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Babylonian Twins: Definitive Edition

BitHunch LLC · Studio · Also known as Babylonian Twins · Babylonian Twins Premium

Made with Claude CodeDeveloper ReportedBabylonian Twins (Rabah Shihab) ↗PuzzleActionSteamApp StorePartially verified

The developer's own 1993 Amiga puzzle-platformer, ported to Godot by Claude in Claude Code: switch between the twin princes of Babylon across five worlds.

Where to play

Links go to the official store or developer page. Last verified Nov 4, 2026.

Where to play

Every platform this game is on. Links are checked against official sources; we never host or mirror games.

  • SteamDemo · Free demo (app 4981490) since 3 Aug 2026; full game coming soon (the developer says this fall)Free

    Download through the Steam app. A free Steam account is required.

    Desktop · Steam (BitHunch LLC)

    View demo on Steam
  • App StoreReleased · Listed as Babylonian Twins Premium: the 2010 app, now updated to the Definitive Edition (version 2.0.4, 29 Aug 2026)$4.99

    Install from Apple's App Store on an iPhone or iPad.

    Mobile · Official link verified Nov 3, 2026.

    View on the App Store

About Babylonian Twins: Definitive Edition

A puzzle-platformer about the twin princes of Babylon, Nasir and Blasir, on a quest to free their kingdom from a sorcerer. You switch between them: freeze one into a stone statue to use as a stepping stone or a weight on old mechanisms while the other dashes, drills and fights through 15 levels in five worlds, from the Royal Prison and Procession Street to the Hanging Gardens, the Assyrian Palace and the Tower of Babylon, collecting Mesopotamian artefacts on the way. Rabah Shihab wrote the original in 68000 assembly on an Amiga 500 in Baghdad in 1993 (art by Murtadha Salman, music by Mahir AlSalman); it went unreleased then, and the same team rebuilt it by hand for the iPhone in 2010. The Definitive Edition is a 2026 rebuild of the developer's own game in Godot 4, and he says he did not do the port himself: Claude Fable 5 running in Claude Code moved his 2010 C++ engine into Godot in one evening, then read the 1993 assembly and rebuilt the original game as well, while he played each build and made the decisions. It is a port of existing human-written code rather than a new game. It is out on iOS (as an update to the 2010 App Store app) and Android, has a free demo on Steam, and the full Steam version for Windows, Mac and Linux, which includes the 1993 game as a second launch option, is listed as coming soon. Eleven languages, including Arabic.

puzzle-platformerretroamigaportmesopotamiagodot

Screenshots and art

Babylonian Twins: Definitive Edition key art · Steam store artwork

Babylonian Twins: Definitive Edition store artwork
Babylonian Twins: Definitive Edition key art · 1 / 5

How it was built

Partially verified

The developer writes that he did not do the port: Claude Fable 5 running in Claude Code moved his 2010 C++ engine (about 34,000 lines) into Godot 4, with both twins playable 21 minutes in, then made the original 72,758 lines of 1993 68000 assembly assemble byte for byte again, worked out the file formats from the code and rebuilt the 1993 game in Godot too, and finally put that game inside the new one. He asked for the work, played the result every night, said what felt wrong and made the few decisions that needed somebody who was there in 1993. Claude Code also did the release work, from store screenshots in eleven languages to the store uploads (on Steam it drove the browser, while he logged in and pressed anything that submits, publishes, prices or releases). He says he used a Max subscription.

Supporting evidence
  • Developer“The port was Claude Fable 5 running in Claude Code; I asked, played, and decided.” — Babylonian Twins (Rabah Shihab)
  • DeveloperIn the Hacker News thread the developer adds that Claude Code worked across three directories: the 1993 assembly, the 2010 C++ port and the new Godot port. — Hacker News
Development approach

A port of the developer's own human-written code, not new code from scratch. Claude Code ran the game, the assembler (vasm) and an Amiga emulator (FS-UAE) itself and added command-line flags to load levels, script button presses and take screenshots, so it could test without him. The modern game keeps the 2010 build's fixed 60 Hz tick and its hand-written movement and collision code, ported line for line instead of Godot's physics; the 1993 game runs inside it at the Amiga's 50 Hz. The 1993 data was decoded once by Python scripts into PNG, WAV and JSON and its behaviour rewritten in GDScript, so the download contains no Amiga code. The developer found and had fixed several port bugs (a guard's push reaching the whole map column, a door needing all four palms read as a single key) and one old bug from a player review. The art and music are the original team's.

Engine / framework
Godot 4
Languages
GDScript, Python
Team size
Not disclosed
Initial build time
One evening for a first playable port of the 2010 engine (22:23 to 02:15); about three more days to make it feel rightDeveloper ReportedBabylonian Twins (Rabah Shihab)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
Not disclosed
“I didn’t do this port. I asked for it, played the result every night, said what felt wrong, and made the few decisions that needed somebody who was there in 1993.”
— BitHunch LLC, Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly

Verification notes: AI use, the porting steps, timestamps, line counts and the release work from the developer's blog post on babyloniantwins.com (by Rabah Shihab, 1 Sep 2026), which says the model wrote a first draft of the post from his notes and he edited it for a week; the Max subscription and the three directories from his comments in the Hacker News thread (posted 3 Sep 2026 under the account rabahs; 381 points and 133 comments on 4 Nov 2026, observed, not a metric). Gameplay, worlds, languages, platforms and the coming-soon status from the Steam store API for app 4981370 and its demo 4981490 (demo released 3 Aug 2026); the Steam page showed no user reviews and no AI-generated content disclosure on 4 Nov 2026. App Store data from Apple's lookup (seller BitHunch LLC, first released 5 Apr 2010, version 2.0.4 of 29 Aug 2026, $4.99 in the US); it showed 4.78 out of 5 from 49 ratings, which mix the 2010 version and the Definitive Edition (observed; there is no App Store rating metric). The site and the blog say the 2010 version reached over two million downloads or players; that figure belongs to the earlier hand-made port and is not recorded as a metric. The Google Play version (com.cosmos.babyloniantwins.premium), linked from the site, is not listed because Google Play is not a platform we track. The free 1993 Amiga disk images on itch.io are the human-made original, not this edition, and are not listed. Babylonian Twins is the developer's own game, so no IP notice is shown. The release date of the Definitive Edition on mobile is not stated, so the game's release date is left blank. No source mentions generative AI running during play.

Development history

  1. 1993

    Rabah Shihab writes the original in 68000 assembly on an Amiga 500 in Baghdad, with art by Murtadha Salman and music by Mahir AlSalman; it is not released at the time.

  2. The same team's hand-made C++ rebuild for the iPhone is released on the App Store.

  3. Early July 2026

    Claude Fable 5 in Claude Code ports the 2010 engine to Godot in an evening, then rebuilds the 1993 assembly game (5 July) and puts it inside the new one.

  4. Free demo released on Steam; the full game is listed as coming soon.

  5. The developer publishes his account of the port; the developer posts it to Hacker News two days later.

Game performance

Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.

Steam

Demo (Free demo (app 4981490) since 3 Aug 2026; full game coming soon (the developer says this fall))FreeStore page

The demo is free. The full game is paid (“Pay once”, per the store page); its price was not announced on 4 Nov 2026.

No public metrics recorded for this listing.

Not publicly available: All-time peak concurrent players, Concurrent players, Steam reviews, Positive Steam reviews, Estimated owners, Copies sold, Gross revenue.

App Store (iOS)

Released (Listed as Babylonian Twins Premium: the 2010 app, now updated to the Definitive Edition (version 2.0.4, 29 Aug 2026))$4.99Store page

US App Store price $4.99 (Apple's lookup data, 4 Nov 2026). The game's site says “Free to start on mobile”; the listing it links is the paid app.

No public metrics recorded for this listing.

Not publicly available: Downloads, Gross revenue.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
Babylonian Twins (Rabah Shihab)
DevlogSep 1, 2026Nov 3, 2026
Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly (discussion)
Hacker News
Social postSep 3, 2026Nov 3, 2026
Babylonian Twins on Steam
Steam (BitHunch LLC)
Store pageNot confirmedNov 3, 2026
Babylonian Twins Demo on Steam
Steam (BitHunch LLC)
Store pageNot confirmedNov 3, 2026
Babylonian Twins Premium on the App Store
Apple App Store
Store pageNot confirmedNov 3, 2026
Babylonian Twins — A puzzle-platform odyssey through ancient Mesopotamia
BitHunch LLC
Official siteNot confirmedNov 3, 2026
Where sources disagree
Year of the Amiga original
The developer's blog, the official site and the full game's Steam page say the original was made in 1993; the Steam demo's description says it was made in Baghdad in 1994. The blog quotes the map editor's own header dated February 1993 and notes that its surviving panel art reads 1994. (Babylonian Twins (Rabah Shihab), Steam (BitHunch LLC), Steam (BitHunch LLC))
Verification: Partially verifiedLast verified: Nov 4, 2026OfficialDeveloperThird-PartyObservedUnverified
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