Original research

We measured 46 browser games built by AI from one prompt

Everyone has an opinion about whether AI can build a real game now. Nobody had run the games. We loaded every playable one into a real browser at 1440×900 and 390×844, clicked past the menus, and recorded what it actually did. Here is the whole dataset.

66.6msmedian frame time — about 15fps
10 / 39held 50fps or better
14 / 39ship console errors
38 / 39render on a phone

The finding: the failure is the one a critic can't see

These games were built with a method whose core is an independent visual critic — a fresh agent that looks at the running game beside a reference and says which is better. It works, and it is the part of the method everyone reproducing it has confirmed.

But it is a visual critic, and a game running at 15fps screenshots identically to one running at 60fps. Frame rate is invisible to a still image, so it is invisible to the judge. And frame rate is exactly where this population falls down: 29 of the 39 games we could instrument run slower than 33ms per frame, with a median of 66.6ms. The worst renders one frame every 1.4 seconds and looks completely fine in a screenshot.

The assumption that died was ours. We expected phones to be the weak spot. They aren't — 38 of 39 render fine at 390×844 and only two overflow horizontally. We were wrong about that before we measured, which is the reason we measured.

Every game, slowest last

Frame time is p50 sampled while playing, after an automated nudge past the menus. Lower is better. Weight is what the browser transferred on first load.

GameFrame ms≈fpsKBErrorsPhone
Pastel Nuketown · Luckey Systems 16.7~60 345 0 yes
Dream Logic · Voidtalker 16.7~60 30 0 yes
Claude\Zombies · Justin Whitton 16.7~60 205 0 yes
Workmelt · Erik Nomitch 16.7~60 622 0 no
Minimax of Duty · sigco3111 16.7~60 503 2 yes
Nerd of Duty · Simon Taylor 16.7~60 541 0 yes
Everything Must Go · Jeremiah Daws 16.7~60 251 0 yes
Tiro Libre · Morfeo Labs 16.7~60 333 2 yes
Nutso Cab-O · RE:Skob 16.7~60 9 0 yes
Sunset Circuit · Bee.games 16.7~60 259 1 yes
RICHTER · Stas Kulesh 33.3~30 2332 0 yes
Wind Waker Game · martbln_dev 33.3~30 272 0 yes
Der Koloss · Vesper 33.4~30 23197 0 yes
Phantasy Claude Online · fauxdufafa_ 33.4~30 2760 0 yes
Kart Royale 50~20 625 2 yes
Dungeon Crawler Carnage · Borelli Corp. 50~20 337 0 yes
Yakko Kart · pedrour 50~20 185 1 yes
Story in NYC · Edzzle 50~20 165 0 yes
Starfall · Mike Luan 50~20 429 0 yes
You Always Do This · B33fyDan 66.6~15 614 0 yes
Frontline · maximus_v0 66.8~15 475 1 yes
Clawd Pop 3D · VibezZzCoder 83.3~12 200 0 yes
Whirlwind Ascension · Dylan Hsieh 83.3~12 612 0 yes
Hoop D Doop · Edzzle 83.3~12 n/a 0 yes
K3-of-Duty · OpenGame 83.4~12 3771 2 yes
Sunset Runners · Evan Milenko 99.9~10 672 3 yes
Future Bots · jonathanAIbr 100~10 238 0 yes
Operation IronHold · prasenx 116.7~9 217 2 yes
Claude for Speed · hey_madni 133.3~8 16811 1 yes
Codex of Duty · luongnv89 133.4~7 1047 2 yes
Skramble · Atom Tan Studio 150~7 292 1 yes
Kuru of Duty · ravsau 183.2~5 436 0 yes
Sands of the Restless · Eddie Belaval 350~3 6969 0 yes
Penguin Peak · Jurij 516.7~2 1434 0 yes
Dust Corridor · Leon Lin 583.3~2 246 0 yes
Sakura — Petals of the Everblossom · danmana 700~1 525 0 yes
DESCENT · sjwebster-bne 983.3~1 632 2 yes
Rocketball · Atom Tan Studio 1200~1 1230 2 yes
Claude of Duty: Phadda · Zain Zafar 1433.2~1 1383 0 yes

One self-contained file looks like the better build

Six of the games ship as a single HTML file with no external scripts. The other 33 load a bundle. The single-file group is faster and more phone-proof:

Build shapenMedian frame msMedian KBRenders on phone
Single self-contained file633.46126 / 6
Bundled3366.843632 / 33

Treat this as a signal, not a proof — n is 6. Six games is not enough to claim single-file causes better performance, and the causation could easily run the other way: a developer who can fit a game in one file may have built a simpler game. We are reporting it because it is what the data says, with the sample size attached.

How we measured it, and where it is weak

Headless Chrome driven over the DevTools Protocol. Each game got a fresh page, eight seconds to boot, then six rounds of real clicks and Enter/Space to get past loading screens and menus — synthetic events do not work, because these games gate start behind input the browser considers trusted. Then a ~10 second requestAnimationFrame sample, a screenshot decoded pixel by pixel, and the console read for errors.

The limits, stated plainly:

Not measurable by our harness:

If you're about to build one

The lesson we took from this is in our prompt generator: it asks the agent for a measured number every round — frame time, console, weight — alongside the judged one, because the judge cannot see the failure that actually happens. Free, no email.

Open the prompt generator →   or give a finished game a permanent home →

Method credit: the games here were built with the Gauntlet Loop, published by Matt Shumer after Claude of Duty. The directory of games is his; the measurements are ours. Nothing here is a criticism of the people who built these — shipping a playable 3D game in a weekend is the achievement, and the frame-rate gap is a property of the method, not the builders.