I used Codex to build an almost fully procedural multiplayer extraction game

Started this two weeks ago with Codex and Opus and I'm still kind of shocked how far it got. It's a browser RTS extraction game, basically Tarkov as an RTS. You take a squad of pixel soldiers into a raid with bandit camps, loot and other players, and whoever doesn't make it out is gone for good. The multiplayer actually works: authoritative Rust server, shared raids, chat, friends, duo queue. The client is Rust/wgpu compiled to WASM, so it runs in the browser and on phones. The part I like most is the pixel art generators. There are no sprites and no asset packs. Every unit gets its own look and name from code, and so do the terrain, buildings, plants, icons, the font and the sounds. The trailer is procedural too. I mostly made design calls, played it and threw stuff out. The agents wrote the code, around 3,700 commits so far, kept in check by strict CI (clippy pedantic, 90% coverage, mutation tests) and a review agent before every merge. Want to take a look? Out of Pixkrieg in the browser: pixkrieg.com Happy to answer questions about the setup.

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