Case study
Bunker 13: a playable 3D shooter from one prompt
One prompt and four plain-English follow-ups made a Doom-style shooter that holds 60 fps at 1280×800.

- Prompts
- 1 + 4
- First draft
- 13 min
- Follow-ups
- 25 s to 2 min
- AI usage
- ≈$3.01
one build, four follow-ups
writing the code in the cloud
a reply, then a compile on the Mac
whole session, from the usage log
Times and usage come from the build log. Usage is the AI session’s running total at the last reply.
Model: Claude Sonnet 5.5, run through Claude Code.
The idea
Could one prompt make a real first-person shooter, not a toy? It had to run smoothly, look good and be fun to play. The prompt picks a simple, fast design (a raycaster, the technique behind Wolfenstein 3D), names the exact files to use from a free CC0 asset pack on GitHub, and lists the gameplay. It was built with the SiliconDevKit desktop app, so the code was written in the cloud and compiled on a Mac.
See it play
A screen recording of the finished game at full resolution and 60 fps, on an M1 MacBook Air with 16 GB.
The whole conversation
Every message below is word for word, as it appeared in the desktop app. The first one is the exact prompt. The other four are follow-ups in plain English: three bug reports, then a request for smoother, sharper graphics. Nothing was edited or typed by hand in between.
Compiled on this Mac. Saved to /Users/you/Downloads/silicondevkit.com/5e4a667f
Apps are ad-hoc signed, not notarized. If macOS blocks the first launch, use System Settings → Privacy & Security → Open Anyway.
What happened, step by step
- 0:00
Prompt sent
The prompt above, built on this Mac in source mode: the cloud writes the Swift code, the desktop app compiles it with the Mac’s own Xcode.
- 13:10
First draft written
About 13 minutes of work and 26 steps. The model wrote about 117,000 tokens of code and reasoning.
- ≈14:00
Three compile rounds, automatic
The first compile found errors. The desktop app sent them back to the cloud by itself, three times, 6 to 12 seconds each, until it compiled. These are not chat messages and nobody typed them.
- 17:43
Follow-up 1: keys leak to the system
Reply in 22 seconds, then compiled on the Mac again.
- 23:53
Follow-up 2: clicks switch windows
Reply in 27 seconds, then compiled on the Mac again.
- 26:41
Follow-up 3: the view jumps
Reply in 26 seconds, then compiled on the Mac again.
- 81:27
Follow-up 4: smoother and sharper
Reply in 2:09 minutes, then compiled on the Mac again.
What it cost
One initial prompt, three automatic compile fixes and your four follow-up prompts, each one a separate run. Model: Claude Sonnet 5.5. Tokens are shown as (in / out). “In” counts everything the model read, including text it had already seen in the session at a reduced price.
| Initial prompt(1.78M in / 117k out) | $2.0633 | |
| + | Compile fix 1 (automatic)(290k in / 287 out) | $0.0767 |
| + | Compile fix 2 (automatic)(294k in / 1k out) | $0.0757 |
| + | Compile fix 3 (automatic)(296k in / 884 out) | $0.0722 |
| + | Follow-up 1: keys leak to the system(299k in / 1k out) | $0.0809 |
| + | Follow-up 2: clicks switch windows(304k in / 2k out) | $0.0965 |
| + | Follow-up 3: the view jumps(308k in / 1k out) | $0.0796 |
| + | Follow-up 4: smoother, sharper(1.18M in / 14k out) | $0.4641 |
| = | Total(4.76M in / 138k out) | $3.0090 |
About $3.01 in total. AI usage only: hosting and the Mac that compiled it are not included.
What went wrong, and what it shows
- The game leaked its input. The first build played fine, but holding a key and pressing Control triggered Mac shortcuts, and clicking could land on another window. The only way to find that was to play it. Fixing it took three rounds, each one a sentence describing what the player saw. The last round, about the view jumping, was a side effect of the second fix.
- The replies sounded unsure. They said the code had not been run, because the cloud step cannot compile it. The desktop app does compile it right after, so the build instructions now tell it to say what changed and nothing else.
- The fourth prompt was about speed and looks. Asked whether the game ran at 60 fps and to make it smoother and less jagged, the reply raised the picture from 640×400 to 1280×800, four times the pixels, and redrew the sprites, weapons and text at twice the detail. On an M1 MacBook Air with 16 GB it holds a solid 60 fps and looks much crisper. That reply, too, said it had not measured the frame rate: the cloud step cannot run the game.
- Game feel needs a player. Everything else (enemies, doors, two weapons, three levels, the minimap) worked as soon as it compiled.
Play Bunker 13
Free download for Apple silicon Macs, macOS 13 or later.
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