MATT HASTINGSHOMEFRONT END PHILOSOPHYPROJECTSTHREE HAMMERS
BUILD LOG · A GAME IN PROGRESS

Three Hammers

Beneath the Mountain

A single-player, story-driven, sprite-based real-time strategy campaign set during the War of the Three Hammers. Every sprite, sound and voice is original work made for this project. This is the log of building it.

The Three Hammers explainer, 1:59: the game, how it is made, and where it is going. Footage is recorded from the engine. The narration is a synthetic voice and the score is generated; both were made for this project.

How this log is made

Three Hammers is built by Matt Hastings with AI agents: one coordinating model that designs, reviews and integrates, and developer models that build each bounded piece in its own lane. Every claim in this log is checked against the project's own records: probes, review files, playtest notes, and receipts.

The entries are drafted by the coordinating model from those records and edited by Matt. The pixel art and illustrations are generated with PixelLab and OpenAI image models under Matt's direction, reviewed at play size and in motion, and often rejected. Nothing here is taken from Warcraft's files; the game runs on the open-source Stratagus engine.

What is Three Hammers?

What is Three Hammers?

Three Hammers is a single-player, story-driven real-time strategy campaign set during a dwarven civil war, with Warcraft II-style base building and Warcraft III-style heroes and missions. You command a mixed-clan mining hold before choosing one of three clan routes.

What does it run on?

It runs on the open-source Stratagus engine. Every sprite, sound and voice is original work made for this project; nothing is taken from Warcraft's files.

Who makes it, and how?

It is built by one person, Matt Hastings, directing AI coding agents: a coordinating model that designs, reviews and integrates, and developer models that build each bounded piece in its own lane. Every claim in this log is checked against the project's own records -- probes, review files, playtest notes and receipts.

Is the art original?

Yes. The pixel art and illustrations are generated with PixelLab and OpenAI image models under direction, reviewed at play size and in motion, and often rejected before anything ships.

Where does the project stand?

Several missions exist as playable or graybox builds, with a growing roster of dwarven and human units, heroes and buildings. Most of what is shown here is still under review, not yet confirmed by a timed human playtest.

When does it ship?

There is no ship date yet. Progress is tracked here as it actually happens, not promised against a release schedule.

Who's who: the roster →

Every character, unit and building in Three Hammers so far, drawn from the game's own files and shown at play scale. All of it is original art made for this project. The page regenerates as content lands, so it is always the current state, not a promise.

Latest ↓
The premise · Sep 16, 2026

Three hammers, one hold

What the game is, what it is built on, and the rules we set before drawing a single sprite.
Art · Sep 19, 2026

The first dwarves

A bowman who was meant to be a crossbowman, a commander with no clan, and an enemy that was "good enough".
Missions · Sep 20, 2026

The Empty Mine plays

The first mission runs end to end on the engine, on painted terrain, with its briefing. Here is 85 seconds of it.
Terrain · Sep 21, 2026

Painting the ground

The first painted maps were too massive and too flat. Ten reference screenshots and one engine crash later, the terrain look was rebuilt.
Presentation · Sep 23, 2026

Briefings with a voice

Every mission opens with an illustrated still, scrolling text and a narrator. Here is how those are made, and what is real about them.
Art · Sep 24, 2026

The Foundry Annex

The first Bronzebeard building, drawn out of the Forge's own masonry so it belongs in the same yard.
Missions · Sep 24, 2026

The King's Toll

The fifth mission is the first with a real computer opponent, and the first where you can avoid a fight by paying for it.
Art · Sep 24, 2026

The Sharpshooter, five headings out of eight

A rifle unit with a shield, and an honest sheet of the attack frames that did not work.
Art · Sep 25, 2026

First contact: the humans

The buildings were approved on sight. The soldiers were sent back for more armour, came back in plate, and are learning to walk.
Gameplay · Sep 25, 2026

Thirty seconds of each

Two short clips from the first mission, straight off the engine: the hold's yard at work, and the company fighting through the trogg camp.
Progress · Sep 26, 2026

Faces, gates, and a long night

Twenty hours of landings: the cast gets portraits, the Sharpshooter takes the field, Dunbrek is besieged, and the first research goes on the board.
Presentation · Oct 1, 2026

Spells you can see

A heal you can watch land, a ward that stays visible for as long as it works, and the last placeholder icons gone from the command panel.
Presentation · Oct 1, 2026

What is left on the field

Dead units used to freeze for a few seconds and vanish. Now they fall, settle, become bones or splinters, and fade. Here is how, and what it cost.