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Rex St. John

The Spelljammer game I never finished

A stub, in progress. I started Spelljammer: Pirates of Realmspace in elementary school, never beat it, and I'm taking it apart at the Claude for Games hackathon in San Francisco.

stubClaude for Games hackathon 2026, SF, Oct 12 2026

This is a stub. I'm writing it before the work is done, and I'll put what happens at the hackathon in Progress, below.

I started playing Spelljammer: Pirates of Realmspace in elementary school. Strategic Simulations published it in 1992, for DOS. Cybertech built it. I loved it. I captained a magical ship through Realmspace, fought ballista duels, and boarded neogi warships.

I made it all the way to the end. Then a bug made the game impossible to finish. I never beat it.

The game is on GOG. None of its assets are on this site.

Why I'm picking it up

With AI agents, one person can take apart a 1992 DOS game, decode every file format, and rebuild it. I'm doing that at the Claude for Games hackathon in San Francisco, on October 12, 2026.

I want to refresh the game I loved, fix what broke it, and finally beat it. I'm also using the day to test REA, a reverse-engineering library.

The plan

Extract the GOG release. Run it in DOSBox-X, and treat that playthrough as ground truth. Decode the assets into open formats: palettes, sprites, the 3D ships and planets, maps, text, and audio. The tools for that are Ghidra, REA, and Python. Write the rules down as a spec. Then rebuild the game in Unity, and in VR.

The spec comes first. If I start in Unity from memory, I'll make a different game, and I'll paper over the bug instead of finding it. DOSBox-X stays beside the new build. When the two disagree, the 1992 game is right.

Progress

Coming soon / updates from the hackathon.

The project page is Spelljammer 1992 Reboot.