In six weeks, AI built on the Godot engine created a full-fledged fishing game
Indie developer Hakim Eiqbal has released the first downloadable build of a fishing game he's building entirely with AI.
The project started as an experiment and by week six turned into a playable build available to anyone who wants to try it. Eiqbal says he had zero game development experience before starting the project.
The tech stack splits work across several models. Claude writes all the code in Godot, while Claude and GPT-6 Astra now handle 3D asset creation together. A separate tool called Tripo3D generates the characters, turning images and text descriptions into finished models.
Over the past week the game gained new islands and docking areas. A fishing progression system showed up, lighting got reworked, and buildings were redesigned from scratch. Eiqbal says the starting zone is close to finished.
His main point is about the methodology, not the result.
Никакого промптинга с одного захода. Просто шесть недель работы, тестирования, починки и выяснения того, как далеко может зайти игра, полностью сделанная ИИ.
He also added that the best AI projects right now look less like prompting and more like actual development.
The build goes out through the file-sharing service SwissTransfer rather than Steam or any other storefront. There's no store page for the game yet.
Some commenters praise the visuals, especially the water and overall atmosphere, comparing it to Age of Empires. Others point out possible performance issues and suggest handing optimization to the same AI agents.
There are also people firmly against the whole approach. One user thanked the creator for being upfront about using AI, adding that this lets them dismiss the game right away and never play it. Another suggested that skipping a Steam release says enough about the quality on its own.
It's still unclear how much all of this cost.
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