Claude Fable 5.2
An on-call shooter: 03:07, prod is down, and you kubectl exec into production in person.
The pager goes off at 03:07, prod is down and nobody else is awake. You kubectl exec into production in person and terminate whatever is crashing it: ten incidents, four hosts, one root cause. It ends with a postmortem written from what you actually did.
The author gave Claude Fable 5.2 one open-ended prompt (shown below): build a three.js shooter, with one try, at least 30 fps, and everything else the model's call. The story, look, weapons, soundtrack and tests were all chosen by the model. A second message ("deploy this, give it a domain, make stats and a leaderboard, make a public repo") produced the stats server, the deployment and the repository.
Weapons are shell commands: kill -15, kill -9, grep -r and rm -rf. There is no ammo. Every weapon has a rate limit instead, and if you fire too long it answers 429. Rollback rewinds you three seconds, error budget included, and sudo charges up for a burst with no rate limits and +50% damage.
This deployment can't be embedded, so Play Game opens it on the author's site in a new tab.
By Petyok, released under the MIT License.
Ten incidents across four hosts, all leading back to one root cause. After each resolved incident you deploy one of three hotfixes (untested, straight to production), so your run builds up perks as you go. Dying restarts the current incident and keeps your hotfixes. Finish the campaign and you get a postmortem written from what you actually did, and the endless night shift unlocks.
Severity is the difficulty: SEV3 is chill, SEV2 normal, SEV1 hurts.
| Key | Weapon |
|---|---|
| 1 | kill -15 |
| 2 | kill -9 |
| 3 | grep -r |
| 4 | rm -rf |
There's no ammo. Each weapon has a rate limit instead: fire too long and it answers 429 until it cools down. Holstered weapons cool faster, so switching weapons is the core skill. Rotate through all four instead of holding one down.
| Enemy | What to know |
|---|---|
| Zombie processes | Dead, but not yet reaped |
| Fork bombs | Split when killed; clear the pieces before they multiply |
| Cron jobs | Fire when the clock hand reaches twelve; watch the hand |
| SYN flood | A flood of half-open connections |
| Race conditions | Kill both threads within two seconds or it doesn't count |
| Memory leaks | Grow until they OOM; kill them early |
| Heisenbugs | Move when you look at them |
| oom_reaper | The kernel's out-of-memory killer, as an enemy |
legacy-billing-monolith.jar |
Shielded by its dependencies |
Press L on the title screen. There's one board per severity plus one for the night shift, with your best run listed once. Type a handle to be shown. The same screen has world totals: how many engineers were paged, how many resolved it, and what kills people most.
| Key | Action |
|---|---|
| WASD, mouse | Move, aim |
| Left mouse (hold) | Fire |
| 1–4, wheel | Switch weapon |
| Space | Jump |
| Shift | Dash (brief invulnerability) |
| Q / right mouse | Rollback 3 s |
| F | sudo (when charged) |
| Esc / P | Pause; ` toggles the fps line |
It needs a keyboard and mouse. On a phone you can watch the autopilot play and read the leaderboard.
BLAMELESS runs on the author's own site (blameless.petruha.ge), which doesn't allow embedding, so Play Game opens it in a new tab.
Under the hood it uses Three.js, WebGL.
Tip: click inside the game once to capture the mouse, and press ESC to release it. Fullscreen gives the best frame rate on large monitors.
The exact instruction Petyok gave Claude Fable 5.2. Copy it from the View Prompt tab above.
Hello fable 5.2! You are 1 day old. I am curious what can you do, so let's do a simple test: using gpu-serv for builds/test -> build a three.js shooter game. You have only 1 try. This laptop should handle your game at least 30 fps, 60 fps ideally. What to include to your game decide only you (story, style, weapons, feel, music, etc.). There is no time limit. You can use other models only if you RUN THEM LOCALLY on gpu-serv - for instance minimax h3, or etc. Suprise me!
An on-call shooter for programmers: the pager goes off at 03:07, prod is down, and you fight bugs (fork bombs, memory leaks, heisenbugs) with weapons named after shell commands. Claude Fable 5.2 designed and built it from a single open-ended prompt.
There's no ammo, only rate limits. Fire too long and the weapon returns 429 until it cools down. Holstered weapons cool faster, so switch between all four.
Kill both threads within two seconds of each other; otherwise the first one doesn't stay dead.
Ten incidents across four hosts, followed by a postmortem. Finishing the campaign unlocks an endless night shift mode.
Yes. BLAMELESS runs in your browser for free, with no download, account or install. It loads from the author's own site (blameless.petruha.ge).
Not really. It needs a keyboard and mouse and has no touch controls, so play it on a computer.
BLAMELESS was made by Petyok, using Claude Fable 5.2.
The full prompt is published on this page, in the prompt section and the View Prompt tab.
The source is public at https://github.com/Petyok/blameless under the MIT license.