1
solo developer
3,400+
automated tests
6 · 4
bosses · classes
Godot + Flask
engine · server

I'm Robert, and I build Elusion by myself. I came to it with zero coding experience — no background, no team, no shortcut — and set out to ship something complete: not a demo, but a real game with a real server behind it.

I was one of the first to enroll at Maestro University, back in September 2025 — and I don't just take the lessons, I build with them. Elusion began only a few weeks in, and everything I've learned since has gone straight into it, sharpened against a real project instead of a worksheet. That's what keeps the work accurate and the pace honest: none of it is learning for its own sake, all of it is load-bearing. And I've tried to bring my classmates with me the whole way — leading from the front by shipping real work, not just talking about it. The more the game grows, the more I go back and rebuild — and mixing the learning with the building has taught me more than either could alone.

Elusion is a top-down action RPG made in Godot 4 (GDScript), backed by a Python / Flask server with a SQLite database. It runs a full loop — town, combat, loot, pets, fishing, cooking, and player-to-player trading over a taxed economy — from the safe streets out through a mysterious portal, into a world that only gets harder the deeper you go.

Where it's headed: right now that's Layer 1 — six elemental bosses and the Crowned Behemoth. Past it, the game goes down. The deep is where Elusion stops being a solo climb and becomes group raids — coordinated fights that punish a careless party and pay out in score for the kingdom. That's the game I'm building toward.

What I care about most is treating it like real software. For a game with a server, that means assuming the player is hostile: saves are server-authoritative, the gold economy is double-entry, and a red-team bot attacks a live server to prove money, items, and stats can't be forged. There are over 3,400 automated tests behind it — 2,600 against the server, 800 more running inside a real Godot instance — and I ran a security self-audit against my own API — fifteen findings, fourteen closed, the rest named out in the open rather than hidden.

The test count is the least interesting part of that, though, and I'd rather say what it is actually for. In September the game healed a character on the player's machine instead of asking the server, and the server caught it — trimmed the health back to what regeneration could honestly produce, wrote a line in the log saying so, and kept doing it every time anyone died until I finally read the log. That is the whole idea. The tests and the audit aren't there to make a number go up; they're there so the game notices when I am the one who got it wrong.

I use AI the way I was trained to in school — as a tool, not the wheel. Everything starts with an idea and a few sharp questions; I lean on Claude to reinforce my notes and pressure-test my thinking, then I read and edit what comes back, fact-check it, and test it more than one way before it stays. When my reasoning and the running engine disagree, the engine wins and I write down why. The proof is in the repo: a git history that explains its own decisions.

Underneath the engineering, Elusion is personal. It comes out of my own life — the challenges I've come through, and a real love for art, music, and sound that I want people to feel in every corner of it. Coming from where I have, this is the game I'm hoping will lift my life, and the one I want to gather the most welcoming, positive community I can around. That's why the standard never drops.

Now the school is closing its doors — but I'm not closing this down. If anything it's pushed me harder: I give Elusion everything I've got, every single day, and I keep going because I can't stand still. This is what a year of that looks like.

Solo-developed by Robert Clear — every line of it mine. Character & world art by Ahvassa; item & icon art by Caio Carlos · Clockwork Raven Studios.