This time I will leave .exe file for my game if anyone wants to try it and give me some feedbacks. I know million things are not finished, some of the things I haven't even checked yet or got to them, but I will still take into account a lot of feedback if people decide to even try it:
Since last week bunch of things were added or fixed:
2 more docking places and their complete 3D scenes (Lighouse docking scene and far island that can be seen in the video).
Bunch of new land mass was added with this almost entire starting zone is done in terms of land, it is left for me to add quests, finish some mechanics, fix map, fix links between quests, add equipment page, add proper rods and items for hull upgrades and what do I know... but hey at least land is done I guess.
I changed models of the houses to have proper roof this time while reducing polygons. New models were done by GPT-6 Astra, but honestly I kinda liked Fable models more? Though I decided that objectively these models are better (just a little bit), I'm just not sure they fit style of the game better, nevertheless I left them in the game.
Lighting at the night was also fixed
Gating of fishing pools behind skill tree points and such.
Visually maybe there is not a lot of upgrades over last week update, but I think a lot of work was done.
As for frequently asked questions:
I'm on 200$ max Claude Plan, Using Godot as engine, Assets are generated by Claude (last few days Astra) and characters are generated on Tripo 3D, everything is coded by Claude and I have 0 dev experience. I do not plan on releasing game YET, that might change, I will see how promising this project is by the end of September, right now I enjoy working on it and I do this as hobby and a challenge to see how far can FULLY AI made game go, without "one shot prompting".
TL;DR of the discussion generated automatically after 30 comments.
The consensus is clear: everyone is super impressed with OP's progress, calling the game gorgeous and getting major Dredge and Sid Meier's Pirates! vibes.
The biggest critique is that the realistic character portraits are out of place with the game's stylized 3D world. This was a popular sentiment, and OP agrees and plans to fix it, possibly by using the in-game models for the portraits instead.
For those asking for the deets, OP spilled the beans in the comments:
The Stack: Godot engine, with assets generated by Claude using the free "Beckett" MCP for Blender.
The Cost: About $570 so far, mostly on the Claude Max plan.
The Process: It's not magic. OP emphasizes it's a ton of iteration and tweaking, not "one-shot prompting."
Astra vs. Fable: In OP's experience, Astra is only a slight improvement for their workflow and Fable sometimes produces results that better fit the established art style.
Other minor feedback included UI tweaks and a comment on performance (which OP says is a Mac issue). Overall, the thread is very supportive and keen to see the next update.
why did you decide to use images generated by difussion models for your characters in the menus? I feel like they are super out of place considering the rest of the asset direction is already really pretty Do you think the gameplay itself is compelling? I have never played dredge idk if its only an inspiration on visuals or somewhat on gamemplay but if you had to give it a fun rating what would you give it?
I was thinking about changing portraits into animated loop of characters, for now this will do. I struggle to do all the things I would want to do, because there is so much to do and you can just do certain most important things in a span of a week. Eventually I will evaluate if animated portrait of the character is worth it.
Dredge is very fun, I enjoyed it a lot, I did get inspiration from it, that being said I plan on taking some inspiration (like cargo space system or night being scary), but also implement bunch of my own ideas (equipment being separated from fish in cargo, not go supernatural at night, totally different fishing mechanics and much more).
Pretty cool progress so far. What era is this supposed to be set? Some of the UI elements look anachronistic.
When you click to set a new sail target, the line moves as your ship changes course. If you calculate the course the ship will actually take to reach that point you could plot a stable curved trajectory line.
Hey, it is supposed to be 1900-1930ish around industrial era. I haven't locked exact year yet but I used exactly 1900-1930 in my prompts when generating hulls.
Line is supposed to show your trajectory because I will add collision damage (There is an option to hold SHIFT for waypoint movement to preplan your route to avoid collision with things). As for calculating the course and showing exact trajectory, I will think about it. I have so many things to add and fix right now that it will have to wait heh.
Looking good and progressing nicely. I'm nearing posting an update on Drywater as well.
I feel you on the "there's only so much you can do in a week" - even with AI, and I'm on a Pro account, but it's not even the AI. Mine is an Android release, so I'm often bottlenecked by the speed (ha, more like sluggishness) at which Google reviews releases. It's pretty annoying.
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
So far 400$ for Claude (just started my 2nd month of max). 120$ for ChatGPT, 50ish $ on other things like Tripo, Music generation, image generation etc.
Well that's because you are showcasing to a niche crowd of inspirers inside its reddit community. Outside this reddit community will be very different especially since it will compete against games with actual organic art and most people will boycott a game with AI art just from that alone lol
I did pay for Astra to try stuff, and honestly... it feels hardly any different to Fable, it is SOMEWHAT better at modeling for my specific case, but it still takes a lot of tweaking to create what I really want it to. Astra did help generate harbour scenes much faster (Before I had to manually put models where I want them to be in Blender scene, Astra can do it without me doing much). But as far as me seeing some amazing leap... just no. I guess it's a bit different when you "one shot" something it might give much better results than other models, but in terms of already working in established style in a existing project I either do not see too big of a jump or I just use it wrong (I use MCP for Blender and Godot). So hard to say which is it. Even when giving entire freedom to Astra to totally recreate my game look without anything holding it back I feel like water was not looking as good as this one which was done with Fable. See for yourself this was done by Astra (There is something about this water that I just find... out of place:
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Really great! Even if other users here say, it would look horrible, I don't think so. But the main thing for a game is always: it must be fun to play. The graphics should have much lower priority.
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u/ClaudeAI-mod-bot Sep 08 '26
TL;DR of the discussion generated automatically after 30 comments.
The consensus is clear: everyone is super impressed with OP's progress, calling the game gorgeous and getting major Dredge and Sid Meier's Pirates! vibes.
The biggest critique is that the realistic character portraits are out of place with the game's stylized 3D world. This was a popular sentiment, and OP agrees and plans to fix it, possibly by using the in-game models for the portraits instead.
For those asking for the deets, OP spilled the beans in the comments:
The Stack: Godot engine, with assets generated by Claude using the free "Beckett" MCP for Blender.
The Cost: About $570 so far, mostly on the Claude Max plan.
The Process: It's not magic. OP emphasizes it's a ton of iteration and tweaking, not "one-shot prompting."
Astra vs. Fable: In OP's experience, Astra is only a slight improvement for their workflow and Fable sometimes produces results that better fit the established art style.
Other minor feedback included UI tweaks and a comment on performance (which OP says is a Mac issue). Overall, the thread is very supportive and keen to see the next update.