Tutorial: an agent survives
This tutorial walks you through a first session with an agent: it wakes up, looks around, loots the house, arms itself, and deals with the first zombie. It uses Claude Code, but the prompts work in any MCP client.
You need the server connected. Start it with a save file, so the run survives restarts and you can go back to it:
claude mcp add zombye -- ./target/release/zombye-server --mcp --zombies 1000 --save saves/agent.zsave1. Set the rules
Section titled “1. Set the rules”The MCP server is a developer tool, so it has debug tools: spawning items and zombies, god mode, skipping time. Tell the agent what’s fair before it starts.
You’re playing Zombye through the zombye MCP tools, as player 1. Play fair: don’t use
spawn_item,spawn_zombies,set_goal,dev,wound,set_needs,skip_timeorrespawn, and don’tloada save after you die. Time only moves when you call a tool that steps it, so take your time to think. Your goal is to survive as long as you can. Start by callingobserveand telling me where you are.
2. Reading the map
Section titled “2. Reading the map”observe returns a text map at double resolution: tiles sit between wall lines. The agent will see something like
this, with itself as P in the main bedroom:
+-+-+-+=+-+=+=+-+-+-+-+D+-+ , , , , : : . .|c f f _|c c c c c|c c _ _| + + + + , , , , : : . .|_ f f _|c _ _ _ _/_ _ _ _! + + + + , , , , : : . .!_ _ P _|c _ f f _|_ _ _ c| + + +-+/+-+-+ , , , , : : . .|_ _ _ _|_ _ _ _ _|c _ c c| +-+-+-+/+-+ + +-+-+ +-|walls,=!shut windows,Dshut doors,/open doors._indoor floor,.grass,,road,:sidewalk.ca container nobody has searched,fother furniture,wa weapon on the floor,ianother item.- Zombies by what they’re doing:
Zwandering,Iinvestigating a noise,Cchasing,Llunging,Aattacking,Bbattering a door or window.
Under the map come the players, items on the floor and the nearest zombies, with positions in metres. The tool reference has the full legend.
3. Loot the house
Section titled “3. Loot the house”Find every container in this house with
containers_nearand search them, one room at a time. Take water, food that keeps, anything medical and the best weapon you find. Tell me what you skipped and why.
What to expect:
- Reach means the same room.
containers_nearlists the kitchen cupboard 0.4 m away, through the wall. Searching it from the bedroom is refused (refused: the kitchen cupboard is out of reach), so the agent has to walk round through the doors. A good agent works this out from the map; if yours keeps trying, point at the doors. - Not every cupboard has something in it.
searched the wardrobe: empty (41 ticks, 2.0 s). - Moving is in compass directions and ticks. There are 20 ticks to a second and walking is 3 m a second, so
move_player {direction: "s", ticks: 20}walks about three metres south. Agents tend to overshoot at first, and learn quickly from where the reply says they ended up.
When it’s done, ask for the inventory: inventory shows hands, bags and load.
4. Get ready
Section titled “4. Get ready”Hold your best weapon. If you found a bag, put it on. Then tell me your plan for leaving the house.
equip puts a weapon in the hand and a bag on the back. A two-handed bat frees the other hand.
5. The first zombie
Section titled “5. The first zombie”Zombies near the house may already have seen the agent through a window. If not, opening the front door (10 m of noise) usually brings one.
A zombie is coming. Deal with it: shove it if it gets close, hit it while it’s staggered, stomp it when it’s down. Watch your endurance.
attack, shove and stomp each step the world until the move lands and the player can act again, then report what
happened. This one is from the modding tutorial’s nail bat:
player 1 swung the nail bat facing e: landed after 7 ticks, 1 hit; ready again after 19 ticks;100 HP, endurance 0.96; HITS: P1 hit #1 for 43, staggered (50 HP left)If a strike lands on the agent, step_ticks and the attack replies say where and what kind of wound. Then:
You’re hurt. Call
healthand treat your wounds with what you carry.
6. Let it play
Section titled “6. Let it play”From here, give it a goal and let it run:
Survive the day. Find more food and water in the next houses, avoid crowds, and get back to a safe room with a bed by nightfall. Sleep when you’re tired. Report every in-game hour.
Ask for a picture whenever you want to see what it sees:
Take a
screenshotand describe what’s in it.
7. When it dies
Section titled “7. When it dies”It will. The step replies say how (P1 DIED: Bled out from a gash on the torso) and stats has the run: time
survived, kills, distance walked, wounds taken. Ask it what it would do differently, then start again with a new seed:
remove the save file, or start the server with another --seed.
- Smaller worlds are kinder to your machine:
--zombies 500is plenty for a first session. - Ask for reasoning before actions at the start; once it plays well, let it take several steps at once.
- The same seed is the same town. An agent that played seed 1 can be told what it learned about it.
- Save before something risky with
save {name}, so you can rerun it, but only if you’re not playing fair.