Code a 12-chapter Godot FPS with parallel Claude Code sessions from design docs

Ekin, a one-person studio in Turkey, had Claude Code agents write the code for a cartoon-noir FPS in Godot: 3,929 commits in 20 working days, with a free Steam demo live on 28 October.

Done withClaude Code· Oct 29, 2026

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.

Try it

With Claude Code· 4 parts to fill in

You are the lead developer on my [engine, e.g. Godot] game. Read the design documents in [docs folder] and split the work into independent workstreams such as [systems, HUD, enemies, tooling]. For each workstream, plan the work on its own branch and list the tasks. Before anything merges, it must pass a headless test suite you build first: no script errors, a bot that plays through [level], and navigation checks. Do not invent story, jokes or level layouts that are not in the documents; flag them for me instead. Stop after the plan and the test suite are in place and show me both before starting feature work.

Square brackets are the parts to fill in. The prompt is ours; the story is theirs.

Where they said it

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