Developers use AI agents to decompile a first-person shooter over three months
A developer and community collaborators spent roughly three months and 500 billion tokens directing AI coding agents to reconstruct a popular first-person shooter's source code in C++. The project used Claude Code and Codex CLI subscriptions, switching between multiple models including Sonnet 5 and Opus 5.5, and tracked progress through GitHub issues. The author removed two earlier blog posts about the project, citing pressure from the game's corporate rights holder.
GoKawiil's interpretation of the reporting above, not reported fact.
The project suggests current AI agents can sustain complex, long-horizon engineering work like reverse-engineering compiled software, not just short coding tasks, which could reshape how reverse engineering and legacy software preservation are approached. The removal of prior posts under apparent corporate pressure highlights unresolved legal tensions around decompiling copyrighted game code, even when framed as a technical research exercise. The focus on orchestration and infrastructure choices also points to growing interest in managing multiple AI models and harnesses for large-scale autonomous coding projects.
- AI agents were used over three months and 500 billion tokens to decompile a commercial shooter into C++
- The project combined Claude Max and Codex Pro subscriptions, cycling through several AI models
- Two earlier blog posts about the project were taken down following unspecified corporate pressure
Source: momo5502.com — Maurice Heumann, 2026-10-11
Published there as: “500B Tokens Later: Letting AI Agents Decompile a First-Person Shooter”
Read the original report → The summary and analysis above are GoKawiil's own, written from reporting by the source above. Facts and quotes belong to the original publisher.