Vojtěch Mikel
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Software for a living colony

Screeps is a persistent multiplayer simulation where the player's code controls a colony — from logistics and expansion to defense. The game offers elementary tools, while also leaving room for integration with wider development workflows.

Screeps colony running in the game interface with planned structures and defensive walls
The deployed bot coordinates a growing colony inside the live simulation.

The code and delivery pipeline

The bot is written in TypeScript for maintainability and a more convenient development experience. The code is bundled to the JavaScript format expected by Screeps with esbuild.

GitHub Actions automates the delivery pipeline: it checks the project, builds the bundle, deploys it to Screeps and publishes the compiled output to the screeps-live branch.

Visual Studio Code showing TypeScript logistics code from the Screeps Bot project
The colony behavior is organized as typed game logic, roles and managers.

Planning beyond the game’s defaults

The project includes a visual Build Plan Builder tool. It supports longer-term room planning and helps the colony recover when buildings are destroyed, without requiring them to be replaced manually.

The bot compares the plan with the current room and rebuilds missing structures over time.

Screeps Build Plan Builder showing a room layout, controller level selector and structure counts
A custom interface makes the colony’s intended layout visible, editable and reusable.

Screeps as an experimentation layer

Screeps is an interesting sandbox for building tools around a live, changing system — tools that go beyond the game script itself. For example, I designed AI-agent skills for game-history analysis and direct live control.

AI agent interface showing an analysis of recent Screeps colony history
A helper agent can inspect colony history and turn the live system into actionable information.
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