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Spring Rider

Bojan Tomic · Solo

A top-down downhill mountain-bike game in the browser: ride an endless spring forest, or race 15 rivals from a glacier down to the valley.

Where to play

Official site intelligenttools.co, verified Nov 3, 2026. The developer's making-of post on intelligenttools.co ends with “Then go ride Spring Rider”, linking this play page on the same site, which embeds the game (/games/spring-rider/index.html) under the label Margin Games.

Where to play

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

  • BrowserReleased · Desktop with a keyboard; about a 10 MB downloadFree

    Runs in a desktop browser. No download.

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

    Play free — official site

About Spring Rider

A top-down downhill mountain-bike game that runs in the browser. You either ride an endless spring forest full of rollers, kickers, drops and hidden lines, or race 15 rivals down a 3 km run from a glacier to the valley floor, a course the developer had shaped after the real Mégavalanche race at Alpe d'Huez from a public GPS track of it. You lean and carve, pedal and sprint, brake into rear-wheel skids, bunny hop and whip in the air; air time, straight-landed whips and hidden lines score points, while a hard or sideways landing sends you over the bars and carving too fast on the glacier washes the tyres out. The developer says they wanted the top-down look of the skiing game Powder moved onto a mountain bike. They also say they wrote almost none of the code: a Claude Code session in their terminal and a team of coding agents on the Multica task board, all running Claude Opus 5.5, built the Godot 4.5 game in 13 days while they did the research, direction and yes-or-no decisions. The forest comes from Kenney's free Nature Kit and the sounds are free CC0 recordings. Free, on the developer's own site; it wants a keyboard and plays best on a desktop.

mountain-bikedownhilltop-downlow-polygodotmulti-agent

How it was built

Partially verified

In the making-of post the developer says they wrote almost none of the game's code: a Claude Code session in their terminal and a team of agents on Multica (a task board for coding agents) built it in 13 days, while their job was research, direction and saying yes or no. At first the terminal session owned three core scripts (game3d.gd, terrain.gd and biker_rig.gd) and a single generalist agent the rest; after five days the agent copied itself into a team of five (Lead, Gameplay, World & Art, QA & Docs and the generalist), and every agent ran Claude Opus 5.5. Claude Code also modelled the rider, the bike and the animals in Blender from Python scripts, following Midjourney reference images. The post says Claude Code estimated the agent team's cost at about $222 at API list prices over the 13 days. The developer merged the pull requests after looking at screenshots and playing the build.

Supporting evidence
  • Developer“I wrote almost none of its code. A team of Multica agents and a Claude Code session in my terminal built it in 13 days, and my job was research, direction and saying yes or no.” “Every agent ran Claude Opus 5.5.” — Intelligent Tools (Bojan Tomic)
  • DeveloperThe same post, cross-posted by the developer to dev.to on 12 Oct 2026 with a canonical link to the original. — DEV Community (bojantomic)
Development approach

Research came before code: the repository started with a folder of reference images (a screenshot of Powder, a forest palette, terrain and bike poses) that every agent opens before each run, later joined by an art bible and a single palette file. The first version was a 2D sprite game with a Midjourney sprite sheet; it moved to 3D for long shadows and lit trees. Every tree, rock and bridge plank is from Kenney's Nature Kit (CC0), recoloured at runtime to the palette, and the bike, forest and bear sounds are CC0 recordings from freesound.org, downloaded and cut by a script. The race course is generated by a Python script from a public Komoot track of the Mégavalanche (20.5 km, 3,261 m to 770 m) and SRTM terrain data, squeezed onto the game's 3.1 km run. The agents never open the Godot editor: they run the game headless with an autopilot and other test scripts, and compare captured frames with the reference images. Taste calls, such as removing the music, stayed with the developer.

Engine / framework
Godot 4.5
Languages
GDScript, Python
Team size
1 (solo)Developer ReportedIntelligent Tools (Bojan Tomic)
Initial build time
13 daysDeveloper ReportedIntelligent Tools (Bojan Tomic)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
Not disclosed
“I wrote almost none of its code. A team of Multica agents and a Claude Code session in my terminal built it in 13 days, and my job was research, direction and saying yes or no.”
— Bojan Tomic, How Multica Agents and Claude Code Built a Godot Game

Verification notes: AI use, team setup, the 13 days, the model (Claude Opus 5.5), the cost estimate, assets, sounds and the course data from the developer's making-of post on intelligenttools.co (by Bojan Tomic, 6 Oct 2026; cross-posted to dev.to on 12 Oct 2026). Modes, controls, scoring and the download size from the play page. Solo development rests on the post's wording (“A solo developer could not ship a forest this size without packs like yours”) and its first-person account. intelligenttools.co, where both the post and the game are published, is an AI-tools directory whose footer links bojantomic.com and whose tool sections say they may include affiliate links; the post links the site's own Multica listing, so it is the developer's account, not an independent one. The post mentions “the repo” but does not link it, so no repository was checked. Powder is named by the developer as the visual reference; Mégavalanche is the real race the course is modelled on; no names or assets from Powder were found on the play page. The rider and animal references came from Midjourney and were rebuilt as 3D models by Claude Code, per the post. We did not inspect the game build's network traffic; no source mentions generative AI running during play. The play page gives no release date; the game was public by the post's date (6 Oct 2026).

Development history

  1. The developer publishes a making-of post, saying Claude Code and a team of Multica agents built the game in 13 days, with a link to play it on the same site.

  2. The post is cross-posted to dev.to.

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.

Browser (official site)

Released (Desktop with a keyboard; about a 10 MB download)FreeOfficial site

No public metrics recorded for this listing.

Not publicly available: Concurrent players (site), Monthly revenue, 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
How Multica Agents and Claude Code Built a Godot Game
Intelligent Tools (Bojan Tomic)
DevlogOct 6, 2026Nov 3, 2026
Spring Rider - A Downhill Mountain Bike Game in Your Browser
Intelligent Tools (Margin Games)
Official siteNot confirmedNov 3, 2026
How Multica Agents and Claude Code Built a Godot Game (cross-post)
DEV Community (bojantomic)
DevlogOct 12, 2026Nov 3, 2026
Official game page (language check)
Intelligent Tools
Official siteNot confirmedNov 3, 2026
Verification: Partially verifiedLast verified: Nov 4, 2026OfficialDeveloperThird-PartyObservedUnverified
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