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
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