
Wolves of Ash
Three mercenaries who fled the fall of Jericho fight other people's wars in a turn-based card RPG where a skill tree decides which cards you can fuse. Built in Godot almost entirely through vibe coding with AI agents.
Links go to the official store or developer page. Last verified Nov 8, 2026.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- View demo on SteamSteamDemo · Free demo; the full game (Steam app 5419270) is listed as coming in Q4 2026Free
Download through the Steam app. A free Steam account is required.
Desktop · Steam
- View demo on itch.ioitch.ioDemo · Free browser demo (Acts 1 to 5); listed as “In development” on itch.ioFree
Plays in the browser on itch.io. No download.
Browser (no download) · Official link verified Nov 3, 2026.
About Wolves of Ash
Wolves of Ash is a turn-based card RPG set in ancient Canaan, inspired by the account of the conquest in the Book of Joshua. When Jericho's walls fall, three people who turned their backs on their burning home, Jaccard, Kyra and Eilam, meet in the wilderness and become mercenaries for hire, and the past Jaccard left behind comes after him. In battle you drag cards onto targets and onto each other: two Attacks fuse into a Special Attack, two Specials into an Ultimate, and two Defends into a Counter, with stuns, taunts, bleeding, combos and party healing. Which fusions you can use is set by a shared party skill tree, and Card Lock keeps up to three cards from being discarded so you can carry them into the next stage, for example an Ultimate saved for a boss. Ultimate and Judgment attacks end in timing challenges that change their power, and a well-timed Ultimate can interrupt a charging boss. Between battles you advance across a map of strongholds held by Canaan, Exodus and neutral mercenary forces, equip each mercenary with weapon, armour and accessory, trade with a wandering merchant and play match-3 and merge minigames for experience and chest keys. A separate 1:1 Duel mode pits your party against a computer rival on a web-shaped map at five difficulty levels. The developer says it is meant to be hard. The free demo covers Acts 1 to 5, from the fall of Jericho to the fall of Ai (Joshua 6–8), up to party level 30. The developer, Oldboy_Levi, works solo and says the game was built in Godot almost entirely through vibe coding with AI agents (Claude Code, GPT Codex and Antigravity); the art is AI-generated and then curated and edited by the developer, and design, systems and balancing are the developer's own. The demo is free on Steam for Windows in six languages and in the browser on itch.io in English and Korean; the full game is listed on Steam for Q4 2026.
How it was built
Partially verifiedIn a post on r/aigamedev (29 Oct 2026, UTC) the developer writes that Wolves of Ash is “a turn-based card RPG set in ancient Canaan during the fall of Jericho, built in Godot almost entirely through vibe coding with AI agents (Claude Code, GPT Codex, Antigravity).” Per the post, small fixes by the agents kept breaking other things early on, so the developer had the agents build a test suite alongside the game, now about 29 test scenes and more than 5,000 assertions covering battles, saves, the skill tree and text layout, which every change must pass before a build goes out. The developer asks how others keep “AI-written code” reliable as a project grows. The post does not say which agent did which part; Antigravity is not in this database's tool list. No model is named.
Named in the same list of AI agents (“Claude Code, GPT Codex, Antigravity”) with which the developer says the game was built almost entirely through vibe coding. The post does not say what Codex did specifically.
Made in Godot by one developer working with AI coding agents, guarded by an agent-built test suite of about 29 test scenes and 5,000+ assertions. German and French were added from AI draft translations under terminology rules (character names unchanged, card names matching the UI, quoted texts from public-domain translations) enforced by a script; the tests caught German item text overflowing the interface. The art is AI-generated and then curated and edited by the developer; the Steam AI disclosure says the generated art is a first draft to be overhauled for release. The itch.io page credits scripture quotations to the ESV, used by permission of Crossway.
- Engine / framework
- Godot
- Languages
- GDScript
- Team size
- 1 (solo)Developer ReportedReddit (u/Oldboy_Levi)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“AI agents write code fast, but speed only helps if you can trust the changes.”Verification notes: AI use, tools, tests, localization and the division of work from the post by u/Oldboy_Levi on r/aigamedev (29 Oct 2026, 19:05 UTC), read from the Arctic Shift Reddit archive on 8 Nov 2026; the post links the Steam and itch.io pages. Story, systems, demo contents and the scripture credit from the itch.io page (release date 29 Oct 2026, 17:34 UTC; updated 6 Nov 2026; In development; made with Godot) and the Steam store data, read on 8 Nov 2026. Steam: the demo (app 5424000) was released on 28 Oct 2026 for Windows and is free; the full game (app 5419270) is “Coming soon, Q4 2026”, developer “TEAM OLDBOY_Levi”, publisher “TEAM OLDBOY”, languages English, Korean, French, German, Russian and Brazilian Portuguese, no content descriptors. Neither store page showed any user reviews on 8 Nov 2026. “Almost entirely through vibe coding” has no figure, so no AI code share is recorded; the post lists three agents without saying which wrote what, so Claude Code is recorded first only because it is named first. GDScript is assumed from Godot and not stated. The post says OLDBOY TEAM is a group of experienced developers each working solo with AI and supporting one another; this game is credited to Oldboy_Levi. The game retells events from the Book of Joshua with fictional characters; the page says it does not represent the biblical record or any doctrine. The Godot web build was not scanned beyond its loader; no source suggests any AI runs in the game. The game was not played.
Development history
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.
Steam
The demo is free for Windows. The full game's price is not shown yet.
No public metrics recorded for this listing.
Not publicly available: All-time peak concurrent players, Concurrent players, Steam reviews, Positive Steam reviews, Estimated owners, Copies sold, Gross revenue.
itch.io
Free in the browser in English and Korean; best on a desktop browser with a mouse, and the first load downloads about 140 MB. Progress is saved in the browser. The developer says new content and further languages will be on Steam only.
Not publicly available: itch.io rating, Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| What I learned building a skill-tree deckbuilder solo with AI coding agents in Godot (free Steam demo) (r/aigamedev) Reddit (u/Oldboy_Levi) | Social post | Oct 29, 2026 | Nov 3, 2026 |
| Wolves Of Ash on Steam Steam | Store page | Not confirmed | Nov 3, 2026 |
| Wolves Of Ash Demo on Steam Steam | Store page | Oct 28, 2026 | Nov 3, 2026 |
| Wolves Of Ash by Oldboy_Levi itch.io | Store page | Oct 29, 2026 | Nov 3, 2026 |
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