This is Out of Pixkrieg, a multiplayer extraction RTS that runs in the browser. You command a group, raid camps, fight other players and rescue new units. Bring them home and they stay in your roster. Permanent losses mean losing the unit and its equipment.
It reached this first testable prototype over a few weeks with massive help from Claude Opus 5.5 and some GPT Astra. Before that, I had built the procedural generators for units, structures and terrain as the foundation.
The development tools are a big part of what interests me here. I want to build things I can reuse or build on in future projects. A generator gives me drawing rules I can keep improving, with those changes carrying through to many assets.
Two earlier tools are open source under MIT:
Both posts link to the source. The generators in this game build on what I learned making those tools.
A couple of concrete design choices in the game:
- Unit identity and equipment are separate inputs. A seed determines the character's appearance and name, while its loadout changes what it wears and carries. New gear can change the silhouette without turning the unit into a different person.
- The drawing system uses material and tone values mapped through shared five-step colour ramps. Units, structures and terrain follow the same visual rules, with team colours kept distinct from the environment. That gives the generators a common palette to work within.
AI is heavily involved in developing the code behind these systems. I'm a sucker for procedural generation, increasingly so, and having the asset work happen through code leaves more room for the game around it.
That room goes partly into wild brainstorming. The iteration speed with AI is great: I can try ideas, see what they become and throw plenty of them away. I want to keep experimenting while building up tools and knowledge I can carry into the next project.
For implementation, I use worker/reviewer tandems. I define the task and quality threshold. A worker implements it, a reviewer evaluates the result and identifies improvements, and the worker addresses those findings. They repeat the review and revision cycle until the threshold is reached. Design, architecture and progress notes live in the repository as context for the work.
The stack is Rust on the client and servers, WebAssembly in the browser, wgpu rendering and a thin TypeScript shell.
It's still a rough first prototype. I think it's far enough along that letting people play it is more useful than waiting for everything to be polished.
Play the free browser prototype from October 16 at 16:00 CEST until October 18 at 10:00 CEST.