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CROWD SHIFT

Free · play online in your browser, no download

2026 · びあねこ · Also known as クラウドシフト

Made with Claude CodeDeveloper Reportednote (びあねこ) ↗Strategyitch.ioPartially verified

Two music festivals share one venue and fight over 10,000 fans: draft the acts, set the timetable and fire skills while the crowd is hot.

Where to play

Official site gekik4ra.itch.io, verified Nov 3, 2026. Linked as the place to play from the developer's own note article.

Where to play

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

  • itch.ioEarly access · itch.io status: Prototype; the developer says it is still being madeFree

    Plays in the browser on itch.io. No download.

    Browser (no download) · Official link verified Nov 3, 2026.

    Play free — itch.io

About CROWD SHIFT

A free strategy game in the browser in which two music festivals in one shared venue compete for the audience instead of fighting each other. You and an AI rival take turns drafting from 42 fictional artists (two bans and eight picks each), where matching genres (ROCK, POP and DANCE) and traits such as early or late strength unlock team bonuses, then assign them to your MAIN and smaller SUB stages across six time slots, clashing with or dodging the rival's lineup. Before each show you spend gold on items such as lights, signs and merchandise that stay on your stage for the rest of the match, and some skills need particular items. During a show the audience members walk the venue one by one toward the most appealing stage, an auto-battle you cannot steer directly; what you control is when to fire the artists' skills, which work better while the stage's hype gauge is high: pulling crowds in, holding them, playing an artist's signature song, or cooling the rival's stage, which can cancel a skill the rival has just used. The audience grows from 1,000 at the first show to 10,000 at the last, night show, and winning early shows earns afterglow for later ones. The bigger total audience over six shows wins; a match takes about ten minutes against an EASY, NORMAL or HARD computer opponent, with short guides the first time, and the results screen explains where the difference came from. The developer, びあねこ, says every line of code, the artist photos, the songs and the English translation were generated by AI and that they wrote none of the code: Claude Code did the design, implementation, tests, balance measurements and screen tuning, Codex generated the concept image for the venue, an image model made the 42 artist photos and Gemini the six songs. In Japanese and English, for desktop browsers.

music-festivaldraftauto-battlercrowd-simulationlow-polyjapanesethree-js

How it was built

Partially verified

In a note article (7 Nov 2026) the developer writes that the code, the performers' photos, the songs and the English translation were all made by generative AI, and that the human part was playing, saying what to fix and setting the direction. The role table lists Claude Code for “ゲームの設計・実装・テスト・バランスの測定・画面の調整” (game design, implementation, tests, balance measurement and screen tuning), and the article adds: “コードは約 2 万 6 千行、自動テストは 318 件あります。わたしが書いたコードは 0 行です。” (About 26,000 lines of code and 318 automated tests; I wrote zero lines of code.) Per the developer, Claude reviewed the game by playing matches in the browser and finished each change with tests, balance measurement and a check of the phone layout before reporting. Codex was used to generate the venue's concept image, which the 3D venue was then rebuilt to match; the developer found Codex useful for short tasks but unreliable on long runs. An unnamed image model made the 42 artist photos and Gemini the six songs.

Supporting evidence
  • DeveloperThe itch.io page says the artist photos and songs were made with generative AI (songs with Gemini); the AI disclosure ticks AI Assisted, Code, Graphics, Sounds and Text. — itch.io
Development approach

A browser game with 3D rendering by three.js and no server, uploaded to itch.io with butler. Each of the up to 10,000 audience members is a small human figure that decides where to walk on its own; their decisions are batched 30 times a second, which cut the frame time from about 16 ms to about 11 ms on an M4 Pro Mac. The 24 sound effects are synthesised in the browser without audio files, with your stage heard from the left and the rival's from the right. The artist photos (about 94 MB in all) were turned into lighter screen images totalling 4 MB. The developer switched the art direction to stylised low-poly after photorealistic attempts looked rough, and checked balance by having the computer players play 20 matches with items or skills removed: lineup and order moved the result by 39%, items by 35% and skills by 26%. The computer opponent runs inside the game; the itch.io page says the game talks to no outside service.

Engine / framework
Three.js
Languages
Not disclosed
Team size
Not disclosed
Initial build time
About three months (August to November 2026)Developer Reportednote (びあねこ)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
~100% of shipped codeDeveloper Reportednote (びあねこ)
“わたしが書いたコードは 0 行です。”
— びあねこ, 【CROWD SHIFT】コードを1行も書かずに、1万人が動くフェス対戦ゲームを3か月で作った話

Verification notes: AI use, roles, numbers and the workflow from the developer's note article (published 7 Nov 2026, 23:39 Japan time), read through note's API on 8 Nov 2026; the article links the itch.io page. Rules, requirements, languages, the AI statement and credits from the itch.io page (published 7 Nov 2026, 12:50 UTC; status Prototype; HTML5; Japanese and English text on the page), read on 8 Nov 2026. The 100% figure comes from “わたしが書いたコードは 0 行です” (I wrote zero lines of code). Codex and Gemini are named only for images and music, so only Claude Code is recorded as a coding tool. The developer's planned “My Fes” mode (artists built from YouTube songs) is described as in preparation and not recorded as a feature; online play and rankings are under consideration. The article mentions real festivals and the series Ya Boy Kongming! (パリピ孔明) as influences on the theme; the artists are fictional. The game was not played. Developer: the note account びあねこ (beereviewerneko) writes in the first person and links the itch.io account Gekik4rA; no name, team size or location is stated.

Development history

  1. August 2026

    Development starts; the developer says it took about three months, with Claude Code doing the implementation.

  2. Published on itch.io (12:50 UTC); the developer's note article on making it without writing code follows the same day.

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

Early access (itch.io status: Prototype; the developer says it is still being made)FreeStore page

Free in desktop browsers (Chrome 123+, Safari 17.2+, Firefox 138+). The itch.io page says the game talks to no outside service (no login, analytics or ads).

No public metrics recorded for this listing.

Not publicly available: itch.io rating, Gross revenue.

Sales & revenue (all platforms)

Downloads
Not disclosed

Browser game — there are no downloads to count.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
【CROWD SHIFT】コードを1行も書かずに、1万人が動くフェス対戦ゲームを3か月で作った話
note (びあねこ) · Japanese
DevlogNov 7, 2026Nov 3, 2026
CROWD SHIFT by Gekik4rA
itch.io
Store pageNov 7, 2026Nov 3, 2026
Where sources disagree
Phones
The itch.io page says the game is for desktop browsers and not for phones; the note article says it can be played on a phone held sideways and that the layout was rebuilt for landscape phones (844 × 390). (itch.io, note (びあねこ))
Verification: Partially verifiedLast verified: Nov 8, 2026OfficialDeveloperThird-PartyObservedUnverified
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