How it was made
Blockfall was made by Magniip together with Claude Opus 5.5, Anthropic's AI
model, while Magniip was on holiday.
The whole game was built on a Raspberry Pi 4 that was left running at home. Magniip
steered the work from the road with Claude Code's Remote Control, playing every new
version in the browser and sending feedback, ideas and bug reports. Claude wrote the code,
designed and built the levels, tested every change on the Pi and put each new version online.
Every asset was created on that Raspberry Pi: no stock art, no sample packs.
CODE
Written in GDScript for Godot 4.7 with the Compatibility renderer, so it runs in a
browser and on modest hardware. The menus, HUD, enemies and weapons are all built in code.
TEXTURES
Generated by a Python script: pixel patterns for metal, crates, ice, brick, grass, servers
and more. Shaders bring the acid, lava, holograms, glass and starry sky to life.
SOUND & MUSIC
Every sound effect and every music track was synthesized from scratch by a Python script,
with a small variation of the music for each level.
VOICES
The whole story is voiced with Piper, an offline neural text-to-speech engine running
on the Pi, with radio, logbook and robot effects for the different characters.
LEVELS
Levels started as text maps and level generators, then became Godot scenes with a custom
visual level editor: multiple floors, stairs, hazards, keycards and ambushes.
ENEMY AI
Enemies find their way across floors and stairs with A* pathfinding, strafe and keep their
distance, never walk into acid or lava, and ambush you on the way back from the keycard.
Testing without a screen nearby
Because nobody was sitting next to the Pi, the game got its own test modes: it can jump to any
level, teleport the player, hold buttons, fire automatically, check enemy paths and save
screenshots, all from the command line. Every change was checked that way before it went online.
The VR part
The WebVR version was also built on the Raspberry Pi, without a headset, using a simulation
mode that renders the VR view on a normal screen and imitates the Quest controllers. Back home,
Magniip tested it in a real headset, and a little more work was then done on another computer to
fine-tune it: sharper menu text, pointing at menus with the controllers, seated play and the
right resolution for the Quest.