Seablight Atoll Commander – Queensland Games Festival Submission
4 May, 2025: For Queensland Games Festival organisers’ consideration: Seablight: Atoll Commander.
ABOUT SEABLIGHT: ATOLL COMMANDER
Seablight: Atoll Commander is a hybrid top-down + 2.5D RPG, colony management, milsim, and rogue-like. Seablight is set in a post-apocalyptic Caribbean where a parasitic alien infection — Seablight— has overtaken much of Earth.
Choose your Crew Chief from four playable leads — each with distinct origins, voice, and standing among the factions — and hot-swap your primary character within the party at any time. Lead your crew across atolls under siege from the sea. Assign roles, balance passions, manage production and population, and decide how the atolls survive the blight.
Every conversation matters. Talk freely with characters via integrated LLM dialogue, grounded in locked voice canon and constrained game actions.
The global Seablight Meter responds to every choice you make.
The signature moment of the demo is the Day 3 Blightspeaker reveal. A (randomized) character on the atoll has begun hearing the Blight’s voice and is hiding it. Players uncover the Blightspeaker through log-based observation and LLM-powered dialogue — by talking freely with the inhabitants of the Atoll and probing inconsistencies in their responses, players identify which character is concealing the parasitic voice. Each candidate has a fully authored voice canon and a hidden internal state the LLM is grounded against. The Blightspeaker refuses, deflects, contradicts themselves, and — when pressed — reveals the voice surfacing through them.
This is the showcase for the integrated LLM dialogue system and the demo’s emotional payoff. We recommend reviewers play through to Day 9 to experience building construction, defending the full Seablight attack, and then discovering who is the Blightspeaker. The mystery is intentionally omitted from the public game description to preserve discovery for players.
Festival attendees must Survive the Blight, or become it.







Use of AI in Seablight: Atoll Commander
Generative AI was used substantially in the development of this game.
Following the Steamworks AI Content Disclosure framework, my use breaks into two categories:
Pre-generated AI content (created during development, shipped as fixed assets):
- Visual art (character portraits, location illustrations, narrative scene imagery): Midjourney, generated with a custom-trained style reference developed across the project. All images are curated, refined, and integrated by hand into the game.
- Music: Soundraw generative audio.
- Code, documentation, schema design, UI/UX iteration, narrative writing assistance: Claude (Anthropic) and Cursor (AI-assisted code editor).
Live-generated AI content (runs during gameplay):
In-game character dialogue begins with pre-scripted conversation triggers and trees. In addition, the dialogue system is also designed to work seamlessly with the Anthropic Claude API. Players can ‘BYO’ to turn on LLM mode during game-play (see examples noted in gameplay video), This LLM mode will be switched on for the Festival goers, so that they can have the full immersive experience (including a dialogue-driven mystery to uncover the secret Blightspeaker). When players type freely to characters, replies are generated in real time, grounded in a locked voice canon and an action whitelist that constrain the model to character voice and to game-relevant outputs. The system is opt-in via a settings toggle and falls back to scripted dialogue when off. Players know when they are speaking to a generative character because the conversation surface visibly transforms.
Workflow: I work with Claude to develop targeted briefs for Cursor, which executes implementation. I then test in-engine and return results to Claude for diagnosis and iteration. This human-in-the-loop pattern produces every line of code, every asset placement, and every narrative beat under my direct review.
The game is hosted in Unity. Unity’s own AI tooling is not currently in use.
Seablight® games are designed through CreatePlay Australia, owned by Dr James J. Dillon.
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