territory-developer
A geography-first isometric city-builder, a year in the making, driven by a custom Unity-to-agent bridge. Public writeup, private code.
Product
The shipped product: live link, the problem it solves, and the stack it runs on.
The problem
Most city builders place props; Territory grows cities from a real simulation constrained by geography (terrain, water, slopes), across both a city and a region scale. Building something this deep solo, at pace, meant the tooling had to be as serious as the game, so the project doubles as a working example of agent-native game development.
Stack
Gameplay
Screenshots






How I built it
Product requirements
PRD not published for this exhibit yet.
Territory is a region-simulating, geography-first 2D isometric city builder (Unity 2022, C#) by Bacayo Studio. It is built with a custom agent-native pipeline: a dual MCP server pairs an information-architecture side (specs, rules, glossary, and backlog, all Postgres-backed) with a unity-bridge that lets Claude Code (CLI and desktop) and Cursor drive the Unity editor directly, entering Play Mode, running live tests, reading console and compile status, and capturing screenshots. Every feature runs the same PRD to implement to verify loop through custom skills (/prd, /implement, /verify, /commit), with markdown specs and a glossary as the single source of truth. Over 100 custom tools back the workflow.
Metrics
Each metric carries an honesty tag. Verified numbers read solid; targets and placeholders read muted.
Built the same way, every time.
Every exhibit runs the same loop: spec, implement, verify, ship. If you want this kind of work on your team, full-time or freelance, let's talk.