August 25, 2026 · Devlog

I had a game in my head, but not the years to build it. So I built it with AI.

A Scoundrel’s Tale is a story-driven roguelike card RPG. Five acts, twenty-five dungeons, four skill trees, an original score, full English and German, on iOS and Android. Act I is free; one purchase unlocks the rest. There is no studio behind it. There isn’t even a full-time developer behind it. I made it in my spare time, over roughly 2 months, and the honest headline is that I could not have made it alone. Most of it was built by AI, under my direction.

I want to be completely upfront about that, because I think the interesting story isn’t “look at my game.” The interesting story is what it means that a single person with a clear vision can now ship something like this at all, without the years, the team, or the budget.

Where it started

The seed is Scoundrel, a 2011 solitaire roguelike by Zach Gage and Kurt Bieg that you play with an ordinary 52-card deck. It’s a brutal, elegant fifteen-minute game, and it had a quiet resurgence recently: videos, print-and-play decks, little digital versions. I played it and couldn’t stop thinking about a bigger question: what if this loop had a life, a story around it?

That’s a vision, and a vision is cheap. Building it the traditional way (learning enough game dev, producing dozens of illustrated cards and backdrops, composing a score, writing and localizing a five-act story) would have cost years I don’t have. So this became an experiment: how far can one person get by directing AI end to end?

What the AI did, and what I did

The division of labor was consistent across every discipline: the AI produced, I directed, judged, and rejected. That second part is not a formality. It’s most of the work.

If you total that up honestly: taste, direction, and final responsibility were mine; almost all execution was AI. I decided the game should exist and what it should feel like. The tools made the deciding matter.

What didn’t work

Why I think this matters

There is a lot of understandable anxiety about AI-made things, and a lot of low-effort AI content justifying it. I can only offer this game as a counter-example: nobody typed “generate a game.” One person spent real care over a long time and used AI as the workforce their idea could never otherwise afford. The result is a game with a specific, personal thing to say. Wren’s story is about grief, and it goes places I haven’t seen a card game go.

If you have an idea like that in your head (a game, a tool, a book), the gap between “I can imagine it” and “it exists and strangers can buy it” has never been this small. That, more than my game, is the thing I’d want you to take from this post.


A Scoundrel’s Tale is out now on the App Store and Google Play. Act I is free. If you play it, I’d genuinely love to hear what you think: hello@scoundreltale.com. Questions about the process are welcome too; I’ll answer anything.