Unter Studio is an independent studio demonstrating that artificial intelligence can engineer deep, atmospheric, high-craft experiences on Roblox. We reject mindless simulator farms and template cash-grabs: using Claude AI as an architect to build intricate real-time strategy in Miniature RTS, terrifying co-op wilderness survival in Forestale, and an expanding universe of premium indie titles.
Command miniature mechanized forces and naval dreadnoughts across sweeping tabletop diorama battlefields. Features dedicated 6-player online lobbies, tactical power grid logistics, ballistic missile silos, and adaptive AI solo missions authored in Luau by Claude.
Stranded deep in an unsettling primeval forest, you and your companions must fell timber, manage hunger and stamina, and stay close to light sources. An intelligent procedural predator — The Stalker — hunts through the mist, tracking sound and isolating players.
The Roblox ecosystem is drowning in mindless simulator farms, brainrot trends, and low-effort copy-paste experiences designed solely to harvest playtime. When people hear "games made with AI", they reasonably fear another wave of automated garbage.
Unter Studio exists to prove the exact opposite.
We treat Claude AI not as a shortcut to cut corners, but as an elite architectural partner to solve hard engineering problems: writing typed 6-player state replication, crafting flocking vectors and sound-reactive sensory perception, and tuning mathematical economy curves. We pair human artistic direction with AI technical power to create handcrafted, unforgettable games.
An atmospheric co-op survival experience set in an ancient, fog-shrouded woodland where survival requires resourcefulness, cooperation, and absolute vigilance.
In Forestale, players awake beneath towering bulbous tree canopies, surrounded by carved totemic trunks and eerie silence. You must manage your core vitals — Health, Stamina, and Hunger — forage wild flora, chop wood with crafted axes, and fortify camp shelters before twilight falls.
Unlike predictable horror tropes, The Stalker is an autonomous AI adversary designed via Claude. It stalks in the dense fog, tracks the acoustic noise of running and timber harvesting, watches from between tree trunks, and strikes when players wander too far from their squad.
Health, Stamina, Hunger, tool degradation, and inventory hotbars. Harvest wood, scavenge mushrooms, craft essential survival gear, and coordinate logistics with your squad.
Powered by Claude-engineered state machines. The Stalker evaluates sound levels, sprint vibrations, line-of-sight concealment, and player separation to hunt dynamically.
Surviving alone is nearly impossible. Work together to maintain defensive campfires, share scarce rations, watch flank angles, and drag wounded allies to safety.
Classic real-time strategy meets handcrafted diorama aesthetics. Featuring 6-player dedicated multiplayer skirmishes, single-player campaigns, and modular base building.
Clash in tactical 3v3 team skirmishes or free-for-all territory dominion on custom 6-player dedicated Roblox servers. Synchronized client prediction and low-latency Luau networking ensure clean unit orders during large-scale miniature engagements.
Currently being crafted in Phase 3: scripted story missions with dynamic objective branching, siege defense, and adaptive AI commanders programmed by Claude to exploit tactical weaknesses.
Command armored battleships armed with triple-gun naval turrets. Synchronize coastal shore bombardments with mechanized armor advances, radar AA batteries, and ballistic missile launches.
Construct defensive perimeter bastions, link power grid substations, and defend automated vehicle assembly hangars. Every power line and depot position impacts production capacity.
How Claude AI engineers, tests, and refines complex Luau systems across Miniature RTS and Forestale — from autonomous NPC squad tactics to sensory Stalker hunting models.
Claude architects complete client-server frameworks from scratch: MissionService, StrategicPoints, BattleEffects, PlayerInventory, and Forestale's StalkerSensorSystem — all strictly typed and optimized for Roblox.
Units in Miniature RTS execute tactical flanking and health-based tactical retreat. In Forestale, The Stalker calculates sound attenuation, sprint acoustic echoes, and concealment tracking to hunt like a genuine predator.
Through custom Model Context Protocol (MCP) server plugins and AssistantCommand, Claude reads live Studio hierarchies, injects Luau scripts, inspects scene geometries, and validates networked mechanics in real time.
Zero guesswork. Claude calibrates armor penetration formulas, hunger decay curves, sound travel distance falloffs, and resource costs using algorithmic models to ensure deep, rewarding game loops.
A live capture from Unter Studio's active pipeline: Roblox Studio connected via MCP to Claude AI, running modules like MissionService, StrategicPoints, and AssistantCommand.
--!strict
-- Generated by Claude AI for Miniature RTS
-- Autonomous squad flanking & threat evaluation
local NPCBehaviorService = {}
NPCBehaviorService.__index = NPCBehaviorService
function NPCBehaviorService.CalculateFlankVector(
unit: UnitEntity,
target: TargetEntity,
terrainGrid: MapGrid
): Vector3
local toTarget = (target.Position - unit.Position).Unit
local tangent = Vector3.new(-toTarget.Z, 0, toTarget.X)
-- Evaluate cover density & high ground advantage
local leftFlankScore = terrainGrid:EvaluateCover(unit.Position + tangent * 24)
local rightFlankScore = terrainGrid:EvaluateCover(unit.Position - tangent * 24)
if unit.Health / unit.MaxHealth < 0.25 then
-- Trigger tactical retreat towards friendly depot
return unit:GetNearestFortificationVector()
end
return leftFlankScore > rightFlankScore
and (unit.Position + tangent * 18)
or (unit.Position - tangent * 18)
end
return NPCBehaviorService
Inspect high-resolution captures from Miniature RTS and Forestale. Click any screenshot for full 1080p lightbox inspection.
Strategic valley corridors designed for high-ground artillery ambush and flanking.
Defensive perimeter, power transmission lines, rocket launch silo, and depots.
Armored dreadnought anchoring seaside defenses with triple heavy coastal artillery.
Live production snapshot showcasing Claude's MCP server bridge and active Luau modules.
Reinforced civic center with anti-tank turrets guarding central headquarters.
Tabletop-inspired architecture featuring medical field posts and stepped gables.
Mechanized vehicle staging grounds protected by radar-guided anti-aircraft positions.
First-person perspective showing Health, Stamina, Hunger vitals, hotbar, and mist.
Equipped survival axes ready for harvesting ancient timber amidst creeping fog.
Volumetric sunlight breaking through dense bulbous foliage where The Stalker lurks.
Ancient ringed timber marking deep wilderness zones where sound travels unnervingly far.
Camp perimeter defenses constructed before twilight, watching for silhouette movement.
Tracking the evolution of our titles. We are currently in Phase 3 of development across Miniature RTS and Forestale.
Help shape the future of indie gaming on Roblox. Join our official Discord to test Phase 3 builds of Miniature RTS and playtest Forestale, vote on game mechanics, and watch Claude AI write game code in real time.