
AI Coding Agents on a Live Game: Faster, Inside Guardrails
Claude Code and Codex on a live game: one shared rule file, scoped skills, hooks and CI that check, and explicit approval before anything touches production.

Claude Code and Codex on a live game: one shared rule file, scoped skills, hooks and CI that check, and explicit approval before anything touches production.

Localized store screenshots, iOS 27 header art and a preview video rendered from real captures by in-house tools, plus the bug that hid four languages.

How we build TikTok, Reels and Shorts promos as React code with Remotion: real gameplay, the real map, cuts on the beat, and AI kept to three jobs.
How we replaced expensive API calls and a 40GB database with 4.6GB of compressed files on object storage — serving millions of real-world places for pennies.
How a fire-and-forget analytics setup revealed that one of our most elaborate features was being ignored — and what we did about it.
How we turned our Discord server into a feedback loop, QA pipeline, and automated ops dashboard — with a bot called Milo at the center of it.
Running a closed beta isn't about finding bugs. It's about discovering what you got wrong before it's too late to fix it.
How we designed Retropolis so that every game system is both a mechanic and a piece of the world — and why that interconnection is what makes the game feel coherent.
Welcome to the Retropolis development blog. We're building a cyberpunk location-based strategy game, and this is where we'll share the technical journey.