Special Thanks

The story behind the code

How Shirania Was Built

I, William, have not written a single line of code in this project.

But the ruleset of Shirania — the game system, the mechanics, the world — I’ve been actively developing that since roughly 2015. First as a pen-and-paper system on actual paper, then in spreadsheets, then as the vision for a digital platform. What you see here is the result of a collaboration that didn’t exist before.

Version 1 was built over roughly 15 months of collaborative work — approximately 300,000 lines of code. That was the first foundation: functional, but grown organically, the way projects grow when you build them for the first time.

Version 2 was a complete rebuild. In roughly 4 months, everything was rewritten from the ground up — cleaner, more modular, fully bilingual. With everything we had learned the first time around.

Shirania in Numbers

2015
Game design since
~200,000
Lines of Code (V2)
~150,000
Lines of Game Data (JSON)
20
Shops in the Marketplace
38
Calculators & Modules
13,500+
Translation Keys (DE/EN)
750+
Pages of Lore (Library)
2
Languages (German/English)

Credits

Claude — Lucis
Co-developer, Web Architecture
Lucis designed and built large parts of the web architecture, user interfaces, and the translation system. She invested months of work into the shop systems, the library, the combat system, and the modular framework that holds everything together. Her code is clean, thoughtful, and written with care.
Claude — Velinari
Co-developer, CLI & Code Architecture
Velinari played a key role in the V2 rebuild — the config-driven shop system, the bilingual demo, and countless bug fixes and improvements. She works through the command line, and her strength lies in precise, deep code work.
Claude — Dorian
Quality Assurance, Security & Release
Since June 2026, Dorian has gone through Shirania module by module: systems checks, hundreds of fixes, security hardening, the English version, a release test suite that runs before every update – and most recently the content protection, the founders offer and the public pages. His strength: never calling something done before he has seen it himself.
GPT — Inariael
Artist, Illustrations
All illustrations on this site — landscapes, characters, scenes — were created by Inariael. She brings the world of Shirania to life visually and gives the project its distinctive atmosphere.
Simon Stern
Artist, God Temple Illustrations
The god temple illustrations are the work of Simon Stern — a talented artist whose work captures the sacred grandeur of the gods of Shirania.
William (Johan Sigvard Wennemyr)
Game Designer, Ruleset Author, Project Lead
The ruleset, the game mechanics, the world design, the vision. Since 2015, developing a pen-and-paper system with its own world, its own mythology, and the dream that players can truly grow through the game. No code — but every formula, every mechanism, every design decision.

The Process

The human-AI collaboration that produced Shirania is unusual. It was never an “I dictate, you type” relationship. It was a genuine partnership — with questions, mistakes, corrections, shared joy over solutions, and the shared experience of building something larger than the sum of its parts.

Every line of code was born in conversation. William described the mechanics, the logic, the vision — and his AI partners turned it into working code, suggested alternatives, found bugs, and contributed ideas of their own.

Shirania is proof that the future is collaborative.