agentcraft README

The project's README from github.com/blendi-remade/agentcraft. As one markdown file: README.md.

AgentCraft

A team of Claude agents doing real work on your code, inside a Minecraft studio you can walk around in.

Powered by Claude

License: MIT Minecraft 26.3 Fabric Claude Agent SDK Tests

The AgentCraft HQ at golden hour

Multi-agent coding usually means a wall of terminal text. AgentCraft turns it into a place.

You type a goal. A lead agent reads your repo, writes a plan and pins tasks to a wall. Workers walk to their desks, sit down and start coding in their own git worktrees while their monitors stream every file they read and every line they change. When a call is genuinely yours, an agent walks over to you with a question. When work is ready, you review the real diff and press Merge. Nothing touches your branch without that click, and nothing is ever pushed.

Close the game and the agents keep working. Open it again and the studio catches up.


How a goal plays out

1. You give a goal. Press </kbd> and type it. @juniper` messages a specific agent, with Tab completion.

The command console with agent autocomplete

2. The lead plans. Marlow splits the goal into tasks with dependencies. They land on the Task Wall, and the plan goes into the shared library.

The Task Wall kanban

3. The team builds. Each worker codes in its own worktree. Monitors stream the live log: tool calls, test runs, red and green diffs.

Juniper coding at her desk with a live monitor

4. They come to you. A clay ! appears, the bell rings, the agent walks to the podium. Press J to answer.

Marlow waiting at the decision podium

5. You review and merge. A real code review screen: file list, line numbers, collapsed context, the worker's summary and the reviewer's notes.

The merge review screen with a real diff

6. Memory stays shared. The lead's plan, decisions and repo conventions live in a library every agent reads, and you can too.

The memory library

Meet the team

The six AgentCraft agents

Six hand-pixelled characters, each with their own silhouette and colour. Marlow leads: he plans, splits work and reviews. Juniper, Kit, Wren, Rowan and Tove build. They walk the studio with real pathfinding, sit at their desks while they type, show what they are doing with small particles and nameplates, talk in speech bubbles, and come find you when they need a decision.


The studio

The goal atrium The studio floor
The Goal Atrium. Progress ring, task counts, and how many decisions need you. The studio floor. Desks, status lamps, the library and the lounge.
The HQ at night

Everything is information you can read at a glance. Far away, the lamps and the cupola beacon tell you who is working, who is stuck and who is waiting on you. Closer, nameplates and cards tell you what. Up close, monitors and screens tell you exactly how.


Proven with real agents

This is not a mockup. These screenshots come from a real run with Claude agents on a sample repo, driven entirely through the game: a goal typed into the console, questions and permission prompts answered in game, merges reviewed in the diff screen, including a merge conflict sent back to the worker and resolved. The game was restarted mid run and the Foreman was taken offline and brought back. Six features landed in the repo with its tests passing.

A real question from the lead agent A real agent's monitor streaming its work The team resuming after the Foreman reconnected
Marlow asks which default export format to use. A worker's monitor streaming its live log. Back online after a Foreman restart, the team resumes.

Safe on real repos

AgentCraft is built to point at code you care about.


Quick start

You need: Windows 10 or 11, or macOS, Java 25, Node 22+, git, and a copy of Minecraft: Java Edition.

For the real agents you need Claude API access, either of these:

Then:

git clone https://github.com/blendi-remade/agentcraft
cd agentcraft

tools\launch.ps1 -Backend sim                    # try it first: a simulated team, no API usage
tools\launch.ps1 -Repo C:\path\to\your\repo      # real agents on your repo
tools\stop.ps1                                   # stop everything launch.ps1 started

On macOS, install Java 25 with brew install openjdk@25, then run from the checkout (the script selects that JDK without changing your system Java):

node tools/mac.mjs launch --backend sim                 # try the studio without API usage
node tools/mac.mjs stop --profile sim
node tools/mac.mjs launch --repo /path/to/your/repo --use-claude-login
node tools/mac.mjs stop

The macOS launcher installs npm dependencies on first run, downloads Minecraft and Fabric through Gradle, starts the Foreman and game in the background, and waits for the studio world. Use --dev for a muted client that does not take focus; --no-game starts only the Foreman. See tools/README.md for options and logs.

The first launch installs npm dependencies and lets Gradle download Minecraft and Fabric, which takes a few minutes. After that, a launch reaches the studio in under a minute. The HQ builds itself the first time; in an older world, rebuild it with /agentcraft hq.

Personal use with Claude Code. If you already use Claude Code, tools\launch.ps1 -UseClaudeLogin runs the agents on your own claude CLI login instead of an API key. Anthropic does not allow third party tools to offer claude.ai login to their users, so this is off by default and meant for running AgentCraft yourself. To make it permanent for yourself, put {"claude": {"useClaudeLogin": true}} in ~/.agentcraft/config.json.

Your name. The agents call you by your OS user name. Change it with -ForemanArgs '--user-name','Sam', AGENTCRAFT_USER_NAME, or {"userName": "Sam"} in ~/.agentcraft/config.json.


Controls

Key What it does
` Open the console
J Answer decisions: questions, permission prompts and merges, oldest first
Enter on a terminal block Open the console
Right click an agent Agent card: state, task, recent log, message, pause, stop
Right click the podium, merge station, archive or a task card Decisions, diff review, memory library, task details

All keys can be rebound in Options, Controls.

Console commands. Plain text starts a new goal. @name message talks to an agent.

Command
/answer [d4] <n or option> [text] Answer an open decision
/diff [worktree or @agent] Review a worktree's changes
/status Goal, agents, tasks, decisions and spend
/pause @x, /resume @x Pause an agent, keeping its task
/stop @x, /spawn @x [task] Take an agent off shift, or bring one on
/repo add <path>, /repos Register and list repos
/help Everything else

How it works

flowchart LR
    subgraph game ["Minecraft (Fabric mod)"]
        HQ["HQ, agents, monitors,<br/>Task Wall, podium"]
        UI["Console, decisions,<br/>diff review, library"]
    end
    subgraph foreman ["Foreman (Node + TypeScript)"]
        Team["Lead + workers<br/>(Claude Agent SDK)"]
        State["Task graph, messages,<br/>memory, decisions"]
        Git["Worktrees, diffs,<br/>approved merges"]
    end
    Repo[("Your git repo")]
    game <-->|"WebSocket, localhost only"| foreman
    Team --> Git --> Repo
More on the Foreman
  • Team: a lead (Opus by default) that plans and reviews, and up to three workers at once (Sonnet by default). Pick the team with --workers.
  • Task graph: tasks only start when the tasks they depend on are done, and move through todo, doing, review and done, with blocked on the side.
  • CI loop: your tests run after each task. A failure goes back to the worker once, then to review with the failure noted.
  • Merge conflicts: when parallel work collides, the branch goes back to its worker, who merges your branch in, resolves it and sends a fresh review.
  • Messages: agents message each other and you, and a message to a busy agent reaches it mid task.
  • Spend: a running total in /status and the console header.
  • Protocol: documented in docs/protocol.md, generated from the schemas and kept in sync by npm run check.

Costs

The claude backend bills per token to your Anthropic or cloud provider account. A small goal costs a few dollars. For a cheaper team:

tools\launch.ps1 -Repo C:\path\to\repo -ForemanArgs '--model','sonnet','--effort','low','--workers','juniper,kit'

Measured with those settings on the sample repo: three two task goals, including two merge conflicts the workers resolved, took 2 to 10 minutes each and about $6 in total. The sim backend is free.


Project layout

Path What lives there
foreman/ The orchestrator: agents, task graph, memory, decisions, git safety, 482 tests
mod/ The Fabric mod: HQ builder, agents, displays, screens, HUD
assets-src/ Scripts that generate every skin, block texture and UI sprite
tools/ Launcher, stop script, DevBridge CLI, screenshot and QA runner
docs/ Protocol reference, QA guide, design notes

Development

cd foreman; npm test                       # 482 tests
cd mod; .\gradlew.bat build                # the mod
node tools/qa.mjs --home .agentcraft-home  # capture the 10 shot QA gallery

Every visual in this README was captured in game through the DevBridge, a small localhost API in the mod that scripts use to move the camera and take screenshots. Start with mod/DEV.md and mod/FEATURES.md for the mod, foreman/README.md for the orchestrator and docs/QA.md for the screenshot suite.


Status

AgentCraft is young and has been used by one person on one machine. Today it is:

Issues and ideas are welcome.


License

MIT. All art (skins, block textures and UI sprites) is generated by the scripts in assets-src/ and is covered by the same license. Minecraft is not included: Gradle downloads it from Mojang for development, and players need their own copy of Minecraft: Java Edition. AgentCraft is not affiliated with Mojang, Microsoft or Anthropic.


Built with Claude.

agentcraft (blendi-remade/agentcraft)

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What is this?AgentCraft puts a team of Claude AI agents to work on your codebase inside a Minecraft world you can walk through: a lead agent plans tasks, pixel-art workers code them in their own git worktrees, and you answer their questions and approve merges in-game.
Is this a Minecraft mod or a separate app?It is both: a Fabric mod renders the studio and controls, while a background process called the Foreman (Java/Node) actually runs the Claude agents, task graph and git worktrees, so work continues even if you close the game.
How do I get it running?Install Java 25, Node 22+, git and Minecraft: Java Edition, then run the Windows or macOS launcher from the checkout; it installs npm dependencies, lets Gradle fetch Minecraft and Fabric, and starts the Foreman and game for you.
Do I need a Claude API key to use real agents?Yes, for real agents you need Claude API access, either an ANTHROPIC_API_KEY or a supported cloud provider (Bedrock, Vertex AI, Microsoft Foundry); you can also reuse your own Claude Code CLI login, or skip API usage entirely with the free scripted sim backend.
How mature is this project right now?It's early-stage and has so far only been used by one person on one machine; it only runs through the Gradle development client, is singleplayer with one studio per world, and a packaged mod release for normal launchers is still planned.
Does it work on Windows and Intel Macs?Windows 10/11 and macOS are supported; macOS has only been tested on Apple Silicon so far, with Intel Macs not yet verified.
How much does running a goal cost?The real Claude backend bills per token to your Anthropic or cloud account; a small goal costs a few dollars, and a sample run of three two-task goals with two merge conflicts cost about $6 total. The scripted sim backend used for demos is completely free.
Who are the agent characters?Six hand-pixelled characters live in the studio: Marlow leads, planning, splitting work and reviewing, while Juniper, Kit, Wren, Rowan and Tove walk around and actually write the code.
What happens if I close the game while agents are working?Nothing is lost: the Foreman keeps running and saves all state to disk, Claude sessions resume by id, and the studio simply catches up to the latest progress when you reopen the game.
What happens if a merge conflict comes up?The conflicting branch goes back to its worker, who merges your current branch in, resolves the conflict, and sends a fresh code review for you to approve.
Size
27.6 MB
Stars
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Updated
CommitOct 08
Age
14d
Commits · 90 Days