What they did
Ekin runs a solo game studio and wrote design documents for Iron Curtain Call, a fast first-person shooter in Godot 4.7. Claude Code agents wrote the code from those documents. One lead session coordinates while feature sessions run in the cloud, one per workstream, each on its own branch. The agents built the game systems (a resource loop, weapons, robot enemies, bosses), the HUD, internal tooling and a headless test suite that must pass before any merge: zero script errors, a bot that plays through the level, and navigation and geometry checks. In the comments Ekin adds that they built their own app of pipelines around the agents, including one where an agent drafts enemy designs, a jury of agents votes on them, and Claude helps model them in Blender over MCP.
How it went
By 25 October the agents had made 3,929 commits over 20 working days, and the free demo went live on Steam on 28 October. The full 12-chapter game is due on 11 March 2027. The agents could not judge what is fun. Level design took longer than anything else, the demo level went through four versions, and a human playtest added a whole section. The story, jokes and cuts are Ekin's. The agents also hit a Godot audio-thread race in headless runs and a minute of shader compilation on Macs, which needed measured workarounds.
Worth knowing
Ekin says they run six Claude 20x subscriptions, shared with other projects, and commenters doubted a subscription could cover that volume. Voices (ElevenLabs), some art and the cinematics were made with other AI tools, and several genre subreddits ban games made with generative AI. Ekin says the post itself was drafted by the lead agent.