Build log

Halcyon

An HD-2D island game: pixel-art sprites in a small 3D diorama with real light, day and night. You start on a quiet island, mining and fishing to level your skills. Later milestones add crafting, fighting, and taming, raising, evolving and breeding creatures. It is made for one player, who plays every milestone with a controller on a PC and as an Android app. This page follows the build in plain words.

Play the browser buildTrailer
Milestone 2.5HD-2D look + Android app
1 of 9milestones of the first playable version done
30saved changes since 17 October 2026
1,087automatic tests, all passing at the last check

Updated 18 October 2026, 09:12 UTC, from the project's own progress reports.

Where it stands

The latest status

Milestone 2 is built and has passed every automatic check, a fresh verification, an independent review and an agent playtest. The owner's rulings on it (calm lake, pier XP, HUD variant D with large UI) are in. The owner chose the HD-2D look and an Android app, so a new milestone 2.5 comes before smithing and cooking: the same island and gameplay, but in a 3D pixel diorama with real light and day and night, and as an app on the owner's phone. The groundwork and the first big build wave are done: the game now draws island 1 as a 3D pixel diorama with its own art (raised plateau and highland, stairs, cliffs, the pier, palms and lanterns), day turning to dusk and night with lantern light and glowing ore, and the Android app builds, signs and passes its checks with the new app icon. The second wave is in too: the HUD now fills any screen shape (the owner's phone's 2384x1216 included, no black bars), there is a Settings screen with the graphics options (pixel mode, quality, depth of field, FPS cap and readout, large UI) that works with the controller and opens from a new Settings button on the title menu, the controller's A button presses menu buttons, the HUD uses the pixel font on Android, and the look was tuned (water reads as water, softer dusk shadows, readable nights, warm ore glow). Next an independent check, review and an agent playtest, then the owner plays milestone 2 inside it, on the phone, and that one session closes both.

The game today

What you can do in it now

In the game

  • Start a new game or continue from the title menu.
  • Walk around the test island, now in 3D with its own pixel art (on the PC; the old flat view is still there behind --view2d). Water, cliffs and rocks block you. Turn the camera a little with Z / C or the right stick, zoom with the mouse wheel.
  • Mine copper and tin, then iron, the deep veins and coal as you level. Fish in the shallows, the river and off the pier.
  • Actions repeat on their own until a rock runs out, a fishing spot moves (it blinks orange first), your pack is full, or you walk away.
  • Watch XP pop up, level-ups listing what you unlocked, and the AFK card saying why you stopped.
  • Bank everything at the chest. It opens a bank panel and nothing happens without you.
  • Change graphics and large UI, and rebind every key, in Settings (title menu button, F10 or pad Start). Save and continue picks up exactly where you were.
  • On the phone: play with a controller; coming back to the app catches up the time you were away (up to an hour) and says so.
  • Level 10 takes about 45 minutes of focused play or 90 minutes AFK. Bots that play at human speed measured this.

Not right yet

  • The look numbers are first tuned values for the owner to judge: dusk is a dark purple-brown mood, the water by day is a pale turquoise. In the web version the sea has a mottled sheen at dusk and the ore glow at night is flat yellow on blue rock; the phone does not show these.
  • The Settings screen is plain (its final look goes through the mockup process later).
  • In a phone browser the game pauses when the owner switches apps. The app in milestone 2.5 catches up the missed time when the owner comes back (up to an hour). The desktop version keeps running minimized (measured: 10 minutes minimized = exactly the expected ticks).

The browser build on this site is a quick test version: it runs on the simplest renderer, so it has less light, no blur and little glow. Play it with a controller or a keyboard (WASD to move, E to interact); touch is off on purpose.

Milestones

The first playable version, step by step

Each milestone ends with a gate: every automatic check is green, a fresh AI agent verifies it, another reviews the code, another plays it like a new player, and then the owner plays it. Only then does the next one start.

Core: tick engine, saving, data tables

M1 done (the owner played it) · 2026-10-17

Core: tick engine, saving, data tables

The engine room: clock, saving, data

What was built

  • Simulation core
  • Data tables, XP curve, content loader
  • Saving and migrations
  • Skill model
  • Debug screen and background running

19 problems found by tests, reviews and playtests; 18 fixed, the rest are owner decisions or accepted limits.

At the gate the owner plays a debug screen: ticks, day clock, save and load

Movement, gathering, AFK

M2 built and checked; the owner plays it in 2.5 · 2026-10-17

Movement, gathering, AFK

Walking around, mining and fishing, going AFK

What was built

  • World and movement
  • Inventory, tool belt and bank
  • Gathering, AFK helper hook and unlocks
  • Island 1 test map and gathering content
  • Driver, input, interaction
  • Map, player and camera view
  • Functional HUD and panels
  • Save v2 in play, session replay
  • AFK and XP measurement

62 problems found by tests, reviews and playtests; 54 fixed, the rest are owner decisions or accepted limits.

At the gate the owner plays walk around, mine and fish, go AFK

HD-2D look + Android app

M2.5 in progress (3D world, art, app, HUD, settings and look pass done; checks, review and playtest next) · 2026-10-18

HD-2D look + Android app

The 3D pixel look, day and night, and the Android app

What was built

  • Map view data and the terrain builder
  • World view in 3D: billboards, camera, picking
  • Render host, day/night, lamps, water, graphics settings
  • HD-2D art set for island 1
  • Android build, controller-only app, fast-forward on resume
  • HUD on the 3D world, graphics settings screen, phone defaults
  • Screenshot set, frame-rate bench, export gate step
  • Look pass: lighting, post and decor with the real art

35 problems found by tests, reviews and playtests; 29 fixed, the rest are owner decisions or accepted limits.

At the gate the owner plays the island in HD-2D on PC, and as an app on the owner's phone (M2's gameplay, so this session also closes M2)

M3

M3 not started

Crafting

Smithing and cooking

At the gate the owner plays smith and cook from what the owner gathered

M4

M4 not started

Combat, weapons, hotbar

Fighting with sword & shield and staff

At the gate the owner plays fight with Sword & Shield and Staff

M5

M5 not started

Taming, creature tactics, evolution

Taming creatures, giving them orders, evolving them

At the gate the owner plays tame, set tactics, evolve with a branch choice

M6

M6 not started

Breeding and eggs

Breeding and eggs

At the gate the owner plays breed, hatch, inherit Heritage abilities

M7

M7 not started

Tamer Duels

Tamer Duels

At the gate the owner plays 3v3 against the 3 NPC tamers

M8

M8 not started

Island 1 content and the guardian boss

Island 1 and its guardian boss

At the gate the owner plays the full slice

Screenshots

Island 1

Captured automatically from the PC version at each check (the browser version is simpler, see the last picture).

How it is built

AI agents, one owner

Halcyon is made in the Godot engine by AI agents (Claude). The owner decides what the game is and plays every milestone; the agents plan, write the code, draw much of the art in code, test, review and fix. Work runs in waves of parallel "lanes" (for example the world, the art, the HUD and the Android app at the same time), and an integrator joins them at a barrier where the full test gate must pass.

The game's rules run on a fixed tick, separate from what is drawn, and are fully deterministic: the same inputs always give the same game, which the tests prove by replaying thousands of ticks and comparing fingerprints. That keeps saves safe and leaves the door open for playing together later.

Pace is measured, not guessed: bots that play no faster than a person check how long levels take, both when you play actively and when you let your character work on its own.