
You command a fleet in open space beside a ringed planet: a two-kilometer mothership, interceptors, scouts and resource collectors, with an AI fleet waiting on the sensor map. You band-select ships with the mouse, give move, attack, harvest and dock orders, set formations and stances, and queue new ships from the mothership's production panel. Orders can set altitude as well as position, so fleets move in three dimensions, and a cinematic camera can follow the ships you select. Best on a computer: it needs a mouse and keyboard.
How the creator made it
The creator says they adapted Matt Shumer's prompt into a single brief for a Homeworld-style game and ran it through Claude Opus 5 with a workflow that used multiple agents. The game makes its hulls, planets and visual effects in code and uses CC0 audio from OpenGameArt and Kenney. The project notes describe checking screenshots and measuring how mouse gestures moved the camera in a headless browser. The creator reports $632.65 in model usage.
From their post on X ↗, another post on X ↗ and 2 pages on GitHub (1 ↗ 2 ↗).
The prompt
I want you to build a homeworld style universe scale RTS at the level of most recent space RTS games. It should be utterly perfect, visually beautiful, stunning in detail, with every single thing done at AAA quality—from textures to physics to anything you could think of, with the sense of massivenss and scale.
Fan out sub-agents and have sub-agents tackle each one individually so that the game is utterly perfect. You should /loop on each item and have a separate sub-agent check it visually to ensure it looks triple A. That separate sub-agent should be a really harsh critic, and if it doesn't look triple A, it should keep going.
Don't stop until each sub-agent is utterly wowed with the quality when compared with the actual homeworld game. It should literally compare them side by side blind and say which one looks better. Do this in ThreeJS. /loop until it's utterly perfect. Fan out sub-agents and ultracode.
Only need random mode, not mission, create multiple ship types, great UI, HUD, and game machanics, and fluent control, max quality.
For ship models, and effects, AAA, max detail needed, use shaders, generative textures, and instancing to ensure best performance.More like this
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The game and its prompt belong to @mikeluan123. Preview recorded by us. Made this game? Here's how we list it.