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.

4

days

1

human

6

repositories

479

commits

7

UI directions explored before deciding

4

character style rounds explored before deciding

28

character concept batches explored

  1. 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.

  2. Day 1 · Thursday, Nov 12

    Foundations in one day

    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.

  3. 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.

  4. 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.

  5. 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.

  6. 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

492

prompts from the director

229

subagent runs

29k

tool calls

27k

Claude replies

25.1M

tokens written by Claude

240k

lines of code

82

Codex sessions (Astra and others)

130.9M

Codex tokens

1,507

images generated by Astra

320

image-to-3D generations

280

3D models in the art repo

3,037

art images

710

audio files

Numbers as of 2026-11-15 18:20 UTC, counted by a script from the repositories and the agents' logs.