MrPhil
mrphilgames.bsky.social
MrPhil
@mrphilgames.bsky.social
Game Director of Crimson Crisis for Mr. Phil Games in Austin, TX
MrPhilGames.com
Stellar Throne Devlog #10
Huge progress this week — multi-hop fleets fixed, events restored, research rebuilt, and the new construction system running in Zig. 14% parity complete and climbing!
youtu.be/Y5FTXOfLmfc
#StellarThrone #gamedev #indiedev #zig #godot #4X #MrPhilGames
Stellar Throne Devlog #10 — From Bugs to Breakthroughs
YouTube video by MrPhil's Avatar
youtu.be
November 6, 2025 at 8:50 PM
Stellar Throne Devlog #10
Massive progress on the Zig backend — multi-hop fleets, event triggers, research parity, and the new construction system are all online.
blog.mrphilgames.com/stellar-thro...
#gamedev #StellarThrone #indiedev #zig #godot #4X
Stellar Throne Devlog #10 — From Bug Fixes to Breakthroughs
Yesterday marked a massive surge of progress on Stellar Throne, my 4X strategy game. For those new to the project, Stellar Throne is built with Godot (or “go-DOH”) for the UI client and Zig for the...
blog.mrphilgames.com
November 6, 2025 at 6:04 PM
🚀 Stellar Throne Devlog #9
Tuesday’s update focused on fixing visual parity between Godot & Zig - stars rendering wrong, planets losing orbits, and fleets dropping ship data.
Watch the full devlog: youtu.be/dD2O9wq1E1A
#gamedev #StellarThrone #indiedev #Godot #Zig #4X #devlog
Stellar Throne Devlog #9
YouTube video by MrPhil's Avatar
youtu.be
November 6, 2025 at 12:39 AM
The math was right — but the visuals were wrong.
Tuesday’s devlog dives into fixing color-wrong stars, orbit-reset planets, and disappearing fleet names in Stellar Throne’sdual-engine setup (Godot + Zig).
Performance is great. Now it looks right, too.
blog.mrphilgames.com/stellar-thro...
Stellar Throne Devlog #9: Visual Parity and Data Preservation
Tuesday was a critical follow-up to Monday’s validation milestone for Stellar Throne, my 4X strategy game built with Godot for the UI client and Zig for the high-performance simulation engine. ...
blog.mrphilgames.com
November 5, 2025 at 11:06 PM
Stellar Throne Devlog #8
This update dives deep into validation, serialization parity, and floating-point precision — ensuring the Zig + Godot dual-engine stays perfectly in sync.
youtu.be/O4HvuNeOjqM
#gamedev #indiedev #StellarThrone #Godot #Zig #4X
Stellar Throne Devlog #8
YouTube video by MrPhil's Avatar
youtu.be
November 5, 2025 at 6:30 PM
🚀 Stellar Throne Devlog #8
This update dives deep into validation, serialization parity, and floating-point precision — ensuring the Zig + Godot dual-engine stays perfectly in sync. blog.mrphilgames.com/stellar-thro...
#gamedev #indiedev #StellarThrone #Godot #Zig #4X
Stellar Throne Devlog #8: Validation, Parity, and Precision
Monday was a critical day of validation and bug hunting for Stellar Throne, my 4X strategy game built with Godot for the UI client and Zig for the high-performance simulation engine. After enabling...
blog.mrphilgames.com
November 5, 2025 at 5:42 PM
Stellar Throne Devlog #7
The Zig simulation backend is now running in production — delivering a 52× performance boost.
Serialization fixed, colors preserved, fleets stable, and the game now flies.
blog.mrphilgames.com/stellar-thro...
#GameDev #IndieDev #ZigLang #GodotEngine #StellarThrone
🚀 Stellar Throne Devlog #7: The Zig Simulation Goes Live
Hey everyone, Mister Phil here with another devlog update! Today marks a major milestone for Stellar Throne, my sci-fi 4X strategy game. For those just joining: Stellar Throne runs on...
blog.mrphilgames.com
November 3, 2025 at 7:12 PM
🚀 Stellar Throne Newsletter — The Engine Overhaul: 52× Faster Simulation open.substack.com/pub/mrphilga...
🚀 Stellar Throne Devlog — The Engine Overhaul: 52× Faster Simulation
Three months, two engines, and one massive speed boost. The new Zig simulation core makes Stellar Throne’s galaxies run faster than ever — and lays the foundation for modding, and balance
open.substack.com
October 31, 2025 at 2:36 PM
🚀 Stellar Throne just leveled up!
Zig simulation engine: ✅ 21 phases complete
TOML data: ✅ integrated
Parity tester: ✅ online
Speed boost: ⚡ 52.7× faster than Godot
Read the full devlog → blog.mrphilgames.com/stellar-thro...
Stellar Throne Devlog #5 — All 21 Zig Simulation Phases Implemented + Parity Tester Online (52.7× Faster)
Hey everyone — MrPhil here with a major development update for Stellar Throne, my sci-fi 4X strategy game. This week I finished implementing all 21 simulation phases in Zig and brought the parity...
blog.mrphilgames.com
October 31, 2025 at 1:58 PM
🚀 Stellar Throne update: revamped ground combat (strength bars, invasion flow, cleaner fleet UI), draggable panels, shader-based territory borders & more polish across the board.
Meanwhile, reflecting on focus & maybe pursuing a publisher.
blog.mrphilgames.com/ground-comba...
August 16, 2025 at 6:46 AM
🚀 New in Stellar Throne: Orbital Bombardment, Ground Invasion, a redesigned Ground Combat UI, smoother battles, & tons of fixes. Crush enemy worlds in style.
Read the full changelog ➡️ blog.mrphilgames.com/stellar-thro...
August 15, 2025 at 2:19 PM
Spent days wrestling with a “simple” combat UI bug. Tried every AI trick I knew—outside consultants, zookeepers, conspiracy diagrams… nothing worked.
Then one last attempt, no magic prompt—just luck of the dice.
#gamedev #indiedev #Godot
blog.mrphilgames.com/when-the-bug...
August 15, 2025 at 2:50 AM
Integrated Bombardment & Ground Combat into Stellar Throne today!
www.patreon.com/posts/bombar...
Bombardment, Ground Combat, and a Whole Lot of Bugs | Stellar Throne & ClaudeCraft by MrPhil
Get more from Stellar Throne & ClaudeCraft by MrPhil on Patreon
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August 14, 2025 at 7:11 AM
Been stuck on the same bug for days.
Claude can’t fix it, no matter how I prompt.
Ships are destroyed in combat, but the UI doesn’t mark them as destroyed until the next turn.
Tried every trick in the book — even the “you’re a zookeeper” prompt. 🛠️😤

www.patreon.com/posts/bug-th...
The Bug That Refuses to Die | Stellar Throne & ClaudeCraft by MrPhil
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August 12, 2025 at 6:44 AM
Today’s build log:
Stellar Throne’s combat got major bug fixes (no more ships sharing a grid cell 🙌)
ClaudeCraft’s Module 1 is broken into “index card” lessons + slide deck started
www.patreon.com/posts/tactic...
Tactical Bugs & Teaching Breakthroughs | Stellar Throne & ClaudeCraft by MrPhil
Get more from Stellar Throne & ClaudeCraft by MrPhil on Patreon
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August 11, 2025 at 7:59 PM
🎮 With AI, artists & designers can turn ideas into playable worlds—fast.

That’s why I’m building ClaudeCraft:
💡 Empower non-coders
🎨 Help creatives follow their dreams
🤖 Explore Agentic Game Dev
🚀 Prepare for the AI creative future
📖 Read “Why” →
blog.mrphilgames.com/why-im-makin...
August 10, 2025 at 8:33 PM
🪐 Stellar Throne — wrangled Combat UI bugs, rogue scroll events, and phantom ship damage.
🎓 ClaudeCraft — refined the course, added a module, built a roadmap… but now thinking hard about how to reach the right audience.
#gamedev #indiedev #AI
blog.mrphilgames.com/bugs-battles...
August 10, 2025 at 6:07 AM
Fixed a nasty Combat UI bug in Stellar Throne that hijacked battlefield zoom when scrolling the combat log — required a full screen infra redesign 😅. Also made big moves on ClaudeCraft: course plan, site, & teaching guides for 7/10 modules. 🚀
blog.mrphilgames.com/redesigning-...
August 9, 2025 at 6:45 AM
🎮 Ever wanted to make a game but don’t know how to code?
I’m building a course that shows you how to design and develop your own game — using Claude as your AI coding partner.

✨ No programming required.

👉 Join the waitlist: ClaudeCraft.com

#gamedev #ai #ClaudeCraft
ClaudeCraft: Build Games With Claude AI — No Coding Required
Learn how to build real games with Claude, your AI coding partner — no programming required. Join the ClaudeCraft waitlist to start your AI game dev journey today.
ClaudeCraft.com
August 8, 2025 at 7:11 PM
Combat UI cleanup in progress:
⚔️ Turns not advancing
🚫 Only defenders fire
🧪 GUT throwing editor errors
🧠 Built new dev & QC agents
🧰 Designing Zig-based test harness to catch exploits + balance issues
#gamedev #godot #4xstrategy #aiworkflow
blog.mrphilgames.com/patching-up-...
Patching Up Combat and Building Better Testing Tools
Today was a deep dive into two critical fronts: refining the Combat UI and strengthening the testing pipeline. On the combat side, I addressed several issues in turn flow, UI behavior, and ship...
blog.mrphilgames.com
August 8, 2025 at 6:19 AM
There is an MCP for Claude: github.com/ee0pdt/Godot... I don't use it but it might be what you are looking for.
GitHub - ee0pdt/Godot-MCP: An MCP for Godot that lets you create and edit games in the Godot game engine with tools like Claude
An MCP for Godot that lets you create and edit games in the Godot game engine with tools like Claude - ee0pdt/Godot-MCP
github.com
August 7, 2025 at 6:08 AM
I'm not use a plug-in but I did so some command line setup so Claude can run Godot headless. Did I say "inside" if so that was misleading, sorry.
August 7, 2025 at 5:59 AM
Big update today!
🚀 Ported unit tests to Godot’s GUT framework
🛠️ Audited for Opus 4.1 compatibility
⚔️ Designed and implemented a brand new Combat UI
Testing is cleaner, combat is sharper, and things are speeding up.
#gamedev #godot #indiedev
blog.mrphilgames.com/opus-4-dot-1...
August 7, 2025 at 5:57 AM