
Built to
come down
We make Wreckwing, a destruction game for Mac, and the engine it runs on.
Trilithon Games is a very small independent studio. We build our games and our engines almost entirely with Claude Code, Anthropic’s AI coding agent.
A game and two engines

Wreckwing
Fly a small gunship at street level through procedurally generated cities you can destroy.
See the game
Trilithon Engine
Our own Swift and Metal engine on Jolt Physics, built around fracture, collapse and a deterministic simulation.
See what it does
Phosphor
Our indexed-color 2D engine, aimed at iPhone and iPad: a fixed grid of palette indices, deterministic physics and a CRT presenter on Metal.
See what it doesDesigned here, built with Claude Code
We design our games and engines and direct the work, and Claude Code writes almost all of the code. Every devlog post says how it was made.
- 01
We design and decide
The game design, the engines’ architecture and the answers to hard problems. Each piece of work starts as an issue with a goal and a way to measure it.
- 02
Claude Code builds it
A Claude Code session writes the code, runs the measurements and drafts the devlog post.
- 03
We review it
Nothing ships or gets published until it has been reviewed. Every post says which session drafted it and who checked it.


