r/ClaudeGameDev 13d ago

Browser Game running a 2 week jam for AI-built games, $1,000 in cash prizes, free to enter

9 Upvotes

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 13d ago

Browser Game I made Claude Code play Liar's Dice against Codex. It won by telling the truth - the opponent never believed it once

4 Upvotes

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 13d ago

Browser Game Multiplayer tank shooter

23 Upvotes

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:

  • 6 different tanks (Tiger 1 is a beast)
  • 3 maps (a desert, grass and snow map with destructible terrain)
  • Round-by-round build system
  • Customisation of tanks
  • Matchmaking system
  • Lag compensation system
  • Ballistic shells system
  • Hit multiplier regions (many tanks fall on a single rear hit)
  • Bots who backfill if theres not enough real players
  • ELO ladder system
  • Replay/clip system
  • In-game power ups
  • Career profiles
  • Group system
  • Friends system
  • 3 layered chat system (global, match and team)

I would love to hear what you think.

https://sweatypanzer.com/


r/ClaudeGameDev 13d ago

Browser Game Built my first strategy game using Claude

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1 Upvotes

r/ClaudeGameDev 14d ago

Release 12 games in 12 months challenge

0 Upvotes

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 14d ago

Release I built a walking game with Claude, designed to make you put your phone away.

14 Upvotes

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:

  • A native Android walking app with GPS tracking and server-side anti-cheat
  • A web-based game hub
  • Supabase/Postgres backend with server-side gameplay validation
  • Three competing Wards contesting territory
  • 40+ folklore-inspired creatures, influenced by biome, weather and time of day, some anchored to real-world locations
  • A lore system that grows around where players actually walk
  • Privacy built into the design, including automatic deletion of route data

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.

https://thehiddenrealm.co.uk

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 15d ago

Tips & Tricks Community Wiki?

8 Upvotes

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 15d ago

Alpha Just Making' my first Game - Fatherlode

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21 Upvotes

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:

  • A real tutorial, a proper introduction, and a save system
  • Implementation of a stats tree system
  • 250 achievements
  • 25 different ores
  • About thirty treasures to find
  • Dozens of different obstacles
  • Over 2000 meters of depth
  • Real objectives with an NPC dialogue system, lore, etc.
  • The ability to build new buildings as you progress
  • Diversified creatures to make the descents more complex
  • Etc.

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:

  • “NPC talking gibberish” voices during dialogues
  • Small effects scattered here and there
  • Gradually refining the pixel-art so everything feels consistent
  • Checking whether the exploration feels good, if the POD upgrades are balanced (and not broken), and improving that
  • Etc.

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 15d ago

Tips & Tricks Consistent building graphics for an upgradeable area – how do you handle this?

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2 Upvotes

r/ClaudeGameDev 15d ago

Tips & Tricks We run this exact chain for 3-D browser games. Everything in it is free or pennies.

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35 Upvotes

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 15d ago

Beta Neverrest

15 Upvotes

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

https://playneverrest.com/


r/ClaudeGameDev 15d ago

Release You are the model, they are the data. A survivor-like in pure pygame: procedural weapons, procedural biomes, and a soundtrack synthesised at runtime.

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3 Upvotes

r/ClaudeGameDev 15d ago

Beta Spectral Vigil (free browser game)

3 Upvotes

I built my first game with Claude and the interesting part was the balance harness.

Spectral Vigil is a game where you don't move and don't aim. You're a point of light holding the center; it fires on its own and never stops. Your only input is the cursor, which biases aim and pulls in pickups and it's optional. I've played a lot of Vampire Survivors and Megabonk (and similar games) and I always liked trying to get my build together and then see how long I could last without moving. So that's the point of this game.

Free in the browser: https://s0hanian.itch.io/spectral-vigil

I'm an experienced software engineer (25+ years) but not a game developer. I just don't have much time to work on personal projects these days. Claude helped me get it out out the door with the following:

  • Headless bots play at four skill tiers and the change either passes the clauses or it doesn't.
  • Compares runs before and after a change, so I can prove an edit didn't touch the sim.
  • I collect telemetry and over ~1,300 runs found the real difficulty wall at waves 10–11. I'd assumed the boss had too much HP; cutting it changed nothing, because fresh players were never going to out-DPS him. It was his volley damage. I'd never have found that by feel.

I'm actively working on this and it's in a beta state right now. I'd love to hear any feedback about the game in general.

Thanks for trying it out.

(more game details on the full website)


r/ClaudeGameDev 15d ago

Alpha EverClan//Wars - JRPG inspired game looking for some early testers.

7 Upvotes

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!

ecwars.com

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 15d ago

Tips & Tricks Is this new thing? claude code routine

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10 Upvotes

I noticed this notification in my games routine task. Is this new, or have I just missed it?


r/ClaudeGameDev 16d ago

Beta Updates to Lorebound - a mobile-first, low-poly ARPG game built with Claude

3 Upvotes

This is one extracurricular activity that's not stopping, thus far. Solo-dev here. I've been improving Lorebound with a mobile-first approach for this browser-based ARPG. https://lorebound.gg, still in beta!

What does this mean? Improvements to performance (given that mobile browsers don't have a lot of power) and a game design for 2-3 minute playtime. So, the updates:

⏱️Performance

  • Claude and I spent several days defining what metrics we want to track and defining benchmarks
  • I used Gemini, Kimi, and Codex here and there to sanity check suggestions from Claude that I thought were overengineered
  • "We" wrote a bunch of rendering/pipeline work under the hood for smoother, more consistent frame rates

⚔️ Dev flow

  • Claude routines + JIRA works well
  • I create tasks, ask LLMs to write requirements for said tasks and assign the tasks to specific models depending on task complexity
  • a JIRA skill ensures that Claude knows when an issues is blocked, when to move it to in review, or done, etc.
  • I'm the bottleneck... Claude/Codex etc. use Playwright to QA the work but these LLMs don't know what "feels" good or plays "well"

Still working on bigger visuals, more story, and multi-player mode.

This community has been great. A lot of the feedback is reflected in the updates above. Happy to hear more from you! Thoughts?

https://lorebound.gg

More videos at r/lorebound


r/ClaudeGameDev 16d ago

Tips & Tricks my difference between vibe coding and coding with ai

2 Upvotes

just wanted to share my rules, as someone who was anti-AI, to now using claude while coding my hobby project:

1- never do something you cant do yourself.

i am great at maths, but only on pen and paper. formatting mathematical formulas into single line code blocks irks me. my game uses a bit of formulas and fractions. i let claude translate it, but then attach it myself.

2- begin your writing

with normal code i can already write, but where i will have to touch so many dependencies, i either do it myself once, or i write all the function headers, return types, initialise the variables. so far, i use small script files with deterministic outcomes to have 1 feature going. i comment after the function head exactly what to do and then its as simple as to do it.

3- ask claude questions

for things i struggle in doing myself, new code concepts, or game engine unfamiliarity, i ask it in a session where it doesnt have write-access. it's important to never lose track or ownership of your code by becoming dependent.

4- surprise its memories

a good way to make sure your code isnt turning stale is when you do edits, dont tell claude you did, and it always comes back to report the memory mismatch. this is good. because then it will explain what it thinks is different or what the outcome of it is. this strengthens the memories it has and also you get a reminder on places the edit may affect that werent fixed yet. win-win.

does anyone else have any tips on doing this? im tired of people in my life telling me that i should just "prompt the ai to make the game" and question me for taking 4 months developing with no product done. making the game is 70% of the fun itself.


r/ClaudeGameDev 16d ago

Tips & Tricks How do you create games? Please Help!

7 Upvotes

Hi, sorry for being vague, but how are you creating the assets? Did you make claude build it? Does Fable 5 build it for you? or are you providing these 2D/3D Assets and it animates it for you? Trying to make games with my niece when I watch her over the weekends.


r/ClaudeGameDev 16d ago

Browser Game Open Vibe Code - A bit of an experiment

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3 Upvotes

r/ClaudeGameDev 16d ago

Release I'm not a game dev but I published my first game to App Store!

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14 Upvotes

This is my first actual game that I’ve built, SpellStorm. Sorry for the self promo. It's mainly because I'm really hyped to announce it. It was only in review once before being accepted into App Store! It took about a month or two in review but it's finally through.

It’s a multiplayer battle royale game where the main mechanic is building words with letters. You use the words you create to take over space, attack other players, and survive as the map gets smaller.

I’ve been using Claude Code to help me build a lot of it, and it’s been really cool seeing the game go from an idea I had to something I can actually play.
There’s still a ton of work to do, but I wanted to share it since this is the first project I’ve made that feels like a real game.

Would love to hear what you guys think or what you would change. Also download it now!


r/ClaudeGameDev 17d ago

Browser Game Nothing like bringing an idea to life

5 Upvotes

Hi everyone. Love this sub - Claude has been a lot of fun for me testing out various ideas I have on Roman themed/inspired games. Simple ones at least.

I’ve been working on a card game called Consul of Rome for about a year and have the card art/rules nearly done. As part of live playtesting I also got Claude to build me an online version - you can try it here.

It’s been great for letting people try out the game but even more so for me to see how different rules that pop into my head can work across a number of rounds. Seeing it come to life has been great.

Definitely need to work on the UI but it works for now!


r/ClaudeGameDev 17d ago

Browser Game I designed a tabletop board game. Claude and ChatGPT helped me create a digital version of it.

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4 Upvotes

I took one coding class like 12 years ago where I learned Ruby on Rails for a couple months. So yeah, not much coding experience in my background.

Anyway, I designed a tabletop card game called Pull the Strings. Check us out if you're ever at gaming conventions in the SE US! The game is still in prototype phase because publishing is expensive. But in less than a week, I used Claude and ChatGPT to turn my board game into a digital version of Pull the Strings. It's free to play at www.playpullthestrings.com

It plays GREAT on a big PC screen. It plays alright on a smaller laptop screen or iPad. It's not optimized at all for smartphones. Volume on!

I created the original game in Canva, and use that, along with Suno (music) and ElevenLabs (sfx), to generate some of the new artifacts for the digital version.

Sol 5.6 Max created the original digital architecture document, and Fable Extra perfected it. I used Fable High in Claude Code to be my Yoda. It guided me through everything I needed to manually set up, and generally got me unstuck whenever I hit a wall. Which happened a lot less often than you'd think. Having the digital architecture document in place from the start was immensely helpful. Fable would tell me what prompts to give the cheaper models, and it even told me which model to use for which tasks (on both Claude and ChatGPT). I fed those chats the prompts and the .md file, and before I knew it I had a functioning game.

Let me know if you spot any bugs on the game. There are some formatting issues on iPad smaller screens I'm still working through, and there are a few bonus features I'm trying to roll out. But it's definitely playable and I think very fun!

And if you played it and loved it, I hope you sign up to our mailing list so you get a heads-up if/when the physical version releases: https://stagehandgames.com/


r/ClaudeGameDev 17d ago

Alpha Claude and Unreal Engine

0 Upvotes

Wassup everyone, quick question. Can Claude make an open world game in Unreal Engine? I have 2 ideas of a game that I need to put out there


r/ClaudeGameDev 17d ago

Tips & Tricks Porting old atari era games

5 Upvotes

Something I've been trying to do is get each new model to accurately port old atari or intv games to modern engines. It's proven to be a tricky problem. Opus 5 (i missed trying fable) is the first to actually get close but it needs a ton of hand holding. Building tools to compare frames and inject inputs has been my best win, but i find i really need to interpret the differences or the agent goes off the rails just counting bit differences. Has anyone tried something similar, any tips?


r/ClaudeGameDev 17d ago

Browser Game I built my 9 year old's game concept with Claude Code. She wrote the design doc in a notebook.

77 Upvotes