---
title: "I'm building a voxel robot action game with a studio of AI agents."
url: "https://aigamehub.app/en/games/i-m-building-a-voxel-robot-action-game-with-a-studio-of-ai-a-7ab133"
source: "https://www.reddit.com/r/aigamedev/comments/1x23ojj/im_building_a_voxel_robot_action_game_with_a"
source_type: "reddit"
play_url: "https://exo-hold-the-line.vercel.app/"
platform: "unknown"
login_required: false
pricing: "unknown"
origin: "original"
ai_tools: []
game_languages: ["en"]
author: "Kenjirio"
author_handle: "Kenjirio"
category: null
categories: []
tags: []
added: "2026-10-11T04:23:30.570Z"
updated: "2026-10-11T04:23:30.570Z"
locale: "en"
content_locale: "en"
---

# I'm building a voxel robot action game with a studio of AI agents.

I'm building a voxel robot action game with a studio of AI agents.

This is EXO: Hold the Line, a voxel robot action game where you pilot one war frame against waves of hundreds of machines. It's still very early alpha, with lots of bugs and unfinished work, but I'm proud of how far it's come. The video is about 9 minutes running through a few builds of the first class, Vanguard. Quick facts: Three.js and plain JavaScript, runs in the browser No 3D models. Every robot, prop and arena is built in code from concept images I'm not a dev (and I hope this encourages other non-devs to start building too) How it started Not long ago I stumbled on an open-source voxel action game on GitHub (MIT licensed, by BubuAi). I'd wanted to build a game of my own for a while, but with the ambition I had I assumed I'd need an engine like Unity just to start. Then I saw how well this demo played, so I used it as the base and built from there. The best part is that because everything is code, building it with AI is extremely efficient. I've made a lot of progress considering how early this is. How it's made I run it like a small studio inside Hermes Agent. An orchestrator agent (Claude Opus) plans the w

## Description

ork and hands tasks to role agents: engineer, animator, VFX, level designer, game designer and concept artist. Every task runs in its own git worktree, and a merge queue runs the checks and lands the finished work. Cheaper models (DeepSeek, Sonnet) do the bulk of the work, and GPT does the concept art. My biggest unlock was Hermes Agent itself. I slowly moved my setup over from Claude Code across a few weeks, and the moment I knew the workflows were working was when DeepSeek V4.1 Flash built a better map than Opus 5.5. After that, the kanban boards made everything fast. Now I just chat with Opus, and he turns my brain dumps of ideas and bug fixes into tasks for an army of agents, usually 10 to 20 running at once while I'm active, split between DS, sonnet and occasionally Opus. I get the next build, playtest it, rant about what to improve, and go again. That's the main loop. The hard part Getting the workflows to my liking. I'm a visual guy, and it took a while to get the skills for characters, props, and especially combat skills and VFX to a place I'm happy with. There are still plenty of tweaks to make everywhere to make things smoother. Right now my focus is getting the combat system and all 7 classes fully working, each with at least 3 test builds. The bigger idea is that you build your own combos, and a loot system makes every fight worth it. If you want to follow along, there's a mailing list here: https://exo-hold-the-line.vercel.app I'll try to get a playable build up soon to get feedback! Happy to answer anything about the agent setup. It's still a work in progress.   submitted by   /u/Kenjirio   to   r/aigamedev [link]   [comments]

## Original post

I'm building a voxel robot action game with a studio of AI agents.

This is EXO: Hold the Line, a voxel robot action game where you pilot one war frame against waves of hundreds of machines. It's still very early alpha, with lots of bugs and unfinished work, but I'm proud of how far it's come. The video is about 9 minutes running through a few builds of the first class, Vanguard. Quick facts: Three.js and plain JavaScript, runs in the browser No 3D models. Every robot, prop and arena is built in code from concept images I'm not a dev (and I hope this encourages other non-devs to start building too) How it started Not long ago I stumbled on an open-source voxel action game on GitHub (MIT licensed, by BubuAi). I'd wanted to build a game of my own for a while, but with the ambition I had I assumed I'd need an engine like Unity just to start. Then I saw how well this demo played, so I used it as the base and built from there. The best part is that because everything is code, building it with AI is extremely efficient. I've made a lot of progress considering how early this is. How it's made I run it like a small studio inside Hermes Agent. An orchestrator agent (Claude Opus) plans the work and hands tasks to role agents: engineer, animator, VFX, level designer, game designer and concept artist. Every task runs in its own git worktree, and a merge queue runs the checks and lands the finished work. Cheaper models (DeepSeek, Sonnet) do the bulk of the work, and GPT does the concept art. My biggest unlock was Hermes Agent itself. I slowly moved my setup over from Claude Code across a few weeks, and the moment I knew the workflows were working was when DeepSeek V4.1 Flash built a better map than Opus 5.5. After that, the kanban boards made everything fast. Now I just chat with Opus, and he turns my brain dumps of ideas and bug fixes into tasks for an army of agents, usually 10 to 20 running at once while I'm active, split between DS, sonnet and occasionally Opus. I get the next build, playtest it, rant about what to improve, and go again. That's the main loop. The hard part Getting the workflows to my liking. I'm a visual guy, and it took a while to get the skills for characters, props, and especially combat skills and VFX to a place I'm happy with. There are still plenty of tweaks to make everywhere to make things smoother. Right now my focus is getting the combat system and all 7 classes fully working, each with at least 3 test builds. The bigger idea is that you build your own combos, and a loot system makes every fight worth it. If you want to follow along, there's a mailing list here: https://exo-hold-the-line.vercel.app I'll try to get a playable build up soon to get feedback! Happy to answer anything about the agent setup. It's still a work in progress.   submitted by   /u/Kenjirio   to   r/aigamedev [link]   [comments]
