Mr. Phil Games’ Blog

Posts for Tag: Indie Games

Stellar Throne Changelog Week of August 8–15, 2025

🌟 What’s New

This week brings major planetary warfare upgrades with the new Orbital Bombardment and Ground Invasion systems, a redesigned Ground Combat UI, smoother combat flow, and dozens of bug fixes and performance improvements. If you’ve been waiting to crush enemy worlds in style, now’s the time.


🆕 New Features

  • Orbital Bombardment System — Added comprehensive orbital bombardment mechanics with UI controls, allowing fleets to weaken planetary defenses before invasion.

  • Ground Invasion — Implemented ground invasion capability integrated with bombardment UI for a seamless planet conquest workflow.

  • Ground Combat UI Redesign — Enhanced battlefield visualization with army strength bars displayed above unit columns for better awareness.


⚔️ Combat Improvements

  • Damage Visualization — Incremental damage application synchronized with weapon effects for more engaging combat feedback.

  • Destroyed Ship Feedback — Clear visual indicators when ships are destroyed in combat.

  • Ship Detail Panel — Panel now closes automatically when combat begins.

  • Combat Flow — Smoother battle completion and input handling for consecutive battles.

  • Auto-Resolve — Fixed to jump directly to the final combat state.


🐞 Bug Fixes

  • Fixed multiple combat UI issues including scroll isolation, input handling, and grid cell highlighting.

  • Resolved ship targeting bug where destroyed ships could regenerate.

  • Fixed timing issues so destruction animations play at proper turn end.

  • Corrected ships having zero energy capacity in combat.

  • Fixed double damage and combat synchronization issues.

  • Resolved input handling problems when switching between combat and starmap views.

  • Fixed ground combat final screen to properly display complete phase results.


🎨 UI/UX Improvements

  • Enhanced scroll wheel isolation between UI panels and galaxy view.

  • Improved memory management in combat UI systems.

  • Better defender priority handling for grid cell movement conflicts.

  • Cleaner, modular architecture for combat UI components.


🛠 Technical Updates

  • Refactored project documentation into a modular structure for better maintainability.

  • Resolved SpatialGrid naming conflicts in CombatManager.

  • Reduced test suite orphan count and fixed various test failures.

  • Removed debug print statements and cleaned up temporary test files.


🚀 Performance & Stability

  • Improved combat animation system performance.

  • Enhanced memory management across UI systems.

  • Better error handling for bombardment operations involving Building resources.


🎯 Why I’m Making ClaudeCraft

When I first started experimenting with AI-assisted game development, I saw something that changed the way I think about making games: you don’t need to be a programmer to bring your ideas to life anymore.

With the right tools and the right guidance, artists, designers, and dreamers can skip years of technical roadblocks and just start building.

ClaudeCraft is my way of opening that door.


1. Because Non-Coders Can Make Games Now

Game development used to feel locked behind walls of code, syntax, and complex tools.
AI is tearing those walls down. With tools like Claude, you can describe what you want, refine it through conversation, and watch your game take shape—no CS degree required.


2. Because I Want to Empower Artists, Designers, and Hobbyists

I’ve met so many creative people with incredible game ideas… who never got the chance to make them because the technical barrier was too high.
ClaudeCraft is designed for them—for you—so you can stop saying “I wish I could make a game” and start saying “I’m making one right now.”


3. Because Teaching Makes Me Better Too

They say the best way to learn something is to teach it.
By building ClaudeCraft, I’m deepening my own understanding of Agentic Game Development—the process of using AI not as a mere assistant, but as a creative collaborator. Every lesson I create sharpens my own skills.


4. Because AI is the Future of Creativity

From art to music to storytelling, AI is becoming part of the creative process everywhere.
I believe the future belongs to those who know how to work with AI instead of against it—and ClaudeCraft is my way of helping people step into that future with confidence.


The Goal

By the end of ClaudeCraft, you won’t just have learned how to make a game with AI—you’ll have actually made one.
And more importantly, you’ll know how to keep going, creating the worlds you’ve always imagined.


If you want to be part of that journey, stay tuned. ClaudeCraft is coming soon.

Waitlist at ClaudeCraft.com