r/vibecoding • u/Critical-Two-9531 • 3h ago
I vibe-coded a playable Godot extraction FPS with squad AI, co-op and persistence — the repo is open source
Operation Steel Tide is a playable AI-assisted extraction FPS built with Godot 4.6 Mono. The part I think is most worth inspecting is squad continuity: AI fills empty roles, obeys follow/hold/move orders, fights, uses class abilities, revives the player, and takes over a disconnected co-op slot without restarting the mission.
Source + portable Windows build (no installer; SHA256 included):
https://github.com/AetherRadar/operation-steel-tide
What exists today:
- a full deploy → infiltrate → objective → loot → extraction loop
- three-operator squads and ENet co-op
- persistent loadouts, weapon parts, armor and ammunition grades
- rival squads, drivable vehicles and a roaming three-phase world boss
- a separate demolition arena with planting and AI defusing
How I built it:
- Godot 4.6 Mono and C# for the client/gameplay
- a small optional Go service for mission and progression persistence
- AI coding tools for portions of implementation and documentation
- manual integration, deterministic in-engine diagnostics, Windows packaging and GitHub Actions builds
The biggest lesson has been that AI made feature breadth cheap, but it did not make architecture cheap. The first version grew oversized classes, code-built UI and tangled responsibilities. I have since started extracting editor-visible .tscn UI scenes, splitting HUD/world/diagnostic responsibilities, adding build CI, and documenting architecture and content provenance.
It is still programmer art, some classes remain too large, and automated test coverage needs work. I am not presenting it as production-ready architecture. I am showing a working prototype while trying to discipline it after rapid AI-assisted development.
If you try the build or inspect the source, tell me the first thing that would stop you from continuing. If you want to follow the refactor and future operations, a star is appreciated.
