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Petroff Games

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A member registered May 04, 2026 · View creator page →

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Hi! Thanks for the bug report. 
I’ve pushed a macOS compatibility fix in v0.15.1-alpha. Please download/update to the latest build and let me know if it works now. :)

(2 edits)

Thanks for the report - sorry about that! There's a log saved on disk that'll help a lot. The folder depends on your OS:

  • Windows: paste %APPDATA%\Godot\app_userdata\Imperium into Explorer's address bar
  • macOS: Finder → Go → "Go to Folder…" → ~/Library/Application Support/Godot/app_userdata/Imperium
  • Linux: ~/.local/share/godot/app_userdata/Imperium

Grab the most recent ai_log_*.txt (filename has a timestamp — pick the one matching when you played). If you can also include saves/autosave.json and a quick note on what you were doing when it crashed (clicking into the colony? clicking a building? opening a tab?), that'd help me reproduce. Zip them up and submit on Discord please.
https://discord.gg/5nd8m4ySwN

Thanks for the demo run!

(1 edit)

Hi @brianrubin

I anticipate that there will be many people wondering this, so...

A nuanced, but honest and full answer:

Visual pipeline: AI tools layered with significant human direction.

  • Midjourney + ChatGPT image generation for concepts (species portraits, ship designs, planet visuals, buildings, ship components, effects)
  • Photoshop incl. AI features for refinement, compositing, retouching
  • Tripo 3D for converting 2D concepts into 3D models, with Blender/scripts for retouching and fixing - but in the next release I am going 2D with the ships and planets, 3D was not looking good enough... So this part falls away.

On top of that, a solid couple of weeks on all of the art, applying my own background in design, 3D modelling, and animation: making it consistent, integrating into a coherent visual language, fixing what AI gets wrong, and converting outputs into production-quality game assets. The UI design, animations, and curation across the whole game is human.

For full transparency, AI tools are also part of the rest of the pipeline - Claude (Anthropic) for the code, Suno for music, ElevenLabs for SFX - with me directing each process and doing the design/composition work on top.
As a solo dev with a full-time day job, my AI tool set is genuinely the only way to ship a feature-complete 4X in this timeframe (~8 weeks of dev so far). I'd rather be upfront than pretend otherwise.

I get this is a divisive topic, and I respect that some people will pass on principle - I don't think that's fair, but I understand... after-all we are all aware of the now not-so-new-term "AI-slop" - but Imperium is not that. It is an indie game that shows what can be achieved with the proper use of AI tools by somebody who has some clue about what they are doing, NOT a "Look at what Codex built in one prompt!" kind of game. :)