INNER SUN Source

In development: milestone 1

INNER SUN

A drill ship bores down through a hollow Earth toward the place where the saucers are built.

A Windows game in Godot 4.7. No public build yet: it is in weekly playtests.

BEGIN DESCENT

CLASSIFIED

FIELD ORDER 1-A // AUGER

Your orders

You command the drill tower Auger, a near-future black-budget rig standing on its own drill bit. Bore down through the Crust, row by row, past old mine works, a Soviet rig module and caverns no survey ever logged. Keep the reactor's power where it matters, keep the heat down, put out the fires, pump out the water, and keep moving: something follows the noise you make.

At the bottom of the hollow world is the facility where the unidentified craft are built. Nobody who went looking has come back up to say so.

TOPSIDE Auger, TOPSIDE. Dying is normal. What you learn goes in the codex, and the codex lifts the black bars next time.

ROW 2 / 18 m

Run the tower

The ship is a cutaway of six rooms stacked on a drill crown. The reactor's bars go where you send them: helm, bracing, weapons, drill, coolant and pumps. Deeper rock is hotter, fires spread room to room and water pools in the bottom deck.

Your crew handle emergencies on their own when they can. When they can't, you pause, pull a bar from the drill and send someone up the ladder with an extinguisher.

CAM 01 // FIRE AND FLOOD

ROW 5 / 64 m

Dig where it pays

Nine ores and gems sit in the rock by depth, from coal to emerald. Steer onto a vein, hold depth to cut sideways along it, or fire a mining charge to crack a shell, burn off a gas pocket or drain the water before you reach it. A blast shatters half the ore it frees; cutting the vein yourself pays all of it.

The seismic scanner shows what is ahead: ore, gas, water, fault rock that drops rockfalls on the top deck, and buried structures to break into for crates.

CAM 02 // THE CROWN

ROW 8 / 112 m

Send a miner out

Park the drill and send one crew member into the rock with a pick and a headlamp. They climb out a side hatch, tunnel to the vein you clicked and mine it out by hand, at full yield.

While they are out they man nothing, and the gas, the water and the fault rock can hurt them. The haul pays only if they climb back in. The front keeps coming the whole time.

CAM 03 // SIDE HATCH

ROW 11 / 160 m

One descent

A run is one dive down a node map of the Crust: events written as redacted field dossiers, trading posts that take ore for gear and gems for supplies, rival drill crews who tunnel in beside you to fight, and the layer gate at the bottom.

Every run earns research. Spend it on requisitions loaded onto every later dive: spare bits, charges, a tungsten head, a fourth crew member.

CAM 04 // FULL RUN, BOT AT THE CONTROLS

THE GATE / 214 m

How it was made

Inner Sun is built almost entirely by Claude, working autonomously in long sessions. Stewart pitched it, plays every build and writes notes; his notes outrank everything. Three days in, it has 177 commits, 368 automated tests and six playtest builds.

One simulation, everywhere

The rules live in plain GDScript classes with no rendering and no clock. The game, the tests and headless balance runs all drive the same sim through one command chain at a fixed 60 Hz. A seed plus the command log replays any run exactly, and every build checks that headless, recorded and exported runs end on the same hash.

Bots that play a thousand runs

Three policy bots (cautious, greedy, balanced) play about 1,000 full runs in twelve minutes. Their win rates and death rows tune the Crust: when the balanced bot wins too often or a row kills everyone, a number in a data file moves.

A critic who has never seen the code

Each build is filmed off-screen by Godot's Movie Maker while a bot plays, then judged blind: first by a Claude critic that sees only frames, later by Gemini watching the video. Its scores and complaints ("a debug view, not a game yet") become the next list of fixes.

Blind critic score per review build (average of ten categories, out of 10)
0369 3.85.86.15.66.84.56.15.65.0M0M1aM1bM1cM1d

Orange: Claude critic on frames. Green: Gemini on video, which judges harder and swings a point between runs. The dip at 4.5 was the first rock texture ("wavy sand"); it was redrawn the same night. The last point is the footage on this page.

Milestone 0: grey boxes, placeholder crew and a fire in the drill room.
15 Oct, M0. The loop proof: a node-free sim, a bot, planted bugs caught.
The first drilling view in greybox: the tower in its shaft.
15 Oct. The drill bites: a real shaft through layered rock.
The painted cutaway with props, crew and a fire.
15 Oct. Painted rooms and crew replace the grey boxes.
The current build: the tower in fractured rock with blast craters and a far wall.
17 Oct, build 6. Fractured rock, parallax depth, every system with a job.
  1. Kickoff. Stewart pitches a drill ship boring into a hollow Earth; the tall tower is chosen.
  2. M0: the autonomous loop proven. Off-screen frames, planted bugs caught, the same hash headless and on film.
  3. The blind critic installed. First review: 3.8 out of 10. An art bake-off, then painted rooms and crew lit in Godot.
  4. M1a playtest build. A whole run with fights, events, a store and a death report. Handed to Stewart.
  5. M1b: digging is the game. His first note: nothing to do but steer. Now nine ores and gems, a zoomed-out dig view and twenty-minute runs.
  6. M1c: every system gets a job. Side cutting, rockfalls, blasts, douse, buried structures, research and requisitions.
  7. The away miner and world depth. A crew member digs by hand; flames, smoke, teal water and a parallax far wall.
  8. Build 6. From his notes: the miner climbs out a side hatch, the aim says what a click is worth, TOPSIDE teaches each verb once.

The full making-of log