🫧 Plops

Games / AI games

AI games, without the slop

"AI game" has come to mean two opposite things: a game about AI-generated content, usually bad β€” or a game built with AI tools by people who care, which is just… game development now. Plops games are the second kind. This page is how that actually works, with receipts.

What "made with AI" means here

Every game in the Plops catalog is built in long working sessions between a very small human team and AI coding models (Anthropic's Claude family β€” we wrote up the specifics for Fable 5 and Opus). The model writes most of the code. The human decides what the game is, plays every build, argues about game feel, and reads what ships. It's the power-tool relationship: the saw cuts, the carpenter builds.

What it doesn't mean

Why AI makes a two-person studio possible

A browser MOBA with ranked 2v2, guilds, payments, and cross-platform touch controls used to be a 30-person, two-year project. Plops is live, and its siblings (Toots, a 64-player wind-powered arena; Paintball; Power Kittens, built with actual small children as the QA team) are shipping from the same tiny room β€” because the model handles volume while the humans handle taste. The bottleneck stops being typing speed and becomes judgment, which is a much better bottleneck.

The honest costs

It's not magic. The model will happily build the wrong thing beautifully; someone has to notice. Game feel β€” the half-second of hitstop, the camera lag, whether a dash reads as juicy or floaty β€” still takes a human playing on a phone at midnight going "no, again." And multiplayer bugs remain multiplayer bugs: the model finds them faster, but the 2 a.m. deploy is still a 2 a.m. deploy. We publish the interesting parts on the devlog.

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