
AX 서바이벌
A 90-second browser shooter for corporate AI training: shoot the work cards you would hand to AI, ram the ones a person should decide; the developer says Claude Code built it in Godot.
Official site fe63.itch.io, verified Nov 3, 2026. Linked from the developer's GPTers post (part 2) as the place to play the game.
Where to play
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- Play free — itch.ioitch.ioReleasedFree
Plays in the browser on itch.io. No download.
Browser (no download) · Official link verified Nov 3, 2026.
About AX 서바이벌
A free 2D shooter in Korean that plays in the browser, made as a mini-game for corporate AX (AI transformation) training. Work cards drift across the screen, and every card looks the same, so you have to read it: tasks you would hand to AI you shoot with a laser to automate them, and tasks a person should decide, such as a final hiring decision or a team member's complaint, you fly into to handle yourself. Shooting the wrong card costs a life. You steer a Starship-style craft in eight directions with the arrow keys and fire with the space bar, while a red zone shrinks at 75, 50 and 25 seconds and drains your lives if you stay outside it. Survive 90 seconds with five lives and the lives you have left become a bonus; version 1.2 added an online TOP 10 ranking so a class can compete. The developer, who says they had never coded or used a game engine, built it in Godot with Claude Code in 88 minutes of active work without typing any code. The craft is drawn in code and the six sound effects are synthesised in code.
How it was built
VerifiedThe developer says they built the game only by asking Claude Code in words, in 88 minutes of active work, with no prior coding or engine experience and without typing any code. Claude Code turned a one-line idea into a one-page design, offered three ways to fix the first rule set (catching cards in a basket) when it did not work, and, when the developer found the next version (sorting cards with two arrow keys) dull and asked for a more dynamic, shooter-like concept, wrote the shooter version. It also ran the game without a window to check 22 automated tests and took screenshots to look for problems such as overlapping card text. In part 2, Claude Code installed the export templates, exported the web build, fixed broken Korean text by bundling a font, and set up uploads with itch.io's butler tool.
Prompt-led development in Godot (4.7, per the developer) from the terminal: the developer described what felt wrong in plain words (“I don't get how to play”, “it's not fun”) and Claude Code reworked the rules twice before arriving at the shooter. The developer's own count for the first build: 88 minutes of active work, 6 change requests, 22 files, 909 lines of GDScript, 22 automated tests passing, and no image or audio files. Publishing the web version on itch.io took another 33 minutes of active work, per part 2, including fixing Korean text that showed as boxes in the browser (solved by embedding the free NanumSquare font) and adding a Korean help message for browsers without WebGL2.
- Engine / framework
- Godot
- Languages
- GDScript
- Team size
- Not disclosed
- Initial build time
- 88 minutes of active workDeveloper ReportedGPTers (광밤)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- ~100% of shipped codeDeveloper ReportedGPTers (광밤)
“클로드 코드(Claude Code)에게 말로만 요청해서 고도(Godot) 엔진 2D 슈팅 게임을 88분 만에 만들었어요. 저는 코딩도 게임 엔진도 완전 처음이었고, 코드는 한 줄도 직접 치지 않았어요.”- Claude Code로 Godot 2D 게임 개발 - 기업교육용 슈팅 게임 88분 제작기 (GPTers, part 1)
- Claude Code로 Godot 게임 itch.io 배포하기: 웹 공개까지 1시간 컷 (GPTers, part 2)
Verification notes: AI use, the 88-minute build and the counts (909 lines of GDScript, 22 tests, no image or audio files) come from the developer's GPTers post, part 1, published 1 Oct 2026 Korean time (30 Sep, 15:07 UTC), which dates the session 30 Sep 2026 on Godot 4.7; publishing to itch.io is described in part 2 (2 Oct 2026 Korean time; 1 Oct, 16:55 UTC), which links the itch.io page. The posts mention parts 3 (online ranking) and 4 (card decks for sales, HR and marketing, written by one AI and filtered by another during development); those were not opened. The itch.io page has no description and no AI disclosure; it lists the genre as Educational, made with Godot, and was last updated on 21 Oct 2026. Its devlog posts date version 1.1 (web release) to 1 Oct 2026, 16:32 UTC and version 1.2 (online ranking) to 7 Oct 2026, 06:42 UTC. The developer writes in the first person but does not say whether anyone else worked on it, so no team size is recorded. The craft's look was requested “like SpaceX” and is drawn in code; the shrinking zone is modelled on battle-royale games such as Battlegrounds as an idea only, with no third-party assets named. Nothing in the game calls an AI service while you play. The game was not played; no ratings are shown.
Development history
First version built with Claude Code in Godot in one session (88 minutes of active work).
DeveloperGPTers (광밤)Version 1.1 published on itch.io as a browser game (devlog post at 16:32 UTC).
Version 1.2 adds an online ranking shared by everyone who plays.
Developeritch.io (fe63)The itch.io page is last updated.
Observeditch.io
Game performance
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itch.io
Free in the browser (HTML5); no install or account needed.
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Not publicly available: itch.io rating, Gross revenue.
Sales & revenue (all platforms)
Browser game — there are no downloads to count.
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Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| Claude Code로 Godot 2D 게임 개발 - 기업교육용 슈팅 게임 88분 제작기 GPTers (광밤) · Korean | Devlog | Oct 1, 2026 | Nov 3, 2026 |
| Claude Code로 Godot 게임 itch.io 배포하기: 웹 공개까지 1시간 컷 GPTers (광밤) · Korean | Devlog | Oct 2, 2026 | Nov 3, 2026 |
| AX 서바이벌 by fe63 itch.io · Korean | Store page | Not confirmed | Nov 3, 2026 |
| AX 서바이벌 devlog itch.io (fe63) · Korean | Devlog | Not confirmed | Nov 3, 2026 |
| Official game page (language check) fe63 | Official site | Not confirmed | Nov 3, 2026 |





