About · Solo-built

About Elusion

One world, two old friends, and a stubborn refusal to stand still.

I'm Robert. I came to Elusion with zero coding experience — no background, no shortcut — and built it solo up to launch, until it outgrew the setting it started as and became something complete: not a demo, but a real game with a real server behind it. Now my team is back: AllMind, a friend of more than ten years, who gave Elusion its first push.

2
co-owners
11,000+
automated tests
7 · 4
bosses · classes
Godot + Flask
engine · server
Built in the open GitHub

The developer

Learning by building

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.

The team

Back together

I met AllMind in Mirage Realms, where we shared a guild, and we went on to play Mystera Legacy and Darza's Dominion together — at least ten years of friendship, and absolute trust in each other.

When I first started Elusion, he gave me a push: he helped make some of my UI and the inventory. It wasn't much, but it was enough to give me something solid to carry the game — even while I changed the code twenty times over just to see how it worked. Then I asked him to let me code alone for a year. When I brought him back to see my progress, the results were good, and he's co-owner now: in the game he wears the CO‑OWNER badge, and in the code he builds it with me. From here we develop Elusion together, professionally — and maybe more after it.

The game

What Elusion is

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, a smith, other players right there with you in parties and guilds, 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 Beholder. 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.

The engineering

Built like real software

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 11,000 automated tests behind it — 6,400 against the server, 5,200 more running inside a real Godot instance — and I ran a security self-audit against my own API — twenty findings, nineteen closed, the rest named out in the open rather than hidden.

What the tests are for

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.

How I work

A tool, not the wheel

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.

Why

It's personal

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.

Credits

Who made it

Code, design & server

Robert A. Clear

Solo-developed up to launch, from zero coding experience.

Co-owner & code

AllMind

A self-taught coder, five years in. Gave Elusion its first push — some of the UI and the first inventory — and back on the team after a year of letting me code alone.

Charles E. Clemmey Jr. · allmind@allmind.dev

Characters & the world

Ahvassa

Character & world art, and the sky drawn across the top of every page here.

Items & icons

Clockwork Raven Studios

Item & icon art by Caio Carlos.

Want to build it with us?

Art, music, writing, testing, code or community — tell me a little about you.

Join the Team