A station of six outline hexagons joined by tube belts around a glowing dock, with the frigate docked below

A game in progress · early playtest

Driftworks

A game about a dead station you wake up and build into a factory, and the frigate you fly to feed it. I'm designing it and playtesting every version; Claude, Anthropic's AI, writes the code. It changes every day.

Play the current buildRead the devlog

  • Version 32
  • Updated Oct 16, 2026
  • Mac trackpad or mouse, and a keyboard

Build 22, the copper line

The frigate lining up side-on below the dock, leaving a trail of light-grey thruster puffs

What it is

Wake the station, feed the factory

Far out in the dark, a derelict station drifts. It doesn't fly and it never will: it's home, and the place your factory grows. You are the AI aboard a small frigate with a hold, a battery and one drone. You fly it like a unit in a real-time strategy game: select it, right-click a rock, and it flies there, cracks the rock apart with its laser while the drone brings the pieces aboard, then hauls the ore home and docks to recharge.

At the station you build on a hex grid around the dock. Every module starts empty, and you give it a job and a recipe: a burner for power, a smelter for iron or copper, a constructor for plates or wire. You join them with belts and pick what each one carries. The factory runs while you're out, and its next bottleneck decides where you fly next. Iron lies close by, copper far out, and more lies farther still.

The look is geometric: thin outlines on black, with colour only for cargo, jobs and status. It began as the second version of Jumpgate and borrows its outline art and music.

Where it stands

Stage
Early playtest, version 32
Updated
Oct 16, 2026, 7:40 pm
Playable now
Chapters 1 to 3, about 35 to 40 minutes: fly the frigate out to iron rocks, mine and haul ore home, build modules on the hex grid round the dock, give each a job and a recipe, belt them together, power the station, smelt iron and make plates, fetch copper from the far field and make wire, then make data cards, turn them into compute in a cooled data center, chain a second burner and build a lab. Runs in the browser with a mouse and keyboard.
Next
  • Select, move and rotate groups of modules; remove a module; copy a module's setup.
  • Drop cargo from the frigate.
  • Chapter 4: the research tree.
Open question
How the station grows past two lines: more of each module, mergers and splitters, and moving whole sections.

How it's being made

The full devlog

I direct and playtest

I decide what the game is and how it should feel, play every version, and send notes as I go: what's confusing, what's too fast, what I want next.

Claude writes the code

Claude, Anthropic's AI, turns each note into a new version, tests it and publishes it, often within minutes. It also asks questions and suggests a default when a decision is open.

Every version is logged

The devlog keeps my notes in my own words, what changed and screenshots, so you can follow the whole thing from the first message.

Latest from the devlog

All 31 entries
  1. A grown station of hexagons joined by tube belts: two burners, smelters, constructors, a splitter, a lab with a progress ring, and a data center joined to a radiator by a short striped heat pipeOct 16, 7:40 pm · v32Chapter 3: Compute
  2. Oct 16, 6:10 pm · v31Sound follows the camera, and no last-second spin
  3. Oct 16, 4:30 pm · v23–v30Fixes from the Chapter 1 playtest
  4. A station of six hexagons: the dock in the middle with the frigate docked below, a burner at left, an iron smelter and an iron constructor at right, and a copper smelter and a wire constructor stacked above, all joined by tube belts, with the goal card Chapter 2, Make 10 copper wire at 6 of 10Oct 16, 2:23 pm · v22Chapter 2: copper and wire

Play the build

It runs in the browser on a computer, with a trackpad or mouse and a keyboard. It's an early build: it changes every day and saves can reset between versions. Tell me what felt good and what didn't.

Play version 32Send feedback

Written with Claude, from the conversation where the game is being made.