Cairn is written in Swift, so it’s pretty easy to pull apart
I’ll need a moment to get the image of a certain robot being torn apart in Planetfall out of my head. 
I created Cairn as an experiment in spec driven development using Claude and Open Spec. I needed a good project idea to really push Open Spec to understand better how it worked, and whether or not it could be used to create code that was not just AI slop. I started work on it in June, and 838 commits later, I have the product as it sits today.
The specs for the project are substantial, and have been evolving as I built features. The published z-code specs out there were my starting point, but has grown to over 50 separate specification topics on things such as game session UI, separation of logic (UI, shared engine, database, etc).
Truth be told, I also built it because I wanted to play the old Infocom games, but with a bunch of modern features (like auto-mapping, in-game materials like PDFs, note taking, invisclues, and synchronization across iCloud from Mac to iOS/iPad OS).
You are correct, there is a LOT of code in Cairn (around 60k lines of Swift), but a LOT of specifications to go with it. It’s been pretty stable, except for one particularly tough database migration in iCloud that went sideways in production, but I got it resolved. Because the spec is so detailed, really gnarly bug fixes can get squashed quickly.
It’s been a successful experiment in agentic, spec driven development. And I got a game for myself that I actually want to use.
IMO, modern enterprises, (with the proper amount of discipline and detailed, evolving specifications) can pivot to a world where the developer really shifts into a role of architect and product owner.