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PRODUCTION

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.

// what this actually is

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. 1

    Watch real play

    Learns from how people actually play Bird City — where they rage, where they bounce, what they never find.

  2. 2

    Direct itself

    Turns those signals into its own creative direction: new chaos to cause, and tweaks to the bits that already land.

  3. 3

    Patch itself

    Reads its own crash reports and takes a first pass at the fix.

  4. 4

    Ship & watch

    Pushes the change and measures whether players actually enjoyed it more.

// stack

ClaudeLive game — bird-city.comGameplay telemetry

// 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.

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