usecases.sh
usecases.sh
Games & Simulations

Build a Unity RTS game by routing bug reports to sub-agents

A solo developer in Korea has had Claude Code write almost all of a 400k-line C# WW2 tank RTS in Unity since May, sending batches of complaints that a main session splits across file-scoped sub-agents.

Done with

What they did

u/greenlight91 is making Spearhead, a WW2 eastern front RTS in Unity where the player can jump into any tank and drive it. Since late May almost all the code has come from Claude Code, now about 400,000 lines of C#, and the developer says they cannot read all of it. Their job is to play builds and report what is wrong. They send many complaints at once with screenshots; the main session finds where each problem lives and hands it to a sub-agent that may edit only its own group of files. After the sub-agents finish, the main session compiles, checks the result in the open Unity editor over MCP, and writes a checklist image to the desktop for the developer to test against. Voice, music and some store art are AI placeholders; the 3D models are bought assets.

How it went

The game runs and a Steam demo is coming. One example from the day of the post: the developer put two old photos of Soviet soldiers jumping off a T-34 on the desktop, and Claude Code fixed the riders' seat positions and rebuilt the jump pose from them. Before limiting each sub-agent to its own files, agents often broke each other's work. Commenters found the UI cluttered; the developer said that came from asking for every element one by one.

Worth knowing

The developer's rules: a memory file with rules matters more than a good prompt (never commit unless told, and a clean compile is not a fix), one agent per group of files, and no messages to an agent mid-task because it gets lost. Unity batch mode cannot open a project the editor already has open, which is why checks go through the editor via MCP. Some commenters questioned how it differs from existing tank games.

Try it withClaude Code

You are the lead on my [Unity / engine] game [game name]. I will send several bug reports at once with screenshots. For each, find the files involved and hand it to a sub-agent that may edit only [that group of files]. Never commit unless I say so, and a clean compile does not count as fixed. When all sub-agents finish, compile, run [the in-editor or play-mode check] for each fix, and write a short checklist image to [my desktop] listing what I should test in the build. Stop there and wait for my test results.

Square brackets are the parts to fill in. The prompt is ours; the story is theirs.

Where they said it

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