# How we built Agent of Somebody

> Vlad Cealicu on how Agent of Somebody was built. About three hours of prompting Claude Fable 5.2 and changing his mind, a night of it working alone, the prompts as he typed them, what he asked to change after playing each build, what went wrong on both sides, and what a player on Reddit said about the text.

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- Updated: 2026-11-11

By Vlad Cealicu, 11 November 2026. 1,473 words, about 6 min to read.

At eight minutes past one on Wednesday 11 November I sent a friend a message that said "ok i made a game, i lost at the first boss twice". The game is [Agent of Somebody](/games/agent-of-somebody/). You're an agent sent to do three jobs in one night, in London, Paris and New York, you fight disease, bureaucracy and too few people doing research, and the powers you pick up are tools from our directory with the grades they hold that day. I prompted it and Claude Fable 5.2 wrote it, in a Claude Code session in my browser. It took about three hours of me asking for things and changing my mind, and then I left it overnight.

## What did I ask for?

The first message asked for a different game (I've fixed my spelling in the quotes). "I need a bullet hell game that is fun and plays in the browser, lasts 5 min max and it uses our data and the logos and companies and reviews as the mobs and the bosses and the powers." I wanted it in a folder of its own, I wanted graphics that "can keep up with AAA studios", and I told it to take as much time as it needed [[1]](#ref-1).

Then I spent a while changing my mind. The companies stopped being the enemies. "You can turn each of the companies into helpers / superpowers that are 3d. You're fighting disease and bureaucracy and tedious repetitive work and discovering new theories, you are an agent of somebody." The end of that sentence became the name. The bullet hell became a shooter with waves, and a few messages later it was closer to WoW, with "a corridor with the boss at the end" where "you have to go through groups of mobs and they randomly drop connections to tools that give you powers that allow you to defeat the boss". I asked for it in third person ("Not top down, it's immersed you're in it"), in three cities ("in paris in france you fight bureaucracy, in london you fight diseases and in NY you fight for discovery of things") and serious ("Hyper realism remember, no silliness") [[1]](#ref-1).

## What came back?

The first build I played had a camera that undid what the mouse had done, figures made of rigid pieces and a hero I called "a bit too robotic and meh". It also had boss fights I liked ("the boss mechanics were not bad i enjoyed that") [[1]](#ref-1). From there it was the same loop until I went to bed. It gave me a build, I played it and typed what was wrong with it, and it gave me another.

A lot of what I typed was a complaint with a typo in it. "i'm losing health or something and i don't know on what" turned out to be the Paris boss landing an attack with nothing drawn on the ground, and since then nothing in the game hurts you without showing where it's coming from. The hero is an android in a white ceramic shell because I asked "can i have it look like a very good robot agent". Each city's score starts with one instrument and adds a part at every group of enemies, and that one came from "i need the music to start off slower and get more intense and more fighty as you have to fight the boss" [[1]](#ref-1) [[2]](#ref-2).

## What does a night of it look like?

Who did what, London time

1. **The night** (me). About three hours of prompts and changes of mind, then bed
2. **03:28** (fable 5.2). The first commit, and the pull request is opened
3. **03:59 to 08:22** (fable 5.2). Fourteen more commits, with the android hero and its motion capture, the voices, London's buildings and a score for each city
4. **09:23 to 09:31** (me). Three messages with a list of things to add
5. **11:04 to 12:06** (fable 5.2). Five commits that did the list
6. **13:06** (me). Merged, and live at 13:56
7. **13:57 onwards** (fable 5.2). Five more pull requests from what I asked for after playing it live

The times are the commits' own [[2]](#ref-2). One of the three morning messages was "Can we make Big Ben have a real time and if they happen to play around the sharp o'clock to ring the appropriate number of times?" The dials on the tower show London's time, the bell rings the quarters, and on the hour it strikes once for each hour. In the same batch I asked to look back from the bridge and see the London Eye and "st Paul's top". Fable placed every landmark from its latitude and longitude and then told me County Hall hides St Paul's from the middle of the bridge, so the dome only shows from the last quarter of it [[2]](#ref-2).

After it went live I asked for "a fox just going by and minding its business". It keeps to the pavement a few metres behind you, and when the boss is down it comes over, sniffs, sits and dips its head. I'd asked for it to tell me thanks at the end, and Fable held me to "no silliness", so it doesn't speak [[1]](#ref-1).

## What's in it?

- 21: JavaScript files, and no libraries
- 23,400: lines to the nearest hundred, with the page and its styles
- 13 MB: the whole folder, with models, textures, skies and voices
- 6: pull requests in one day

The game on 11 November 2026, from the repository [2]

The renderer is WebGL2 written by hand, and like the rest of the site it uses no libraries. The surfaces, skies and street props are CC0 scans from Poly Haven, the figures are built on MakeHuman's CC0 base mesh and move with clips from the CMU motion capture database, and the bosses speak with open speech models whose output was processed until little of the reader is left [[3]](#ref-3). Every power is a listing from our directory. An enemy drops a key, the key gives you one tool, the tool's category decides what it does (a comms tool interrupts, a model hits hard, a runtime shields), its grade decides how strong it is, and the end screen links every tool you used to its page.

## Where did it go wrong?

Some of it was me. I asked for four abilities for the first boss, six for the second and eight for the third, and after it was live I wrote "we have too many tools" and asked for two, three and four. Halving the bar made New York much harder than it had been, so it was rebalanced the same hour against a bot. A bot that dodges six times in ten now wins 39% of its fights with the last boss, and one that dodges nine times in ten wins 81% [[2]](#ref-2).

Some of it was Fable. London had no music for a while because three settings of its level had ended up inside a comment, and a script that was meant to replace one block of the stylesheet deleted about 500 lines of it, which were restored from the last commit [[1]](#ref-1).

The text took somebody else to point out. I posted the game on r/accelerate and one reply was "The claudespeak might be meta, but it makes this utterly unplayable, sorry." [[4]](#ref-4) I asked for a voice check, and the check agreed with the reply. The health bar was labelled Context, dying said "Context exhausted", and the first message you got in London was "Those carry it. A key opens a tool the lab can reach: take every one." About 200 lines were rewritten that afternoon. It says Health and "You died." now, and that first message is "They're infected. When one drops a key, walk over it. Each key gives you a tool." [[2]](#ref-2)

It also used a lot. I went through all three of my usage resets, so it would take four Fable 5.2 accounts to get it done.

## What isn't done

Fable has only run the game in a headless browser with a software renderer, so it has never seen it on a real graphics card or heard it through a speaker, and the frame rate on phones isn't measured. The new text was written by the same model that wrote the old text, and no person who hasn't seen the game has read it cold. There's an Easy difficulty with fewer mechanics now, and it was tested by bots before it was merged [[2]](#ref-2).

The meta is what we're trying to use AI for, which is to fight disease, to fight bureaucracy and to get as much research done as possible, and that's what your agent fights.

It went live at 13:56 and the message I sent my friend was "sorry got distracted playing it". I've beaten London since. Paris I knew from the night before, and it's a bit easier.

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## References

Read on 11 November 2026. My own messages are quoted with the spelling fixed.

[1] My conversation with Claude Fable 5.2 in Claude Code, 11 November 2026, not published. Source for the prompts quoted, for what I asked the fox to do, and for the two mistakes with the level file and the stylesheet.

[2] Anchor Terminal repository, 11 November 2026, not published. The game's commits, pull requests 735, 747, 748, 749, 760 and 761, and its design notes. Source for the commit and merge times, the counts of files, lines and megabytes, what was built in answer to each message, the bot's win rates against the last boss, the text before and after the voice check, and what has not been tested.

[3] Agent of Somebody, credits, 11 November 2026. Source for the Poly Haven scans, the MakeHuman base mesh, the CMU motion capture, the speech models behind the voices and their licences. https://www.anchorterminal.com/games/agent-of-somebody/credits.txt

[4] Reddit, r/accelerate, 11 November 2026. A reply to my post about the game. Source for the quote. https://www.reddit.com/r/accelerate/comments/1xtjrsp/comment/19shaukgpojxe/

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