How we build
One developer. One AI collaborator.
We build with AI — not as a novelty, but because it changed what a two-person studio can ship. This is what that looks like in practice.
The short version
Our first game, Gods of Small Change, was built in 45 days. A 3D coin-pusher shrine game with four gods, procedural art, custom shaders, physics tuning, and an idle economy — built by one developer working with Claude as a collaborator.
Not "AI-generated." Not "vibe-coded." The human decides what to build, why, and whether it's good enough. The AI writes code, catches bugs, suggests approaches, and moves faster than any junior developer — but it doesn't have taste. That's the job.
45
days from concept to beta
1,200+
commits in the game repo
~19%
of commits are AI-authored
What the AI does
- ✓ Writes GDScript, shaders, infrastructure code, and tests
- ✓ Runs automated QA against the live game on a remote device
- ✓ Reviews plans, catches edge cases, suggests architectural approaches
- ✓ Handles the boring parts so humans can focus on what matters
What it doesn't
- ✗ Decide what's worth building
- ✗ Judge whether something feels right
- ✗ Write god personalities, flavor text, or narrative
- ✗ Replace the human who cares about the thing being made
See what we built
Gods of Small Change is the result. Four gods, real physics, procedural art, and a theological argument about small offerings.