Tech & AICan It Code?Can AI Build a Game Good Enough for Steam?

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
measured 19h ago
Peak views / hour
69
19h ago
First 24 hours
—
not tracked from upload
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
of 20 tracked

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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

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