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A one-person studio shipped a Steam demo of a 12-chapter FPS coded by AI agents in 20 working days. Here is what the agents could and could not do.

I am Ekin, a one-person game studio in Turkey. On 28 October the free demo of Iron Curtain Call went live on Steam: a fast cartoon-noir FPS set in an…

James Whitfield By James Whitfield
October 29, 2026 October 29, 2026 1 min read

I am Ekin, a one-person game studio in Turkey. On 28 October the free demo of Iron Curtain Call went live on Steam: a fast cartoon-noir FPS set in an alternate 1965 where a customer-service AI runs World War III. The code is written by Claude Code agents working from my design documents: 3,929 commits over 20 working days by 25 October, in Godot 4.7. The full game, 12 chapters, releases on 11 March 2027. What the agents did well: the game's systems (a Doom-style resource loop, nine weapons planned, about 49 robot types planned, bosses), the HUD, the tooling, and a headless test suite that gates every merge (zero script errors, a bot that plays the level, navigation and geometry checks). They work in parallel: one lead session, feature sessions in the cloud, one per workstream, each on its own branch. What they could not do: know what is fun. Level design that surprises took the most…

It is part of a fast-moving week in AI, as researchers, builders, and enterprises keep adjusting to what the latest capabilities mean for them.

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