One developer. AI where it helps.
Giroshima is a one-person studio. I take mechanics players already love, add one twist, and get the result onto Steam in weeks, not years. No team, no office. Just me, with AI tools where they actually save time.
Most small games die in development, and solo projects die fastest. Mine get finished. I keep scope tight, test ideas before committing to them, and put a playable build in front of players on day one.
A human-directed AI production line
I design, build and ship every game myself. AI speeds up the parts where it helps most: market research, competitor analysis, localization and marketing. The same playbook runs every game, and it gets sharper with each release.
Watch the SLOTDOWN cover get built, one step at a time.
Comparable Steam hits analysed with AI: tags, prices, capsules, reviews and wishlist signals. The cover gets its rules before a single pixel.
AI-assisted5–10 pitches scored on 15 criteria. The winner gets a mock capsule and a two-hour grey-box test.
A lightweight HTML/JS prototype, playable in days, with automated checks on every build.
Characters, cutscenes and objects produced in parallel with gameplay.
Blunt human playtest notes turned into fix lists and resolved in parallel.
Game text, store page and the title treatment, localized into many languages.
AI-assistedAI-driven competitor analysis shows what the top games in the tag put on their capsules. I draft variants, test and pick.
AI-assistedDesktop build with Steamworks, review, release. Then the next game starts.
Shipped on Steam, the App Store, itch.io and CrazyGames.
The first game through the full pipeline, from concept gate to Steam store page.
Steam page →An idle action RPG about forging gear and gems, built on the same playbook.
Steam page →Each new game starts from a shared kit, so every release ships faster than the last.
Publishers, press, creators and players: I read everything, and I answer it myself.