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🕹️ PS42018Rockstar StudiosVERY HARD

Red Dead Redemption 2 rebuild deck

VERY HARD

The schedule simulation is promptable and genuinely interesting, but the product is eight years of hand-placed world plus Euphoria solving every stagger at runtime, and there is no compact heart to extract from it.

You will get a good prototype. The product is what comes after.

The simulation half is promptable and it is the interesting half. Expect spawn-on-approach NPCs by default, because that is what every tutorial teaches, and you will spot it within a minute of standing still. The NO stands anyway, and for a different reason than the combat games on this list: there is no compact heart to extract. The product is eight years of hand-authored world, and a town that runs a convincing day is a good toy that shares no DNA with it. What no prompt touches is the animation — Rockstar's weight comes from physics blending on every character every frame, and a clip-playing state machine feels like a different medium. Review the clock and the witness logic; the rest is decoration.

Difficulty
VERY HARD · 4 of 5
First playable
A project
The original
2,000 team-years
Released
2018 · PS4
Genre
Open World Western
The one-shot build prompt
Build one frontier town on a 24-hour clock with forty NPCs who live in it. three.js, or an isometric Canvas 2D view — the rendering is not the point. One town, one day, no story, nothing past the town limits.

Requirements:
- Every NPC owns a schedule: a list of (time, place, activity) entries with travel between them, driven off one simulated clock at 60x. The blacksmith opens at seven, drinks at eight in the evening, sleeps at eleven. Schedules run whether or not the player is nearby. This is the load-bearing part: do not tie NPC updates to render distance. Tick the full simulation for everyone at 2Hz and interpolate positions only for the ones on screen. If the agent hands you spawn-on-approach, throw it out.
- Reputation per settlement, moved by witnessed actions only. Witnessing needs line of sight and range; a witness who escapes reports you after a delay, and silencing them first is a valid, terrible option.
- Weapons with a draw, a commit and a holster. Animations cannot be cancelled. Slow, deliberate movement is the design, not a bug.
- Law response as an escalating wave timer that stops once you leave a radius.
- One weather system every NPC responds to: rain sends people indoors and the schedules bend around it.

Definition of done: I sit on a roof for a simulated day and can describe three people's routines without being told them.
What you lose
  • Eight years and a credit list past three thousand names — the world is hand-made and the world is the product
  • Euphoria-driven procedural animation, where every stagger, trip and death is solved at runtime rather than played back
  • Ambient dialogue at a scale nobody has matched: thousands of context-aware lines for people you will never talk to
  • Every interior, animal and weather state authored individually rather than generated
What to steal

Dead Eye — slow time, tag targets, then resolve every tagged action in one sequence

It splits a twitch skill into a planning phase and a payoff phase, so a player with slow hands still plays well and still feels fast. Transfers to anything with multiple targets: a card game resolving a queued combo, a puzzle game batching moves, a strategy game's order phase.

ScopeAn evening— build just this, not the game

Single self-contained HTML file, Canvas 2D, no build step. Build a top-down arena with a slow-motion tagging mode.

Requirements:
- WASD moves, mouse aims, click fires normally. Six enemies wander and shoot back.
- Hold right mouse to enter the mode: time scales to 0.15 for everything except the crosshair, and a meter drains. Clicking places a numbered tag on whatever the crosshair is over. Tags stick to the target, not to a screen position.
- Releasing resolves every tag in the order placed, one shot each, roughly 120ms apart, camera following. The player cannot act during resolution.
- Tags on a target that dies early are wasted, so ordering matters.
- Costs: 20% of the meter to enter, 10% per tag. It refills on kills only.
- Draw tags as clean markers with their sequence number, and a fading line between them during resolution.

Definition of done: I tag four enemies, release, and watch all four drop in the order I chose.
Make it different

Not a clone — Red Dead Redemption 2 re-themed and cut down to something you can finish. The angle is the important reel: it is what turns a project into a weekend. 5,880 ways to land.

Static Offline

Red Dead Redemption 2, but against bots — no netcode at all, set in a cyberpunk sprawl. Rendered in risograph two-colour print.

Themea cyberpunk sprawl
Angleagainst bots — no netcode at all
Lookrisograph two-colour print
Build a browser game called "Static Offline".

The pitch in one line: a open world western in the spirit of Red Dead Redemption 2, but against bots — no netcode at all, set in a cyberpunk sprawl.

WHAT THIS IS
Take the SHAPE of Red Dead Redemption 2 — its core loop, and whatever makes that loop good — and rebuild it as your own game in a different world at a smaller scope. Use your own names, art and audio, which you want anyway: a reskin of somebody else's game is less interesting than a new one that works the same way.

THE ANGLE — this is the important constraint, honour it above everything else
Against bots — no netcode at all. Everything runs locally. No server, no lobby, no lag compensation. Bots use a small behaviour tree with a tunable reaction time. This single cut removes the hardest engineering in most multiplayer games.
This is what makes the project finishable. If a decision would push the scope back towards the original's, take the smaller option every time.

THE THEME
A cyberpunk sprawl. Permanent night and rain, neon as the only light source, and wet reflective surfaces doing most of the visual work.
The theme is not a coat of paint. Let it change what the mechanics mean — a reload, a health pack and a locked door should all be things that make sense in this world and nowhere else.

LOOK
Risograph two-colour print. Two spot inks with visible misregistration, halftone dot shading, and paper texture showing through every fill.

REQUIREMENTS
- Runs in a browser with no build step. Canvas 2D unless the angle genuinely requires 3D, in which case three.js.
- Fixed-timestep update loop with interpolated rendering, so it behaves the same at 60Hz and 144Hz.
- Every tuning constant in one CONFIG object at the top, exposed as live sliders in a debug panel. You will find the feel by dragging those, not by prompting.
- All content — levels, entities, balance numbers — in JSON or plain data files, never inline in the logic.
- Audio generated with the Web Audio API rather than asset files.
- Respect prefers-reduced-motion: keep the fades, drop the shake and the parallax.

BUILD ORDER
1. The core loop with placeholder rectangles, at the reduced scope the angle demands. No theme, no art, no audio. Make it fun as rectangles first.
2. The angle's consequences. Cutting to bots, or to turn-based, or to one level changes the design rather than just shrinking it — find out how and rewrite step 1.
3. The theme, as content and data.
4. The look, applied last as a rendering layer over a game that already works.

Start by writing a one-page plan: the core loop, what the angle removes and what that frees you to do properly, and what you are deliberately leaving out. Wait for me to approve it before writing code.
Prior art — read before you build

Half the time one of these already does what you wanted, and the other half it saves you a week of solving a problem someone documented in 1997.

Did you build it?
0Share on X

One count per game. No account — it is tied to a salted hash of your IP, which is not stored in a form anyone can reverse. Every build adds 2,000 team-years to the counter on the homepage.

Questions

How hard is Red Dead Redemption 2 to rebuild with an AI agent?

Yes — every game is buildable at some scope. The question is how hard, and Red Dead Redemption 2 is VERY HARD (4 of 5). You will get a good prototype. The product is what comes after. The schedule simulation is promptable and genuinely interesting, but the product is eight years of hand-placed world plus Euphoria solving every stagger at runtime, and there is no compact heart to extract from it. Reckon on a project to something you can actually play — not to something that matches the 2,000 team-years Rockstar Studios spent.

What makes Red Dead Redemption 2 hard to rebuild?

The schedule simulation is promptable and genuinely interesting, but the product is eight years of hand-placed world plus Euphoria solving every stagger at runtime, and there is no compact heart to extract from it. That is why it sits at VERY HARD rather than a tier either side of it. If you want the idea without the project, the transferable part is dead eye — slow time, tag targets, then resolve every tagged action in one sequence — an evening of work.

How long does it take to build a Red Dead Redemption 2 clone?

Wrong question, and it is worth saying why. Nobody rebuilds Red Dead Redemption 2 — the original took Rockstar Studios on the order of 2,000 team-years, released in 2018 on PS4. What you can do is reach something playable and genuinely yours in about a project, and then keep going for as long as it stays interesting. Any figure that claims otherwise is measuring a prototype and calling it a game.

What do I lose by building my own Red Dead Redemption 2?

Eight years and a credit list past three thousand names — the world is hand-made and the world is the product. Euphoria-driven procedural animation, where every stagger, trip and death is solved at runtime rather than played back. Ambient dialogue at a scale nobody has matched: thousands of context-aware lines for people you will never talk to. Those are the parts a prompt will not hand you.

Which AI coding agent should I use to build it?

Any of Claude Code, Codex or Cursor will handle this prompt. Paste it as your first message, let the agent scaffold the project, then iterate on feel — the second, third and tenth prompts are where a game actually gets good. Work in an empty folder or a fresh git branch so you can throw it away cheaply.

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