A 2D necromancy kingdom simulation where you build a realm where the living and undead coexist. Pre-alpha in Godot 4.6. Features procedurally generated villages, multi-threaded trait-based entity AI, need systems driving entity behavior, a full production economy from farming to baking, and a custom calendar. This is my forever project, building toward the long-term design I first sketched in a blog post. Code is AGPL-3.0 (with a commercial platform exception); visual assets CC0.
Pixel art editor where AI and humans edit the same sprite in real time, because the art is plain text. Python with a tkinter GUI plus a matching CLI. I built it while working on Veil of Ages so Claude could help with sprites by editing a grid.txt file rather than generating images. AGPL-3.0.
My laptop setup as code. The included Ansible playbook provisions a fresh machine end to end. My Emacs configuration lives here too rather than as a separate repo.
A RimWorld mod I rewrote and greatly expanded from Runaway's much smaller original, now building on the rebuilt core for RimWorld 1.6+. The mechanic separates gender identity from reproductive biology via hediffs, so pawns can spawn with configurable gender identities and independent reproductive capabilities. Most of the current feature set is mine: organ transplantation between pawns, prosthetic reproduction, capability-specific sterilization, ideology rituals for gender affirmation, and biosculpter cycles for physical and reproductive transformation.