This Is Being Human: Tech Demo
Discover fire, invent civilisation, build a space legacy, discover time travel and conquer the galaxy, generation by generation! This is a tech demo for a Noita-inspired survival game on a pretty ambitious scale. The game spans 200,000 years and will take you from barely surviving to thriving as a multi-planetary mining corporation.
Here's a little about the development so far:
Claude code. Fable 5. I have a lengthy background in software engineering but never thought about game development until more recently. It's built on a custom Rust engine running at 120fps.
I've tried LLM-assisted development with a few engines in the past, but the MCP back and forth on Unity, Unreal, Godot, etc never gave me the speed or clarity I wanted.
Stack-wise, I settled on Rust because it's a fantastic language for LLM development. Errors arise immediately because the game just won't compile and it's extremely fast.
Prompts / Planning wise; I knew what I wanted from the tech demo and I started with a PRD along the lines of we're going to build Factorio 2, Noita edition! I was quickly able to generate a fluid-falling sand physics engine; and from there the rest was quite straightforward - things like making the planet a seamless loop, and have its own gravity was a matter of prompts with Fable.
Once I'd run out of usage, I switched to Opus 4.8 with Ultracode to do the heavy lifting on character movement; it's an IK setup that I'd had experience building in the past so again, I knew what I wanted and prompted my way to success.
The thing I'm struggling with the most is building a coherent art style or art direction. This world started off ugly as sin, but there's a certain charm to it that I'm going to lean into. The custom pixel shader does a lot of heavy lifting and makes the whole thing a pleasure to develop with, but I'll be completely honest - I'm going in blind there.
If you'd like to follow along or check out more, you can wishlist or join discord over at thisishumanbeing.com :)