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Where Breathing Worlds is today, and how it's being built

2026-11-05

I'm Pat, and I'm a solo developer building a game called Breathing Worlds: Galaxy in Revolt with AI. Claude writes the code, Tripo makes the 3D models from concept pictures I pick, and I decide what the game should be and keep sending things back until they're right.

I know a lot of people don't like AI in games, and I get it. But I think it's possible to make something good this way if you actually care about the result, so from today I'm going to document all of it, the bad parts included.

So here's where it stands. Right now there's simple medieval gameplay, mining, tunneling, destruction, planet generation and AI integration, along with a lot of other pieces. Almost all of it is in a simple form and needs a lot of fine tuning, so please don't picture a finished game. There's no public build yet and no release date.

The ships are the furthest along. All 115 faction ships have their outsides built, each with its own model and its own engines. None of the interiors are done yet, so that's a big job still ahead.

Ledger destroyer

Fighters from six factions

The creatures are where it gets ugly. The idea is to tear animal models apart and put them back together procedurally, so legs from one animal can go on many others and every planet can have its own wildlife. The system works, but I'm still having trouble getting the models to come out right. Take a look at this guy's legs.

A procedurally built creature on stilt legs far too long for its body

That's what I'm working on right now: getting these creatures to fit together and look correct, and getting equipment to fit properly on the faction characters.

I'll keep posting as it goes, what worked and what didn't. If you're curious, come follow along.

Want to say something about this? Join the discussion on r/BreathingWorlds.