@_MaxBlade: yesterday i launched my hivecoded battle royale for a live playtest event. Kong Royale. we did 6 lobbies of 50 players …

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Summary

A developer built a full battle royale game called Kong Royale in 3 weeks using Claude Max accounts and hundreds of prompts from livestream chat, then ran a live playtest with 6 fully-packed 50-player lobbies featuring P2P voice chat, reconnect features, and 100fps gameplay.

yesterday i launched my hivecoded battle royale for a live playtest event. Kong Royale. we did 6 lobbies of 50 players and EVERY GAME was 100% full. Everything just worked. it took 3 weeks, 2 claude max accounts, and 100s of prompts from my livestream chat to build. Even when players disconnected, opus 5.5 built a reconnect feature to get them right back in the lobby. p2p in game voice chat was incredible. I had 100fps all day, and server latency was around 20ms. people played from all over the world. i flew helicopters, drove a tuk tuk, and had intense battles trying to rotate around the map. you CAN do anything now.
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Cached at: 10/18/26, 05:02 AM

yesterday i launched my hivecoded battle royale for a live playtest event.

Kong Royale.

we did 6 lobbies of 50 players and EVERY GAME was 100% full.

Everything just worked.

it took 3 weeks, 2 claude max accounts, and 100s of prompts from my livestream chat to build.

Even when players disconnected, opus 5.5 built a reconnect feature to get them right back in the lobby.

p2p in game voice chat was incredible.

I had 100fps all day, and server latency was around 20ms.

people played from all over the world.

i flew helicopters, drove a tuk tuk, and had intense battles trying to rotate around the map.

you CAN do anything now.

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