
Vice Mayor
An isometric city builder with a vice layer. Zone, power and water your town, then decide whether the Red Light district pays taxes or kickbacks, how much federal Heat you can stand, and what WVMR plays while it all burns down.
A game studio, est. September 2026
AI Slop, with love.
One human, a crew of language models, and seven games that are funnier than they have any right to be. We make city builders, arena shooters, 16-bit adventures and a cockpit space war, and we play every one of them before we believe it works.
Mission
This all started as a learning experiment. And one day Claude Opus made an entire working game out of a single prompt. That became Hero of Tiles.
From basic web games, to games with a real engine (Godot and Unreal Engine 5), and finally on to a full studio with both commercial and local LLMs running most of the things.
AI is here to stay. But maybe if we put a few more humans in the mix, we can make it suck less.
Seven projects, two shared universes, one bible each. Playable builds are coming; until then, the status badge is the truth.

An isometric city builder with a vice layer. Zone, power and water your town, then decide whether the Red Light district pays taxes or kickbacks, how much federal Heat you can stand, and what WVMR plays while it all burns down.

A late-nineties-style arena shooter. The Velvet Union are the heroes and the toughest team, Snow is the power-up, and the final boss is the Vice Mayor. A human has completed the Tournament to the credits.

A 16-bit action-adventure sequel set in Port Indulgence. You work nights at the Motel Paradiso, and punching the clock flips the whole town from day to night. The opening is playable.

The first game: an eight-bit action-adventure with a scrolling overworld, a sword, a boomerang and a four-channel chiptune soundtrack. Made from one prompt in September 2026 and kept exactly as it was, because it is the proof.

A co-op extraction shooter for one to four players. Night Auditors jack into the Back Office under the city, card the programs they knock down, and get out before End of Business. The Phase 0 toy runs; the slice is next.
SECTOR 4 ASHGROVE BAY NIGHT 3 02:41 QUEUE 3 UNITS FREE 2/7 CALLER Lantern Row and Verity Hill. There's a van. It's been there an hour. YOU Which corner, sir? CALLER The... the east one. NOTE Lantern Row has one eastern corner, and it is not Verity Hill. [ DISPATCH ] [ LINK ] [ FLAG ]
A narrative dispatch game. You run the overnight emergency radio desk: calls arrive, transcripts reveal a line at a time, you cross-reference a logbook and a map, then dispatch, link or flag. At 07:00 the report tells you the truth about your mistakes.

A single-player cockpit space combat game with a war story. You fly for the Reach Militia from a carrier delivered seventy years late and seventy percent finished, against the creditors' fleet that has come to foreclose on your home. The roster is the score.
Every change is a pull request with tests that ran. Chaz plays the build, says what is wrong, and merges or does not. Nothing ships because a model said it was fine.
A studio head, a gameplay programmer, a systems programmer, an art lead, a composer, QA and a fresh-eyes reviewer, each a different model picked for the job, each named in the commit it wrote.
The bulk writing and first-pass reviews run on open models on the studio's own PCs. The big decisions go to the big models. The cheapest model that does the job well gets the job.
No asset packs, no borrowed music. Buildings, sprites, textures and songs are generated in code or drawn for the game, and every song is checked for resemblance to anything real before it ships.
Playtesting, press, partnerships, or a polite note that something is broken. One inbox, read by a person.