s been transformative.
What does it look like?
The UI is futuristic but minimal — no clutter, no noise, just clean visuals that support intuitive play. I’m going for a lighter, slightly playful tone. Conquering the galaxy should be fun, not grim.
Who’s it for?
Hardcore strategy gamers of all ages. If you love deep systems, thinking a few moves ahead, and carving your legacy into the stars, you’re in the right place.
What’s been the hardest part so far?
Communicating with LLMs. It’s powerful, but requires precision — especially when describing bugs or edge cases. But once you get the hang of it, it’s like working with a hyper-productive assistant.
What are you most proud of?
The speed and scope of progress thanks to AI-assisted development. I’m tackling complex math, AI systems, and mechanics I’ve never built before — and doing it fast. It really feels like I’m not working alone.
What’s next?
An alpha release is coming soon to my itch.io page. You’ll be able to try the core loop and give feedback directly.
Where can people follow the project?
I'm actively blogging development updates at https://blog.mrphilgames.com — from tech deep-dives to design decisions.
Thanks for reading! If you’re a fan of 4X games or AI-assisted development, I’d love to connect. The stars await.
Over the past couple months, I’ve been diving into two emerging paradigms in the world of AI-assisted development: Agentic Coding and Vibe Coding. Both offer fascinating, albeit very different, approaches to working with intelligent systems. I wanted to document my early experiences to help clarify what each of these methods offers — and how they’ve influenced the way I build.
Agentic coding is all about giving AI systems goals rather than tasks. You describe what you want, and the agent figures out how to do it — often breaking it down into subtasks, iterating, and self-correcting as it goes. It’s not just autocomplete on steroids — it’s like having a junior, maybe even senior, engineer who can think, plan, and code on your behalf.
At first, using agentic systems felt like magic — and mind-blowing. I'd give it a goal like “Add a notification system,” and the system would reason through the steps, generate the code, and even unit test the flow.
I found myself stepping into more of a product owner role, guiding the agent, reviewing its work, and steering its decisions.
Upsides:
Huge productivity gains
Great for building systems I haven’t implemented before
Fast prototyping for game features
Downsides:
Debugging can be strange — the system makes decisions I didn’t explicitly direct
Describing visual/UI problems can be tough (though screenshots
helps a lot)
That said, when paired with tight version control and a “trust but verify” mindset, it’s incredibly powerful — especially in fast-paced development cycles.
If agentic coding is about outsourcing the “how,” vibe coding is about expressing the feel of what you want and letting the AI fill in the details. It’s less like writing blueprints and more like painting in broad strokes.
You might say, “I want the galaxy to be a spiral like the Milky Way,” and the system codes a procedural generation system with spiral arms, a galactic center, and a visually accurate structure — and does it fast.
Vibe coding has felt incredibly intuitive — and liberating — especially for creative work.
When I’m building assets or UI for my game Stellar Throne, I don’t always know what the final design should look like. Vibe coding lets me describe the tone, mood, and visual direction, and get results that are often better than I imagined.
Highlights:
Great for prototyping game visuals, UI layouts, procedural content
Fast iteration and creative discovery
Feels more like collaboration than delegation
Challenges:
Sometimes results are too literal
Editing images or visuals requires learning some unique language
But once you get the hang of it, the model usually “gets” you
Vibe coding also pairs beautifully with agentic systems. I can vibe-code a UI mockup, then let an agent implement the layout and wire up the logic. That hybrid workflow? It’s starting to feel like the future.
As someone building a complex project like Stellar Hegemony, I’ve found both Agentic and Vibe coding to be more than just tools — they’re new creative mindsets. They’ve expanded not just how I work, but how I think about the work. Less time buried in syntax, more time focused on vision and design.
These paradigms aren’t magic bullets. They require learning, judgment, and a willingness to trust (but verify). But when they click, the results are transformative.
If you’re curious, try integrating one of them into your workflow. Start small — maybe prompt an agent to build out a feature, or vibe-code a mockup of a screen. See what happens. You might find, like I did, that you’re no longer just coding — you’re collaborating with something new.
And that’s a pretty exciting place to be.
Thanks for reading — and if you’re experimenting with these approaches too, I’d love to hear what’s working (or not) for you.
A couple months ago I started game development again. Which begs the question: What am I going to do about Crimson Crisis?
For those who've been following along, Crimson Crisis has been in limbo. After setting up the Steam page, we got close to participating in one of Steam's Next Fests, but [READ MORE at https://blog.mrphilgames.com/crimson-crisis-where-weve-been-and-where-were-going]
A couple months ago I started game development again. Which begs the question: What am I going to do about Crimson Crisis?
For those who've been following along, Crimson Crisis has been in limbo. After setting up the Steam page, we got close to participating in one of Steam's Next Fests, but the demo never reached a place I was happy with in time. Life got in the way—as it does—and the project sat collecting digital dust while I dealt with paying the bills and the realities of solo development. But here's the thing: I never stopped thinking about it.
During my time away, I've gained perspective on what Crimson Crisis could realistically be. The original vision was too ambitious for a solo developer, which I am now. Mimesis Studio is no longer on the project, as I can't afford them anymore. We were building a sci-fi action-roguelite on the scale of Vampire Survivors, and while we made solid progress, I'm not sure I can achieve that same scope alone.
So I'm putting the project on the back burner. I hope to one day have the funds to rehire a team—maybe even Mimesis—and see Crimson Crisis through to completion.
What's next? Well, I've been exploring some exciting new territory. A friend repeatedly recommended I check out AI-assisted coding as a way to make games. So I started an experiment, and it's been going incredibly well. Mind-blowingly well. Coding with AI is a game changer—I estimate it boosts my productivity by 20X.
This week I'm diving deeper into this new workflow, and I'll share the results in my next post.
P.S. If you are interested in Crimson Crisis you can wishlist it here: https://store.steampowered.com/app/586290/Crimson_Crisis/
I’m experimented with using animation as a design tool. Trying to get my ideas organized and out of my head. Tiktok seems like a good place for these sort of “in progress” posts, almost like one of those Star Trek personal/ship’s logs.
Tiktok: https://vm.tiktok.com/TTPdB6DefS/
The problem with Democracy is that no one gets their "Correct" view encoded into law. Everything is a compromise; every coalition has a faultline. But it’s hard to get elected on a Campaign slogans of:
Mostly what we want!
Nothing that would upsets those Assholes over there!
Yay! Compromise!
Go assholes! I love they are getting stuff they want too!!
Live long and prosper
Aka
Have fun
Feel good feels
Help others feel good feels.