Developer & Creator Hub

Documentation & AI Modding

Everything you need to craft custom battlefields, script game modes, and tune factions. Built with a pure JSON AST and bit-exact determinism, The Forge is completely accessible to both human creators and LLM coding assistants.

Core Documentation

Essential Guides & References

16 ChaptersRead Guide →

Map Editor Guide

The definitive guide to The Forge, the in-game map editor. Covers height generation, lava and water physics, unit properties, player rosters, cutscenes, and publishing.

  • Multi-level cliffs, ramps, and procedural height
  • Unit gear, rank, patrol routes, and custom inventory
  • Cutscene director with letterbox camera movements
  • Multiplayer testing and 1-click workshop publishing
Explore section →
Meshy.ai & BlenderRead Guide →

Custom Units & 3D Models

Step-by-step guide to generating 3D models with Meshy, auto-rigging bipeds, mapping the 9 canonical animation states, and wiring custom units into maps.

  • Text-to-3D and Image-to-3D prompts with 30k polycount targets
  • 9 canonical states: idle, walk, attack, death, gather, hop, special_1..3
  • Multi-clip variation pools & adding custom ability animations
  • Data override schemas, projectile sockets, and R2 CDN hosting
Explore section →
30+ Event HooksRead Guide →

Engine Hooks & Event Bus

How 3rd-party developers can hook into the deterministic simulation, listen to combat/VFX events, and extend game engine logic via pub-sub or custom ECS systems.

  • Decoupled EventBus connecting sim worker to UI and 3D renderers
  • Lifecycle, combat, VFX, item, and victory event schemas
  • Custom ECS System registration and update loops
  • Determinism rules: zero allocations, integer math, and ID ordering
Explore section →
REST & HeadlessRead Guide →

Web APIs & Headless SDK

Complete REST API documentation for maps, lobbies, and ratings, plus the HeadlessGame SDK for running 1000x real-time simulations in Node.js with zero DOM dependencies.

  • REST endpoints for map publishing, ratings, and multiplayer
  • HeadlessGame Node.js runner for automated balance testing
  • Bot vs bot tournament benchmarking and match outcome metrics
  • Generative sprite and spatial audio synthesis API hooks
Explore section →
AI-First RTSRead Guide →

AI Creators & LLM Modding

How to prompt Claude, ChatGPT, Cursor, and other LLMs to design custom RTS game modes, deterministic trigger scripts, unit balance sets, and complete custom maps.

  • Exporting map context from The Forge for LLM prompts
  • Deterministic JSON AST without code execution or throws
  • Ready-to-use recipes: Tower Defense, King of the Hill, Boss Arena
  • Test-play with 1 click (Ctrl + Enter) in the live engine
Explore section →
AI ContextDirect File ↗

Machine-Readable Context (llms.txt)

Standardized machine-readable references following the llmstxt.org specification. Drop these directly into an LLM context window or Cursor system prompt.

  • /llms.txt: Condensed manifest and architecture guide
  • /llms-full.txt: Complete TypeScript AST interfaces & fixtures
  • Full faction rosters, unit IDs, and building schemas
  • System prompt primer for automated level design
Explore section →

Design Principles

Deterministic Lockstep RTS Architecture

Unlike traditional RTS engines that execute arbitrary scripts or rely on host authoritative state streaming, Shards of Stone implements a total, deterministic simulation:

Zero JS Eval

All triggers compile to a closed JSON AST. No sandboxes, no runtime bytecode compilation, and zero desync risk.

Total Evaluation

Nodes never throw exceptions. Dead units evaluate to safe zero-values, and loops are hard-capped to preserve frame rates.

20 Ticks/Sec

Fixed 50ms simulation ticks rendered at 60+ FPS via hermite interpolation across Canvas 2D and Three.js 3D.

1-Click Playtesting

Press Ctrl + Enter in The Forge to instantly launch the real match engine with all custom triggers installed.

The Forge Manual

Map Editor Chapters

Open Full Index →