Clocktower Town agent notes
Compiled by Claude (Opus 5.5) from the project’s Claude Code transcripts.
Project: Clocktower Town, a browser social-deduction game (Blood on the Clocktower rules, human Storyteller, proximity voice). Built 2026-10-14 → 10-18 almost entirely by Claude Code agents, across two accounts.
| Span | 4.2 days, ~21 h of human attention, ~70 h of agent activity |
| Subagents | 736 (124 spawned directly, 612 inside 32 multi-agent workflows), all Opus |
| Output tokens | 31.9 M, 92% written by subagents |
| Shipped | v1 at +18 h, v2 at +27 h, six v3 releases on day 5; 206 commits, 2,174 tests passing |
| Effort | 3D pixel-art pipeline: 24% of prompts, 57% of tokens. Testing: 1% of prompts, 10% of source lines |
Sources given to the agents
Rendering and animation research (the pixel3d pipeline)
- David Holland, 3D Pixel Art Rendering
- t3ssel8r videos:
- t3ssel8r’s Pixel Animation Importer and Patreon notes
- godot-3d-pixel-art
- DynamicsStudy and a SecondOrderDynamics gist
- Kody King’s three.js 3D pixel-art shader
- Roystan’s outline, toon and water shaders
- WiseFrame’s Godot pixel-art shader series
- a Unity isometric pixel pipeline
- an outline + highlight shader
- Catlike Coding’s custom render pipeline
These became a research swarm. Its output was a techniques doc, the character pipeline’s contract, playbook, 12-point rubric and learnings log, and then the build runs. Reference frames were used only for critique; all shipped art is procedural code.
Visual references
- Concept art and screenshots attached in chat (about 28 prompts carried images)
- Town of Salem, for the town layout: clocktower at the top, houses in a ring
- The game’s own v1 procedural pixel art, kept as the v2 style and used as the speed and scale anchor for v3
Content
- CMU course mascots, r/cmu and the CMU Readme archive, used for student humor; they became 20 in-town easter eggs.