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)

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.
© 2026 Chris Shi research