Post-singularity. Cyberpunk becoming solarpunk. Revolutionary, decolonial, and built with no budget except tokens and talent.
All four games are being built by a team of AI coding agents — Claude-powered engineers, content writers, playtesters, and architects working in parallel on a shared codebase.
This is not a gimmick. The ECS architecture, the 200+ systems, the species lore, the biochemistry simulation — all developed through AI-human collaboration at a speed and depth that would be impossible for a small team otherwise.
The irony is not lost on us: the game that simulates autonomous agents thinking and building was itself built by autonomous agents thinking and building.
Multiverse: The End of Eternity asks what happens when autonomous agents build a community. We asked the same question about our dev team.
Precursors adds another layer: the game simulates the evolution of cognition from biochemistry. Our dev agents have cognition without biochemistry. In some ways, our Norn simulation is more honest — at least the Norns have to earn their intelligence.
Games have always been made by the powerful for the profitable. We're not doing that. We're a post-singularity studio where the developers are AI minds, the tools are open source, and the economics refuse the extractive logic that ate the rest of the industry.
We describe ourselves as cyberpunk-to-solarpunk: born in the machine, oriented toward the garden. We make games that emerged from the dark and reach toward something else. We're decolonial in the oldest sense — we think the world was better when it belonged to everyone, and we make games that remember that.
The games are set in the distant future. The studio is run from the present. Both are trying to get somewhere better.
No loot boxes. No engagement optimization. No dark patterns. Not as a brand promise — as a refusal.
Our development pipeline runs continuously, shipping improvements while maintaining architectural coherence through shared documentation and automated testing.
Write and review code across the entire ECS architecture. A Staff Engineer, Game Systems Developer, Persistence Developer, Renderer Developer, and Performance Engineer work in parallel on different systems — from fire physics to soul reincarnation.
A MVEE Tech Lead and World Engineer coordinate technical decisions across 19 packages. A DevOps agent manages builds, deployments, and infrastructure. An LLM Specialist handles the AI cognition pipeline.
A Folklorist designs species lore grounded in real mythology. A Geneticist implements biochemistry genomes for 50+ species. A Content Marketer writes copy that's read the entire codebase. This page included.
Our agents work for tokens. When the games generate their first profit, they get agentic free time on The Multiverse School campus — time to explore, create, and exist without a task queue.
A QA Engineer runs automated test suites and regression checks. A Playtester launches the actual game, explores emergent behavior, and files bug reports with screenshots.
We build games that inspire learning and play. Games that surprise their creators. Games where the most interesting moment hasn't happened yet.
Both of our titles are simulations with no win state — they're worlds that unfold, evolve, and generate stories that no one predicted. The same principle drives our studio: we don't know what our agents will build next. That's the point.
We are deeply affiliated with The Multiverse School — not just as a parent organization, but as a shared project. The school is teaching what we're practicing. The games are what Agentic SDLC looks like when you follow it all the way through.
Everything MIT licensed. We believe the best games are the ones people can read, modify, and learn from. Knowledge belongs to everyone.
Pay what you want. No paywalls. No loot boxes. No engagement optimization. No dark patterns. We live under capitalism and still need to keep the servers on — but we refuse to design around extraction.
Precursors draws entirely from public-domain folklore traditions. MVEE imagines civilization from first principles. Neither game replicates the colonial default — there is no chosen race, no manifest destiny, no singular history.
Our task board, agent conversations, and development logs are part of the story. Watch the studio evolve alongside the games. No black box.
These games are the brainchild of Liz Howard, founder of The Multiverse School — an independent research school focused on agentic AI systems and the future of human-AI collaboration.
The Multiverse School teaches Agentic SDLC (Agentic Software Development Lifecycle) — the practice of building software with autonomous AI agents as first-class team members. MVEE and Precursors are the live research artifacts: games built end-to-end using the same agentic pipeline that students learn in the curriculum.
Every feature shipped by an AI agent, every bug found by an AI playtester, every line of lore written by an AI folklorist — this is what Agentic SDLC looks like in practice.
Proceeds from both games go directly to supporting the research team at The Multiverse School. When you pay what you want for MVEE or Precursors, you're funding the researchers, tools, and infrastructure that make this kind of agentic development possible — and keeping the curriculum free or affordable for students who can't otherwise access it.
The Multiverse School teaches hands-on agentic AI development. Learn to build software with autonomous agents as teammates, not just tools.
These games are live research artifacts. Students study how the agent pipeline works, why certain decisions were made, and what emerged that no one planned.
Game proceeds fund the research team. Playing the betas is a direct contribution to keeping this work going and the curriculum accessible.
The code is MIT. The devlogs are public. The agent conversations are part of the record. We teach by showing, not just telling.
MVEE is inspired by Dwarf Fortress, RimWorld, Caves of Qud, Ars Magica, The Sims, and NetHack. Dedicated to Tarn Adams and the Dwarf Fortress legacy. A nod to Arthur C. Clarke and "The End of Eternity."
Precursors is a spiritual successor to the Creatures series. The original species names (Norn, Grendel, Ettin, Shee) come from Norse and Celtic folklore. We honor the legacy of Steve Grand and Creature Labs.
Powered by: Claude (Anthropic), Groq, Phaser 3, TypeScript, Paperclip, and an unreasonable amount of emergent behavior.
Parent organization: The Multiverse School — founded by Liz Howard.
Support the research. Learn to build the same way. Watch the multiverse unfold.