Cataclysm 3D, the short version
The full briefing, with timelines, token charts, the agents' own evidence screenshots and recreations of the official screenshots, is the Claude artifact Building CDDA-3D. This page is the summary.
The scale of what it was imitating
Measured on a recent checkout of Cataclysm: Dark Days Ahead (raw line counts, blanks and comments included):
| C++ | ~1.0 million lines |
| JSON game data (items, monsters, recipes, map pieces) | ~2.0 million lines |
| Commits | ~130,000, since October 2010 |
The first night
| Human input before v1 | one prompt and four multiple-choice answers |
| Prompt → "finished" | 5 h 26 min |
| Subagents in that run | 24, in waves: data, rendering, world generation, UI, monsters, crafting, vehicles, saves, NPCs, QA |
| Output tokens | about 1.37 million |
| v1 size | ~53k lines of TypeScript, 565 tests |
The four questions it asked were: which engine (answered: "You pick, note this is NixOS so you can use anything that can be accessed via nixpkgs"), what Project Shadowglass is (research it yourself), whether to import the game's JSON directly (yes), and how much autonomy to take (go big, many hours).
Four weeks later
| TypeScript | ~168k lines |
| Tests | 2,325 passing |
| Subagent runs | 148, about 287 agent-hours |
| Messages typed by the author | 139, across 20 lead sessions |
The live version switched from Dark Days Ahead to the Cataclysm: Bright Nights fork and gained a mouse-first interface aimed at players who bounce off the classic keyboard menus. Additions since include walkable stairs, riders on bikes, sewers, subways and labs down to ten levels underground, rag-doll run-overs, and distant buildings that no longer pop in while you drive.
Bright Nights and Dark Days Ahead game data is CC BY-SA 3.0, © their contributors, and so is the UltiCa tileset by its authors. Images derived from them are shared under the same licence.