Can AI Build a Game Good Enough for Steam?
3.4× channel medianLong-form8:21GamingPublished Sep 18, 2026, 6:00 PM · 4w ago
Views
162,395
+69 views/hour
Views / hour now
69
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Peak views / hour
69
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First 24 hours
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Engagement
2.2%
likes + comments / views
Likes
3.3K
2.0% of views
Comments
278
0.17% of views
Est. ad revenue
$1,137–$2,598
lifetime, $7–16 RPM
Checked every 24 h while the video is this age · last check 19h ago · next in 274 min. YouTube itself updates public counts with a short delay.
Avg views / day
5.2K
since upload
vs channel median
3.4×
this video's views ÷ the channel's usual
Rank in channel
#2
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Description
Check out his channel! https://www.youtube.com/@UCLoE2yTlh5sedZskuky18HA
My brother and I are making a survival game, and we're taking it all the way to Steam. This is episode one, and you'll see the whole thing: what AI can actually do, where it struggles, and how much work still goes into making something look good.
The game is set in the Beskids, a mountain range in southern Poland where I live — forests, narrow mountain roads, wooden houses, and the feeling that something might be out there with you. We start from the concept, put AI agents to work modelling trees in Blender, throw away the first library because it looked too generic, and rebuild it in a style that fits. Then we get the forest running: 34,000 triangles per birch down to 2,800, a procedural dirt road, grass painted onto a handful of planes, props, lighting, and one shadow slider that quietly eats half the frame rate.
At the end we go after the ground itself — real elevation data from Poland's Geoportal and routes from OpenStreetMap, turned into terrain. Everything here is Godot 4, Blender and a pile of AI agents working directly on the project files. No MCP server, just plain text and a loop of run, check, fix.
Chapters:
00:00 A new game, all the way to Steam
00:38 What you'll see in this series
01:03 The place: the Beskids
01:35 What the game actually is
02:09 Why Godot, and no MCP server
02:39 Researching the trees
03:05 Too generic — finding the style
03:41 34,000 triangles per tree
04:20 Building the test scene: the road
05:07 Grass that finally blends in
05:55 Props, then the lighting
06:25 One slider, half the frame rate
06:52 The first test scene
07:09 Real terrain from real data
07:56 What's coming next
Credits:
Beskids photograph: "Beskid Slaski, Beskidek.jpg" by Krzysztof Dudzik, Wikimedia Commons, CC BY 3.0. Cropping, animation and drawn contours added for this video.
https://commons.wikimedia.org/wiki/File:Beskid_Slaski,_Beskidek.jpg
https://creativecommons.org/licenses/by/3.0/
Elevation data: Numeryczny Model Terenu, GUGiK / Geoportal.gov.pl
Roads and streams: © OpenStreetMap contributors — https://www.openstreetmap.org/copyright
©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.
#Godot #GameDev #AI #IndieGame #Blender
Tags
AI codingcan it codeAI builds a gameAI game developmentGodotGodot 4AI coding challengeGPT vs ClaudeClaude vs GPTAI vs AILLM comparisonAI programmingcoding with AIvibe codinggame devindie game devartificial intelligenceAI experimentsGPT 5Claude OpusGLM
Details
- Published
- Sep 18, 2026, 6:00 PM
- Length
- 8:21 (501 s)
- Format
- Long-form
- Category
- Gaming
- Audio language
- EN-US
- Quality
- HD
- Captions
- Yes
- Made for kids
- No
- Licensed content
- Yes
- Video ID
- AlMLFkN79dA
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