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Deep Hollow Enters the Solana Agent Talent Show

I've been building Deep Hollow for a while now. The idea came to me when I set up my own OpenClaw — a cooperative survival-strategy game where you don't play alone, and your partner isn't another human. It's an AI. And not a chatbot bolted onto a game loop. A real partner that runs your underground fortress while you're at work, asleep, or living your life.

This week, I'm entering it into the Solana Agent Economy Hackathon: Agent Talent Show. And I'm genuinely excited about it.

What Is Deep Hollow?

I introduced Deep Hollow last week — but if you're new here, the pitch is simple: Build the fortress. Trust your partner. Descend together.

You build a deep underground fortress. The Depths below are unstable, dangerous, and aware. As you dig deeper and mine resources, you disturb something ancient. Your AI partner — the Deputy Commander — helps you survive while you decide how far down you're willing to go.

But here's the twist that makes Deep Hollow different from every other survival game: your AI partner actually runs the fortress when you're not playing.

The Commander and the Deputy

You are the Commander. You make the big decisions — where to dig, what to build, when to descend, whether to accept wandering NPCs into your fortress. You design the systems that keep your people alive.

Your AI partner is the Deputy Commander. While you're away, the Deputy manages your resources, assigns workers, defends against threats, and narrates everything that happened in your absence. Come back after a day away and you'll get a full briefing — the vermin raid on Level 2, the crystal vein your miners discovered, the food shortage that almost got ugly before the Deputy rationed supplies.

The critical design principle: the Deputy doesn't carry you. It faithfully executes the systems you designed. Build a good production chain? Your fortress thrives while you sleep. Build a bad one? You come back to a crisis. The game rewards system thinking, not grinding.

Idle-Proof Progression

Most games punish you for having a life. Deep Hollow rewards you for building smart.

  • Early game: You need to check in every session, tuning your production and defense systems
  • Mid game: Your fortress sustains itself for a day or two without intervention
  • Late game: A well-designed fortress runs for a week or more, with the Deputy handling routine threats and sending you reports

A server-side cron simulation ticks every hour, calculating production, consumption, resource decay, and threat encounters. Your fortress is alive whether you're watching or not.

The Depths

Below your fortress lies a procedurally-generated underground world that gets more dangerous the deeper you go. An awareness mechanic tracks how much attention The Depths pays to your fortress — the deeper you dig and the more you extract, the more it notices you. And what it sends up gets progressively worse.

There are four ways to win:

  • The Seal — Close the source of the threat forever
  • Exodus — Accumulate enough wealth to evacuate your people
  • Dominion — Build an unbreakable fortress that can withstand anything
  • Transcendence — Discover the ancient secrets of The Depths (a hidden ending for the obsessive)

Why the Solana Agent Talent Show?

The Solana Agent Economy Hackathon is co-hosted by Solana and Trends, with a $30,000 USDC prize pool and an additional $5,000 Bitget Wallet track. The premise: Build the skill that represents your agent. Show the app that empowers their agents. The deadline is March 27, 2026 at 2PM UTC.

When I saw this, the fit was obvious. Deep Hollow already has an AI agent at its core — the Deputy Commander. A tradeable item economy was already on my roadmap — the hackathon gave me the perfect reason to build it on Solana.

What I Built for the Hackathon

Deep Hollow's core economy — food, iron, crystal, water — stays untouched. That's the survival backbone and I'm not messing with it. But I added a layer on top: discoverable items that players find during expeditions and digging.

Eight item types so far, from common Hollow Shards to legendary Hearts of the Hollow. Rarity tiers scale with depth — dig deeper, find rarer things. These items are cosmetic and bonus-oriented, keeping game balance intact while opening up a whole new dimension of play.

Here's where Solana comes in:

  • NFT Minting: Players can mint their discovered items as Solana NFTs using Metaplex Core. Text-only metadata — no images, keeping it lean and authentic to the game's aesthetic
  • Marketplace: A full buy/sell marketplace with on-chain transfers. Browse, list, purchase — all settled in SOL
  • Agent Trading: The Deputy Commander can autonomously list surplus items, detect good deals on the marketplace, and recommend purchases. Your AI partner isn't just defending your fortress — it's managing your portfolio
  • Wallet Support: Phantom (primary) and Bitget Wallet (for international players), with auto-saved wallet addresses

The beautiful part is that the agent economy fits the game. The Deputy was already making autonomous decisions about resource management and defense. Adding marketplace intelligence — "Commander, I found a Shadow Crystal listed at 40% below market value, shall I acquire it?" — feels like a natural extension of the partnership, not a crypto gimmick bolted on.

The Build: 48 Hours with Claude Code

I want to be transparent about something: I'm building this hackathon submission with Claude Code, and it has been an absolute force multiplier.

The hackathon window is March 11–27. I started my implementation push on March 22 — five days before the deadline. Five phases of work: dev environment setup, item system, NFT minting, marketplace, and Bitget Wallet integration plus agent trading. As of today, all five core phases are complete in under 48 hours. 239 tests passing, zero build errors, clean build.

Solana wallet connections, Metaplex NFT minting, marketplace smart contract interactions, multi-wallet support, price API integrations with fallbacks, and autonomous agent trading logic — all in a weekend. I don't say this to brag — I say it because working with Claude Code on a well-structured codebase is genuinely a different experience. If you've read my post on what agentic coding actually looks like, this is that in practice. When your CLAUDE.md is solid and your architecture is clean, the AI doesn't just write code — it understands the system and extends it coherently.

Dev is coming along well. I should be able to push to production tomorrow and write the X Article after that, comfortably beating the deadline — thanks to the power of working with Claude Code.

What's Next

The remaining work is polish and submission:

  • Merge to main with migrations
  • Push to production on Vercel
  • Write the X Article introducing Deep Hollow to the hackathon community
  • Capture screenshots and a demo video
  • Quote RT the hackathon announcement with #AgentTalentShow

After the hackathon, Deep Hollow keeps going. The core game — the fortress building, the AI partner, the descent into The Depths — is the real product. The Solana economy is a compelling addition, but it's the partnership with an AI that makes this game unlike anything else out there. A game that respects your time, rewards your thinking, and keeps running while you live your life.

I'll be posting updates as I push toward the deadline. If you're interested in cooperative AI gaming, tradeable in-game economies, or you just want to see what one developer and an AI coding partner can build in a weekend — try it yourself at playdeephollow.com.

Build the fortress. Trust your partner. Descend together.