- Studio
- XenoState
- Founded
- September 2026
- Based in
- United States
- First game
- Amara, in development
- Engine
- Unreal Engine 5
- Team
- 1 founder + Claude Code agents
- Funding
- None, self-funded
Facts as of 8 October 2026.
Amara
A third-person action RPG in the spirit of Dark Cloud. Ash, a traveler passing through, stops in Everly, a river mining town, and meets Amara, its kindest soul. Then the whole town is sealed away and scattered underground.
Ash goes down into the old mine to bring Everly's people back. Each person he frees returns as an orb that he carries home, and each orb rebuilds a home. The deeper he goes, the more the town lives again.
Story spoilers: tap to reveal
Ash chose his own name: it is what's left after a fire. He burned his old self down, and the game slowly shows who that old self was.
Concept artIn the engine today
In-engine · WIP
In-engine · WIP
In-engine · WIP
In-engine · WIPCaptured from the current build on 5-7 October 2026. Placeholder character bodies and debug text are still on screen; that's where we honestly are.
The vision
Concept art and mock-ups that show the game we're building toward. These are AI-generated targets for mood and design. They aren't screenshots, and they aren't final art.
Concept art
Concept art
Concept art
Concept art
Concept art
Concept artVision mock-ups
Vision mock-up
Vision mock-upHow we build
The founder isn't an engineer and has never worked in games. He sets the direction, makes the creative calls and plays everything. Claude Code agents do the engineering, research and testing.
Direction
- Story, look and design calls
- Plays every build
- "Done" means approved in-game
Six agent lanes
- A shared project graph: each deliverable lists what it waits on, so no lane polishes ahead of the core
- A studio handbook that every agent reads and updates, so nothing learned is lost
- Research with sources: GDC talks, Epic docs, papers
Gates
- Automated checks before "done": walkable doorways, nothing floating, no white floors
- A packaged build at every milestone
- A job lock so heavy engine runs never collide
Where it stands (8 Oct 2026)
*An off-screen benchmark on 8 Oct 2026: a fixed camera path through eight rooms, rendered at 75% resolution and upscaled to 2560x1440, no frame cap, on a stopgap Intel i3 with an RTX 4080 SUPER. The target is 60 fps on the final hardware. "Playable" means the founder can play it; whether each fight is fun yet is tracked on the Progress page.
Cleanup, not growth: after a code review on 7 Oct, dead and duplicate code was removed, taking the game's C++ from about 74,000 to about 61,000 lines.
Roadmap
The goal is a 12-15 minute playable vertical slice at the end of October 2026: a living Everly, the descent, fights that are fun against every enemy we ship, the first boss, and the trip home that rebuilds one person's house. We'll cut content before we cut quality.
Deliverables done per milestone, from the project graph (26 Oct 2026, 13:25). There is no release date. See every deliverable, done and not done →
XenoState
Founded in September 2026 by Ryan Miller, who isn't an engineer and has used Claude every day since early 2026.
The next step is a small team of friends from outside the games industry, each working with Claude and each owning a lane under the same graph and handbook. That's the real test: can creativity and AI, without industry experience, make something people want to play?
Before Amara: built the same way
- An AI-run lead-nurturing and email system for an employer: 800+ leads, send gates, reply triage, 6,000+ automated tests
- A hub that coordinates Claude agents across 7+ projects
- A live e-commerce site with online checkout for a family business
- An audio-mastering pipeline and game tools with automated tests
Say hello
Publishers, partners, players, or anyone curious about the experiment.