Build in public · Scaling Laws

Forty-eight days, a taxi,
and a game. Everything I have built
has earned 70 zł.

474 commits made in the evenings after ten to twelve hour shifts. What building a game alone looked like, what it cost, and what I am going to do next.

By Marcin Firmuga·2026-09-20·~12 min read
Scaling Laws 0.3.0: a model shipped, the corner banners reporting users and earnings, the founder at home
Scaling Laws, recorded from build 0.3.0. A model has just shipped. Every figure on screen came out of the simulation.

I am 22. I live in Radom and I drive a taxi ten to twelve hours a day. On 2 August I made the first commit of a game. Forty-eight days later it has five public versions, 474 commits, 1,418 automated tests and, in the build I am finishing now, a small city of 1,284 houses. On 13 September, the day version 0.4.0 went out, I added up what everything I have built in fifteen months has ever earned. It came to 70 zł.

This is not a page about how to do it. It is what it looked like, what it cost, and what I am going to do next. Every number was read from the repository or from my own posts on the day I wrote it.

48days since the first commit
474commits
1,418 + 65EditMode and PlayMode tests
5public versions
70 złearned by everything, in 15 months

Why a game, in the worst month for it

The end of July was heavy. A hard month at home, a new job behind the wheel, applications going out, and sixteen guides for my other project written in seven days. I hit the point where opening my own codebase felt like lifting something.

So I did the thing that sounds irresponsible. I opened Unity.

The first commit is called "Unity project scaffolding". It is dated 2 August 2026. I have played tycoon games for years, Game Dev Tycoon and Big Ambitions among them, and the one I wanted did not exist: a company that trains AI models, starting on the first day of 2022, when nobody knew yet how the next four years would go.

Before that game there was a longer road: a warehouse in the Netherlands, twelve dead projects, and a Windows monitor called PC Workman that has been on the Microsoft Store since July. This page starts where that one ends.

Bags and boxes packed by a door in a hallway, everything owned, on the day of being let go An electric pallet truck loaded with green crates in a warehouse in the Netherlands
Left: everything I owned, by a door, on 22 December 2025. Right: a shift in the warehouse. Neither is in the game. Both are why it exists.

Forty-eight days, in order

2 August

The first commit

Scaffolding and assembly definitions. One rule set at the very start: the part of the game that decides anything must not import the engine. That is the reason 1,418 tests run today without opening a single scene.

Mid August

Fifteen days in, it is playable

126 commits, around 70,000 lines of C#, 672 tests, 35 versions of the save format. Not finished. Playable. The same week I booked myself seventy hours of taxi, and for the first time in twenty weeks I missed one of my weekly posts.

30 August · 0.1.0

The first public build

Twenty-nine days after the first commit. Six hours before release I opened the real game window for the first time and found the title bar off the top of the screen. That story, and the fear of shipping, is its own page. In five days 87 people downloaded it, and more than twenty of them had arrived through a guide about a failing SSD.

End of August

A stranger, through Google's AI

Somebody asked an AI for a hard simulation closer to Game Dev Tycoon, and the game came up. He played it and sent five things that were wrong, and one idea I had never written down: what if every action could be cancelled?

6 September · 0.2.0

Rivals that sue you back, and a real map

A lab you smeared can now write, ring and take you to court. Twenty-three real world events land on the dates they happened. A real map of 177 countries, sound, music and 47 achievements.

First week of September

A pen and a piece of paper

Samanta, my partner, played it for one evening and took notes. She found four things that 1,115 automated tests had not, including a paragraph I wrote that never once appeared in the game. She also wrote three music loops for it.

13 September · 0.3.0, 0.3.1, 0.4.0

Three versions in one day

His list was finished two days before the date I had given him, and shipped on it. Anything running can be abandoned, and abandoning it costs. The opening can be skipped. The research tree became a board, offices are researched before they can be rented, and cards go into server cabinets by hand.

19 September · next build

A city, offices with your name on the door, and a room that heats up

Finished and waiting for the release: the city of Bayview, both rented offices rebuilt with photographed materials and the company name over the entrance, and a server room with a shared heat budget, coolers and overclocking.

Scaling Laws rival lab card with its staff list and offers
0.2.0: open a rival lab, see who works there, make an offer.
Scaling Laws research board with era one nodes and their prerequisites
0.3.0: the research board.
Scaling Laws server room with cabinets being placed and heat readings
0.3.0: the server room in the basement.
The second rented office in Scaling Laws with twenty desks, a glass meeting room and the company name over the door
Next build: the second rented floor, twenty desks and your name over the door.

What it cost

Time

The taxi takes ten to twelve hours a day. The game gets what is left. The repository keeps the hour of every commit, and 64 of the 474 were made between midnight and four in the morning.

In August I booked seventy hours behind the wheel in one week. I spent the weekend before it making sure nothing I care about would need me: a release submitted to the Store, every version number aligned, the game submitted to IndieDB, a CV written from scratch. On the Sunday I wrote myself one line.

Nothing requires you this week.

Fourteen months of building, and I had never once been able to say that. A few days later I finished a twelve-hour shift, sat down, opened the file, looked at it, and closed the computer. That was the post I missed.

Money

WhatAmount
Everything my projects have earned, in fifteen months70 zł
The price of the game0, free on itch.io
The domain this page is on40 zł a year
Photographed floor and wall textures in the new offices0, CC0 from ambientCG
What pays for all of itthe taxi

Seventy hours behind a wheel funds the move out of a house I need to leave. It does not move me toward the work I actually want to do. Every hour in the car is an hour not spent building, and every evening spent building is an evening not spent resting before the next shift.

People

The most expensive thing in this project is other people's evenings.

Samanta sat down with the game twice, once at the tutorial, where she found that the button under her cursor was being destroyed and rebuilt between the press and the release, and once with a pen and paper. A stranger called Gavat played it and sent five things that were wrong. Somebody else used the report form inside the game four times. None of them were paid. All of them changed what is in the build.

In July three people I had never met passed my CV to a company. I have not heard back from any of it. In August, after I wrote that down, two more people put my name in front of somebody. I still do not know how to repay that.

Marcin Firmuga at home with his two dogs by the window
The two who were waiting in Poland while I was in the Netherlands.

What the game actually is

Scaling Laws starts on 1 January 2022. You have twelve million dollars and no product. You train models, rent or buy compute, fund research, and try to still be trading years later, against fourteen rival labs, thirteen of them seeded from the real release timeline of 2022 to 2026.

The whole design is one sentence: you are not buying upgrades, you are timing them. Model quality runs on the real Chinchilla scaling law, roughly twenty tokens per parameter. Hardware loses value twice, once with the calendar and again when its successor launches. A company that ships one model and coasts is designed to fall behind.

One of the rivals is a small lab called E-Solutions, six people above a hardware shop in Radom, run by the cousin who walks you through the first hour. It is the only invented company on the board. The rest are parodies with dated histories. How the simulation works underneath is written down in full.

Scaling Laws model creator comparing a planned training run with the best model on the market
The model creator prices a run and compares it with the best model on the market before you commit the compute.

What happens next

If you know a team that hires for what somebody can build rather than what a CV already says, this is where to find me. If you want to see what the forty-eight days made, the game is free, and the report form reaches me directly.

Two dogs lying on a bed, one resting its head on the other
Tonight I will work on the game, like every night.

Questions people ask

How long did it take to build Scaling Laws?

The first commit was on 2 August 2026. The first public build, 0.1.0, went out on 30 August after 29 days. Version 0.4.0 followed on 13 September. By 19 September, 48 days in, the repository held 474 commits and 1,418 EditMode plus 65 PlayMode tests, all built by one person in the evenings after taxi shifts.

How much has Scaling Laws earned?

The game is free on itch.io. Everything I have built in fifteen months, PC Workman included, had earned 70 zł in total when I added it up on 13 September 2026.

Can you build a game alone while working a full-time job?

In this case, yes, at a cost you can measure. 64 of the first 474 commits were made between midnight and four in the morning, and I missed my weekly post once in twenty weeks, after a twelve hour shift.

When is Scaling Laws coming to Steam?

A Steam release is planned for October to November 2026. Until then every build is free on itch.io.

Who makes Scaling Laws?

I do, alone: Marcin Firmuga, 22, from Radom, Poland, publishing as HCK Labs. I also built PC Workman, a Windows monitor with an offline AI assistant, on the Microsoft Store since 1 July 2026.

The game behind this page. Scaling Laws is a free AI company tycoon for Windows. See the game, download it on itch.io or read how it works.
MF

Marcin Firmuga

Solo developer · HCK_Labs · building PC Workman and Scaling Laws in public

I write three series a week from that week's real work, and longer pages like this one when something is worth a record. More: fourteen months, month by month.