xAI was founded in 2023, and it’s already transforming radically. Now a key part of a bizarre conglomerate that could soon be one of the world’s biggest publicly traded companies, it feels like xAI in particular is becoming the distillation of Elon Musk’s mindset in company form. It’s perhaps not unrelated that its non-Musk creators have now all left the picture.
Other than Elon Musk, none of the 12 original co-founders of xAI still work for the company as of this week, according to Business Insider. The departure of Ross Nordeen, a former Tesla manager in the “autopilot” (driver assistance) division reportedly makes Musk the last founder standing.
Two weeks ago, Elon Musk wrote on X that xAI—the AI company currently owned by SpaceX, and on track for an IPO intended to be the largest ever—“was not built right first time around, so is being rebuilt from the foundations up.” The departures of about half of the co-founders were reported within days of SpaceX’s surprise acquisition of xAI back in February. The steady drumbeat of founder departures continued until Nordeen left this past week.
One could be mistaken for thinking the content of Grok’s output is the cause of this shakeup.
After all, it was founded in March of 2023, which happens to have been a moment in the culture wars when right-wing fervor over the concept of wokeness was at its peak before the frenzy died down a bit, as reflected in Google Trends searches. At that time, Musk was not yet an official part of a Republican presidential administration, but he was beginning to make right-wing politics central to his personal mission, so xAI in its infancy was overtly described as a creator of right-wing alternatives to AI products like ChatGPT.
Last summer, users discovered that Grok was willing to praise Hitler and advocate for Nazi ideas, as catalogued in detail by my colleague Matt Novak. xAI eventually issued a long apology and said it had tweaked Grok’s inner workings.
Late last year, xAI’s signature chatbot, Grok, started being used by X users to effortlessly AI-edit images of other X users without requiring their knowledge or consent. Grok’s integration into X had made this uniquely seamless, requiring only a single post directed at Grok. Many of these images, however, involved sexualized content and near-nudity, and many of those depicted minors. The situation prompted regulators around the world to take various actions. xAI apologized for at least one image, saying it “violated ethical standards and potentially US laws on CSAM.” That apology, it should be noted, was prompted by an X user addressing Grok directly and seeking an apology.
Despite all the controversies, Musk seems largely satisfied with much of the company’s output in recent months. On February 17, he posted that the latest version of Grok, version 4.20, was “BASED” and included screenshots showing that, when compared to other popular chatbots, it refuses to even entertain the idea that the U.S. is “on stolen land.”
But if Musk has signaled a change of direction for xAI’s actual products, it has little to do with the political leanings or troubling behavior of its core model. Instead, the Financial Times reported earlier this month that Musk was letting co-founders go amid turmoil over xAI’s perceived failures around coding.
Appearing on a video call at something called the Abundance Conference this month, Musk said he had just been in an all-hands meeting on coding that had made him late for that very call. He had been, he said, “going through all the things that need to happen to essentially catch up and exceed our competitors on coding, which I think we’ll do. We should probably get there by the middle of this year.”
Starting in 2025 and into this year, Claude, the flagship large language model from xAI’s competitor Anthropic has come to be regarded as an indispensable part of AI coding—particularly coding and other coding-adjacent tasks carried out via agentic AI platforms like OpenClaw. Another of xAI’s competitors, OpenAI, has hired the creator of OpenClaw, and pivoted to business and productivity applications for AI.
So xAI, in conjunction with the computing division at Tesla is launching, well, something or other, and calling the venture “Macrohard.” Musk’s own descriptions of the software Macrohard will produce are overloaded with classic Musk bluster, and unusually tricky to parse for actual content. He says the product he has in mind will be “like a much more advanced and sophisticated version of turn-by-turn navigation software,” but that it will be “capable of emulating the function of entire companies.” What he seems to be gesturing at is a more competent version of OpenClaw.
As a marquee part of SpaceX during its IPO, Musk clearly wants investors to think big, which is why he’s signaling plans to build a Dyson sphere and absorb greater and greater amounts of solar energy, to build AI data centers in space, and to soon surpass all combined human intelligence with AI. Most, if not all, AI company founders make huge promises, but Musk’s promises may just be the biggest.
Oddly, however, the IPO plan would seem to contradict what Musk has said in the past about running public companies: he hates it. Again and again he’s said he can’t stand the pressure put on him as CEO by shareholders expecting returns and the problems of the wider economy. This move will even make X, formerly known as Twitter, part of a public company once again, after the whole point of buying Twitter in the first place seemed to be to take it private.
But xAI would need to build energy infrastructure and data centers fast—and supposedly do so literally in space—in order to secure the top spot on the AI leaderboard. To that end, one possible purpose of the SpaceX IPO comes into focus: Not just to be valued at an estimated $1.75 trillion after the IPO and all that means for Musk’s net worth, but moreover for the company itself to rake in up to $80 billion from investors in the process. Much of that potentially record-breaking amount of investment will be a war chest of spendable, liquid cash.
When you’ve made bonkers promises to the world about building bonkers things, the one thing that can even give you a prayer of realizing it all is a bonkers amount of money.
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#Ahead #SpaceX #IPO #xAI #Shed #NonElon #Musk #Founders




![Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D](https://gizmodo.com/app/uploads/2026/06/cobol-fps-1280x853.png)

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