
Dekiro: Sanctuary of Shadows
A hack-and-slash ARPG in the style of a classic Korean MMO, made by one developer, built with AI.
The Dev Blog
How do you build a grindy martial-arts ARPG when one person directs and an AI writes every line of code? This blog follows Dekiro: Sanctuary of Shadows system by system: the data, the multiplayer, the tests, the art pipeline, the music, the dungeons, the story and the balance, with the numbers, the code and the mistakes left in.
28 articles, about 4.7 hours of reading. They are written to be read in order, but most stand on their own.
All articles, in reading order
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Part 1Short route Building a Grindy Martial-Arts ARPG with an AI Developer
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Part 2 Skills, Items and Loot as Data
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Part 3 Server-Authoritative Multiplayer in Godot, Single Player Included
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Part 4Short route Testing a Game with 13,800 Checks
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Part 5 Everything from Code: 177 Monsters, 203 Items and a Town Built in Headless Blender
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Part 6Short route From Open World to Torii Portals, and Nine Maps with One Town Each
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Part 7 From 20 fps to 144, and a GPU Heap That Ran Out: Performance on Big Maps
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Part 8Short route Chasing the Valheim Look, and Leaving It for HD-2D
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Part 9 Composing Original Music in Python: Thirty Tracks, One Motif
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Part 10 A Stardew-Style Fishing Minigame in a Server-Authoritative ARPG
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Part 11Short route From One AI Session to a Team: Coordinator and Subagents
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Part 12Short route HD-2D on a Budget: Rendering 3D Characters into 8-Direction Palette Sprites
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Part 13Short route Twenty Dungeons from One Generator: Sequence Graphs, ASCII Rooms and Solvers That Say No
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Part 14 A Story That Unfolds with Your Level: Murim Lore for a Grind Game
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Part 15Short route Balancing a 40-Hour Grind Before Anyone Plays It
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Part 16 Making a Generated World Feel Lived In: Clutter, Houses, Cats and Townsfolk
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Part 17 The Fullmoon Weapons: an Old-School +9 Gamble, and Three Steps That Never Fail
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Part 18Short route The First Playtest: Forty Notes and What Each One Became
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Part 19 Taking a PC ARPG to iPhone and Android
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Part 20Short route Multiplayer Bugs Only a Friend Can Find
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Part 21 Making an Empty Desert Worth Crossing
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Part 22 Bots That Play for Balance
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Part 23 Weather That Fights Back
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Part 24 A Tavern, Named Hens and Cats: The Small Stuff
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Part 25 Every Platform from One Windows PC
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Part 26 Baking the Minimap: Top-Down Renders of the Real World
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Part 27 A Dev Blog in the Game's Style
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Part 28Short route Mastery Past the Cap: Ten Grandmaster Ranks, a Hidden Rank, and the Soul Jade
The 8-post route · 121 min
Short on time? These eight cover the whole story: the way of working, the tests, the maps, the look, the team of agents, the sprites, the dungeons and the balance.
- 01Building a Grindy Martial-Arts ARPG with an AI Developer9 min
- 04Testing a Game with 13,800 Checks11 min
- 06From Open World to Torii Portals, and Nine Maps with One Town Each11 min
- 08Chasing the Valheim Look, and Leaving It for HD-2D10 min
- 11From One AI Session to a Team: Coordinator and Subagents10 min
- 12HD-2D on a Budget: Rendering 3D Characters into 8-Direction Palette Sprites10 min
- 13Twenty Dungeons from One Generator: Sequence Graphs, ASCII Rooms and Solvers That Say No10 min
- 15Balancing a 40-Hour Grind Before Anyone Plays It10 min
- 18The First Playtest: Forty Notes and What Each One Became16 min
- 20Multiplayer Bugs Only a Friend Can Find12 min
- 28Mastery Past the Cap: Ten Grandmaster Ranks, a Hidden Rank, and the Soul Jade12 min
Pairs that read well back to back: 7 and 8 (performance budget, then spending it), 8 and 12 (why the look changed, then how the sprites work), 13 and 14 (dungeons, then the story that sends you into them), 15 and 17 (the balance model, then the item it was hardest to balance).