Ssak
Description
Finished and archived. A cozy iOS game: one flower, seed to bloom on the real clock, six to collect. SwiftUI, hanji paper and ink, no backend. An 18-day AI-assisted experiment; see RETROSPECTIVE.md.
Installation
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open the source below and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
README
Ssak · 싹
**Raise one flower from seed to bloom — on the real clock, tended gently, six to collect.**
Status — complete and closed
Ssak was an 18-day experiment: my first game, and my first project built end to end by driving Claude Code on Anthropic's Fable model. It works — six species, seed to bloom, on the real clock, 58 tests green — and it was never submitted to the App Store. I'm not continuing it. The final documentation and asset archive is dated **2026-09-05**.
**[Read the retrospective →](RETROSPECTIVE.md)** — the game I scrapped first and why, where the agent workflow broke (with commits), and what I'd do differently.
**Ssak** (싹, *"sprout"*) is a calm, quiet iOS game. You keep **one** plant on your windowsill and raise it at the speed of a real plant — no timers to beat, nothing to spend. Water a little, come back tomorrow, watch it grow.
How it plays
- On the real clock. Your flower grows on its own compressed timeline — about a real day per plant-week — and only while it's healthy. Patience is the mechanic.
- One at a time. No sprawling garden to manage: one flower, your full attention, seed to bloom.
- Forgiving by design. Droop and gentle nudges, never punishment — no permadeath, and your shelf of past blooms is never lost.
A first
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