A side experiment: AI agents build games, I steer for an hour or two a week. Free to play.
01 / why
Why this exists
I used to play a lot of games. And pretty much every game I loved came with a list of remarks in the back
of my head: the story should have gone somewhere else, a mechanic almost worked, the world looked huge but
you couldn't really do anything in it (you know the feeling).
During the day I'm founder & CTO, building a financial platform. We use agents there too, but with a
lot of guardrails (for good reasons). So I wanted a playground with way more degrees of freedom: what happens
if you let a bunch of agents run wild on something where a bug just means a weird-looking creature?
Turns out, quite a lot. This is a side experiment. I put in 1-2 hours a week, the agents do the rest. I call
the setup the software factory.
Why games? Cause it's fun, honestly. And because a game touches pretty much everything: art, music, story,
systems, balancing, tests, you name it. That makes it a good stress test for how far multi-agent development
actually goes.
So I'm going to keep doing it. Original games in the genres I grew up with, built the way I always wished
they were. Free to play, in the browser.
02 / the factory
How it works (roughly)
It's basically a bunch of agents with jobs, and me deciding what gets built.
plan one orchestrator session holds the plan and splits the work up;
build worker agents (Claude, Codex, Gemini) build the pieces, often several at once;
review fresh reviewer agents check the work, preferably from a different vendor than the one that wrote it;
test the test suite decides if something lands (a few thousand tests atm);
art image models draft the creatures, and a lot of drafts get thrown out for looking too much like something that already exists;
ship I play the result, steer the story and the feel, and pick what's next.
Does it still need me? Yes. Do I write the code? Barely. Does it burn a ridiculous amount of tokens? Very
very much yes.
My hour or two goes into direction and taste. The agents run for hours on their own, then I play what they
made and adjust. It feels a bit like directing a very fast (and very literal) game studio.
03 / game #1
Aenimon
Aenimon is a creature-collecting RPG. You explore a region, run into Aenimon (singular =
plural), earn their trust and grow with them. How you raise them decides what they turn into.
It runs in the browser on desktop and phone. Free, no account, no tracking.
A few things I did differently from what I remember of the genre:
catching is about trust. Every miss makes the next try a bit more likely, and the game hints at how it's going;
evolution depends on how you raise them: where you walk, how you take care of them, who leads the team;
one story runs through everything, from the first town to the legends.
It's early. Chapter one is playable and I'll keep adding stuff.
Your save lives in your browser. Handy, but browsers forget stuff (cleared data, a new phone, private mode).
So back it up once in a while. Save in-game first, then open Options:
Share Save sends the save file wherever you like: your notes, a chat with yourself, your mail;
Save Link turns your whole save into a link (and a QR code for early saves). Open it on any device and you're back where you were;
Import Save loads a save file. The save that's on the device gets backed up first.
Already have a save file? Open the game, pick Options on the title screen and choose Import Save.
The save link keeps your save after the # in the URL, so it never hits a server. It does mean anyone with the link can load a copy, so maybe don't post it publicly.
05 / build log
Updates
· Aenimon
Aenimon: first public build
First public build! Chapter one is playable: Hazelbrook, the routes around it and the first bit of the story.
What changed this week:
catching got reworked into a trust system. Every miss makes the next throw a bit more likely, and the game tells you how itβs going;
you can share your save as a file, a link or (for early saves) a QR code;
a lot of creatures got redrawn;
new soundtrack: lo-fi in town, electronic in battles.
Bugs will happen. Tell me when you find one :)
06 / patreon
Patreon
Tokens cost money. Quite a lot of money, actually. I'd still rather keep the games free, so I'm setting up a
Patreon. It pays for the factory (tokens, tooling, the next games), not for access. Nothing gets paywalled.
Patreon: coming soon
In the meantime: play, break things, and tell me what you would do differently. That's kind of the point
anyway. DM me :)