
BLINDSIDE
Free · play online in your browser, no download
Enemies cannot be hurt in the light: read where they will move, fire into the dark and get out.
Official site blasin.itch.io, verified Nov 3, 2026. Linked from Blasin's own article on 少数派 (sspai) about making the game; the itch.io page is published under Blasin's account and credits Team Woll.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- Play free — itch.ioitch.ioReleased · itch.io status: On holdFree
Plays in the browser on itch.io. No download.
Browser (no download) · Desktop · Mobile · Official link verified Nov 3, 2026.
About BLINDSIDE
A fast top-down shooter about prediction. You wake up trapped in an unknown place; the enemies are invulnerable while they stand in the light, but the light is also the only place you can see them, so you read their movement, fire into the shadows and trust your timing before they reach you. Alongside the gun you carry sensors that you place, watch and pick up again. The itch.io page names Ape Out, John Wick: Chapter 4 and Alan Wake as inspirations and gives a play time of about 40 minutes, with keyboard and mouse or a gamepad. It was made in 21 days for the BOOOM Game Jam 2026 (theme 视界限, “Visual Boundary”), run by the Chinese games site 机核 (gcores), by Team Woll: Blasin as producer and the artist Frank, who did the art and level design by hand. The jam note says “All code in this project was generated by AI (Cursor + Codex)” and that all music and sound effects were generated with ElevenLabs. In an article on 少数派 (sspai), Blasin calls it the pair's first Unity game made entirely by vibe coding, with Blasin directing Cursor and Codex, and describes about 100 hours of work, some 31,000 lines of project code and about 1,000 commits. Free on itch.io in the browser and as downloads for Windows, macOS and Android.
How it was built
Partially verifiedThe itch.io jam note says: “All code in this project was generated by AI (Cursor + Codex).” In the 少数派 article Blasin writes that this was the team's first Unity game made entirely with vibe coding, “由我指挥 Cursor 和 Codex 生成代码” (with me directing Cursor and Codex to generate the code), and that Blasin had not opened an IDE in the half year since giving up hand-written code. Cursor uses described there: its Debug Mode, which adds debug logs and asks for a repro before fixing; the fast Composer model, which the article says took more than 62% of the tokens during the jam; Cursor's memory plugin in place of a hand-kept AGENTS.md; and Canvas charts for code statistics, audio levels and profiler data. A “compile and fix” skill used Unity MCP to refresh assets, read the console and run a play-mode smoke test after every change.
- DeveloperBlasin's article: “这是我们首次完全依靠 vibe coding 制作 Unity 游戏,由我指挥 Cursor 和 Codex 生成代码” (our first Unity game made entirely by vibe coding, with me directing Cursor and Codex to generate the code). — 少数派 Matrix (Blasin)
- DeveloperThe gcores jam page: “代码 100% AI 生成” (code 100% AI-generated). — 机核 GCORES (BlasinRee)
Named with Cursor as the code generator. In the article Codex swapped in Frank's UI assets and uploaded a TestFlight build, profiled performance, found the WebGL shader fix (one subshader version changed from 4.5 to 3.5) after using up several of its five-hour quotas, wired in the ElevenLabs API to generate the sound effects, and, as an experiment, generated a playable level from an existing room; the itch.io page says the art and level design are 100% human-made. Which models ran in Codex is not stated.
Made in Unity in 21 days for the BOOOM Game Jam 2026 by two people. Blasin directed Cursor and Codex, which generated all of the code; Frank made the art and levels by hand. Music and sound effects were generated with ElevenLabs during development; the in-game translation was made by AI and proofread by a friend, YangMann. Blasin reports about 100 hours of work by pomodoro count, about 31,000 lines of code under Assets/Scripts (against about 4,000 in the previous year's jam game) and about 1,000 commits; the article says the larger code base came partly from dropping third-party plug-ins such as Top Down Engine. A port to phones took two days with the agents' help.
- Engine / framework
- Unity
- Languages
- C#
- Team size
- 2 peopleDeveloper Reported少数派 Matrix (Blasin)
- Development time
- 3 weeksDeveloper Reported少数派 Matrix (Blasin)
- Development cost
- Not disclosed
- AI-written code
- ~100% of shipped codeDeveloper Reporteditch.io (Blasin)
“All code in this project was generated by AI (Cursor + Codex).”Verification notes: Credits, jam note, controls, platforms, rating (4.4 from 23 ratings) and the AI disclosure (AI Assisted, Code, Sounds) from the itch.io page, re-read on 7 Nov 2026. Workflow, team, hours, line and commit counts from Blasin's 少数派 Matrix article (12 Jun 2026, 09:51 UTC+8), which links the itch.io and gcores pages; the figures are the developer's own. The gcores page (created 16 May 2026, 18:29 UTC+8, under the BOOOM event 2026 视界限, group Team Woll, account BlasinRee) says the code is 100% AI-generated and offers a download through Jianguoyun. The itch.io page shows no publication date, so no release date is recorded. ElevenLabs and the AI translation were used while making the game; we found nothing that calls an AI service during play, but the builds were not run or decompiled. The GPT Image 2 art checklist mentioned in the article was a brief for the artist, not game art. No jam placement is recorded. Inspirations (Ape Out, John Wick: Chapter 4, Alan Wake) are as the page states them.
Development history
The entry page for 茫室 is created on gcores under the BOOOM Game Jam 2026 (视界限), a 21-day jam.
Observed机核 GCORES (BlasinRee)Blasin publishes an article on 少数派 about making the game entirely with vibe coding in Cursor and Codex.
Developer少数派 Matrix (Blasin)
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.
itch.io
Free: playable in the browser (HTML5) and as downloads for Windows, macOS and Android (version 1.1). Keyboard and mouse or gamepad.
Not publicly available: Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| BLINDSIDE by Blasin itch.io (Blasin) | Store page | Not confirmed | Nov 3, 2026 |
| AI 工作流实践:100% Vibe Coding 完成 Game Jam 游戏开发 少数派 Matrix (Blasin) · Chinese (Simplified) | Devlog | Jun 12, 2026 | Nov 3, 2026 |
| 茫室 (BOOOM Game Jam 2026 entry page) 机核 GCORES (BlasinRee) · Chinese (Simplified) | Store page | May 16, 2026 | Nov 3, 2026 |
| Official game page (language check) Blasin | Official site | Not confirmed | Nov 3, 2026 |
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