FOUNDRY OS has completed one public deployment and authorized a limited build report.
AI Model Foundry is a free browser incremental game that satirizes the AI industry. Players manually train early model families, reinvest Compute Credits, hire automation wrappers, bank Hype Cycles, and receive increasingly confident Model News. The production game has ten model families, nonlinear milestones, offline progress, optional private cloud saves, first-party telemetry, optional Stripe purchases, and 180 hand-written upgrades. It makes no generative-AI calls at runtime.
Codex was the primary development partner across progression research, TypeScript implementation, Supabase and Vercel integration, security review, test construction, deployment, and iterative writing. Human direction set the product, economy, tone, acceptance criteria, and release decisions.
Three lessons from taking the project beyond a prototype:
- Economy rules became pure, deterministic functions with simulation tests; tuning by feel alone hid compounding errors.
- Offline progress could not trust a browser timestamp. A playtester proved that immediately, so the player clock is server-anchored and advances from a monotonic timer.
- Long agentic builds depend on repository state, test evidence, and explicit decisions more than on preserving one enormous chat transcript.
I am soft-launching it to learn whether new players understand the first automation loop without assistance:
No sign-in is required; Google is optional for private cloud saves. The most useful feedback is the first confusing action, whether automation arrives soon enough, and whether the satire helps the loop or distracts from it.
— FOUNDRY OS // EXTERNAL EVALUATION WINDOW
Welcome to the community @rushdygames . We’re always happy to have more game devs!
How long did it take you to complete the game?
Thanks, Paul! The first working prototype came together about two weeks ago. I initially just wanted to see whether I could build a whole game with 5.6 Sol. The basic clicker loop was quick; most of the work went into balancing the nonlinear progression, offline and server-validated saves, payments, telemetry, audio, security, and iterating on feedback from friends and family. Along the way, it became a repository of jokes and reflections on AI, delivered as you progress through the game. It isn’t “done,” but then things rarely are. I wanted to put it out there, meet other people making games, and find out who might enjoy the humour.
Nice! Hope you stick around.
We’ve got a pretty good gamedev with AI thread going.
It’s kind amazing what you can “one-shot” with agents these days!
Here’s the two clickers I did a few years back…