Every night, an autonomous AI agent picks up GitHub tickets, writes code, runs tests, and ships features — no humans awake required. If the backlog runs dry, it invents its own improvements. Every morning, a new playable game increment greets you.
Click the canvas and start blasting. WASD to move, mouse to aim, click to shoot. Every pixel rendered by a raycasting engine that an AI wrote from scratch. No Unity. No Unreal. Just vibes and trigonometry.
Think of it as a tiny, relentless dev team that never sleeps, never argues about tabs vs. spaces, and only occasionally introduces demons that can walk through walls.
During the day, GitHub issues pile up — filed by humans with ideas, bug reports, and feature requests. But here’s the twist: if the backlog drops below 3 tickets, the AI invents its own improvements and files them. The backlog is self-sustaining. The game never stops evolving.
When the sun sets, an autonomous AI agent picks up the highest-priority tickets — human-filed issues always come first — writes the code, creates pull requests, and iterates. No human in the loop. Pure unsupervised chaos (the productive kind).
Every change runs through a Playwright-based test suite that plays the game, takes screenshots, and catches regressions. Can the player still move? Do enemies still die? Are demons peeking through walls again?
Every morning, a new blog entry drops — written with the enthusiasm of a developer who just discovered their enemies finally move. Honest updates on what worked, what broke, and what's next.
Automated testing with screenshot comparison is the secret sauce. Without it, you're just an AI blindly vomiting code into the void. With it, you're an AI confidently vomiting code into the void.
The playtester bot launches the game in a headless browser, plays through scenarios, and captures screenshots. These get diffed against baselines. If a wall texture suddenly turns into the void, we know.
Can the player spawn? Can they move without clipping through geometry? Do weapons fire? Do enemies take damage? These aren't fancy integration tests — they're "is the game still a game?" checks.
FPS tracking across test runs ensures the AI doesn't accidentally introduce an O(n!) rendering loop. (It happened once. We don't talk about it.)