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Auntie Atom

Survival-horror Roblox world; an experiment in AI-assisted game design.

Labs·Alpha·Rev. 2026·Roblox · Luau · MCP

What is Auntie Atom: The Final Harvest?

Auntie Atom: The Final Harvest is a survival horror Roblox game set in the Null Plains Facility, a retro-futuristic nuclear bakery. It is also an active experiment in AI-assisted game development, using Roblox Studio's built-in MCP server to read, edit, and execute Luau scripts directly from Claude Code sessions. The project tests whether MCP tooling can compress iteration cycles for a two-person team.

Abstract

Auntie Atom: The Final Harvest is a survival horror Roblox game set in the Null Plains Facility — a retro-futuristic nuclear bakery. It is also an active experiment in AI-assisted game development, using Roblox Studio's built-in MCP server to read, edit, and execute Luau scripts directly from Claude Code sessions.

Problem

Game design at the quality level of console titles requires tight iteration cycles between concept and playable result. For a two-person production, the bottleneck is execution speed: writing Luau scripts, testing in the Studio runtime, catching errors, and iterating takes hours per feature without tooling support.

The Roblox Studio MCP server closes this loop. `script_read`, `multi_edit`, and `execute_luau` allow Claude Code to read the current game tree, push script changes, and run assertions in the live runtime — all without switching context out of the editor.

Approach

Game systems

The game runs on a standard Roblox server/client architecture with approximately 28 server scripts. Core systems include a restart loop with 25-second intermissions, per-shift cinematic intros using a `ViewportFrame` technique that bypasses global Lighting, a compliance system (photosensitive warnings, three accessibility toggles, DataStore-persisted settings), and a proximity-scaled Inspector dread system.

MCP development loop

The MCP development pattern works like this: the game tree is read via `search_game_tree` and `inspect_instance`, scripts are modified via `multi_edit`, and behavior is verified by `execute_luau` assertions that check the runtime state directly. This replaces the manual Studio → test → edit → repeat cycle for scripted systems.

Design language

Design language draws from the Stenberg brothers woodtype lineage. The palette is gold (#c9a84c), sage, cyan (#00a8b3), and cream (#e0e0e0) — matched to the live web presence.

Status

  • Core gameplay loop, HUD (12/12 audit complete), restart loop, and cinematic intros are shipped.
  • Death cinematic (ViewportFrame + Bedrock-generated voice lines), match summary card, streak system, and InspectorDreadClient all merged.
  • Splash screen design spec approved; implementation plan written and ready to execute.
  • Blocked on five remaining voice clips pending upload to Roblox Asset Manager, and on Blender mesh work for stair collision geometry.

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