<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Growing City Dev Blog]]></title><description><![CDATA[Growing City Dev Blog]]></description><link>https://growing-city-dev.hashnode.dev</link><generator>RSS for Node</generator><lastBuildDate>Mon, 02 Nov 2026 10:13:26 GMT</lastBuildDate><atom:link href="https://growing-city-dev.hashnode.dev/rss.xml" rel="self" type="application/rss+xml"/><language><![CDATA[en]]></language><ttl>60</ttl><item><title><![CDATA[I Launched an AI-Built Board Game — Here's What Happened Next]]></title><description><![CDATA[Not long ago I wrote about how I built a browser-based board game called "Growing City" in three days using AI — and how the hardest part wasn't the code…]]></description><link>https://growing-city-dev.hashnode.dev/i-launched-an-ai-built-board-game-here-s-what-happened-next</link><guid isPermaLink="true">https://growing-city-dev.hashnode.dev/i-launched-an-ai-built-board-game-here-s-what-happened-next</guid><category><![CDATA[GameDev]]></category><category><![CDATA[AI]]></category><dc:creator><![CDATA[Andrew Perepechay]]></dc:creator><pubDate>Fri, 03 Jul 2026 20:15:21 GMT</pubDate><content:encoded><![CDATA[<p>Not long ago I wrote about how I built a browser-based board game called "Growing City" in three days using AI — and how the hardest part wasn't the code at all. Some time has passed, and I wanted to share what happened next.</p>
<img src="https://leonardo.osnova.io/1a6fa1a7-1392-568b-b3f0-e960933f2e49/-/scale_crop/592x/" alt="" style="display:block;margin:0 auto" />

<h2>Layout Bugs</h2>
<p>While vibe-coding solo, I only tested on my own screen, resolution, and browser. The problem surfaced as soon as real users joined with different setups: some people saw everything misaligned, some things got clipped, some cards overlapped each other.</p>
<p>I had to rewrite the layout to use adaptive sizing so the game looks correct regardless of screen resolution. It should work now — but if something still looks off on your end, let me know and I'll fix it.</p>
<img src="https://leonardo.osnova.io/6d3c5c33-b44b-591a-9429-aa1b7ca7563e/-/scale_crop/592x/" alt="" style="display:block;margin:0 auto" />

<h2>Bots Started Talking</h2>
<p>Another change, unrelated to bugs. The service started feeling more alive. Previously, bots just played: rolled dice, bought cards, said nothing. Now they react in the chat to what's happening in the game — if someone's building gets taken, if someone buys an expensive card or runs out of money.</p>
<p>It's a small thing, but the game feels noticeably more lively. An empty game with silent bots versus a session where someone's commenting on what's happening in chat — it's a meaningfully different experience, even though the game itself is the same.</p>
<h2>Thank You to Early Players</h2>
<p>A special thanks to everyone who tried the game after my first article.</p>
<p>And extra thanks to a user with the nickname SHAM, who pointed out that the game rules never said you can't buy multiple purple cards in a row — even though the game itself has that restriction. Fixed!</p>
<h2>What's Next</h2>
<p>The project is still going. I'm thinking about ads and other ways to bring in players. Without new users, it's hard to get feedback — and without feedback, it's hard to know what to fix or improve first.</p>
<p>The unit economics don't quite work out yet: paid acquisition costs more than I'm willing to invest at this stage. I'll keep figuring it out. If you have ideas on how to find players for a project like this, I'd genuinely love to hear them.</p>
<p>The game is still live at rastushiy-gorod.ru. No registration needed. Same as before — all feedback gets read and used. That's how the project keeps moving forward.</p>
]]></content:encoded></item><item><title><![CDATA[I Built a Board Game in 3 Days with AI — and Realized Code Was the Easiest Part]]></title><description><![CDATA[I love board games — especially the kind you can play without leaving home. You just call your friends, drop a link, and you're playing in minutes. At some…]]></description><link>https://growing-city-dev.hashnode.dev/i-built-a-board-game-in-3-days-with-ai-and-realized-code-was-the-easiest-part</link><guid isPermaLink="true">https://growing-city-dev.hashnode.dev/i-built-a-board-game-in-3-days-with-ai-and-realized-code-was-the-easiest-part</guid><category><![CDATA[AI]]></category><category><![CDATA[GameDev]]></category><dc:creator><![CDATA[Andrew Perepechay]]></dc:creator><pubDate>Fri, 03 Jul 2026 19:58:26 GMT</pubDate><content:encoded><![CDATA[<p>I love board games — especially the kind you can play without leaving home. You just call your friends, drop a link, and you're playing in minutes. At some point, I caught myself wondering: how realistic is it to build a complete game almost entirely with AI? Not a prototype, but something actually playable. I decided to find out.</p>
<p>Three days later, I had a working browser-based board game: rooms, multiplayer, bots, chat, full game sessions. But the most interesting thing turned out to have nothing to do with AI writing code.</p>
<h2>What's the Game?</h2>
<p>The game is called "Growing City". It's an economic board game about developing your own city. Each turn, players roll a die, buildings activate, income flows in, and you earn money to buy new structures. You can play directly in the browser with no registration.</p>
<h2>Day 1: AI Really Can Write Games</h2>
<p>I'm not a professional developer. I first wrote out the mechanics in detail, then gradually converted the description into code using AI.</p>
<h2>Day 2: Writing the Game Was Just the Beginning</h2>
<p>The code was far from the hardest part — the biggest problem was balance. AI can suggest ideas and rewrite code, but whether the game is actually fun after changing one number is something only a human can judge.</p>
<img src="https://leonardo.osnova.io/2042c788-b376-583c-b9a5-dbafe6ca2574/-/scale_crop/592x/" alt="" style="display:block;margin:0 auto" />

<h2>Day 3: Infrastructure Hurt More Than the Code</h2>
<p>SSH, Node.js, PM2, Nginx, SSL, domains — deploying to a server turned out to be much harder than writing the game itself.</p>
<img src="https://leonardo.osnova.io/ba4df754-3d0b-5ef1-8b22-86cef41e5875/-/scale_crop/592x/" alt="" style="display:block;margin:0 auto" />

<h2>The Unexpected Conclusion</h2>
<p>Code has become much more accessible, and you can ship an MVP very fast with AI. But after that, a completely different kind of work begins: finding your first users, collecting feedback, and understanding why players return or don't. That seems to be the real bottleneck for most AI-built projects right now.</p>
<p>The game is live at <a href="http://rastushiy-gorod.ru">rastushiy-gorod.ru</a> — no registration needed, solo against bots or with friends. Would love any feedback, especially: was it clear what to do without reading the rules, and did you find a strategy that breaks the balance?</p>
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