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MountainGoatJump

2026 · 芳茂 蔡 · Also known as MountainGoatJump - 3D Arcade · MountainGoatJump 山羊跳跳 · MountainGoatJump ヤギジャンプ · MountainGoatJump 산양 점프

Hop a mountain goat up an isometric 3D world in grid-based jumps, in a Unity game whose C# code was written by gemini-cli.

Where to play

Links go to the official store or developer page. Last verified Nov 3, 2026.

Where to play

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

  • App StoreReleasedFree

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

    Mobile · Apple App Store

    View on the App Store

About MountainGoatJump

A small 3D arcade game for iPhone and iPad. You guide a mountain goat up an isometric world in grid-based jumps, timing each hop to dodge obstacles such as rolling logs and to climb as high as you can. Movement snaps to the grid instead of using physics, the game targets 60 fps, it plays offline, and it has Game Center leaderboards and achievements. It is free, with no in-app purchases listed. In a post on r/aigamedev the developer, who says they usually work on machine-learning systems and standard iOS apps, describes it as a weekend experiment in pure vibe coding: acting only as prompt engineer and architect, they had gemini-cli write the Unity C# code from the terminal, pasted Unity's compiler errors back to it without reading them, and laid out the interface in Stitch.

3disometricjumpingunityoffline

How it was built

Partially verified
Gemini CLIPrimary

In a post on r/aigamedev that links this App Store listing, u/reddit_7heaven says they acted strictly as prompt engineer and architect and let the AI write the C# logic: they fed conceptual prompts into gemini-cli in the terminal (for example a singleton game-state manager or a custom physics behaviour script), pasted the C# it produced into Unity, and when Unity threw a compiler error copied the log back into the CLI without reading it. The interface layout was done in Stitch, with gemini-cli writing the data-binding and event-listener scripts connecting it to the game logic. The developer calls the result “a purely AI-generated Unity UI and logic loop”. In a comment the developer adds one manual step: because Stitch cannot slice or export assets, the AI placed all UI elements on one image, and the developer removed the background and sliced it in Unity by hand. The Gemini model is not named, and who made the 3D art is not stated.

Development approach

Unity driven entirely from the terminal: the developer designed the architecture and prompted gemini-cli for each script, pasted the C# into Unity and fed compiler errors straight back. Stitch handled the interface layout, with AI-written binding scripts; slicing the UI image was done by hand. The developer says context management became a balancing act as the scripts grew, and that App Store Connect, privacy manifests and review still took human work.

Engine / framework
Unity
Languages
C#
Team size
Not disclosed
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
Not disclosed
“I decided to act strictly as the prompt-engineer/architect and let the AI write the C# logic.”
— 芳茂 蔡, I built and shipped an iOS Unity game using gemini-cli and Stitch. (r/aigamedev, u/reddit_7heaven; mirror snapshot)

Verification notes: AI use, engine and workflow come from a post and a follow-up comment by u/reddit_7heaven on r/aigamedev (read through a reddit.sentinel-team.org snapshot captured 10 Apr 2026; the original reddit.com URL was not checked), which links this App Store listing as the final build. The tie between the Reddit poster and App Store seller 芳茂 蔡 is not formally confirmed: the post links the listing, and the seller's website (7heaven.github.io, with contact support@7heaven.me) shares the handle 7heaven, but no developer page names the Reddit account. The listing's copyright line names iKun Studio, whose relationship to the seller is not stated. The post says the experiment started “this weekend”; the time to the first build is not stated, so none is recorded, and “purely AI-generated” is the developer's wording, so no AI code share is recorded. Stitch is named without further detail. Features, release date (7 Apr 2026), versions (1.0.4 on 11 May 2026) and the language field from the US App Store listing and Apple's lookup data; rolling logs and the localized titles from the Taiwan, Japan and Korea storefronts. The App Store showed no ratings on 3 Nov 2026. Team size is not stated. No source mentions generative AI running in the game.

Development history

  1. Released free on the App Store.

  2. The developer describes building it with gemini-cli and Stitch in a post on r/aigamedev.

  3. Version 1.0.4, the latest update, with bug fixes and performance improvements.

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.

App Store (iOS)

ReleasedFreeStore page

Free; no in-app purchases and no advertising label on the listing (US store, observed 3 Nov 2026), though the developer's support page, at an address ending “mountain-goat-ads”, carries an AdMob app-ads.txt verification. iPhone and iPad; requires iOS 15.0 or later.

Downloads
Not disclosed

Not publicly available: Gross revenue.

Reviews & rankings

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Sources

SourceTypePublishedAccessed
I built and shipped an iOS Unity game using gemini-cli and Stitch. (r/aigamedev, u/reddit_7heaven; mirror snapshot)
Reddit (via reddit.sentinel-team.org archive)
Social postApr 10, 2026Nov 3, 2026
MountainGoatJump - 3D Arcade on the App Store
Apple App Store
Store pageApr 7, 2026Nov 3, 2026
MountainGoatJump 山羊跳跳 (App Store, Taiwan)
Apple App Store · Chinese (Traditional)
Store pageNot confirmedNov 3, 2026
Mountain Goat Support
7heaven.github.io
Official siteNot confirmedNov 3, 2026
Verification: Partially verifiedLast verified: Nov 3, 2026OfficialDeveloperThird-PartyObservedUnverified
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