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PickBits Arcade Devlog

Building the survival game I always wanted to play — live in Unreal Engine 5 with Claude driving the editor over MCP, one short clip at a time. New episodes post to pickbits.ai/arcade, Substack, Instagram, and TikTok.

Guns that aim, plus an AI-built rig tool

Guns that aim, plus an AI-built rig tool

Wiring aimed gunplay into the zombie survival game, with an AI-built rigging tool doing the heavy lifting.

NanoFormers: a Mega Man Metroidvania

NanoFormers: a Mega Man Metroidvania

A walkthrough of NanoFormers, the newest game in the PickBits Arcade — charge beam, dash, a full roster of unlockable boss powers, and power-gated backtracking.

Steel Phoenix gets a hype man

Steel Phoenix gets a hype man

A narrator now calls out every power-up as you grab it. Ten minutes to wire in, and suddenly every pickup feels like an event instead of a stat bump.

Resculpting Meadow Park

Resculpting Meadow Park

Smoothing Meadow Park's jagged terrain by hand and carving a better river, then handing the asset configs to Claude to move over — everything but the rivers.

Zombie Survival: first look

Zombie Survival: first look

First look at Zombie Survival, a hands-off vampire-survivors-style shooter — it shoots on its own, you steer, and dodging is the name of the game.

Two weeks in: feature showcase

Two weeks in: feature showcase

A proper showcase of the first two weeks: sneaking past wildlife with the new hearing-range mechanic, a build menu, a full farming loop, gathering, and a summit view of both biomes.

Tilling and farming go in

Tilling and farming go in

A new hotkey bar, equipping the hoe, and placing tilled land — plus a height bug to squash so the patches sit flush anywhere on the map.

The axe that wouldn't rotate

The axe that wouldn't rotate

The equipped axe just floated next to the character's hand, so Claude compared the static mesh orientation to a known-good one and fixed it. Next cut: chopping trees into the inventory.

Building the Meadows biome

Building the Meadows biome

The Meadows biome is roughed in — grass, trees, and a river through the valley that still bulges up over the terrain. Some ground to sink before it sits right.

Two biomes built overnight

Two biomes built overnight

Claude cooked two full biomes overnight: forest and meadows, around 180,000 procedural instances, a farming unlock tied to a discovery POI, and a persistent discovery map.

Tuning the camera live

Tuning the camera live

Dragging the follow camera closer and higher while the game keeps running — the live-edit loop that makes the whole build move as fast as it does.

Build at the speed of AI

Build at the speed of AI

A PickBits University update: 15 years of software engineering distilled into three tracks — because vibes alone aren't going to ship apps.

The inventory menu goes live

The inventory menu goes live

Items get hover tooltips pulling real data from a Claude-populated struct, with live item counts — fiddly menu plumbing, happily handed off.

Farming comes to Wildreach

Farming comes to Wildreach

The full loop lands: till the soil, plant a seed, water it, harvest, and replant from the seeds you get back. Cooking is next, and it feeds straight into survival.

The Wildreach menus come together

The Wildreach menus come together

Main menu with character select, a HUD showing real stats instead of placeholder A's, and resizable build and character menus with categories.

Wiring up the HUD and build menu

Wiring up the HUD and build menu

Claude wires the health and stamina bars into existing systems and starts the build menu: a live preview environment and slots for every craftable item.

Animals that roam, herd and take damage

Animals that roam, herd and take damage

The herd gets a brain: animals roam and herd on their own, bunch up and bolt when spooked, and you hunt them with the bow or go hungry.

First signs of life: mounts and the bow

First signs of life: mounts and the bow

The mounted horse works and the bow fires — rough around the edges, but the survival game is starting to feel real.

The first deer

The first deer

The first deer roam the survival world. They don't run from the player yet — that fear behavior is the next thing going in.

Running around the survival world

Running around the survival world

A lap around the early world: stone houses, cabins, open landscape, and a character who can actually run through all of it.

Expanded view