A game in progress · early playtest
Solhex
Build a space station factory from one hex. Fight with real space physics. I'm designing it and playtesting every version; Claude, Anthropic's AI, writes the code.
Play the current buildRead the devlog
- Version 173
- Updated Oct 24, 2026
- Plays in a desktop browser, with mouse and keyboard

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 and a battery. You fly it like a unit in a real-time strategy game: select it, right-click a rock, and it flies there, mines it, hauls the ore home and docks over the station's heart to unload and recharge.
At the station you build on a hex grid around the dock. Every module starts empty, and you give it a job for good: a burner for power, a smelter for iron or copper, a constructor for plates, wire or data cards. Drag a belt from one to the next and the factory runs while you're out. A sensor finds the copper far out; data centers read your data cards into research, and research is how the frigate gets bigger holds, longer reach and, in the end, a mind of its own for mining.
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
- Playtesting, version 173
- Updated
- Oct 24, 2026, 3:00 am
- Playable now
- Part One: chapters 1 to 10, about four hours, with an ending. Watch the intro, wake as the seed pod in near-darkness with a few shards of ore in sight that lead to more, place the dock, gather and smelt ore, crack big rocks with the chaingun, find copper past a machine guarding it, research with data cards, decode a signal while the machines' attacks come from one side, switch to solar power and find the nest they come from and a second copper field, ride out a small dust storm and then the great one with a raid and a carrier, take the nest apart, strip the field, catch a comet for fuel, move the station across the dark, salvage alloy from a ruined field of wreckage while the machines inside wake, then go into the biggest wreck for a dead pod's seed vault and the gate core at its heart, with attack drones drawing fire through the escape and a three-wave siege at the station. Read the core and it shows where the gate-builders went next: the end of Part One, and the station is yours to keep building. The first few minutes point at what to click next until you've got the hang of it. Runs in the browser with a mouse and keyboard.
- Next
- Part Two, someday: chapters 11 to 25 are drafted and wait
How it's being made
The full devlog- 171versions in the first 184 hours, from the first message at 10:34 am
- 27notes from me, typed or dictated while I played
- 3,777lines of code, every one written by Claude
- 165devlog entries, each with my words
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 165 entriesPlay the build
It plays in a desktop browser with a mouse and 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.
Written with Claude, from the conversation where the game is being made.



