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Ok this is a truly insane NEW way to design for me, WITHIN Codex
If you are doing dev on a web technology, watch below
In that video:
- I am playing my game within Codex (yes)
- I use a codex-made tool to design buildings (see some tweets below it's really powerful)
- I can ask Codex to iterate and the game changes WITHOUT refreshing
- I can point at UI elements
- I can take a screenshot
All WITHIN Codex
It makes iterating on design incredible
does anyone who why the first key stroke NEVER registers 2 TIMES OUT OF 3 when entering a password on Windows?
terrible design
Love of they look/sound/behave. And they are deadly.
Designed with Astra in a few minutes. Tweaked in several hours afterwards.
Oh and also, fully upgraded the laser can split and it can chain reaction the whole crowd
Zombies Per Minute v0.17.0 is out.
The main addition? Laser Turrets!
They burn the horde with a continuous beam, powered by your grid instead of ammo.
And if you're lucky there's a CPU upgrade to pick that activate chain reactions 🙊
zombiesperminute.com
Love what Astra can do under my direction!
and I've worked so much on my game dev harness that now I can add new building types to the real game in a few hours
see these electrical laser turrets with chain reaction didn't exist 2 hours ago
and now I can deploy them to prod
4 new biomes, and a difficulty ranging from 50% to 1000%.
Each biome looks AND plays different
Astra helped redesign all 60+ different items of the game as well.
Another big update in 24h ;)
Zombies Per Minute v0.15.0 is out!
4 biomes to pick, plus you can select your odds. If you are bold enough... Apocalyptic on Impossible means 1000% threat.
Can't wait to see if anybody can pull this off.
zombiesperminute.com
I know what I will do tonight. It's time to UNSLOP my TV
Leaving Anthropic to play GTA VI might be the only good reason to do so?
Yesterday was my last day at Anthropic.
I created Claude Code on desktop because I believe everyone can be a builder. Every feature request and bug report we got from this community was a gift that impacted millions of lives. I’m eternally grateful for those gifts, the product wouldn’t be what it is without you.
Anthropic is doing some of the most important work of our time. Contributing to that mission will forever be a career highlight for me. I never imagined I’d get to contribute to something so special in my lifetime.
Walking away from my best friends, a product I poured my heart into, and the mission was the hardest thing I’ve done in my career. But now I have some free time for GTA VI.
I'm already itching to get back to addressing all your feedback. I'll share what's next soon!
When I bought the Mac Mini M6 I was thinking to toy with local AI and to some remote codex / claude code.
But it's been an incredible machine, it's running H24
- Local CI
- Local gh actions
- BackUp
- Codex Remote with access to the whole machine (forget Instinct/Muse/Dots..)
I just received a notification from Supabase that I'm exceeding usage on many counts and I need to upgrade.
Asked Astra to move all to a $4/month self-hosted VPS (that I already had).
We're talking several million records on 14 db, with Stripe and everything.
Done.
Flamethrowers, as well as Liquids and Oil processing are now part of Zombies Per Minute.
Game's becoming to be in a very enjoyable state!
Greetings Operators,
I've added oil processing to Zombies Per Minute. Naturally, the first thing we're making is Napalm. 🔥
v0.14.0 is out now with Flamethrowers and fire that spreads between zombies.
New Survival run required.
zombiesperminute.com
Astra is definitely an awesome model. What it can do feels close to AGI.
But there is one big issue.
Its price
Opus 5.5 is a similar marvel, but feels AT LEAST 5x cheaper.
The same big task Astra high vs Opus high
- 5% weekly tokens Codex
- 1% weekly tokens Claude Code
Nicolas Zullo retweeted
I see a lot of people expressing shock and sadness over BioWare shutting down. And I get it.
But here's the uncomfortable truth:
The BioWare that made Baldur's Gate, Neverwinter Nights, KOTOR, Dragon Age: Origins and the original Mass Effect trilogy had largely ceased to exist long before yesterday's announcement.
BioWare's decline began around the time the doctors left and much like what happened at Blizzard, most of the original talent responsible for building those legendary franchises had moved on years ago.
What remained was the brand. The IP. Basically just the name on the building.
But a studio's name doesn't make great games. Insanely talented people do.
And that's the lesson our industry somehow keeps refusing to learn.
The people who built those studios, who poured their blood, sweat and tears into establishing their creative identities were the actual assets. Their experience, their taste, their leadership, their ability to recognize what made a game special in the first place was always the thing that mattered, not the brand.
You can't simply replace those people, keep the logo on the door and expect the magic to continue.
Yet, that's precisely what publishers have been doing for the past 10-20 years.
They've spent billions acquiring studios and IPs, seemingly under the assumption that the creative output would continue regardless of who was actually making the games.
And when the original talent inevitably left, the remaining teams were expected to fill shoes that were often impossibly large, without necessarily having the experience, leadership or creative vision required to do so.
And... the results speak for themselves.
I think we'll eventually look back at the COVID-era acquisition frenzy as one of the most destructive periods in the history of our industry.
Publishers were buying studios left and right, paying absurd valuations mostly just to secure IPs... and developers were often all too happy to cash out.
At Moon Studios, we got quite a bit of crap for refusing to sell when seemingly everyone else was getting acquired.
I remember telling our team back then that I'd seen this movie before.
The exact same thing happened in the 90s, when EA went on its acquisition spree.
Studios were bought, their founders and creative leaders gradually lost the freedom to make the games they believed in, the original talent became frustrated and left and eventually the studios all became a Ship of Theseus.
History doesn't repeat itself perfectly, but it sure as hell rhymes, and that's exactly why I never wanted Moon to end up in that position.
And I don't think we're even halfway through the ultimate fallout of the latest acquisition frenzy.
There's going to be a very rude awakening for quite a few publishers when they discover that the studios they acquired for billions are worth a fraction of what they paid. And that shoving ideology down peoples throats ultimately came at a cost that they didn't quite grasp.
They didn't actually buy the creative vision, the institutional knowledge or the culture responsible for making those studios successful.
They bought the names, the buildings, the IPs and whatever teams happened to be there at the time.
But those things don't matter at all.
You can buy a studio. You can buy its IP. You can even buy its entire back catalogue.
But you can't buy the magic that made those games special in the first place.
And the sooner our industry understands that, the better.
My game dev harness is so good that I can push a hotfix in prod from my phone with Codex Remote.
something like "Read my last discord DM. Fix the bug. Then quick release a hot fix. Message the player to update."
Feels incredible
I've some awesome memories in BG1, BG2, NWN, KOTOR, Mass Effect...
Legendary games.
Huge respect for the the historical devs of BioWare. Thank you for everything.
Now, for the BioWare of the last 10 years... yep, the last Dragon Age and Anthem were really bad :(
Sad
when Jensen said OpenClaw was the iPhone moment of AI, everybody laughed.
Now we have
- Grok Bot
- Muse
- ChatGPT Dot
- Claude Duet
- Instinct
he was right












