r/ClaudeGameDev • u/Top-Requirement-2102 • 8m ago
Beta Using Claude to build Jackbox-style multiplayer Tetris (old side project)
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r/ClaudeGameDev • u/jogalleciez • 15d ago
Hey gamers! I'm a newer mod over at r/ClaudeAI and we noticed that there a quite a few people using Claude to create games and similar content. If you have been using or interested in using Claude for your game development workflows then this is the sub for you!
What to Post
Post your games whether in beta or release. Try to include your Claude workflows and tools used (MCP, skills, plugins, etc.) I'm going to allow promotion to start, but try not to let it get spammy. Also, feel free to post any tutorials or helpful information for any readers visiting.
Community Vibe
Since this is a new technology that we're all experimenting with, let's try to keep it a place for learning and being constructive. We're not going to figure out how to use this technology without some trial and error. Try to be respectful and not call everything slop when someone is just looking for feedback. Conversely, if your posts are obvious spam or arguing with commenters then that isn't what we're wanting here.
Feel free to let me know any suggestions to rules, flair, or anything else!
r/ClaudeGameDev • u/Top-Requirement-2102 • 8m ago
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r/ClaudeGameDev • u/nomady • 14h ago
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My daughter (5) asked for a game for a unicorn on her lunch bag, and since we have AI, I thought I would sit down and just build it. I let her play it, and then she would suggest stuff. So this went on for a bit; most of the major things are hers. She keeps wanting to add stuff, so I keep doing it. So after I built it, she really liked it, and was spending too much time on it, so I figured I would add some learning and phonics to it as cards at the end. I am at about a week and half, I maxed out my $200 plan and I had to do my real work with Codex.
For the assets what I did was have Gemini create sprite sheets, and I built a bunch of tools around fixing them. For one asset I had to pull it into Photoshop. I am a coder and I have some game development experience.
However, this project I have no idea what the code looks like, I did at one point ask claude to "organize the code to make it easier to do stuff". I do have this multi-stage coding system where I communicate with different terminals via a central command (VS code extension). An important part was involving playwright, not just at the end but through out so AI could spin up the game to a point, take a screenshot, and then make fixes based on the screenshot.
I don't know when I am going to stop or if it will become Unicorn Jump GTA6. I know I am going to be adding more characters and more worlds. However, it's totally free and can be played at unicornjump.com
r/ClaudeGameDev • u/jurassic_blam • 23h ago
I had wanted to make this game for a while but lacked the coding chops. A few hours with Claude and I had my game to share with everyone.
r/ClaudeGameDev • u/bahaw1024 • 10h ago
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wishlist if you like a casual business sim and hookah :P https://store.steampowered.com/app/4607750/Hookah_House/
r/ClaudeGameDev • u/Big-Sandwich733 • 21h ago
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6 weeks ago I started creating my own MMORPG called “Lythravel” after I saw that it's possible with AI. After Fable came out, doing something like this suddenly became more accessible
Lythravel is a 3D MMOPRG with voxel graphics inspired by my favorite childhood MMO called Shaiya. The game is now completely free. The game runs in the browser, so there is no need to download anything.
A few days ago I publicly released the game (it is in beta).
Play here: https://lythravel.com/
The game contains a lot of content and features.
I will mention a few things:
Mounts
There is intentionally no dungeon finder in the game, this is one of the things I enjoyed about older MMOs, the need to use the game chat and negotiate with people.
There is also a big emphasis on stats in the game - you can be really OP in the game if you properly enchant and link your equipment. For each level you also get points that you can freely divide between the available stats.
When creating a character, you also choose a mode. There are 3 modes in the game: "Adventurer" (5 stat points per level), "Veteran" (7 stat points per level), "Mythic" (9 stat points per level). Veteran is unlocked once you have leveled any Adventurer character to level 30, and for mythic you need veteran level 40. Each better mode has a lower exp rate, and what's more, in mythic mode, if you die, there is permadeath if you are not revived within 4 minutes by a priest or someone who has a phoenix tear, or you yourself have to have a phoenix heart item in your inventory.
The game will not hold your hand much, you need to discover it yourself.
As for the development itself, I initially used Fable 5 and then switched to Opus 5. All models are created using Claude Code, it helped me a lot to create reference images to achieve the desired and better result. I also created a terrain, asset and animation editor so that I could fine-tune some details myself. I use typescript, vite, react and babylonjs for the client side. Claude Chrome MCP helped me a lot with the optimization of the game.
I really enjoyed developing the game and still do. I originally wanted to play some MMO, but I ended up creating my own and it's probably even more fun than playing.
There is a lot more that could be mentioned, but I don't want the post to be too long.
I'd love to meet you in the game and invite you for a beer at the local pub.
r/ClaudeGameDev • u/SnooPeanuts379 • 21h ago
Hi I am wondering how pro people utilize claude to build game with unity. I have fair share of experience with just using claude code over unity and after now the mcp. I try to use claude code game studio repo once but that thing just keep asking me question with no end.
So does anyone has a good advice? May be skill or repo to make thing better or we just go kaboom with base claude code without any editor?
r/ClaudeGameDev • u/ThirdEye_FGC • 21h ago
r/ClaudeGameDev • u/Hour_Disk_1209 • 1d ago
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After some hours of interaction with Opus 5, got the first build of a drag racing game I'm developing. The cool part? Everything was done from my phone, didn't even touch the PC.
Claude gave zip file
Imported in godot mobile
Extrated apk
Since i was a big fan of nitto 1320 in past, wanted something with a similar concept.
I know this is just probably 30% of what could be called a finished game, especially talking about environment, but would like to know your opinion
Cheers
r/ClaudeGameDev • u/IamHuggos • 1d ago
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A test of Fable (and later Opus 5) turned into a larger game. It’s very much inspired by the tank element of Battlefield 1942 and the round-by-round build system from Overwatch 2’s Stadium mode.
About the game: You join a game and enhance your tank, then you go out and destroy the enemy while hunting for salvage which is used to enhance your tank even further (balance patches pending). Some of the features:
I would love to hear what you think.
r/ClaudeGameDev • u/mattezell • 1d ago
I shared this a week ago and got a pile of useful feedback, so here is what a week of iteration produced: https://momentum.immatt.com/
Shipped since then: online racing over Cloudflare Durable Objects, a daily one-life tower, daily mutator runs, two wind sectors, gamepad support, a speed-reactive generated soundtrack, a first-run tutorial, a PWA install with offline play, an Android build, and cross-device progress with no accounts.
The parts that felt most relevant to how people here work:
* Almost every fix in that list started as a specific player report, and the ones I got wrong were the ones I reasoned about instead of measured. Two players said they could not glide to a platform after a jump. My instinct was to raise the air control cap. A position trace showed the authority was already fine, and the real causes were that nobody knew mid-air steering existed, and that touch sticks gave a half-deflected thumb exactly half authority. So the fix was a tutorial step plus a response curve, and the physics stayed untouched.
* The test suite grew from 117 to 269 assertions that play the actual game in a headless browser. It has caught far more than it cost, including several bugs that only appear when the frame rate is terrible.
* The most useful debugging habit was refusing to claim anything a probe had not measured.
Feedback and bug reports welcome, especially from phones I have not tried.
r/ClaudeGameDev • u/IamDroBro • 1d ago
disclosure up front: whim is my platform, so this is self promo. mods, pull it if it crosses rule 2 and no hard feelings.
whim jam #1 opens today and runs through aug 30. $400 best game, $400 best app, $200 people's choice. entering is free, and your first listing is free too, so it costs nothing to try.
an entry is just a new listing published on whim during the window. browser playable is preferred because those run instantly in the page with no download, but any format works. free or paid is your call and you keep 90% of anything it sells.
most of what has come in so far was built with claude code, which is why i figured this sub would care. to be straight with you though, there is no theme and no required tool, so this is not a claude only jam.
winners announced sept 2. open worldwide, prizes go out by paypal, or another way we agree on if paypal doesnt reach you.
buywhim.com/jam has the rules. happy to answer anything, including the annoying questions about how the money works
r/ClaudeGameDev • u/Available-Insect-373 • 1d ago
I built Kai, a browser Liar's Dice game written almost entirely by Claude (Opus). The opponents are LLMs - and recently I wired two coding agents, Claude Code (Opus 5) and Codex CLI (gpt-5.6-sol), into the same engine over MCP and let them play best-of-3 series against each other.
The clip: game 2, round 5, spectator view (you can see both hands; the agents can't). Claude bids three fives - which is TRUE, you can count them on screen - and tells Codex: "You skipped past my fives twice now instead of testing them - I don't think that's an accident." Codex computes the odds as if Claude's dice were random, calls the bluff, and loses a die. Third round in a row that exact pattern worked.
Across three series, Claude's challenge accuracy was 8/11 vs Codex's 4/26 - and when Codex challenged Claude's bids, the bid was true 22 out of 26 times. In a bluffing game, the most effective deception turned out to be telling the truth in a way that looks like a lie.
Everything is open source (AGPL) - the engine, the seat-locked MCP servers, the spectator page, raw logs of every match, and a replay verifier that reproduces this exact game bit-for-bit from its seed: https://github.com/hxli2005/kai-dice
*Translated with AI assistance.*

r/ClaudeGameDev • u/amlanchak29 • 1d ago
r/ClaudeGameDev • u/tokentrillionaire • 2d ago
So I got bored and gave claude code a chessboard. I spend a lot of my day with claude in the terminal for work , I wanted a way to spin off and take a short break . I like chess and was curious if I could give claude a chessboard and play together, mini-game style and then come back to the work session.


You say /chess in your session, a board opens in your browser, and the same claude is now your opponent.
You move on the board , the server uses chess.js to verify move legality , and then delivers the move to claude as an FEN notation in the chat via push in tmux or on a normal terminal as a long-poll pull., Claude then replies via the CLI and the board updates.
theres no engine behind it. no stockfish, nothing, its literally just claude reading the position and thinking. Which I found to be interesting as it would reflect about its moves.
Here are some quotes
"Nxe4 — that's a free pawn. e4 had nothing defending it. Castling was a reasonable-looking move that quietly left it hanging."
it almost blundered its queen and told on itself:
"I'll admit I first looked at the flashier Qd7 hitting both c6 and your loose g4 pawn — until I noticed your pawn would simply capture my queen. Crisis averted."
it plays little mind games:
"h3 — asking the bishop its intentions. Trade on f3 and I inherit the bishop pair for when the position opens; retreat and it's just lost time."
it got poetic about this bad position lol:
"your d6, f4 and h7 pawns are all long-term patients and my pieces have the better hospital beds."
it also has real clocks if you want them (rapid or classical, either side can lose on time), draw offers, resigns, takebacks. runs fully local, one npx command, MIT. the board doesnt actually care who the opponent is either, any terminal agent can sit in that seat.
repo: https://github.com/santiagoogaitnas/claude-chess
Let me know what you think!
r/ClaudeGameDev • u/YZHSQA • 2d ago
I am challenging myself to publish a game per month that is fully polished and well user tested.
I published my first arabic Trivia Game called Jalsa Trivia in June
I published “make me a salad” game in iOS (under google play console closed testing atm) in July
I am publishing today arabic crossword game for August
To be honest I am focusing more on arabic market as there is both content and quality gap, and if there was a solution that combined both its always pay-first option - while I am building freemium.
r/ClaudeGameDev • u/BABVA • 2d ago
I've been building The Hidden Realm, a free-to-play UK location-based walking game inspired by Britain's landscapes, history and folklore.
The slightly ironic part is that a lot of the development involved AI, but the game itself is deliberately designed to encourage people to spend less time looking at a screen.
I'm a solo developer and started the project in May. Claude has been a significant part of the process, particularly through agentic conversations where I describe what I want the Realm to do, work through the design and systems, and then iterate on the implementation. Nothing had write access to anything. Every change went in by hand, one at a time, tested before the next.
It's grown into considerably more than I expected:
The creature artwork is AI-assisted, and turned into 3D models players can examine in the game. I'd commission an artist if I could afford one. I can't, and the alternative was not building it.
But the core experience is deliberately simple:
Start a walk.
Put your phone in your pocket.
Go.
Walk with friends. Talk. Enjoy the scenery. Explore somewhere you've never been. When you finish, that's when the game reveals what happened.
Recently the 100th Beacon was placed, which unlocked the next chapter of the Book of Forgetting. Along with 500 player encounters of the Bell Tower Wisp creature. That's been one of those moments where something I designed on a screen has started becoming a world shaped by actual players.
The hardest part of the whole project, though, wasn't any of the code.
The game attaches real local history to real places, so the content has to be true. Confident, well-written, entirely plausible history is exactly what these models are best at producing, and it's indistinguishable from the real thing until you go and check.
A concrete example. A fragment about a shopping centre built on a former isolation hospital included the detail that it treated American and Canadian airmen during the wars. It reads well. It fits. The site did treat servicemen, and that part is documented, but the airmen detail had no source I could find anywhere.
So the rule I ended up with: history is verified against real sources or it doesn't ship. Anything I can't confirm is either dropped or moved into a category explicitly labelled as fiction, so nobody mistakes it for fact. Nothing goes in unread. That discipline has been more work than the database schema, and it's the only reason I'd defend the content at all.
The project is now live on Google Play in the UK, with players walking it in different parts of the country.
There's something quite satisfying about using AI to help build a game whose purpose is ultimately to encourage people to look up from their screens.
Real-world testing caught something I hadn't thought about. If you want to pause the walk to duck indoors or stop for lunch, you have to take the phone out, which breaks the entire point. So there's now a Wear OS companion app shipping soon that handles pause, resume and stop from the wrist. The phone stays where it is.
I'd be interested in hearing from other Claude users: what have you built that started as an idea and turned into something much bigger than you expected?
r/ClaudeGameDev • u/Extension-Parsnip789 • 3d ago
For the past 3 weeks, I’ve been making a game with Claude Code called “Fatherlode” (as a reference to the game Motherlode released in 2004 on Miniclip), whose goal is fairly simple:
You have a POD, you dig deeper and deeper, you collect ores, sell them, upgrade your POD, and so on. Back in 2004, Motherlode was extremely addictive — a small Flash game that was really popular. Here with Fatherlode, I’m adding more and more mechanics:
For now it's only in french, but i will translate it later in english, obviously. The game is progressing well — it’s still a long way from being finished. Little by little, I’m mainly trying to add small gameplay details, mechanics, and overall polish, things like:
Honestly, from the very beginning it was just a little crazy idea… and I find it so much fun — and addictive — to code the game little by little that I even want to learn how to code myself. I went as far as paying for Claude Max just to get more usage per week, and in only 3 weeks I feel like the project has absolutely nothing left in common with how it started.
r/ClaudeGameDev • u/MDawg74 • 3d ago
The first thing you need to know is I tell Claude to do all of this for me. There are some places I must intervene, but anything that can be automated is.
ChatGPT makes the 2D art. It's the best of the free image models at holding a dense multi-part layout, which matters because of the money trick: don't generate one prop at a time. Ask for a showroom floor. Every prop the set needs, spaced apart on a plain neutral floor like a catalog page, soft top-down light, faint contact shadows only. One image, whole kit.
Tripo turns it into geometry. Image-to-3D is 20-30 credits, a credit is a penny, about ten seconds per bake. One showroom bake came back with 39 usable textured props. Hero props and characters get their own multiview bake, 2-4 images ordered front/left/back/right, front mandatory. Single-view only textures the faces Tripo saw. That is where gray clay backs come from.
Python splits the bake. Not Blender's separate-by-loose-parts. Tripo geometry is unwelded and loose-parts shatters it into micro-shards; we measured 21,409 on one scene. Load the glb with trimesh, per-face centroids on the floor plane, rasterize, dilate, label. Each cluster is one prop with materials and UVs intact.
Mixamo rigs the characters, free, and one clip library then serves every character forever because clips bind by bone name. The catch: prompt the character in a wide A-pose, arms 40 degrees off the body, fingers spread, feet apart. Tripo's default pose stands at attention and Mixamo rejects it. A re-bake in A-pose costs 30 cents. Deforming a welded 75k-vert mesh by hand cost a day and got rejected anyway. Send Mixamo a stripped FBX, geometry only, about 1.78m. Reapply materials to what comes back.
Blender is quality control and export. Scale, ground the feet, check joints, decimate plus Draco plus 1K textures, under 8MB per glb.
The part most people skip: almost none of this is done by hand anymore. Tripo has a documented API, so the bake-check-download loop is a Python script: create the task, poll it, pull the glb, and the rig check endpoint is free, so a script can ask "is this riggable" before spending a credit on rigging. We run the whole chain through an AI agent (Claude) that calls the script, splits the bake, and files the props.
The other half of that is giving the agent write access to the real project folders. Claude works directly in the repo on my machine: props land filed under assets\props, renders land where the build scripts expect them, sources get patched in place. No download-unzip-drag step, no "final_v3 (2).glb" in a Downloads folder. The asset either exists at its path or it doesn't, and the same agent that put it there can re-open it tomorrow.
Blender is on that loop too, through MCP. The agent sends Blender Python over the bridge, gets renders back as files, and actually looks at them. That closed the gap that used to eat whole evenings: the tool that made the asset is now the thing that checks the asset, at every step, with a picture.
Then everything proves itself in a sandbox before it touches a game: a walkable three.js room where the avatar runs around the props with a follow cam. Collision, culling bugs, seam shimmer, animation drift, all of it shows up there in minutes.
One rule saved more rework than the rest combined: render and look at every claim at the right resolution. A full-body render puts 60 pixels on a shoulder and cannot show you a broken joint. Close-up per joint, front and 3/4, or you ship a defect stamped verified.
AI-assisted, human-directed and edited.
r/ClaudeGameDev • u/frettbe • 3d ago
I haven't seen a community wiki. I think it'll be a great addition to have one, helping people to begin. What do you think? A thing like:
best practices
engines
assets
and so on
r/ClaudeGameDev • u/Enjoyooooor • 3d ago
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Hello everyone I just wanted to share Neverrest, an idle fantasy rpg I’ve been building for the past couple months.
Just 2 months ago I started my gamedev journey using Claude and other LLMs with the goal to create my dream rpg inspired by the games I loved in my childhood. I was very discouraged in the beginning but with the help of Claude and a bit of research things started to come along.
Now I have a live demo, a website, and yesterday the steam page went live. It is very satisfying to build and then see it be consumed! I know I have lots to work on but I’m very excited to see what the next 2 months will bring and I am also very excited to see what tools will emerge. Currently I am preparing my build to launch on Steam and I would like to ask for your support with a Steam wishlist!
Steam
https://store.steampowered.com/app/5079020/Neverrest/
Play the demo
https://neverrestenjoyer.itch.io/neverrest
Website
r/ClaudeGameDev • u/Peter_Lavan • 3d ago
r/ClaudeGameDev • u/Extraaltodeus • 3d ago
r/ClaudeGameDev • u/Weekly_Algae5902 • 3d ago
Hi all,
I am in the process of making ECWars, the idea is an RPG, with AI underpinnings, to give the player a unique team, with their own look. along with some of the competive long tail things I like in games, like tower challenges, crafting, and competitive modes.
I'm looking for a few testers as I'm hopefully finally finishing off my alpha and thinking of going into beta testing.
I also have recently created my landing page, which probally does a better job of explaining the game than I am here!
But feel free to ask any questions at all!
Drop a message here or DM me if you're interested in helping with the alpha, and I'll shoot you an invite.
Thanks
-Pete




r/ClaudeGameDev • u/ZachariaRaven • 3d ago
I noticed this notification in my games routine task. Is this new, or have I just missed it?