A living island for Claude Code

Every Claude session builds a house.

Promptholm turns the Claude sessions on your computer into a living 3D island. A settler arrives for every session, their house grows as the work does, and a whole town rises around the square. Taverns, a castle, a harbour full of tall ships.

v0.6.4 · 16 MB · Free. No account, no API key, no telemetry.

An aerial view of a Promptholm town in the afternoon: a red-roofed castle in front, the market square behind it, hamlets of houses stretching to the coast, a lighthouse and two tall ships at anchor.
An island of 175 sessions across eleven repositories, at four in the afternoon.

Reads what is already there. The island is built from the session records Claude Code keeps on your disk.

Your work stays yours. No API keys, no telemetry, no account. Visitors only ever see a redacted town.

Live while you work. A new session walks ashore within a minute. A running one has scaffolding up.

A house never moves. Your town is yours. It keeps its streets, update after update.

How it works

Your work, drawn as a town.

Nothing on the island is invented. Every building stands for something real in your work with Claude, and the island redraws itself as that work changes. Read it like a map.

Two timber-framed houses in front of the castle, each with a wooden sign in the yard carrying its session's title, such as Review the payment module.
Every house carries its session's title on a sign in the yard.
A house
One Claude Code session, with its title on a sign in the yard.
Tent, hut, cottage, house, manor, keep
How far the session has come. Each step is earned in turns you took together.
  1. Tent1
  2. Hut3
  3. Cottage9
  4. House21
  5. Manor51
  6. Keep121
Scaffolding and hammering
That session is running right now.
A shed in the yard
A subagent, the settler's apprentice. A lookout tent for Explore, a drafting hut for Plan, a workshop for general work.
A hamlet with a fence and a road
One git repository. The office on its square shows the branch, the working tree and the history.
Stone and slate, timber and green, thatch
The model at work: Opus builds in stone, Sonnet in timber under a green roof, Haiku under thatch.

The town

A town that grows up with you.

Every few settlers the village earns a building of its own. The well comes at five. The tavern opens at fifteen. At ninety the village bridges the river, at a hundred the castle goes up, and past that the town turns to the sea: a shipyard, a Dutch East Indiaman at anchor, a crane on the quay.

When the land runs out, the island grows. New coast rises from the shallows and old coves are drained into polders.

The great castle of Promptholm with four red-capped towers, rows of houses behind it, a river running to the sea and three ships on the horizon under an orange evening sky.
The castle, earned at a hundred settlers.

Settlers on your island, and what the town builds for them

  1. 5The village well
  2. 10Market stalls
  3. 15The tavern
  4. 20The clock tower
  5. 30The windmill
  6. 40The chapel
  7. 50The lighthouse
  8. 55The sawmill
  9. 60The smithy
  10. 75The stable
  11. 90The plank bridge
  12. 95The shipyard
  13. 100The castle
  14. 120The Batavia
  15. 150The polder mill
  16. 165The harbour crane
  17. 192The third ship
  18. 200The chronicle house

On foot

Walk in and pull up a chair.

Come down from the sky and walk the island yourself, with keyboard and mouse or a controller. Walk up to any house and press E: that session opens as a conversation, with what you asked, what Claude answered and every tool it reached for.

Type, and you carry on in that same session. Its house grows while you talk.

  • Start a brand new settler at the town hall, in any folder
  • Ride a bicycle, sail a boat, take the wheel of a galleon
  • Have a pint at the tavern and hand one to a settler
A small blocky settler in a straw hat and backpack standing on the cobbled town square, with the town hall, a fountain, the well and a timber-framed tavern with market awnings around it.
On the square, between the town hall and the tavern.

Day and night

Coffee at ten, lights on at dusk.

The island keeps real time. Windows glow after dark and the lighthouse sweeps the bay. At ten the whole village walks to the square for coffee. Lunch is at half past twelve, tea at three, and on Friday afternoon everybody stays for drinks.

The town at four in the afternoon. The same view at nine in the evening: lit windows, lamps on the square and the lighthouse beam over the sea.

Together

Your island is never the only one.

Join a sea with friends or colleagues and every island in it floats in the same water. Sail across, walk their streets and watch their settlers at work. In the middle of the world smokes the volcano, with lava in its ravines, plank bridges across its flows and guards who do not like visitors.

The volcano island rising from a dark blue sea, glowing lava running down its ravines and a plume of smoke above the crater, under an apricot evening sky.
The volcano, in the middle of every sea.
The harbour: a galleon with black sails at anchor, a ship's hull on the slipway of the shipyard and the Batavia under Dutch flags.
The harbour: a galleon, the Batavia and the yard.

Visitors see houses, not your work

A visiting island is redacted before it leaves yours. Others see the town, the settlers and the ships. Your prompts, file paths, tickets and code stay on your machine.

A sky everyone shares

The sea keeps the clock and the weather, so rain, fog and the evening light fall on every island in it at once.

The keeper's tools

Plan the town. Hand out the work.

You are the island's keeper. The town lays itself out, but it listens when you want a say.

The planner

Look down on the island like a chart. Move whole hamlets with their houses and land, draw roads, give the town room and drain a polder from the sea.

The noticeboards

Your Jira sprint on a cork board and your GitHub issues under a copper roof, pinned on the square. Hand a card to a settler and a new Claude session sets off to do it.

The office

Every repository's hamlet has one. The branch, what is waiting in the working tree, the recent history and every diff, without leaving the island.

The gold pit

Your five-hour usage window, counted in bars of gold. A miner digs the week's ore and a goldsmith keeps the pit stocked.

Nothing is invented. Your work never leaves the computer.

Read only, from your own disk. Promptholm reads the transcripts Claude Code already writes. It needs no API key and sends no telemetry.

Visitors look, never touch. Whoever visits sees a redacted town. Everything that can change something answers only to your own computer.

Never in your way. The session hook writes nothing into your sessions and always steps aside. Claude never notices the island is there.

Download v0.6.4

Found your island today.

Promptholm is free. Your island starts empty the day you found it, and the first settler walks ashore with your next Claude session.

Windows

promptholm-windows-x64.zip · 16 MB

  1. Right-click the zip, choose Properties and tick Unblock. Unpack it into any folder.
  2. Start promptholm.exe. If SmartScreen asks, choose More info, then Run anyway.
  3. Work with Claude as you always do. The island fills itself in.
Download for Windows

Needs Windows 10 or 11, Node.js 22 or newer and Claude Code. A new version unpacks over the old one; your island lives in %USERPROFILE%\.promptholm and stays where it is.

Android

promptholm-android.apk · 13 MB

No island of your own on a phone. Instead you launch a skiff on the shared sea and sail out to visit everybody else's, with touch controls made for it.

Download the APK

From source

Node 22 or newer

git clone https://github.com/TiemenAfman/AgentVillage.git
cd AgentVillage
npm install
npm run setup
npm run dev
View on GitHub

Every release and its checksums on GitHub

FAQ

Before you set sail.

Does the island use up my Claude usage?

Watching costs nothing: the island is drawn from transcripts that are already on your disk. Talking to a settler or handing out a ticket runs a real Claude session, exactly as it would from a terminal.

Which sessions show up?

Claude Code sessions from the terminal, VS Code or the desktop app, starting from the day you found your island. A session hook tells the island the moment one starts, and it rescans every minute besides. Cowork tasks that ran on this machine come ashore by boat at the quay.

Does my code or my prompts go anywhere?

No. The island runs on your own computer. Anyone who visits, on your network or on a shared sea, sees a redacted copy of the town: buildings and settlers under anonymous names, never a prompt, a path or a line of code.

Does it run on a Mac or on Linux?

The desktop version is made for Windows today. On Android you can join the shared sea and visit other islands from your phone.

What happens to my town when I update?

Nothing moves. Your island lives in %USERPROFILE%\.promptholm, apart from the program, and a house never moves by itself. Unpack the new version over the old one and walk on.

How do friends visit?

Join the same sea from the main menu. Every island in a sea floats in one world: sail over, or watch from the sky while their settlers go about their day.