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The developer

Ancient Warriors: Order of the Seal is made by Volodymyr Lysenko, together with Claude Opus 5, Anthropic's AI. How the game was built, and how to reach its author.

Volodymyr Lysenko

Ancient Warriors: Order of the Seal is the work of one developer, Volodymyr Lysenko. He came up with the game, its world and its story, decided how it should look and play, and played every build before it went out.

Write to him at lusiy321@gmail.com — with a question, an idea, a report of something that went wrong, or a word about the game.

Made together with an AI

The game was built in partnership with Claude Opus 5, an AI made by Anthropic. The work went as a conversation between a designer and a co-developer:

  • Volodymyr set the course: a classic tile-based online RPG for a single hero — a shipwreck, an island to learn on, a continent of crypts, mines and war bands — the vocations, the quests and how the game should feel in the hand.
  • Claude wrote most of the code in the Godot engine: the world and its maps, the monsters’ behaviour and pathfinding, the fights, the spells, the gear ladders, the quests, the interface for both phones and computers, the saves — and the tools around the game: the export of the builds, the store pictures, the trailer and this website.
  • Every change was checked, not guessed. Each report from play — “the monsters just stand still”, “the hero spins on the diagonals”, “an elf kills a level-60 hero in two blows” — was measured, reproduced and fixed, and a probe was left behind so the same fault cannot quietly come back. The monster balance is solved by a tool for all four vocations at once.
  • What was learned was written down. The project keeps a long notebook of its decisions and of the mistakes made along the way, so every new working session picks up where the last one stopped.
  • The game speaks nine languages — translated and proofread with the same care.

The pictures of the world come from the KayKit packs by Kay Lousberg, the drawn item and spell art was made for the game, and the music is by Kevin MacLeod (see the game’s credits). Everything else — the rules, the numbers and the thousands of decisions between them — was made by a person and an AI working side by side.

Support

If you would like to see the game grow — and an extended online version built on it — you can support the project.