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

> 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.

Summary for when you're short on time

- 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.

By Daniel Novi. Published October 14, 2026. Updated October 14, 2026. Address: https://www.gamearchitectsai.com/en/stories/curve-clash

## 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 time[1]. 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 websites[1].

He grew up playing Achtung, die Kurve!, a computer game from the 1990s, with his friends, all on the same keyboard[1]. He wanted to bring exactly that feeling to phones, with people from all over the world playing together online[1].

One night in May 2025, he started trying out ChatGPT. On May 28, he started the game[1].

## How do you play Curve Clash?


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 points[2].

He describes it himself as the old snake game mixed with the games where everyone fights until one is left, known as battle royale[1]. What hooks people is the short round: the game's website counts on the urge to play just one more[2].

There are several ways to play[2][3]:

- **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 time[1]. 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 browser[1].

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 numbers[1]. 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 him[1]. This was the order:

| When | What |
|---|---|
| May 2025 | Starts trying out ChatGPT; on May 28, starts the game[1] |
| August 2025 | First test version, called a beta[1] |
| September and October 2025 | Stuck on bugs in the online multiplayer mode[1] |
| December 10, 2025 | The game goes live on the App Store[4] |
| Mid-December 2025 | Full launch: web, iPhone and Android[1] |

Throughout that time, he kept working full time as an accountant[1]. 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' devices[1]. 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-forth[1].

The lesson he took from it: when something breaks, you still need to understand what you built in depth[1]. 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 tools[1].

Beyond the game itself came the work nobody sees: the store listings, the promotional images, the translation, the server, the analytics and the store rules[1]. On the App Store, the game appears in several languages, including Portuguese[3].

## 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 him[1]. That is what he says he is proudest of: people didn't just download it, they actually played[1]. In October 2026, the game's App Store listing, written by the developer himself, mentioned more than 1,750 players[3].

On launch weekend, the game reached 4th place among family games in the Norwegian store. He himself points out that it didn't last[1].

Then came what he calls by far the hardest part: getting people to find the game[1]. To promote a tournament, he messaged more than a thousand gaming video creators on TikTok[1].

The game is free, with short ads between rounds and a paid version that removes the ads[2]. How much it earns has not been disclosed.

## By the numbers

| Data | Value | Source |
|---|---|---|
| Age and job | 38, full-time accountant | AI Gamechangers, April 6, 2026[1] |
| Start of the game | May 28, 2025 | AI Gamechangers, April 6, 2026[1] |
| From start to full launch | Less than seven months | AI Gamechangers, April 6, 2026[1] |
| Release on the App Store | December 10, 2025 | App Store, listing data[4] |
| Players by April 2026 | More than 1,500, according to him | AI Gamechangers, April 6, 2026[1] |
| Minutes played by April 2026 | More than 15,000, according to him | AI Gamechangers, April 6, 2026[1] |
| Players in October 2026 | More than 1,750, according to the listing he wrote | App Store, accessed October 14, 2026[3] |
| Best ranking | 4th in family games in Norway, on launch weekend | AI Gamechangers, April 6, 2026[1] |
| Ratings on the Norwegian App Store | 16, averaging 5 stars | App Store, accessed October 14, 2026[4] |
| Revenue | Not disclosed | |

## What does he advise people who are just starting?

Four things, according to him[1]:

- **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](/en/start-here/what-should-your-first-game-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](/en/stories/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](/en/guide/what-is-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](/en/start-here/make-a-game-without-coding).

## 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): https://aigamechangers.substack.com/p/ai-was-my-engineering-team-not-my (accessed October 14, 2026)
2. Curve Clash, official game website: https://curveclash.com (accessed October 14, 2026)
3. App Store (Norway), Curve Clash listing: https://apps.apple.com/no/app/curve-clash/id6752038389 (accessed October 14, 2026)
4. App Store, public data from the Curve Clash listing (release date and ratings): https://itunes.apple.com/lookup?id=6752038389&country=no (accessed October 14, 2026)
