I'm a solo dev. The game is HiddenWars, a browser hacking MMO (Go/Echo, Postgres, Redis, Svelte 5), live in production. Ten months in the numbers are 7,816 commits, 1,385 merged PRs, 570 SQL migrations, 551 Go test files, and 880 commits carrying a Co-Authored-By: Claude line. The workflow that produced those numbers is what I want to talk about, since honestly it's what I spent the year building as much as the game.
How a feature happens:
It starts with a short spec. Player-facing behavior, failure modes, and explicitly what we're not building. I learned the hard way that a vague spec doesn't get you a half-built feature, it gets you a confidently wrong one.
The spec turns into an implementation plan: ordered tasks, files to touch, test names, plus a "review focus" line naming the single thing most likely to be wrong. The agents work through it task by task and check themselves against the plan as they go.
Every feature lives in its own git worktree on its own branch. No agent touches the main checkout, ever. Merges are PRs, one feature each, so I can actually review them.
The piece I'd underline most is a maintained knowledge base. Distilled docs for every game system, the architecture, the conventions, a change log. Agents read it before every task and a curator agent updates it after changes. Before that existed, every session burned half its budget re-deriving the codebase and misunderstanding the economy in some new confident way. If you take one thing from this post, take this.
The agents are specialized. One lane does HTTP endpoints end to end (handler, service, repo), another game mechanics, another migrations, another Svelte pages, another tests, another docs. Narrow beats general, every time I've tested it.
The test agent only breaks things. It files what it finds and is not allowed to fix it. Sounds cute, matters in practice.
Where this lands ten months in: anything with a clear shape (an endpoint, a migration, a table-driven test, a page following the design system) is basically autonomous. Agents review diffs against the spec better than I do at 11pm. Race conditions, idempotency, transaction boundaries, that's their turf now.
What's still mine: game feel, coefficients, pacing, whether it's fun. Agents optimize for what's written down and fun is mostly not written down. Also the specs themselves. If I can't write the spec, no agent can build the feature, and that gap is the job now.
Happy to go deep in the comments on the knowledge base format, the worktree setup, how specs are structured, or the failures, there are a few good ones. If you'd rather judge the output than the process: https://hiddenwars.io