This video demonstrates how AI-generated game engines enable rapid game development and customization, showing how a developer created 'Collapsed State' (a Faster Than Light-inspired extraction shooter) in one month using AI tools like RevoltGPT, with the entire source code available for purchase and modification.
Deep Dive
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Deep Dive
I remade Escape from Tarkov as an FTL clone... using AIAdded:
Previously, I made a video showing how I could make a game in 1 hour using AI.
And then, I made another video showing how I could make an even better game developing it with AI, but for an entire day. But, for this video, I am going to be showing you a game that I am going to be launching on Steam that I spent an entire month working on by myself using the same AI game development workflows that I've been showing you on this channel. But, here's the kicker. Not only am I going to be launching this game on Steam, but I am also going to be selling the entire source code to this project. So, that [music] way, if you want to make your own game, you can use this project as a starting point. And in this video, I am going to show you everything about how you can use AI to customize every aspect of this game adding new items, customizing the events, changing the color themes, whatever you need to change, you can easily do so using the same AI game development workflows that I've been showing you on this channel. Now, this project is called Collapsed State, and it is a combination of some of my favorite games. I'm a big fan of Faster Than Light, but I'm also a big fan of games like Stalker and Escape from Tarkov. So, I decided why not combine all three. I personally enjoy the inventory management and role-playing elements of games like Stalker and Escape from Tarkov, but I also don't like getting absolutely destroyed by cheaters in multiplayer lobbies, and I wanted to make a game that could run on a potato. So, when I'm playing on a computer that can't run Stalker, I can still get my post-apocalyptic rat fix.
Enter Collapsed State, a Faster Than Light inspired Stalker Escape from Tarkov experience, but not only can this baby run on the potatoest of potatoes, but in addition to that, it is 100% modifiable allowing you to easily use artificial intelligence to modify or create new content for this game including new zones, new items, new events, new characters, or anything else you could possibly imagine. If you're interested in getting this game, go wish list it on Steam. But, if you're a developer and you want to use this to make your own game, you can go buy the source code to this entire project on Gumroad, which I will be continuously updating as I continue to update this game on Steam. Now, some of you might be asking, "Blue Drake, how can you do that? Aren't there restrictions with Unity and Unreal Engine that stop you from releasing source code of those game engines in projects?"
And, well, I have a surprise for you, my friend. This project isn't built on Unity. It's not built on Unreal Engine.
It's not even built on Godot. This is created from scratch using a game engine that was 100% generated by AI, which means there's no game engine royalty fees. There are no game engine license restrictions. I can do whatever I want with this game without having to talk to anybody else. And when you purchase the source code of this project from me, you can do whatever you want with it, too.
No revenue shares. No license restrictions. And because this game engine was created from scratch using AI, that means this project [music] is more easily modified and customized using AI than any other project that you could possibly work on in either Unity or Unreal. And in this video, I am going to walk you through how to customize every single aspect of this game using AI, so you can make your own project that scratches that same extraction shooter Stalker Escape from Tarkov itch that everyone has been wanting. Before I get into the meat of it, make sure you subscribe because this isn't the last video I am going to be posting updating everybody on my progress of developing this project. And if you're interested in potentially getting a Steam key or a free giveaway of the source code for this project, let me know down in the comments below because who knows?
You might get lucky. All right, let's dig in. Welcome to Collapsed State. I am going to go through this entire project and all of the features that are currently within it. If you want to go wish list this game on Steam, please do.
But, this portion of the video is going to primarily be for people who are interested in using this and customizing it to make their own game. I am interested in implementing features such as Steam Workshop when we release this game on Steam. So, some of the things that I'm going to say here might still be relevant to people who are just interested in playing or modifying the game on Steam. But, if you are a developer and you're interested in using this game as a starting point for your own project, well, this portion of the video is for you. Now, we start on this splash screen, which has a logo and of course this thing that says press any button to continue. I do this in a lot of my projects, especially projects that aren't developed on Unity or Unreal Engine. I don't have to, but it's just something I like to do because it looks professional and it just makes the game feel more like a quality AAA title.
Once you click your button, it takes you into the main menu and you have the same logo here. You can customize this logo to be anything that you want and it'll show up both on the splash screen and in the main menu. And of course, from here, you have all of these different menu options. Each of which have their own rollover animation and sound effect.
Now, you have your settings and you have your new game and continue game because yes, this system, this project does have a save game system. It currently works like a roguelike. When you start a new game, you go through the zones, but if you die, your save game gets wiped and you have to start over again. But, as long as your character is still alive, you can press continue game when you come back to your game and start from where you last left off. There are also a couple of links down here at the bottom that you can customize to point to wherever you want, your own website, your Steam page, your Discord server, or anything of that nature. And this entire menu is very easily customized utilizing Revolt GPT or any other kind of AI, which I will show you how to do later in this video. So, stick around.
So, we're going to start our new game, which currently is a little bit basic, but it's structured in a way where if you wanted to, you could expand out this process to be a little bit more like a roguelike where you can pick your player's characters background, their identity similar to games like Mount & Blade. Right now, you can select your character's portrait, which doesn't really change anything about the game, same with the name. You can randomize all of this, but in the future, I'm hoping to add a much more in-depth character creation process where you can select their background and a whole bunch of attributes that will influence how you play the game going forward.
Once you deploy to your safe house, you can manage your inventory. This grid inventory actually took a while to create. Artificial intelligence doesn't seem to have great spatial awareness, so anything that requires it to understand how spatial differentiations work, it really struggles with. So, this grid inventory took me a little bit of time to create and I had to incorporate some of my own personal development to help guide the AI to create something that is robust as it is now. But, when you actually utilize this project for yourself, you won't have to worry about any of that because all of this functionality will already be done and the AI will understand how to work with this. Now, you can rotate items just like this. Of course, you can't rotate square items cuz that wouldn't make any sense. And you can equip items into your character. You can only equip certain items into certain slots. So, for instance, if I try to equip this AK as my boots, it won't let me do that. Some weapons are two-handed. When they're two-handed, they take up both slots, and you can move equipment from your safe house stash to your backpack and vice versa. There's also a contextual menu that you can use to either consume items or manipulate them in other ways, and you can also use that to unequip or equip items as well as move them back and forth between your stash. Now, the primary loop of this game revolves around deploying to zones. Now, this is very similar to Stalker where you have zones that you have to progress through in order to unlock new zones. So, as you can see, I can't go to these zones because they are currently locked. I have to progress through the previous zone in order to unlock subsequent zones. When you deploy, you have this map and you can actually control this map. You can look around. You have this image that serves as the map background, and you actually have these fixed points that you can travel to. Now, you can actually customize this. This is not entirely randomly generated. You can actually set the specific points on the map that the procedural algorithm uses in order to generate each playthrough.
So, that way, if you have a map that for instance has slightly complex terrain or you have like a lake or something down here, you can make it so you don't have a point of interest that spawns in the middle of the lake. But, this works very, very similar to games like Slay the Spire or Faster Than Light. You have these points that you can travel to. You can't see what the rest of the map looks like until you actually explore it, and you have a little bit of a hint of what might be in these areas, so that way you can make a slightly informed decision of where to go. But once you go, you travel to that area, there are also chances that you might have an encounter while traveling. And then when you get to that area, you will have an encounter which you can resolve in a variety of ways, which also takes into consideration your weapons, what you have equipped, your items, things of that nature. So as you can see here, we have two options. We have this completely uncharted area, which is a little bit more random, or we have something that looks like a hostile environment. So if we go into this, we're almost guaranteed to get into a fight. Let's go ahead and do that. We've got an AKM.
Okay, so we have this bandit ambush. We have a group of scavengers that want to try and attack us, and we can either flee, we can attack them directly with melee, or we can use our AKM to engage from a distance. Once we choose one of these, there is a Dungeons & Dragons style D20 roll system in the back end, which takes into consideration all of your character's attributes, and then rolls a check. And you can either succeed or you can fail. And when you succeed, you can get additional loot. So for instance, this Tech 9 SMG that I just got, or things of that nature. Now we have this option to go and check out the scavenger cash, and it looks like we actually had a encounter on the way to the scavenger cash. We have this body. We're actually going to go ahead and we're going to avoid that because we don't want to get any more radiation.
And we have this abandoned cash with a tripwire. So we're actually going to shoot the trap from afar, which might damage some of the loot, but it's still safer than trying to disarm it directly.
Hey, look at that. So we got some loot.
So we got this uh this machete, and then previously we got this Tech 9. Things are getting a little bit cramped in here.
See if I can move some of this stuff around to try and make this a little bit less cramped. There we go. And now we're going to exit.
And head back to the safe house. There we go. So we can now transfer this back to our stash cuz we definitely don't need to take this all out on a raid. We can control which weapons we have equipped.
Put our MRE here. We'll we'll definitely take some rad pills, a medical bag, and some anti-rad pills.
Uh and we have a machete and a Tech 9, uh which will give us a little bit more of a variety of actions that we can take, and we'll deploy to the next zone.
So now you can see the garbage zone is now open. So here we are. We're now in the garbage zone, and we have our different equipment.
Travel to this area, getting into ourselves into a fight. We got some dogs. Let's go ahead and gun these dogs down. Now, the way that this works is you have the ability to create your own events, your own encounters. You have the ability to control which kinds of items are potentially rewards for those encounters, as well as create all sorts of new items as well, which I'll show you how to do later in this video. Now, something that I think is going to be very interesting because I'm sure some people might say, "Hey, you know, this is a pretty simple game, which it absolutely is. Would it be possible to make it more complex?" And that's actually something that I'm going to be showing in future videos. One of the secret things that I'm doing with this project is I am intentionally making this a little bit more of an overarching strategic experience where you're not actually going into a raid controlling a first-person shooter character or doing like a top-down RTS view because this has all been structured very intentionally where, let's say you wanted to get into an event, you could very easily make this event and you clicking one of these buttons trigger a significantly more complicated situation. And what I mean by that is this entire project has been built in a very modular fashion where I could say something like ambush them up close. And instead of it running a D20 check, this could launch you into a full first-person shooter environment where you could actually resolve this conflict yourself directly, or you could launch into a top-down or a Final Fantasy style. I mean, anything. Right now, this this combat check is fairly simplistic on purpose, and it's been structured in a way where if you wanted to plug in a completely different game that utilizes these situations to to create uh the these encounters, you can. So keep that in mind. That's fairly intentional.
Right now, it's a little bit more simplistic. I am very much intending to create a significantly more complicated version of this. In fact, I have even been working on a AI-generated no game engine version of Doom, essentially a zero engine Doom clone, which would allow anybody to create their own 2.5D shooters using artificial intelligence, which you could very easily use as part of this. You could have it so you launch into an actual first-person environment that you have to engage with these guys directly.
Could be really really cool. So yourself as well to create whatever kind of game you would want this to be beyond just this strategic layer.
All right, so here we're back. We got this extra AKM from fighting those guys, and that's pretty much the entire game loop. Let's get into detail on how you can actually customize each one of these features in the project. Using Revolt GPT, you can edit any aspect of this project, and you can upload your own assets for the logo or for any item that you want to customize this to work exactly the way that you want it.
Everything is defined in code.
Everything is very easy for the AI to configure, and even if you wanted to manually edit this yourself, it's all very readable and very easy for even a human to understand. As you can see, here is all of the weapon definitions.
Here is all the definitions for consumables and food and everything of this nature. Now, what we can do is we could easily do something like, "Please add in more items for our game." You don't even necessarily have to tell it exactly which items to add. You can just have the AI brainstorm it for you, and utilizing this as a template, it will actually add more items to the game. And we can do this for everything. We can add in more name variations for characters. We can add in new zones. We can create new encounters. In fact, let's do that next.
"Please create a variety of new encounters for our project."
And using all of the existing encounters as reference, it will easily flesh out and create more. Let's see what new items it just added as well.
So as you can see, it created a combat knife, a Glock 17, a suppressed MP5, as well as a bunch of other things that are now added to the project. Now, we would still have to create images for these separately, which we absolutely can do, but this shows you how easy it is to add in more content. For instance, here is a psionic phantom and a rusted wall safe and a hidden spring that it is now added to the encounter. So now with all of these new encounters, let's go ahead and let's refresh and play the game and see if we can't experience some of these new items and encounters that have been added.
All right, we're going to travel to this point, and there we go. We got one of the first encounters that our AI just generated for us. Now, there is clearly no image here, so we'll have to generate that separately and give it to the AI to implement, but let's go ahead. Let's see. Let's drink the clear water. There we go. We have satiated some of our thirst. I'm sure the alternative would be, you know, it's irradiated, so you take a chance on drinking it, but there you go. It works just like all of our other events. Next, we raided the stash, and as you can see now, we have this tactical helmet, which we didn't have before in our game. But even though we have the logic for these items in our game, we don't have the images that actually show what they are. So let me show you how to make that next. This is a utility that I have actually created utilizing Revolt GPT that lets anybody take images of any model using a orthographic camera. And essentially what an orthographic camera is is it's different from perspective because perspective has a field of view, whereas orthographic is literally fully two-dimensional. So this is absolutely fantastic for creating icons, or in the case of Collapsed State, creating pictures for the items. And instead of using AI to generate these pictures, you can actually use AI to generate utilities, which can help you convert actual 3D models into the images you need to have your items in your game.
And one of the easiest places to get open-source models that you can use for anything is Sketchfab. So you can easily go here, click downloadable, and search for any open-source license, which allows you to use it in commercial products. And once you find a model that you like, you can just download it and take that downloaded file, throw it into your model visualizer. And by the way, this utility is going to be included in all purchases of the Collapsed State source code, and you can easily take a screenshot of this, resize it in Photoshop to be the correct image size and dimensions. Then, quite simply, drag and drop this into your images folder inside of the project, tell your AI that you have done so, and then it will update your project to have the associated image. There you go. We have a tactical helmet in the game now. And for anything else that you would like to modify when it comes to this game, using artificial intelligence can be done so in the exact same way. So, if you want to swap out this logo, if you want to create different backgrounds for the map zones, or if you want to change the encounter artworks, or create new encounters that have new specific artworks for the encounters you want to create, it is the exact same process.
You can upload the images, and all you have to do is ask the AI, "Hey, here's the images they're associated with these encounters. Please hook them up." Or, you can even go in and do it yourself manually if that's what you want to do.
But, lastly, just to give you an idea of how extremely modifiable everything in this project is, I'd like to go ahead and just do some generic changes. I'll go ahead and I'll tell the AI, here we go, "For the main menu, please change the style of the main menu entirely to be more of a rainbow unicorn vibe." Let's see what it does. And this is really the cool thing about zero engine projects. And I'm going to be working on a whole bunch more templates going forward. Unlike Unreal Engine, unlike Unity, these projects are built in a way that is significantly more accessible to AI, which allows you to customize them in significantly more extreme and much easier ways than would even be possible using a traditional game engine. So, here we go. It's made these changes. Let's see what it looks like.
>> [laughter] >> That's incredible. So, this shows you what you can do using this template, using AI, using a development platform like Revolt GPT. And keep in mind, you can run Revolt GPT entirely offline. You don't even need a subscription. So, you could easily take this exact same project and turn it into anything else you want it to be. You want it to be Star Wars themed, do you want it to be Warhammer 40K, you want to make a whole new game using your own intellectual property that you create yourself, you can. So, if you want to purchase this, and you want to pick up the source code of this entire project in addition to all future updates to it as I continue adding more functionality, click the link, go check out the Gumroad page, consider becoming a supporter there. And if you want to go and purchase the lifetime edition of Revolt GPT, which gives you the ability to run AI offline on your own computer, so you can develop games exactly like this, but you don't have to ever pay a subscription fee again, you can go to rvt.dev and check out our one-time purchase lifetime plan. Besides that, don't forget to go wish list the game on Steam, subscribe if you like videos like this, and hopefully, I'll see you in the next one.
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