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Curve Clash: the accountant who launched a game made with AI

He's an accountant, not a programmer. In less than seven months, without quitting his job, his game was on phones and on the web.

By Published 6 min read

Pixel art illustration: at night, a man and a small robot on a living room couch, each holding a phone like a controller, play a game on the TV with colorful light trails crossing in a dark arena; through the window, small snowy houses. Image generated by artificial intelligence.

SUMMARY FOR WHEN YOU'RE SHORT ON TIME · 2 min

Curve Clash is a multiplayer snake game made by Jonathan Bjerk, a Norwegian accountant who only knew how to build simple websites. With AI writing the code, he put the game on phones and on the web in less than seven months, without quitting his job. More than 1,500 people have played it, according to him. The hardest part, he says, was promotion.

  • Jonathan Bjerk is 38, an accountant in Norway who works full time and, before the game, only knew the basics of building simple websites.
  • He started Curve Clash on May 28, 2025, with AI writing the code: first ChatGPT, then Cursor and finally Claude.
  • By August there was a test version; by December 2025 the game was complete, on the web, on the iPhone and on Android.
  • The game is a multiplayer snake: each player steers a growing trail, and whoever crashes is out. The last one alive wins the round.
  • He spent September and October stuck on bugs in the mode where several people play together online.
  • By April 2026, according to him, more than 1,500 people had played, adding up to more than 15,000 minutes.
  • He says promotion was by far the hardest part. The game's revenue has not been disclosed.

Your first step: Write down which childhood game you'd like to play again and what you would change in it, the way Jonathan did with the game he played with his friends.

Who is Jonathan Bjerk, and did he already know how to code?

Jonathan Bjerk is 38, lives in Norway, is a trained accountant and works full time1. He did not code. According to him, he only knew the basics of HTML and CSS, the languages that build web pages, which he had taught himself to make simple websites1.

He grew up playing Achtung, die Kurve!, a computer game from the 1990s, with his friends, all on the same keyboard1. He wanted to bring exactly that feeling to phones, with people from all over the world playing together online1.

One night in May 2025, he started trying out ChatGPT. On May 28, he started the game1.

How do you play Curve Clash?

Pixel art tribute to Curve Clash, Jonathan Bjerk's game: colorful light trails crossing in a dark arena. Image generated by artificial intelligence.

Curve Clash is a snake game for several people at once. Each player steers a line that leaves a trail across the screen. Whoever hits a trail, someone else's or their own, is out of the round. The last one alive wins the round and scores points2.

He describes it himself as the old snake game mixed with the games where everyone fights until one is left, known as battle royale1. What hooks people is the short round: the game's website counts on the urge to play just one more2.

There are several ways to play23:

  • Solo, against computer-controlled snakes, with difficulty levels.
  • Online, against people from other countries, in elimination rounds that change the rules each time (faster, zigzag, no walls).
  • In the same room: the game runs on a big screen, like the TV, and each person uses their own phone as a controller, joining with a QR code.

How did he make the game with AI?

AI wrote the code; he decided how the game would work. He started with ChatGPT, moved to Cursor and then to Claude, which he now uses almost all the time1. Even the choice of the game's underlying tools, Flutter and Firebase, was a suggestion from the AI, so the same game would work on the iPhone, on Android and in the browser1.

What stayed with him was what AI doesn't decide: the game modes, the product choices and the numbers, like how fast the snake turns and how thick the trail is. According to him, he spent hours just playing and tweaking those numbers1. The title of the interview he gave sums up the split: "AI was my engineering team, not my creative director"1.

How long did it take, without quitting his job?

Less than seven months, according to him1. This was the order:

WhenWhat
May 2025Starts trying out ChatGPT; on May 28, starts the game1
August 2025First test version, called a beta1
September and October 2025Stuck on bugs in the online multiplayer mode1
December 10, 2025The game goes live on the App Store4
Mid-December 2025Full launch: web, iPhone and Android1

Throughout that time, he kept working full time as an accountant1. The interview doesn't say at what hours he worked on the game.

What went wrong along the way?

The worst part was the mode where several people play together online. In September and October, he was stuck on sync errors between the players' devices1. According to him, the AI wrote the code, but tracking down that kind of bug, the kind that appears and disappears, took a lot of patience and a lot of back-and-forth1.

The lesson he took from it: when something breaks, you still need to understand what you built in depth1. He says that what took him a month to fix in June he now fixes in two days, because of what he learned and, above all, because of the tools1.

Beyond the game itself came the work nobody sees: the store listings, the promotional images, the translation, the server, the analytics and the store rules1. On the App Store, the game appears in several languages, including Portuguese3.

How many people have played Curve Clash?

More than 1,500 by April 2026, adding up to more than 15,000 minutes of play, according to him1. That is what he says he is proudest of: people didn't just download it, they actually played1. In October 2026, the game's App Store listing, written by the developer himself, mentioned more than 1,750 players3.

On launch weekend, the game reached 4th place among family games in the Norwegian store. He himself points out that it didn't last1.

Then came what he calls by far the hardest part: getting people to find the game1. To promote a tournament, he messaged more than a thousand gaming video creators on TikTok1.

The game is free, with short ads between rounds and a paid version that removes the ads2. How much it earns has not been disclosed.

By the numbers

DataValueSource
Age and job38, full-time accountantAI Gamechangers, April 6, 20261
Start of the gameMay 28, 2025AI Gamechangers, April 6, 20261
From start to full launchLess than seven monthsAI Gamechangers, April 6, 20261
Release on the App StoreDecember 10, 2025App Store, listing data4
Players by April 2026More than 1,500, according to himAI Gamechangers, April 6, 20261
Minutes played by April 2026More than 15,000, according to himAI Gamechangers, April 6, 20261
Players in October 2026More than 1,750, according to the listing he wroteApp Store, accessed October 14, 20263
Best ranking4th in family games in Norway, on launch weekendAI Gamechangers, April 6, 20261
Ratings on the Norwegian App Store16, averaging 5 starsApp Store, accessed October 14, 20264
RevenueNot disclosed

What does he advise people who are just starting?

Four things, according to him1:

  • Don't start with an online multiplayer game. First make playing solo fun.
  • Don't keep switching AIs. Every switch costs time to adjust.
  • Cut without mercy. Every extra feature in the game has to be maintained and tuned later.
  • Get real people playing early, and often.

The first piece of advice is the one he learned the hard way: it was precisely the multiplayer mode that held him up for two months (our reading). If you're choosing yours, see what your first game should be.

The other side

This is one case, and all the numbers are his. Fifteen hundred people is very few compared with famous games, and the revenue hasn't been disclosed: the story proves you can make and publish a game, not that it makes money. He also didn't start from absolute zero: he knew how to build simple websites. And it wasn't easy: two months stuck on bugs, hours of testing and a promotion effort he calls the hardest part. The seven months were his timeline, on a small game, and are not a deadline for anyone else.

What does this story change for people who don't code?

In our reading, the Curve Clash story shows the new division of labor. AI wrote the code, which used to require a programmer. Jonathan did the rest: he chose the game, decided how it behaves, tested it for hours, fixed it patiently and went looking for players.

Compare it with Masako Wakamiya, who in 2017, without AI, had to study programming and have a teacher to make her game. The part she called hard is the part AI does today, which came to be called vibe coding. The rest still belongs to the person making the game. To better understand this division, see what AI does and what stays with you.

Related questions

Who made Curve Clash?

Jonathan Bjerk, a 38-year-old accountant from Norway who works full time. On the App Store, the game is listed under the name of his accounting firm, Klikk Regnskap AS.

Did Jonathan Bjerk know how to code?

No. According to him, he only knew the basics of building simple websites, which he had taught himself. The game's code was written by AI; he decided how the game would work and tested it.

How long did it take to make Curve Clash?

Less than seven months, from the start on May 28, 2025, to the full launch in mid-December 2025, according to him. That was his timeline, with a job, on a small game: it is not a deadline for anyone else.

Which AI did he use to make the game?

He started with ChatGPT, moved to Cursor and then to Claude, which he now uses almost all the time. He advises against switching tools often, because every switch costs time.

Is Curve Clash free?

It is free to play, with short ads between rounds, according to the game's website. A paid version removes the ads. How much the game earns has not been disclosed.

Where can you play Curve Clash?

In the browser, on the game's website, and on phones, through the App Store and Google Play. The App Store listing shows it in several languages.

How many people have played Curve Clash?

More than 1,500 by April 2026, according to him, with more than 15,000 minutes played. In October 2026, the game's App Store listing, written by him, mentioned more than 1,750.

Sources

  1. AI Gamechangers, interview with Jonathan Bjerk, "AI was my engineering team, not my creative director" (April 6, 2026). Accessed October 14, 2026.
  2. Curve Clash, official game website. Accessed October 14, 2026.
  3. App Store (Norway), Curve Clash listing. Accessed October 14, 2026.
  4. App Store, public data from the Curve Clash listing (release date and ratings). Accessed October 14, 2026.

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