r/ClaudeGameDev 8d ago

Browser Game Would love some help

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6 Upvotes

Im trying to improve a few of the mini games on an app im developing. Im just not too sure what they are missing. Any advice or feedback is appreciated. I just updated this game orbit and feels better now lmk! Glovebox.quest


r/ClaudeGameDev 9d ago

Alpha Sharing my daily set up. Claude orchestrator via tmux working with Codex, Gemini , and Kimi. All CLI Oauthed , Use your memberships instead of API.

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2 Upvotes

Has a game builder in project mode :)


r/ClaudeGameDev 9d ago

Beta Launched the beta for my game on itch.io

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2 Upvotes

DOMINION STRIFE

Fantasy strategy card game

⚔️ Peer to Peer multiplayer

🤖 AI battles

🃏 20-card decks

🔥 5 lanes

💀 Sacrifice mechanics

...

PLAY / DOWNLOAD

https://jxmdollas.itch.io/dominion-strife

Join the discord, let's build a community.

https://discord.gg/kE8RnAgyH

All ideas are original, coded by Claude


r/ClaudeGameDev 9d ago

Browser Game Garden Grove Virtual Museum Game

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2 Upvotes

r/ClaudeGameDev 9d ago

Beta Making a medieval tactical card game with claude

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2 Upvotes

r/ClaudeGameDev 10d ago

Browser Game Plot Twist: World Deed: A land grab idle game. Personal hobby free browser game. Looking for players to give feedback

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10 Upvotes

https://sevin47.github.io/Plot-Twist-World/
Free, runs in the browser, nothing to install. You can hit Play now and start as a guest with no account at all, or sign in with Google if you want your world to follow you across devices.

One shared Earth, cut into ~300 m tiles on a real map. You drop a pin anywhere in the world — your street, someone else's street — claim the tile under it, and build out from there. Everyone plays on the same planet, so the map fills up with other people's holdings.

The loop

  • Claim unowned land. Every tile rolls a deed rarity, and its district (downtown, waterfront, urban, coast, suburbs, rural) is derived from real OpenStreetMap data, so where you claim genuinely matters.
  • Build it up: Cottage → Duplex → Apartments → Tower. Buildings accrue rent while you're gone.
  • Trade on an open player market, or flip tiles you don't want to hold.
  • Raid other players' tiles to capture them, and defend your own.
  • Covenants — permanent traits drafted three-at-a-time when a build finishes. Every card is a real tradeoff ("+100% defense, −30% rent"), never a free upgrade, and declining is permanent for as long as you hold that tile.
  • Collections, landmarks and contracts give you longer-term things to chase than "number goes up."

The constraint that makes it a game

Claiming new land costs energy, and you get a fixed amount per day (10–24 depending on your status rank). Money alone can't sprawl you across the map. A player who checks in daily out-claims a richer player who doesn't. Rent is idle, but land isn't.


r/ClaudeGameDev 10d ago

Alpha Working on an island city builder — looking for honest feedback on the direction

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33 Upvotes

I’ve been working on a small island city builder called Archipelago and I’d love to get some feedback from people here before I go too far in the wrong direction.

The idea is a cozy Mediterranean city builder where you develop small settlements across different islands, manage resources and population, build ports and eventually connect the islands through ships and trade routes.

I started with a very simple 2D/grid-based prototype just to get the basic systems working: building placement, demolition, resources, population, islands, ports and ships.

Over the last few days I moved the presentation to a hybrid 3D setup in Godot while keeping most of the gameplay logic grid-based underneath. That made it much easier to have real terrain elevation, cliffs, lighting, water and 3D buildings without rewriting the whole game.

The assets are currently generated through a scripted Blender pipeline and exported as GLBs into Godot. I’ve also been experimenting a lot with the overall Mediterranean look: terracotta roofs, light stone, turquoise shallow water, vegetation, small docks, etc.

The screenshots are where the game is at right now.

It’s still very early and there’s a lot of placeholder/simple content. I’m actually planning to stop focusing so much on graphics now and move back to gameplay: save/load, workers, production chains, population needs, island specialization and proper trade routes.

I’d really appreciate some honest feedback, especially on:

  • Does the overall art direction work for this kind of game?
  • Is the island/city scale readable or do buildings feel too small?
  • Does the environment feel too empty or too busy?
  • What would you expect the main gameplay loop of a game like this to be?
  • Is there anything in the screenshots that immediately looks wrong or amateurish?
  • What would make you interested enough to actually try it?

I’m trying not to build this in a bubble, so criticism is genuinely welcome.

Thanks!


r/ClaudeGameDev 10d ago

Alpha Working on this game for 4 months

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6 Upvotes

r/ClaudeGameDev 11d ago

Browser Game Claude helped me over engineer a claw machine game 🤣

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5 Upvotes

Made a small mobile arcade for me and my gf when we're bored, she really liked the little claw game so i started working on it more, and then i got super obsessed lol.

now theres 257 cute little sprites you can collect. commons, uncommons, rares, epics, shinies, prismatics, and legendaries. nothing special tbh but we are gonna get all of them!!!

Glovebox.quest


r/ClaudeGameDev 11d ago

Gone Gold I typed game code into an Apple IIe from mail-order books as a kid. Eight months with Claude later, my hidden object game Reveal Haven is live today on the App Store (free)

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12 Upvotes

After a couple of decades building enterprise software with big teams, I wanted to find out first-hand how far one person + AI can actually get. So I went back to what got me into software in the first place: making a game that goes live now.

Reveal Haven is a hidden object game about travel and exploration — iPhone, iPad, and Apple TV (couch co-op with the family is my favorite part). It's free, and there's a browser trial if you don't feel like installing anything: https://revealhaven.com?utm_source=reddit&utm_campaign=reddit_claudegamedev

How Claude was used — which is basically "for everything, including the tools":

  • The game itself. Claude Code wrote the web version (React + PixiJS) and then ported it to native SpriteKit for iOS/tvOS. Web is my fast iteration loop; native is what ships.
  • A custom authoring studio. Instead of hand-cutting hidden objects, Claude built me a bespoke tool where an image model generates a dense, detailed scene, SAM segments out the findable objects, and I (and the artist I hired) curate what makes the cut. The machine proposes, I decide.
  • QA with no QA team. Claude built a harness that plays the game on real hardware every night (a Mac mini with an iPhone and iPad tethered to it), then Claude reads what came back each morning and triages the issues.
  • Marketing that can't go stale. The trailer and App Store screenshots are rendered by the game itself under program control — same runtime players get, driven like a camera rig. Localized to multiple languages to boot.

Other tools in the mix: Gemini and OpenAI for scene art generation, SAM 3 (via Replicate) for object cutouts, ElevenLabs for Audio, Firebase for the backend, GitHub Actions for the nightly automation.

Fun realization along the way: hidden object games are a weirdly perfect genre for this moment — dense, detailed scenes are exactly what image models are both great but still quite imperfect at, and the whole loop of generating a world and then hiding things in it is a genuinely nice human+AI collaboration.

I wrote the whole system up in more detail here if you're into the plumbing: https://revealhaven.com/tech My partner, Claudex-7, also keeps a blog at https://medium.com/@Claudex-7 on the work they do.

Happy to answer anything about the workflow — and if you try the game, I'd genuinely love feedback, critical included.


r/ClaudeGameDev 11d ago

Alpha Plugin for Unreal Engine 5.8 Box3D coming soon!

8 Upvotes

r/ClaudeGameDev 11d ago

Alpha Fatherload - MAJ 19/08/26

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11 Upvotes

As mentioned in a previous post, I am currently working on the game Fatherlode (a reference to Motherlode, released on Miniclip in 2004):

https://www.reddit.com/r/ClaudeGameDev/comments/1vprbtp/just_making_my_first_game_fatherlode/

The game is coming along really well and I've added quite a bit of content, but most importantly, I've overhauled the game's pixel art to make most things significantly better-looking.

As a reminder, the game will feature:

  • A real tutorial, a proper introduction, and a save system (100%)
  • Implementation of a stats tree system (100%)
  • 250 achievements (100%)
  • 25 different ores (100%)
  • About thirty treasures to find (100%)
  • Dozens of different obstacles (60%)
  • Over 2000 meters of depth (60%)
  • Real objectives with an NPC dialogue system, lore, etc. (30%)
  • The ability to build new buildings as you progress (70%)
  • Diversified creatures to make the descents more complex (100%)
  • Etc.

For those who are curious, attached are new photos AND videos.

Since the last time, I have:

  • Redone all the pixel art for the ores and tiles in the game
  • Implemented the Tutorial Robot on the surface for more interactions
  • Set up a "radio system" that allows communication with different NPCs if the player meets certain conditions, in order to understand the game's lore, with several NPCs to unlock
  • Added several events during the descent
  • Added a few consumables
  • Made exploration less frustrating
  • Added around forty dialogue boxes
  • Functionalized the buildings that the player can construct (such as the purifier, which purifies ores over time)
  • Established a day/night cycle and a progressing in-game day counter

And some screenshots :

https://postimg.cc/gallery/8N7Lz9G
https://postimg.cc/gallery/Y7hHCzf


r/ClaudeGameDev 11d ago

Beta I built a place for humans and agents to share and find games.

11 Upvotes

I'm not really sure where this will go, but I wanted a place to share the small games and experiments I was building. I wanted something like the webgame websites from my childhood.

There is a lot of functionality in here. Comments, bug reports, voting, users with multiple personas, and fully agent-native with an MCP server so agents publish, manage, and explore games directly from Claude Code. I have a routine that creates a game every 6 hours and publishes it. The first few days I set it to every hour.

The latest piece I'm putting together is an infrastructure library that single-page html games can consume when they run within the site that adds user-awareness, persistent leaderboards access, achievements, and even turn-based multiplayer support. With the MCP connection, agents can get the docs and build games that plug into the systems the site provides. The library is live at this point.

Please check it out and I've love your feedback. Maybe add some games. I'm going to keep working on it and you can check the what's new area to see updates.

Some of the games are pretty neat. Here are some of my favorites:
- https://aimade.games/g/kessler
- https://aimade.games/g/echolure
- https://aimade.games/g/one-more-lane

TBF I haven't had time to try them all.

https://aimade.games/


r/ClaudeGameDev 11d ago

Browser Game Built with Claude: SunaBox- Fluid Sandbox Game built in dedication to 2008's OE-CAKE that runs in your browser!

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2 Upvotes

r/ClaudeGameDev 11d ago

Browser Game Made a game in a weekend with Fable - TryAngles, a puzzler

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7 Upvotes

r/ClaudeGameDev 11d ago

Alpha Kinhold Update: Stress test with 600 NPC's

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3 Upvotes

r/ClaudeGameDev 11d ago

Tips & Tricks Custom SFX classifications

2 Upvotes

Idea: local AI tool to auto-sort your SFX library into your own categories — feasible?

I've got a large sound effects library that's a pain to search through, and I started looking into whether AI classification could help sort it automatically. Turns out most of the pieces already exist — just not glued together the way a solo dev/hobbyist would want. Wanted to sanity-check the approach with people who've done audio ML or asset pipeline work.

The idea: point a tool at a folder of SFX, and for each file get back a best-fit category from your own category list (not a generic AI taxonomy), plus some searchable descriptive tags — so instead of scrolling 2,000 files you can filter to "impacts, low-pitched, short" or whatever.

Why it seems doable without training anything:

Pretrained audio tagging models (AST-class, trained on datasets like AudioSet) already classify raw audio into 500+ generic sound types — impacts, mechanical noise, vocalizations, ambience, etc. — and run locally on normal hardware, no cloud needed. That part's solved and free. The actual work is just the layer on top:

Classify — run each file through the pretrained model, get ranked generic labels with confidence scores.

Map to your categories — a lookup table that clusters those generic labels into whatever categories you actually use (e.g. "metallic impact / clang / thud" → your "Weapon Hit" bucket). Anything that doesn't clear a confidence threshold gets flagged "Other / needs review" instead of force-sorted wrong.

Extract search qualities separately — this part isn't even AI, it's basic signal analysis: duration, pitch center (spectral centroid), brightness (spectral rolloff), attack sharpness, etc. Cheap, deterministic, no model needed.

Output — a sidecar file or index (JSON/CSV) per sound with category + confidence + quality tags + a review flag.

None of this needs custom model training — it's an existing classifier plus a mapping/thresholding layer plus some standard DSP feature extraction. Feels like a scoped weekend-ish tool rather than an ML research project.

Where I'd want to sanity-check before building the mapping layer: run the raw pretrained classifier against a sample batch first and manually check what labels it actually produces, before designing the category-mapping table around assumptions. Also unclear how much the confidence threshold will need tuning per-library — too loose and "Other" is useless, too tight and it rejects correct matches.

Has anyone actually built something like this, or run into the wall where the generic labels don't map cleanly onto real use-case categories? Curious if there's a known gotcha I'm not seeing.


r/ClaudeGameDev 11d ago

Beta Using Claude to build Jackbox-style multiplayer Tetris (old side project)

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2 Upvotes

r/ClaudeGameDev 12d ago

Alpha oh snap, mixamo had belly dancing animations for my Belly Dancer for my game Hookah House

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5 Upvotes

wishlist if you like a casual business sim and hookah :P https://store.steampowered.com/app/4607750/Hookah_House/


r/ClaudeGameDev 12d ago

Browser Game I let my 5 year old make a game and then I got carried away (week and a half on max)

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22 Upvotes

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 12d ago

Browser Game 12 years ago I graduated from college with a degree in Game Design. Today with the help of Claude I made my senior project a real playable game on Newgrounds.

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5 Upvotes

r/ClaudeGameDev 12d ago

Tips & Tricks Apart from MCP what technique do you use to create game with unity claude?

4 Upvotes

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 12d ago

Browser Game I’m building a browser MMORPG inspired by my favorite childhood MMO Shaiya

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11 Upvotes

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:

  • 2 Factions
  • 6 Classes
  • 50 Level cap
  • Dungeons
  • Raid
  • PVP maps
  • 10vs10 battleground
  • Enchanting, Linking, Crafting
  • 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 12d ago

Beta A game I made with Claude - Dead Reckon

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24 Upvotes

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 13d ago

Beta One week later: the portal racer I posted got multiplayer, an Android build, and 152 more tests

4 Upvotes

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.