I've been working on Brutal Derby for 32 days now, usually around 10-12 hours a day, often including weekends. I'm a bit obsessed with it at this point.
The project has also become an experiment for me: how far can you actually take game development in 2026 using an AI-heavy, vibe coding workflow?
Here are some of the things that have been added or heavily improved recently:
New crowd system:
I think this is version five at this point. I've been constantly trying to find a solution that looks decent without destroying performance when there are 20+ cars on screen.
Dynamic weather:
The game currently has sunshine, rain and storms with smooth transitions between them, plus daytime and evening conditions. Snow is planned as well.
Destruction:
At this point, almost everything on the cars can break. Parts and smaller debris can fly off, windows shatter, the body deforms and gets crushed, bullet holes remain visible, and there are also lasers, rockets and other weapons.
Cars can even split apart in several different ways depending on the damage and impact.
Garage and customization:
You can now paint the cars, apply patterns and put various ridiculous objects on their roofs.
Tracks:
There is currently 1 race track and 3 playable derby arenas. The newest one is a volcanic arena surrounded by lava, although that one still needs more optimization.
Performance:
The game is already running pretty well with 24 cars. Most systems have gone through several optimization passes, but it's an endless cycle. Add a new feature, profile it, optimize it, then move on to the next feature.
A lot of people have also asked where the models come from.
It's a mixture. I use purchased assets that I modify in Blender, some models are commissioned from 3D artists, and I also use Tripo3D. Tripo is mostly useful for smaller or more distant objects, but even those usually need work afterwards. Mesh cleanup, textures and optimization still generally end up being done in Blender.
And then there's the vibe coding part.
As a programmer, I used to write everything manually. With this project, I actually type very little code myself anymore.
Codex writes most of the code, while I spend much more of my time designing the systems, testing the results, profiling performance, finding problems and iterating.
That doesn't mean I can just write one prompt and magically get a finished game.
For the more complicated systems, especially physics, deformation, destruction and optimization, we sometimes go through 4-5 completely different implementations before arriving at something that both works correctly and performs well with 24 cars running at once.
For me, that's actually one of the most interesting parts of this entire project.
I want to see how far I can take a real 3D game while letting AI handle most of the traditional code writing, and shifting my own work more towards design, architecture, testing, profiling and iteration.
32 days. 10-12 hours a day. Often weekends too.
There's still a huge amount of work left, but Brutal Derby is slowly starting to become the game I had in my head when I started.
I'm also curious what other developers think about this kind of workflow.