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
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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
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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
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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
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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
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
Just upgraded to Godot 4.3 + Claude Opus 4.1 🚀 Solid improvements across the board. Combat UI debugging continues as I chase full feature parity for Stellar Throne. #gamedev #GodotEngine #solodev
blog.mrphilgames.com/upgrading-to...
August 6, 2025 at 6:19 AM
This weeks Newsletter: 🎮 Why I’m Switching Stellar Throne to Godot — And How I’m Making It Work
open.substack.com/pub/mrphilga...
🎮 Why I’m Switching Stellar Throne to Godot — And How I’m Making It Work
From low-level power to high-level polish — how a week-long experiment with Godot reshaped my AI-assisted workflow on Stellar Throne.
open.substack.com
August 6, 2025 at 2:44 AM