God-Sim

The God-Sim demo in its first year: a people on the coast, the first to believe asking whether anyone is there, and the panels for prayers and power.Run the demo
The web version of the game, with the AI models switched off. Open it full size

A web god game where people pray in their own words and climb on their own, run by local AI models with a rules fallback.

When
Sep–Oct 2026
Status
Prototype
Stack
TypeScript, React, PixiJS, Ollama, Vitest

The problem

I wanted a god game with nothing scripted. People pray to you in their own words, you answer through the world, and they invent things on their own until they come to worship you or work out that their world was made. That means a seeded simulation that replays exactly, and models that can only propose: the rules decide what happens.

Who did what

CLAUDE.md says it directly: I set the direction and write the specs, and Claude Code implements. My calls are tagged [Direction] in the decision log. Architecture changes wait for my OK. Claude Code is co-author on 482 of 483 commits.

Constraints

The trade-off

In September I took cloud models out of the game. Free Gemini calls for big moments and players’ own API keys both went, so the game runs only on what is on the machine. Each AI job gets a small trained model once one qualifies, and qwen3:8b covers the rest. If an answer is still invalid after one retry, or the call times out, the rules answer instead.

Outcome

How it was built