Ivainder
Ivainder · AI-native tools and media

Aguante — a retention analyst for YouTube creators

Aguante reads the real retention curve of every video, lines it up second by second with the script and with what was on screen, and tells you where viewers left, why, and what to change in the next video. It runs every day on our own YouTube channels. It is an internal tool today and is not yet open to other creators.

9YouTube channels connected, run by Ivainder since June 2025
241videos tracked with their retention curve
818Kviews across those channels in the last 28 days
every 3 hunattended refresh; a daily report per channel

Where Claude sits

1 · Input

The measured retention curve of one video, the stretches that fall outside the channel's norm, the sentence spoken and the shot on screen at each of them, and the channel's measured patterns.

2 · Claude's task

Explain every drop, score the opening against five fixed criteria, write three alternative openings in the channel's language, and rank up to five changes for the next videos.

3 · Output

A stored reading per video, shown next to the measured data and labelled as a reading rather than a measurement, plus a daily report per channel.

Measured, not predicted

The curve comes from YouTube Analytics. Each stretch is compared with what the same channel normally loses at that point, never with a generic benchmark.

What was on screen

For videos made with our own pipeline, Aguante knows the exact shot, graphic, caption and sentence at every second of a drop.

Claude explains and rewrites

Claude reads the measured data, explains each drop, scores the opening against five fixed criteria and proposes three rewrites in the channel's language.

Channel patterns

Across all videos: which kinds of scene, sentence and opening coincide with losing or holding viewers, with the number of videos behind every claim.

Before upload

A zero-cost check of a finished edit or a script against the channel's own measured patterns.

First 72 hours

Every new upload is followed from its first hours against how earlier videos of the channel did at the same age.

Aguante: retention curve of a video against the channel median, with flagged drops
One video: its curve against the channel's median, with the stretches that fall outside the norm (interface in Spanish).
Aguante: channel panel listing what coincides with losing viewers
One channel: what coincides with losing viewers, and how many videos support each line.

Built with Claude Code. Today the Claude calls run through a local Claude Code setup; the next step is moving them to the Claude API so Aguante can run as a hosted service for other creators.

The Plug & Pawn storefront at dusk, with customers inside the shop
In development · PC

Plug & Pawn

A first-person simulator about running a second-hand shop for retro tech. Buy from whoever walks in, haggle, test it, clean it, repair it at the bench, put a price on it and sell it — then go bid on a storage locker.

The game

Your shop, your bench, your call on every deal

Plug & Pawn is a shop-and-craft simulator in the spirit of pawn-shop and storage-auction TV. It is a single-player, pay-once PC game with no ads and no in-game purchases.

Buy and haggle

People walk in to sell. Read the item, read the seller, and name a price you can still profit from.

Test, clean, repair

Everything goes through the workshop by hand before it reaches the shelf. A clean, working item sells better.

Storage auctions

Bid on locked storage units against other buyers, and find out afterwards what you actually paid for.

A shop that grows

93 different items, two employees, neighbours, day and night with weather, and a shop you decorate yourself.

A story with an end

Three seasons across 36 in-game days, three difficulty modes and three possible endings.

Spanish and English

All text is written in Spanish with a full English table.

Screenshots

From the current build

All images are captured from version 0.9 (October 2026). Nothing here is concept art.

Day one: the first seller arrives at the buying counter
Day one — the first seller arrives at the buying counter (Spanish interface).
The shop floor during the day
The shop floor, with display cases and customers browsing.
The repair station in the workshop
The workshop: test, clean and repair stations.
A storage unit auction at night
A storage-unit auction in the yard.
The till, with an employee behind the counter
The till, with one of the two employees.
The street outside the shop
The street outside the shop.
How it's built

One person directing a team of AI agents

Ivainder has no programmers on staff. The founder designs, decides and playtests; the code is written with Claude Code. Plug & Pawn went from first commit to a build that plays from start to finish in twelve days.

12 daysfirst commit (27 Sep 2026) to playable v0.9
318commits in the repository
~37,000lines of C# game code
655automated tests passing on the current build

What Claude does

  • Writes all of the game's C# code.
  • Builds the scene through editor passes run in Unity batch mode, instead of hand-placing objects.
  • Writes and runs the test suite and scripted playthroughs with real keyboard and mouse input.
  • Models the furniture and twenty of the items through Blender Python scripts.
  • Renders stills of the game, reviews them and corrects what looks wrong.
  • Drafts the story, dialogue and tutorials in Spanish and the English table.

How the work is organised

  • A lead Claude Code session coordinates five helper agents, each in its own git worktree with its own theme: street, decoration and English, new places, characters, objects.
  • Delicate changes go through multi-agent workflows: independent plans, adversarial reviews, then one synthesis — or one agent drafts and another verifies against the project before anything is compiled.
  • The lead session reviews, merges and tests everything before it reaches the build.

Other tools: Unity 6.3 (URP), Blender 4.5, Meshy for characters and part of the 3D objects. Sound is synthesised in code or taken from CC0 packs (Kenney); textures are CC0 (Poly Haven, ambientCG). Plug & Pawn contains AI-generated code and assets, and will say so on its store page.

Status

Where the project is today

Done

  • Version 0.9 for Windows plays from the first day to the ending.
  • The full loop is in: buy, haggle, test, clean, repair, price, sell, auctions, story, saving, achievements.
  • Internal playtesting by the founder.

Next

  • Closed playtests with players outside the studio.
  • Steam page and trailer.
  • Performance checks on modest PCs and Steam Deck.

Plug & Pawn has not been released and has no release date yet. It is planned for Steam as a one-time purchase.

Studio

Ivainder

An independent, self-funded one-person studio based in Spain. Ivainder has produced AI-assisted YouTube channels since June 2025, builds its own tools on Claude (Aguante), and is developing its first game, Plug & Pawn.

Contact: [email protected]