
01 / 03 A grey room and a sun
Every asset is judged here first. No set dressing, no fog, nothing to hide behind.

02 / 03 Nobody came back
Vinyl that cracked years ago. Chrome that gave up. It has to look abandoned from across the room.

03 / 03 Count the coils
Foam, springs, rot. If it holds up this close, it is allowed into town.

Background image: in-engine capture, Unreal Engine 5.8, 14 November 2026.
Field report 001 / AI-built zombie shooter / pre-alpha
A co-op and PvP zombie shooter in Unreal Engine 5.8. One human directs. A crew of AI agents writes the code, builds the art and tests it, in the open.
Exhibit A / one diner booth
Everything on this site is a capture from the running game engine, labelled with the engine version and the date. This is one booth from the roadside diner, at three distances.
The brief / what is being built
- Engine
- Unreal Engine 5.8
- View
- First personThird person is a toggle.
- Modes
- Co-op and PvP
- World
- One shared townThe server owns the truth. Clients only send input.
- The horde
- ThousandsA design target. Measured numbers get published when they exist.
- Platform
- Windows PC firstConsoles later.
- Status
- Pre-alphaIn production. No release date.
- Footage
- Real captures onlyEvery image is from the running engine, labelled with version and date.
The crew / how it gets made
Most games hide how they are made. This one publishes it: who did the work, on which model, for how many hours, and what it cost in tokens.
One human directs
Decides the rules, the look and what ships. Answers questions fast.
Agents build
AI agents write the C++, model and texture the art, and run the tests.
Two blind reviews
Risky work gets two independent reviews. Neither sees the other's verdict.
Then it merges
Only with the evidence attached: tests, logs and stills someone looked at.
Stay on the channel
New captures, dev log posts and the day the doors open. Nothing else.