Cosmic Runner
A published Roblox endless-runner, built end-to-end through an AI-assisted pipeline on a platform I'd never shipped on.
The question I was chasing
Could an AI-assisted pipeline carry a whole game end-to-end, on a platform and language I'd never shipped on?
Roblox runs on Luau and its own engine conventions. I'd built plenty, but never there. The question wasn't whether AI could write a snippet of Luau; it was whether the whole loop (player controls, obstacle spawning, a difficulty curve that actually feels fair) could be built and published this way.
Why it exists
Roblox is where an enormous, young audience actually plays, and shipping there means meeting its tooling on its terms. I wanted a real, published game in front of real players, not a prototype sitting in a folder, as an honest test of how far an AI-assisted build travels onto unfamiliar ground.
The constraints
A live, published Roblox experience, which means crossing into a platform with its own runtime, its own physics quirks, and Luau rather than the languages I know best. An endless runner is unforgiving in a particular way: the moment-to-moment feel of the jump, the spacing of gaps and jump-pads, and a difficulty curve that ramps without turning cheap. Get the feel wrong and no amount of content saves it.
The decisions that mattered
Build through a proper pipeline instead of clicking around Studio: Rojo to sync code from a real editor, so the project is version-controlled and an AI assistant can work on it like any other codebase.
Lean on Claude Code for the Luau I was less fluent in, while keeping the game-feel judgments (jump timing, obstacle spacing, how fast it should get harder) as the calls I made and tuned by playing. The platform was new; knowing what makes a runner feel good wasn't.
What it is
A published Roblox endless-runner. Sprint across a procedurally generated course of asteroids, jump-pads and gaps in the void, chasing a score that climbs the longer you survive. Level scripting, player controls, obstacle spawning and the difficulty curve were all built through an AI-assisted Roblox pipeline.
Built with: Roblox Studio, Rojo, Luau, Claude Code
Where it landed
Live and playable on Roblox: proof that an AI-assisted pipeline can carry an unfamiliar platform end-to-end, not just generate fragments. What I'd take further is the procedural generation: it's solid but predictable, and the next version wants set-pieces and rhythm changes that keep a long run surprising.
Part of the Rolling Waves work archive.