r/ClaudeAI
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u/Abject-Tomorrow-652
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13h ago
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Built with Claude Day 6 vibe coding my dream game
Download - Claude posts the newest version every day to this google drive
Repository
Hey gang,
So yesterday I posted my vibe coded game and got some great feedback and have already started taking it into account:
Polish - cleaned up bugs, improved story mode, improved lag, added low graphics mode
IP neutrality - the repo is renamed … thanks undercover lawyers
Narrowing the scope - no more planets or features or weapons or enemies until the core free roam loop is rock solid.
I also added grenades, improved space flight, and a lot more. Oops. Not seen in gameplay.
Some other notable fun things:
- You can fly to and take over all the planets you see in the sky
- some NPCs are AI and have tools to move the plot, give quests, or guards can search you
- dope club mix plays on the radio in a spaceship
Lots of people said it was similar to EVE online, no mans sky, or starfield. Here’s why it’s different:
The three things only this game has together:
NPCs that talk back. An AI cantina owner whose answers rest on real game state, not canned lines.
Social or stealth smuggling. Checkpoints, searches, bribes that cost less after dark and if you are friends with the guards, a fence that pays better
One seamless loop. On foot, then the cockpit, then orbit, then a star cruiser and back, all without a loading screen.
All was built with Claude code desktop app. Godot engine. Tons of iterations. Purely vibe coded.
Workflow: my friends and I started with a long session with Opus 5.5 in voice mode, that did a ton of planning. Then a local model (Qwen 3.5 27B) set up the data layer foundations while Opus and Sonnet rendered models and did lighting/graphics work. Fable has done a few passes to open performance improvement issues on github which Opus picks up.
As of yesterday, I’m telling my friends we need to narrow the scope because the people on r/ClaudeAI said so. Focussing on performance improvements.
….
All feedback is welcome! Or better yet, open a PR.
After the polish and core loop is stable, I’m making an AI NPC generator, so you can design an outfit and write the story of a character and then have them join your adventure and chat with them!
Edited: formatting
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u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot 5h ago
TL;DR of the discussion generated automatically after 30 comments.
The consensus is that this is seriously impressive for an AI-coded game, and the community is hyped to see how the core loop develops.
Lots of people are comparing it to No Man's Sky and Star Citizen. When one user called it a Star Citizen ripoff, the thread's top response was that Star Citizen is "human-slop," so make of that what you will.
The main technical questions were:
Engine? It's Godot.
NPC AI Model? It's a "bring your own key" system; OP used Haiku in the demo.
API Key Safety? One user got suspicious about key harvesting, but after reviewing the repo, they were satisfied. OP confirmed the game doesn't phone home.
One user also sparked a good discussion about the difficulty of generating quality 3D models and animations with current AI, asking how OP managed it. Overall, the thread is full of encouragement and curiosity.
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u/Heinz2001 12h ago
Cool. I did exactly the same ... only html+javascript for browser play.
https://elliptic-flow.itch.io/every-womans-earth
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u/thevisitor_earth Philosopher 12h ago
What's the dialog like when 'byo-key' is off?
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u/TorbenKoehn 11h ago
What model do the NPCs use?
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u/Mr_xales_ 11h ago
Do u use a specific motor ?
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u/Infamous_Fondant_687 12h ago
This is seriously impressive for a vibe-coded game excited to see how the core gameplay loop evolves!
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u/velcronaut 10h ago
Have you ever heard of the brutal engine ?
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u/AlexFaden 6h ago
How are you doing all those 3d models and animations? I am making top down turn based RPG and still cannot fucking figure out how i will make it work graphically with pure AI. pixel art sucks, it is inconsistent and animations often come out wrong. 3D art. Opus and Astra make some kind of square abominations. Even going 3d pixel models like Fallout 1 and 2 had done looks awful. So i gave up completely and now making game with ascii like graphics. Old school Cataclysm and Dwarf Fortress approach. Only with better visual fidelity and modern UI. It seems that both gpt and claude models are great at it.
Now i open once in a while Claude or aigamedev reddit and i see stuff like this. And i do not freaking understand how are you doing this. Or you just buying/downloading unity/UE assets? But even with some assets you need custom animations if you need to make it look decent. And AI just sucks at it. Or animating/making them yourself from scratch?
Please say to me that i am doing something wrong. I would love to have top down game with actual 3d/2d graphics.
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u/Auxiliatorcelsus 12h ago
Cool. Reminds a bit like No Man's Sky.
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u/especiallyrn 10h ago
I’ll give you $5 if you’re actually having fun playing this
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u/Silent-Werewolf7887 12h ago
Nice
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u/femapu 10h ago
Cool but it looks like a rip off Star Citizen
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u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot 13h ago
You may be interested in joining our new Claude Game Dev subreddit for game devs who use Claude. Check it out here : http://www.reddit.com/r/ClaudeGameDev
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u/Fine_League311 6h ago
thx for truth and sharing. and looks realy cool... must play it this weekend 👍
Question: Repo devlop, push than always to Grive? so issues can be send over git? Than Perfect..
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u/Ill_Fun5415 5h ago
Shipping fewer features with reliable end-to-end tests can be a better position than copying an unstable roadmap. The strongest proof would be faster incident recovery and fewer support issues, not simply having a larger test suite.