Enthusiastic developer Hakim Eikbal has released the first downloadable version of a fishing game that is assembled exclusively with the help of AI.

The project started as an experiment, and by the sixth week it turned into a playable build, available to everyone. The creator himself states that he had no experience in game development before starting work.

The technical stack is distributed across several models. All the code in the Godot engine is written by Claude, and the creation of 3D assets is now handled by Claude and Astra, who is connected to the GPT-6 process. Characters are generated by a separate tool, Tripo3D, which specializes in turning images and text descriptions into finished models.

Over the past week, new islands and mooring areas have been added to the game. A fishing progression system has been added, lighting has been redesigned and buildings have been redesigned. The starting zone, according to the creator, is close to completion.

Eyqbal’s key point is about methodology, not outcome.

No prompting in one go. Just six weeks of working, testing, fixing, and seeing how far a game made entirely by AI could go.

Separately, he added that the best AI projects now look less and less like prompts and more and more like real development.

Build is distributed via file sharing service SwissTransferand not through Steam or another storefront. There is no page for the game in stores yet.

Some commentators praise the visuals, especially the water and the overall atmosphere, which has been compared to Age of Empires. Others point out possible performance issues and advise entrusting optimization to the same agents.

There were also principled opponents of the approach. One of the users thanked the creator for his honesty about the use of AI, adding that now he can immediately discard the game and never play it. Another suggested that the lack of a release on Steam itself speaks volumes about the quality of the result.

It is not yet clear how much all this cost.

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