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.