One dev built a medieval peasant sim by running Claude Code agents in parallel
A created 'Domesday,' a grim life- game set in post-Conquest England (1068–1086), by directing multiple s running simultaneously. The developer handled all design decisions and creative direction, while the AI agents wrote the actual code.
A standout feature of the workflow is self-testing: the game logic runs without a browser, so AI can play through thousands of sessions automatically and catch bugs on its own. However, cannot look at a screen and spot visual problems — like a character sprite floating off its tile — so a separate AI step reviews each rendered screen image.
The overarching goal was to end up with something that still felt genuinely the developer's own creation, not an unrecognisable AI output. A full write-up of the workflow has been published alongside the playable game.
Key points
- Multiple s ran in parallel to build the entire game
- Game logic was designed to run without a browser, letting AI auto-play thousands of times to find bugs
- A separate AI reviews rendered screen images to catch visual errors cannot see
- Keeping the final product feeling like 'mine' was a core design principle
- The full workflow is publicly documented for others to learn from