Bird City AGI
A live game inching toward running — and fixing — itself.
A fully autonomous game driven by Claude — learns from real gameplay, layers in its own creative direction, and patches its own bugs.
The most experimental card here — and the only one without a dedicated codebase to point at yet. Bird City is a real, live game; the self-improving loop below is the direction I'm building toward, not a shipped autonomous system. I'd rather flag that than dress a concept up as production.
// how it works
- 1
Watch real play
Learns from how people actually play Bird City — where they rage, where they bounce, what they never find.
- 2
Direct itself
Turns those signals into its own creative direction: new chaos to cause, and tweaks to the bits that already land.
- 3
Patch itself
Reads its own crash reports and takes a first pass at the fix.
- 4
Ship & watch
Pushes the change and measures whether players actually enjoyed it more.
// stack
// infrastructure
- ▸Live at: bird-city.com
- ▸Status: concept / roadmap — no autonomous pipeline yet
// why it exists
Every other agent here runs a slice of the studio. This one is the moonshot — the game as its own developer. It's the newest and least tame of the bunch.