Skip to content
VibeGameDB
Kiosk Days: St. Martin's Evening preview image

Kiosk Days: St. Martin's Evening

2026 · KiGaRo Games · Solo

Five days to get a village kiosk ready for the St. Martin's lantern parade, the bonfire and everyone who wants hot cocoa afterwards.

Where to play

Official site kigaro-games.itch.io, verified Nov 3, 2026. The developer's own itch.io page (KiGaRo Games), linked from its official AI Browser Game Jam 5 submission page.

Where to play

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

  • itch.ioReleasedFree

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

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

    Play free — itch.io

About Kiosk Days: St. Martin's Evening

A short pixel-art shop-management game set in a German village in the days before St. Martin's evening. Around 11 November, children walk through the streets at night with paper lanterns they made themselves, St. Martin rides ahead on a white horse, a brass band plays, adults carry torches, and at the end everyone stands around a big bonfire; afterwards the whole village wants hot cocoa, coffee and a Weckmann, a sweet bread man. You run the kiosk on the village square and have five days to get ready. You order stock from three wholesalers (an expensive instant courier, next-morning delivery or a bargain warehouse that takes three days), buy a cocoa machine and set it up, find prices customers will accept, serve them at the till and avoid overstocking fresh food that spoils. On the evening the parade passes, the bonfire is lit and the families come to your door, and you are scored bronze, silver or gold on how many get what they came for. It plays with the keyboard (mouse control is optional) or on a phone or tablet held sideways, and saves in the browser at the end of each day. The solo developer, Michael Warlich of KiGaRo Games, says all of the code is GDScript in Godot 4.7 written by Claude in Claude Code from the developer's descriptions and feedback after each playtest; Claude also wrote the Python programs that draw every sprite and generate most of the sound and music, while the ideas, design decisions and testing are the developer's. It is one evening from the developer's larger shop game Kiosk Days, with the St. Martin's content made new for AI Browser Game Jam 5 (theme: Torch). Free in the browser on itch.io, in English and German.

shopkeepertycoonpixel-artseasonalst-martins-daygodot

How it was built

Partially verified

The jam answer says Claude Code by Anthropic (Claude Opus) was used for everything AI-made in the game: all of the GDScript in Godot 4.7, written by Claude from the developer's descriptions and feedback after each playtest; the pixel art, with no image generator, as a Python (Pillow) program Claude writes for every sprite that draws it pixel by pixel in a fixed house style, reviewed by the developer; most of the sound and music, generated by Python (numpy) scripts Claude wrote; a simulator that plays the scenario many times to measure the medal thresholds; and drafts of the German and English texts, edited by the developer. The ideas, design decisions and testing are the developer's. The itch.io page describes the same split and calls Claude the developer's AI assistant.

Supporting evidence
  • Developeritch.io page, “How it was made”: “I'm a solo developer and made this with Claude (Anthropic) as my AI assistant, in Godot 4.” and “Code: written by Claude, from my descriptions and my feedback after every test.” — itch.io
Development approach

A one-person Godot 4.7 project. Claude, in Claude Code, wrote all of the GDScript from the developer's descriptions and playtest feedback, plus Python programs that draw each sprite pixel by pixel (no image generator was used) and scripts that synthesize most of the sound and music, such as the brass band playing a St. Martin's song, the parade and the crackling fire. A Claude-written simulator plays the scenario over and over so the medal thresholds are measured. One recorded cash-register sound by kiddpark (Freesound, CC BY 4.0) and the Patrick Hand font (SIL Open Font License) are credited. Made for the jam as a new evening of the developer's existing game Kiosk Days: the St. Martin's evening, hot cocoa and its machine, Weckmänner, the scenario and a new touch interface are new.

Engine / framework
Godot
Languages
GDScript, Python
Team size
1 (solo)Developer Reporteditch.io
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
Not disclosed
“Code: all GDScript in Godot 4.7, written by Claude from my descriptions and feedback after each playtest.”
— KiGaRo Games, Rate Kiosk Days: St. Martin's Evening for AI Browser Game Jam 5

Verification notes: Gameplay, controls and AI use from the developer's itch.io page (published 27 Oct 2026, 19:52 UTC; updated 30 Oct 2026, 17:00 UTC; status Released; HTML5; genre Simulation; made with Godot) and the AI Tools Used answer on the official AI Browser Game Jam 5 submission page, both re-read on 5 Nov 2026. The jam answer names Claude Code (Claude Opus); the itch.io page says Claude. “All GDScript” is the developer's wording; no percentage is given, so no AI code share is recorded. Team size 1 and the developer's name from the page (“I'm a solo developer”; “A game by Michael Warlich”). The jam rules allow continuing an existing project only if most of the submission is new; the page lists what was made new for the jam, and the full Kiosk Days is a separate game on the same itch.io account. The page is in English and German, the jam answer says the texts and translations are German and English, and German game text is present in the web build (observed). The game's Godot data makes no calls to AI services. The developer's home town, Bad Neuenahr-Ahrweiler, and its bonfire tradition are mentioned on the page. Submissions closed on 31 Oct 2026 and voting runs until 7 Nov 2026 (04:00 UTC), so no placement is recorded. On 5 Nov the submission page showed 17 jam ratings (observed; jam votes, not players or reviews, so not recorded as a metric). itch.io shows no public rating and no download count. The game was not played.

Development history

  1. Published on itch.io (19:52 UTC) and submitted to AI Browser Game Jam 5 (theme: Torch) 3 days and 7 hours before the deadline.

  2. AI Browser Game Jam 5 submissions close; voting was still in progress on 5 Nov 2026.

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

ReleasedFreeStore page

Free in the browser (HTML5), with keyboard (optional mouse control) or touch on a phone or tablet held sideways; the first start loads about 35 MB, and Chrome, Edge or Firefox is recommended.

Downloads
Not disclosed

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

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
Kiosk Days: St. Martin's Evening by KiGaRo Games
itch.io
Store pageOct 27, 2026Nov 3, 2026
Rate Kiosk Days: St. Martin's Evening for AI Browser Game Jam 5
itch.io (AI Browser Game Jam 5, hosted by Focaccai)
Official siteNot confirmedNov 3, 2026
AI Browser Game Jam 5
itch.io (Focaccai)
Official siteNot confirmedNov 3, 2026
Verification: Partially verifiedLast verified: Nov 5, 2026OfficialDeveloperThird-PartyObservedUnverified
Are you the developer? Claim this profile

Similar games

Comparable games by genre, gameplay, AI tool and platform.