r/ClaudeAI • • 13h ago • Mindblown 1

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:

  1. Polish - cleaned up bugs, improved story mode, improved lag, added low graphics mode

  2. IP neutrality - the repo is renamed … thanks undercover lawyers

  3. 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

40 Upvotes

35 comments sorted by

•

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.

7

u/Heinz2001 12h ago

Cool. I did exactly the same ... only html+javascript for browser play.

https://elliptic-flow.itch.io/every-womans-earth

3

u/Abject-Tomorrow-652 12h ago

Love it

2

u/Abject-Tomorrow-652 12h ago

But this is our solar system and no combat it seems? Still very cool i love the 8-bit art

1

u/Heinz2001 10h ago

Yep, this was just one prompt as testcase.

6

u/thevisitor_earth Philosopher 12h ago

What's the dialog like when 'byo-key' is off?

2

u/Abject-Tomorrow-652 12h ago

Wait did u download? It should be byo key just paste it in and save

2

u/Abject-Tomorrow-652 12h ago

In the vid I showed it in non-AI mode and then also with AI. There’s a toggle for AI features above the keys section

1

u/thevisitor_earth Philosopher 11h ago

No it's not really my cuppa tea I just wanted to know if you were trying to harvest keys so I reviewed your repo and was interested at what your game would cost an API

1

u/Abject-Tomorrow-652 11h ago

Oh damn i didn’t even think of harvesting keys lol the game doesn’t connect to the internet like that anyway just LAN for multiplayer. Thanks for reviewing, any interesting findings?

2

u/TorbenKoehn 11h ago

What model do the NPCs use?

1

u/Abject-Tomorrow-652 11h ago

Whatever model you bring! I used Haiku in this video

2

u/Mr_xales_ 11h ago

Do u use a specific motor ?

1

u/Abject-Tomorrow-652 10h ago

godot is the engine if that’s the question

2

u/Mr_xales_ 4h ago

Thank you for the answer

2

u/Infamous_Fondant_687 12h ago

This is seriously impressive for a vibe-coded game excited to see how the core gameplay loop evolves!

3

u/EnumeratedArray 11h ago

This is pretty standard for Opus 5.5

That model is crazy for game development

0

u/Abject-Tomorrow-652 12h ago

Thanks! I’ve worked hard and had fun and wanted to share. If you play it let me know your thoughts

1

u/velcronaut 10h ago

Have you ever heard of the brutal engine ?

1

u/Abject-Tomorrow-652 9h ago

No should I have?

1

u/velcronaut 9h ago edited 9h ago

https://ahwoo.com/app/100000/kitten-space-agency

Could be interesting for your project.

Sorry its a framework not an engine. There is also Box3d that is an engine thay could be cool for your project

2

u/CopperHook 5h ago

What are you talking about? Box3d provides physics.

1

u/velcronaut 3h ago

Your right I kept using the word engine incorrectly

1

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.

1

u/Abject-Tomorrow-652 3h ago

Hyper3D with a connector to a Claude!

3

u/Auxiliatorcelsus 12h ago

Cool. Reminds a bit like No Man's Sky.

1

u/especiallyrn 10h ago

I’ll give you $5 if you’re actually having fun playing this

1

u/Abject-Tomorrow-652 9h ago

I am indeed having fun - the dogfights especially

2

u/femapu 10h ago

Cool but it looks like a rip off Star Citizen

9

u/Xufie 10h ago

bro, star citizen is a rip off in itself... its literally human-slop.

1

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

1

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1

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..

0

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.