
QweenBound
Free · play online in your browser, no download
Cute fighters, catastrophic magic and questionable amounts of wind on destructible floating islands.
Official site lynxnathan.itch.io, verified Nov 3, 2026. Linked from the developer's official Vibe Summer Game Jam '26 submission page, submitted by the itch.io account lynxnathan.
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 · Game jam build; the itch.io status reads In developmentFree
Plays in the browser on itch.io. No download.
Browser (no download) · Official link verified Nov 3, 2026.
About QweenBound
A turn-based 2.5D artillery game in the browser, in which anime spellcasters fight on destructible floating islands. On your turn you read the wind, pick one of four skills, set your angle and hold Space to charge the shot; every attack has its own trajectory, damage and effect on the terrain, wind direction and strength bend every projectile, and movement energy and attack mana are separate. Blasting away the ground under an opponent knocks them out of the match. Online rooms take up to six players in 3v3 teams, with a lobby chat, and solo play is against a computer opponent that learns the wind; damage rankings and result screens close each match. The developer, lynxnathan, describes it as inspired by classics such as Gunbound and Worms. It was made in Unity 6 for the Vibe Summer Game Jam '26, a jam powered by Qwen AI, and the developer says the build was fully autonomous: they did not touch the code, only picking some assets, planning and testing by hand, while Qwen models running in a modified Codex harness did the implementation. Free in desktop browsers on itch.io with keyboard and mouse.
How it was built
Partially verifiedOn the jam submission page (AI Tools Used) the developer writes: “Models: Qwen 3.8 max and 3.6 35b a3b. Unity 6 + unity cli + codex (modified) using OpenAI compatible endpoint with QwenCloud. Fully autonomous (I didnt touch code! Just selected some assets and did the planning and manual testing, alongside the automated testing qwen did). Planning was done with OpenGSD fork I made for codex (thus I used codex as a harness)”. The itch.io page adds that “Qween, running through a custom Codex harness endpoint and paired with a customized version of OpenGSD for project management, was the primary implementation agent”: it turned the developer's decisions into Unity systems, debugged the WebGL builds, integrated the online room relay and helped polish the submission using the Unity CLI, while Qwen was also used as a creative partner for the artillery mechanics, attack identities, game feel and interface. The developer says the human remained the designer, director and final judge of every decision. Codex is recorded as the coding harness; the models doing the work were Qwen models, not OpenAI's.
- Developeritch.io page, AI Tools Used: “Qween, running through a custom Codex harness endpoint … was the primary implementation agent.” The AI disclosure ticks AI Assisted and Code. — itch.io
Built during the jam (25 to 31 Aug 2026) in Unity 6 with C# and the Universal Render Pipeline, Unity particle systems and licensed Unity Asset Store assets, exported to WebGL with Brotli compression. Online rooms run on Cloudflare Workers and Durable Objects over WebSockets, with match decisions made by the host; the developer's relay address is visible in the build. The implementation was done by Qwen models in a modified Codex command-line harness with a planning fork of OpenGSD made by the developer, and Qwen also ran automated tests. The jam gave entrants Qwen Cloud credits and required Qwen to be used during development. The computer opponent is part of the game's own code; the build contacts no AI service.
- Engine / framework
- Unity
- Languages
- C#
- Team size
- 1 (solo)Developer Reporteditch.io (Vibe Summer Game Jam '26, hosted by MCheca and Haaaaaayden)
- Initial build time
- About one week (game jam)Officialitch.io (MCheca, Haaaaaayden)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- ~100% of shipped codeDeveloper Reporteditch.io (Vibe Summer Game Jam '26, hosted by MCheca and Haaaaaayden)
“Fully autonomous (I didnt touch code! Just selected some assets and did the planning and manual testing, alongside the automated testing qwen did).”Verification notes: AI use from the developer's answer on the official Vibe Summer Game Jam '26 submission page and the AI Tools Used section of the itch.io page, both read on 8 Nov 2026. The 100% share is the developer's “I didnt touch code!”. Codex is recorded because the developer names a modified Codex as the harness; the code was written by Qwen models (Qwen 3.8 max and 3.6 35b a3b) through an OpenAI-compatible endpoint on Qwen Cloud, which no tool slug covers. Features, controls and technology from the itch.io page; the itch.io status reads In development, platform HTML5, AI disclosure AI Assisted and Code. Jam: hosted by MCheca and Haaaaaayden; entries ran from 24 Aug 2026, 22:00 to 1 Sep 2026, 21:59 UTC (the jam text says 25 to 31 Aug), voting until 9 Sep 2026; 33 entries. The submission was made 1 hour 45 minutes before the deadline, so the release date is 1 Sep 2026 (UTC). The jam's rule only requires Qwen to be used during development and is not evidence about code. The results announcement (12 Sep 2026) names three winners, and QweenBound is not among them; no placement is recorded. Team size from the submission's Team Members list (lynxnathan only). The submission lists a source code URL (github.com/lynxnathan/qweenbound) that could not be opened from the research environment (repository not public or not reachable), so no repository is recorded. Gunbound and Worms are the developer's stated inspirations; no names or assets from them are used. The Unity framework and data files of the web build were searched: the only outside address is the developer's room relay (Cloudflare Workers), with no AI services. The game was not played.
Development history
Vibe Summer Game Jam '26 opens (22:00 UTC; 25 Aug in the jam's own text).
Officialitch.io (MCheca, Haaaaaayden)Submitted to the jam, 1 hour 45 minutes before the deadline.
Jam results announced; QweenBound is not among the three winners.
Officialitch.io (MCheca)
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 in the browser on itch.io (Unity WebGL), with keyboard and mouse. Online rooms go through the developer's relay server.
Not publicly available: itch.io rating, Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| QweenBound by lynxnathan itch.io | Store page | Sep 1, 2026 | Nov 3, 2026 |
| QweenBound by lynxnathan for Vibe Summer Game Jam '26 (300$ prizes) itch.io (Vibe Summer Game Jam '26, hosted by MCheca and Haaaaaayden) | Official site | Sep 1, 2026 | Nov 3, 2026 |
| Vibe Summer Game Jam '26 (300$ prizes) itch.io (MCheca, Haaaaaayden) | Official site | Not confirmed | Nov 3, 2026 |
| The results are finally here! (Vibe Summer Game Jam '26 community) itch.io (MCheca) | Official site | Sep 12, 2026 | Nov 3, 2026 |
| Official game page (language check) lynxnathan | Official site | Not confirmed | Nov 3, 2026 |
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