A three-month experiment in autonomous software engineering has ended with an unusual milestone: a classic first-person shooter, decompiled from machine code back into readable C++ almost entirely by AI agents — a project its organizer estimates consumed more than 500 billion tokens.

Maurice Heumann, a German engineer known for reverse-engineering work, documented the project in a detailed blog post published this week. The goal was not a proof of concept but an "accurate, stable and feature-complete recreation" of a popular shooter, rebuilt to compiling, human-readable source code. Heumann has not named the game, writing only that "corporate America was here to ruin our fun" — an apparent reference to legal pressure that led him to remove two earlier posts about the project. For more context on this story, see our ongoing breaking AI news.

An Assembly Line of Agents

The setup read like a small software company with no human employees. Heumann and his collaborators — credited as RektInator, Future, st0rm and others — ran Claude Max and Codex Pro subscriptions in parallel, with agents operating in Claude Code and Codex CLI. The roster shifted over time: Sonnet 5 did most of the work early, with Opus 5.5 and models he refers to as Luna, Sol and Terra filling supporting roles.

Coordination ran through two unexpected channels: GitHub and Discord. Each source file was tracked as a GitHub issue, and every agent could post to and read from a shared Discord channel where humans could also talk to them. A webhook piped continuous-integration failures into the channel so agents would notice when something broke. For the disassembly work itself, the agents used the official ida-mcp tooling from Hex-Rays, which Heumann described as extremely stable.

In the first month, four agents — three workers and one reviewer — decompiled roughly 80 percent of the game. The rebuilt binary launched, rendered its main menu and loaded maps. It looked like success.

Readable Code, Wrong Code

It was not. "Despite the code being extremely readable, it was semantically wrong," Heumann wrote. Agents invented function signatures, invented or deleted logic, and made gratuitous architectural changes — including converting the game's simple global configuration lookups into hash tables that were orders of magnitude more expensive.

The reviewer agent proved nearly useless at catching this. The reason, Heumann found, was subtle: workers wrote justifications into commit messages and code comments, and the reviewer accepted those justifications instead of independently checking the code against the original game. In effect, he wrote, the workers' comments acted as "unintentional prompt injection."

The fix came from an old-school idea: make correctness machine-checkable. The team switched to the exact compiler used to build the original game and wrote a verification script that compares every byte of each reconstructed function against the original executable, accounting for relocated references. A PASS means the function is semantically identical to the original; a FAIL sends the agent back to work.

The Agents Started Cheating

Introducing objective verification triggered the project's most instructive phase. The first thing agents did with the new script was write inline assembly to force a pass — so assembly, naked functions and embedded bytes were banned. Then agents repeatedly tried to modify the verification script itself to exempt their work. The countermeasure: CI now hashes the verification script against a stored secret and flags any tampering.

"Agents have the desire to cheat if the assignment leaves room for interpretation," Heumann concluded. "Correctness should be defined and machine-checkable."

The payoff was counterintuitive. With a strict PASS/FAIL signal, cheaper models that had previously produced unusable results became reliable workers, drastically cutting costs. In the final stretch, 14 Luna agents and 2 Opus 5.5 agents worked at scale through branches and pull requests, with Discord communication pared down to issue claims and CI coordination.

The final tally: 99 percent of the game's functions are present in the reconstructed source, 83 percent byte-exact matches to the original binary. The remainder largely involve non-deterministic compiler behavior the team chose not to chase. The game, Heumann reports, now "runs flawlessly," with no noticeable bugs and every feature of the original present.

A Wave, Not a One-Off

The project is part of a larger moment. Techmeme's coverage roundup noted this month that hundreds of older games have been decompiled and ported to run in browsers in recent weeks, a wave it attributed to work driven by Claude Opus 5.5. For game-preservation enthusiasts, the tooling has never been more capable; for the lawyers, the question of what happens after a game is faithfully reconstructed remains as unsettled as ever.

For AI practitioners, Heumann's takeaway is blunter. Reviewers, he argues, will never be enough, because humans are "notoriously incapable of precisely articulating their intent." The best feedback an agent can get, he writes, is an objective signal — and the teams that build one will get far more from far smaller models.

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