At a glance
| App | Foxwick (Games) |
|---|---|
| Developer | Everett (@everettjf on X) |
| App Store | https://apps.apple.com/us/app/foxwick/id6828063453 |
| First release | November 2, 2026 |
| Latest version | 1.6 (November 11, 2026) |
| Where it’s available | US, UK, Japan, Hong Kong and other regions; not mainland China (no ICP filing yet) |
| Built with | AirBuild’s AI agents (product, design, engineering, plus roles for copy and naming) |
| Starting point | One sentence: “I want to make a 2D Elden Ring for the phone” |
Everett had followed AirBuild on X for a while and signed up about three months before he used it. One weekend he decided to test a simple question: could a rough game idea become something people can download? The result is Foxwick, a hand-crafted pixel action game, now on the App Store.
He wrote up the whole process in a post on X (“I used AirBuild to build and ship an iPhone game”, in Chinese). This page summarizes it, with the App Store facts checked on November 13, 2026.
The idea: one sentence
Everett had been playing a lot of Elden Ring, so his first message to AirBuild was simply: “I want to make a 2D Elden Ring for the phone.”
The agents did not start by writing code. The product agent wrote down what the first version needed. The design agent asked him to choose: pixel art or hand-drawn? A virtual joystick and buttons, or taps and gestures? The team also proposed using original names and art instead of borrowing from the game that inspired it.
Everett then narrowed the brief: ten stages, ten different bosses, three classes to choose from (samurai, mage and assassin), and save points. The product agent split this into phases and let him try the feel of the first stage before building the rest.
Even the name came from the team: besides product, design and engineering, Everett notes there are roles for copywriting and naming. After a few rounds of candidates, they settled on Foxwick.
“It’s not just generating code after one prompt. It breaks a vague idea into questions I need to decide. What surprised me most is that requirements, changes and build progress can all move forward from my phone.”
— Everett (translated from Chinese)
Feedback in plain words
After the first builds, Everett felt the early screens were too dark and the hits didn’t land hard enough. He said exactly that in the chat. The product agent split the feedback between design and engineering: brighten the backgrounds and characters, then add hit-stop, a white flash and sparks on impact.
Asked later whether he records videos to explain changes, he answered that describing how it feels has been enough so far.
On the App Store, and still improving
Foxwick’s first release on the App Store is dated November 2, 2026. Version 1.0 had three classes, ten stages and ten bosses. Fights are about reading a boss’s moves, dodging and striking in the gap; campfires save progress and refill healing items.
By version 1.6 (November 11), Foxwick has twenty stages. The first ten are free; one purchase, the Full Journey, opens stages 11 to 20, from the wonders of the Earth to the surface of the Sun.
Everett is clear that shipping is not the end: he calls the game playable, and plans to keep playing it and sending what he finds back to the agents, round after round.
What AirBuild did and what Everett did
| AirBuild’s agents | Everett |
|---|---|
| Wrote the first-version plan and split it into phases | Gave the idea and chose the scope (10 stages, 10 bosses, 3 classes) |
| Asked design questions (art style, controls) | Answered them and tested the first stage |
| Proposed names; settled on Foxwick | Played each build and gave feedback |
| Turned feedback into design and engineering tasks | Decided what to ship |
How to make an iPhone game with AI: what Foxwick shows
- Start with the feeling you want, not a spec. One sentence was enough to start.
- Expect the AI to ask questions. Art style, controls and scope are your decisions.
- Test a small slice first. Foxwick’s first stage came before the rest.
- Give feedback the way a player would: “too dark”, “hits feel weak”.
- Keep going after launch. Version 1.0 had ten stages; by version 1.6, nine days later, Foxwick has twenty.
More user stories
- Sink: a native iOS app for a self-hosted link shortener, built with AirBuild
- How Vincent made an iPhone app on his phone, from idea to App Store review
- ClipFlow: shipping an update to an established iOS app with AirBuild
- One developer, several iOS apps: moving development to AirBuild
- Jizhi and Yan: using AirBuild on apps that already have users
- Apps built with AI: AirBuild user stories
FAQ
Can you make an iPhone game with AI without writing code?
Everett started from one sentence and directed the game through chat: answering design questions, testing builds and describing what felt wrong. AirBuild’s product, design and engineering agents turned that into Foxwick, which is on the App Store.
How long did it take to make Foxwick?
Everett started on a weekend, and the App Store lists Foxwick’s first release on November 2, 2026. By version 1.6, on November 11, the game has twenty stages.
Is Foxwick available in every country?
It is on the App Store in the US, UK, Japan, Hong Kong and other regions. It is not available in mainland China yet, because that requires an ICP filing.