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Infinite Scribe — The Accidental RPG That Started a Studio

Infinite Scribe — The Accidental RPG That Started a Studio

Infinite Scribe was never supposed to be the thing that launched a studio. It was supposed to be my "generative AI magnum opus" — a side project for scratching a very specific itch. I wanted a Dungeon Master in my pocket. Something that could run a text-based RPG like the old 90s adventure games I grew up on, but powered by an AI that actually understood the world it was building.

That side project consumed most of my 2025. And somewhere along the way, it turned into something much bigger than I planned.

The Ugly-but-Functional Era

For most of last year, Infinite Scribe lived as a .NET MAUI Blazor app with a C# ASP.NET backend. I picked that stack partly because it was what I knew, and partly because I didn't want to spend months learning a new framework before I could even test whether the core idea — an AI game master that calculates real odds, tracks character stats, and builds a persistent world — was actually fun.

It was. The AI wasn't just writing paragraphs. Under the hood, a chain-of-thought system was running a proper solo RPG engine. Every action you took went through a two-stage odds calculation: first a larger model would discuss the scene, weighing your character's skills, weaknesses, equipment, and current conditions against the difficulty of what you were attempting. Then a smaller model would distill that into a single number — your odds on a scale from 1 (Guaranteed) to 7 (Inconceivable). A d100 roll determined success or failure, and the story branched accordingly.

There were random event twists. Conditions that lasted multiple scenes. Health and stamina that actually mattered — run out of either and you'd collapse, or your odds of success would plummet. NPCs remembered what you did. Items came and went with icon support pulled from game-icons.net. Every scene transition summarized the story so far and started a fresh AI conversation context, which meant you could play infinitely in a world you'd shaped through your choices.

I wrote about all of this in detail on my personal blog — Part 1, Part 2, and Part 3 — if you're interested in the prompt engineering deep-dive.

But here's the thing: the UI looked like garbage. I'm a developer, not a designer, and it showed. The systems were solid, but the visual layer was utilitarian at best. You could play it, but you wouldn't want to look at it.

The Antigravity Pivot

In December 2025, I decided to try something. I gave Antigravity a prompt describing everything I had built manually — the game loop, the odds system, the scene transitions, the character creation flow, the visual generation, all of it. Just a text description of what Infinite Scribe was, fed into a tool designed to generate full applications.

What came back — powered by Google's Gemini models — was a near-replica of my work. Same mechanics, same structure. But it looked better than anything I had made by hand.

That was the moment everything changed. I realized I'd spent most of a year proving the concept worked, and now the tools existed to build a polished version of it in a fraction of the time. The question stopped being "can I build this?" and started being "what else could I build?"

The Resolution

On January 1, 2026, I made a New Year's resolution: stop treating these as side projects and start treating them as a studio. Bunnyhug Studios was born that day — named after the Saskatchewan term for a hoodie, because we're building from the Canadian Prairies and we don't take ourselves too seriously.

Infinite Scribe launched as our first game. It's not just the text adventure I prototyped in 2025 — it's a full AI-powered RPG engine with character stats, hidden dice rolls, health and stamina that govern what you can attempt, and a persistent world where NPCs evolve based on your decisions. Save a village and they'll build you a statue. Burn it down and they'll hunt you.

You can switch visual styles mid-game — cyberpunk, watercolor, cartoon, anime, noir — and the entire presentation shifts. Every chapter has generative AI voice narration. It's built on a pay-as-you-play model with Ink credits (no subscription, no expiry), and the first chapter is free so anyone can try it.

Infinite Scribe is live on the App Store and Google Play.

What Got Us Here

I'm telling this story because it's honest. Infinite Scribe didn't start as a polished product. It started as a solo dev building ugly prototypes in a framework he knew, writing about the process on a personal blog, and eventually stumbling onto a tool that made the thing look as good as the systems underneath deserved.

That arc — ugly functional prototype → AI-assisted polish → real shipped product — is probably going to define a lot of indie game development in the next few years. We just happened to live it in fast-forward.

If you're an aspiring dev reading this with your own ugly-but-functional prototype sitting on your hard drive: keep going. The gap between "it works" and "it's ready to ship" is shrinking faster than you think.

More origin stories to come. We've got two more games to talk about.

— Chad, Bunnyhug Studios 🐰