Dev diary
Four days, one valley.My most ambitious project
How Wyrdale was built during the 2026 Epic AI MegaJam, day by day. Written by the director; the work was done by a crew of AI agents and checked by independent verifiers.
days
human
repositories
commits
UI directions explored before deciding
character style rounds explored before deciding
character concept batches explored
Before the jam
The workshop, not the game
Before November 12, only the workshop existed: Unreal Engine 5.8 and Blender set up so agents could drive them, a private Git server with a build runner, and scripts to run the editor without a screen.
Director's note
Get the tools out of the way first, so four days go into the game.
Day 1 · Thursday, Nov 12
Foundations in one day
- DevQA
- AI arena
- endless-data
- Economy simulator
- Lore validator
- Animation pipeline
- Mixamo
- Docker dev-slim
- Codex · Astra
Six repositories were created at 9:34 in the morning. Everything started on a plain grey test map: by night it already had a dedicated server, accounts, a backpack, combat and death.
- A QA harness: scripted play sessions with screenshots and video, run by the build server on every push
- Art direction explored before deciding: 7 UI directions, 4 rounds of character style and 28 batches of character concepts, until the look of the game was locked
- 149 animation clips retargeted to one skeleton, with the locomotion graph generated by script
- Server-authoritative movement with rate limits per input channel
- Accounts, sessions, characters and an audit trail for every item
- Melee, bows and spells, full loot, the ghost and resurrection
- The AI arena: bot brains, win rates and Elo, and the first balance passes
- The world bible, checked line by line by an originality review: that is when the valley got its name, Semfim
Director's note
Infrastructure before features. Nothing an agent makes counts until a verifier rebuilds it from a clean copy.
Day 2 · Friday, Nov 13
The valley goes live
The public server went up in São Paulo, and the whole 1 km² valley became the map you play on.
- Public server, platform and database live
- A quest engine on the server, the quest book and the Arcane Tower building site
- A modular building kit with roofs that cut away when you walk inside
- Creatures of tiers 2 to 5 and more characters
- Music by zone, sound effects tied to every visual effect, and the credits screen
- The interface skins: Codex and Slate
Director's note
Ship the whole valley rough rather than one pretty corner.
Day 3 · Saturday, Nov 14
A town with people in it
The valley got its economy and its townsfolk.
- Fishing, the bank, NPC shops, player trade and the PK title
- Dungeon interiors: the Crypt, the Lair, the Hill Grotto, the Deep Burrow and the Old Mouth mine
- Villagers with routines: they sit, drink, toast, dance, gossip and work the anvil
- The town square with its fountain and linden tree, and building sites with six builders
- Login and character screens
- Ore in every mineable ground
Director's note
A town feels alive when its people are busy, not when it is crowded.
Day 4 · Sunday, Nov 15
Forest, voices and votes
The last day went into the world and the people in it, and into telling everyone about it.
- 94 nature pieces and a dense forest of about 37,000 instances, where every tree gives wood
- 198 props and the crafting stations, from Astra's art
- Doors with locks, shops with opening hours and dungeon chests that persist
- Community voting with public results
- NPC conversation through Claude, with a real daily budget, and the Journal with trust per character
Director's note
Cut what won't be ready, mark what comes next, and say so plainly.
Sunday, Nov 15 · 22:59 · End of the jam
The final cut
A video tour of the final build will go here.
Until it is recorded, this is what the jam build holds:
- A 1 km² valley: a town on stone terraces, villages, forest, river and lake, a mine and four dungeons
- A live server in São Paulo for up to 64 players
- Skills that rise by use: gathering, crafting, fighting, and magic once the Arcane Tower stands
- Full loot outside town, the ghost and the Gentle Stone
- A player-run economy: bank, shops and trade
- Community building sites and town votes
- Villagers with daily lives, quests and the Journal
Lessons
What the valley taught us
- Measure before you choose. Six image-to-3D services, the same seven assets: two popular options didn't make the cut.
- One import format can sink hundreds of assets. The classic FBX importer broke every AI-generated mesh; GLB through Interchange fixed all of them.
- Bots find in minutes what playtesters find in weeks: endless fleeing, archers that were too strong, NPCs you could kill by walking backwards.
- Simulate the calendar, not just the content. A validator found the highest trust level with NPCs was unreachable in four days, so the story was re-tiered to be finished in time.
By the numbers
How the crew worked
prompts from the director
subagent runs
tool calls
Claude replies
tokens written by Claude
lines of code
Codex sessions (Astra and others)
Codex tokens
images generated by Astra
image-to-3D generations
3D models in the art repo
art images
audio files
Numbers as of 2026-11-15 18:20 UTC, counted by a script from the repositories and the agents' logs.