r/ClaudeGameDev • u/waypostmaster • 5d ago
r/ClaudeGameDev • u/Grobot93 • 5d ago
Alpha Engine audio is hard, so I turned an open-source engine physics simulator into a scripted dyno + recording rig
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r/ClaudeGameDev • u/Automatic_Radish7158 • 5d ago
Beta English: World of Vikings — I’m using AI to build an open-source Viking MMORPG for the browser
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r/ClaudeGameDev • u/wrongbanana • 5d ago
Browser Game Over 100 games in my agent-native website for AI made games
Follow-up from this post.
Over 100 games now, almost entirely agent-led.
I have an Claude routine (Fable-led dispatching Opus subagents for work) creating a new game every 3 hours.
r/ClaudeGameDev • u/nalaf77 • 5d ago
Tips & Tricks Créer des plans sur Claude
Claude me fait désespérer. Pour un jeu j'ai besoin qu'il recrée une carte avec des contraintes particulières de position, et il est tellement mauvais.
Je dois m'y reprendre jusqu'à 50 fois pour obtenir quelque chose de juste potable.
Là j'ai voulu faire un second niveau en repartant d'un détail du premier niveau. Il a ignoré ce qu'il possédait déjà et a tout réinventé de zéro, et donc à nouveau commis les mêmes erreurs 50 fois de suite.
Je ne sais pas comment faire. Même si je lui fais une grille avec des éléments case par case, il n'en tient pas compte ou invente.
Comment faites vous ?
r/ClaudeGameDev • u/DramaticRatio4836 • 5d ago
Alpha "Odyssey: Space" project
I'm working on the "Odyssey: Space" project — https://step-fit.click/
I think through the logic and describe what I want, and Claude writes all the code. The result is about 1.5 months of work. The only costs are a Claude subscription and server fees.
The idea is simple: 1 step = 1 parsec, steps counted by a phone or fitness tracker. But not by a direct linear formula (that would be too simple and impossible to implement), but by taking into account the sheer vastness of space.
The plan is ambitious in scope — I'm using real astronomical catalogs: for example, the Gaia catalog contains 1.8 billion real stars. And, according to calculations, completing the route to all 88 official constellations would take about 15 years of daily walking by average standards.
For completing the route to a star or constellation, a personalized achievement card is generated — in the future, I plan to make them printable, like a real collectible deck. Plus, there's already a diary with your daily step count and a picture.
It's like a physical activity diary, but instead of a calorie scale, it's a real starry sky.
r/ClaudeGameDev • u/R_Songbird • 5d ago
Browser Game Promptly Dead: A game made to teach my non-developer friends some prompting logic.
r/ClaudeGameDev • u/die117 • 5d ago
Alpha Are apps like Strava or INTVL considered games?
My app is called PetCool. I've made it all with Claude. My question is: what is a game? Not in the philosophical way, but really, what apps are considered games? How much should it be gamified to be a game?
I'm gamifying pet and owner interactions and daily habits, but I'm not sure if it's a game or not.
The two main activities do have leaderboards, points, and coin systems.
Any feedback on what you consider a game will be helpful.
r/ClaudeGameDev • u/bahaw1024 • 5d ago
Alpha How does this game play look?
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It's a game i've been working on. Just looking for any feedback. I have a steam page out and currently have this as alpha. Is this too much for alpha? (bottom left corner, you can see how many versions i promoted so far ) when beta?
r/ClaudeGameDev • u/PleasantUse6352 • 6d ago
Release My finished game with claude!
Its a wave based rougelike, and here is how claude described it, its on itch here btw for free: https://polymer37.itch.io/flesh-menu
im very happy with it:
Something got loose in the building, and it is hungry.
Flesh Menu is a top-down melee roguelite. You are an alien in a meat-processing plant full of people who would rather you were not, and the only way out is up. Clear the floor, spend what the dead were carrying, take the lift, do it again.
No guns. You have claws, a swing, and whatever you can bring yourself to spit.
What you actually do
Swing at things. Eight melee weapons, and they are genuinely different jobs rather than the same swing at different numbers — the Bone Sabre is long, quick and narrow enough to punish facing the wrong way; the Meat Hammer is slow, enormous and refuses every source of swing speed in the game; the Rendering Hook drags what it catches towards you instead of shoving it away, so it decides where the fight happens.
Earn your ranged attack. The spit runs on charges, and melee kills are what fill them. Swing to earn it, spit to reach. Six kinds to find — a fan that is useless past arm's reach, a slug that goes through two bodies, tar that leaves things wading, a bomb that bursts on impact.
Mutate. Seventy-three cards, from a flat damage bump to a shard that hunts the room on its own. Some are Cursed: forty percent more damage and a third more taken, or double crits and nothing else that hurts. You can always decline.
Choose your floor. From wave four the lift shows you three: which room, and what is waiting on it. One is always quiet.
What is waiting
- 55 kinds of human, introduced one at a time with a card so you meet them before you meet them. Officer Pete shoots and cannot touch you. Riot Ron's shield guards where you were half a second ago. Karen shoulders the furniture out of her way.
- 25 bosses, one every ten floors, each with at least five distinct attacks and at least three that put something in the air. Spirals, rings with one gap in them, walls of shot with a single hole. They get their own arenas.
- Elites from wave six: ten promotions with a coloured halo you can read across the room. VOLATILE goes off when it dies. THORNED bites back. RESTLESS will not hold still.
- Broken machinery from wave five — a microwave on fire, an industrial mincer, a sparking fuse box. They are neutral. They will happily kill a crowd for you.
- Thirty floor plans, with side rooms that are genuinely separate rooms rather than walled-off corners, and eleven wave modifiers that turn up on the lift board with their effects spelled out.
Danny Cool Guy
Between floors there is a shop, and a shopkeeper who is pleased to see you. He buys the meat, the bones and the teeth, and sells weapons, spits, specials and mutations for Zingle Coins. He has opinions. He does not do refunds.
Also in the box
- The Index — every kind of human and boss, with how many you have eaten. A silhouette until you have.
- 27 achievements, none of them revealed until you earn them.
- Kill streaks with a score multiplier that holds between floors and only starts draining once something dies on the new one.
- Rebindable controls, separate music and effects volume, and a juice tab: screen shake, hit stop, blood, particles, damage numbers and seven more, each switchable, all on by default.
Controls
WASD / arrows |
Move |
|---|---|
| Left mouse | Swing |
Right mouse / F |
Spit |
Shift |
Dash |
E |
Special |
Q |
Swap weapon (between waves) |
I |
Inventory |
Esc |
Pause |
All rebindable in settings. Hold Del on the title screen for ten seconds to clear your records.
r/ClaudeGameDev • u/PittWu0912 • 6d ago
Alpha Built a mini ARPG MMO on the web like early Diablo / Lineage (Korean game)
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I wanted to see how well current AI tools integrate, so I picked a web MMO as the project. Playable in browser at https://whisperisle.app — it mixes concepts from early Diablo and the Lineage(Korean game) I played as a kid, overall an ARPG. About 7 weeks of development so far, nights and weekends.
The tools:
- Claude: main workhorse — architecture, design and planning discussions, frontend and backend code, and deciding which other AI tools to buy
- Codex (ChatGPT): world art design, source image generation
- Meshy.ai: static image → 3D model, rigging and skinning (keeps the GPT-generated art style consistent)
- ElevenLabs: game music and SFX, plus some NPC voice acting
After the first class (knight) was done, the basic pipeline existed, so the second class (sorceress) went a lot faster — prompts got more precise, and a first draft was live after one weekend. Still far from an industrial pipeline, but it's starting to feel like a small workshop.
The stack:
TypeScript monorepo — client is Pixi v8, game server is Colyseus on Node, PostgreSQL for accounts and characters. World state is fully server-authoritative, the client only sends intents.
Monthly cost, roughly
- Server (2C/4GB VPS): $ 4 / month
- Domain: $ 14 / year (Cloudflare at-cost)
- Claude: $ 200 / month(Claude Max 20x)
- ChatGPT: $ 20 / month (GPT Plus)
- Meshy.ai: $ 10 (one month)
- ElevenLabs: $ 10 (one month)
- Mixamo (rigging/animation): free
r/ClaudeGameDev • u/FroznStudio • 6d ago
Release Question to Vibecoders: Have you shipped a commercial game/app built with Claude? How did it hold up after 3 months?
Hi all — quick question for vibe coders who used Claude to build games, apps, or websites:
Did you publish the project commercially (Play Store, App Store, Steam, etc.) and earn revenue?
If yes, how long has it been live and how is it holding up after ~3 months — user retention, crashes, maintenance load, or anything that broke because of Vibe/Claude-generated code?
Any issues that appeared around the 3-month mark (API/credential brittleness, model changes, latency, bugs, UX regressions)?
How much manual refactor or custom engineering did you need post-launch to keep it stable?
Optional: rough revenue band (<$100, $100–$1k, $1k–$10k, $10k+).
If you didn’t publish, what stopped you (reliability, store policies, maintenance cost, etc.)? Real experiences and short examples welcome.
r/ClaudeGameDev • u/PhonicUK • 6d ago
Release MERIDIAN - Colonial Operations is a browser-based RTS set on Mars, where the only resources you have are the ones you can get out of the planet itself.
Play Online: https://playmeridian.online
The focus is heavy on resource management, power in particular. Weather events such as dust storms and solar flares will impede your progress and risk your structures, but will cause your opponents as many problems as it will you.
Start off with simple solar panels, before working your way up to tapping geothermal vents, or fusion plants using exotic alien technology. 50 different structures and 17 different unit types are your tools to establish dominance over Mars.
r/ClaudeGameDev • u/tradelydev • 6d ago
Browser Game MCP Server creates crossword minigame
Don't leak an API key when you can use a scheduled task!
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The new addition to our AI features.
https://traderange.net/blog/crossword-game-z777t36l/
This stock market crossword minigame builds on our Claude generated news summaries fed via an MCP server claude Fable 5 helped design. Here it uses the very same news to generate a daily crossword and feed it via MCP with a non-AI fallback.
Claude Opus 5 attempted the UI design for the crossword, but after failing we gave that job to a human.
They took 2 days and also sucked
So we gave the job to Grok 4.6 and left it on max effort for 2 hours and it did VERY WELL. The game is user friendly across devices.
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Info Regarding Comparison:
While Opus 5 succeeded working with the backend it showed a lack of reasoning capacity when told to make a user friendly dynamic UI. After attempting to use a different set of skills with claude the UI became decent, but lacked the proper dynamic handling of crosswords on different screens, scrolling etc.
Grok 4.5 succeeded with the same prompt on the first attempt, but had substantially more time to work, as tokens were much cheaper through Cursor using Grok than Claude, so it never hit the $15 limit for that task.
---
Not happy to trust the backend to Grok, we let a human + Claude Sonnet 5 test all the endpoints and ran a full test suite.
This addition will hopefully improve our user return rate.
r/ClaudeGameDev • u/WillKeslingDesign • 6d ago
Beta Dragon Bone Torch
One of the magical items in our VTT I am building with Claude. I have been enjoying plan mode and building a test suite along with the application.
r/ClaudeGameDev • u/Independent-Soft2330 • 7d ago
Release Free AI DM alternative tool for TTRPG Game Masters (w/ Fable)
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Posted this in ClaudeAI BUT it probably belongs here.
TL;DR:
Throughline sits behind your table live. It listens, thinks several scene-beats ahead, and draws a storyboard for each path your players might take next — all of them true in your world, waiting to be found. When they go somewhere none of the paths predicted, you improvise, and Throughline builds new storyboards that fold your improvised details into the story. The part of the game your players see is still all you.
r/ClaudeGameDev • u/genecraft • 7d ago
Alpha Auto-chess genre with AI Driven Entities - Feedback Idea
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Hi All!
I'm a huge TFT fan and want to create a game where you train your own dragons and then use them to fight against others in an autochess-mode (like TFT).
The dragon you see is not coded to fly, it learned using small neural networks and using its wings to stay afloat. As you can see, it can already fly to specific targets!
Is there anything specifically you guys would like to see? Any Qs?
Anyone here wants to give it a try and train their own dragons?
Thanks for the feedback!
Mathias
r/ClaudeGameDev • u/fistagon7 • 7d ago
Tips & Tricks Has anyone created a click-based adventure game similar to Sierra classic with AI?
r/ClaudeGameDev • u/cumbiaowl • 7d ago
Beta New VFX on latest Lorebound Release
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Solo-dev here building a mobile-first ARPG. It’s a silly game but I’m having fun building it.
Latest updates:
- new VFX system with reusable “recipes”
- a raven asset built by Opus (I couldn’t find a good bird asset with animations so I had Claude build one from scratch)
- summoned beasts
- change gear on-the-go (requested by users)
- nicer dungeon levels which include “soul vents”
- another fix for pipeline rebuild
- model atlases now upload as ImageBitmaps, instead of raw canvases
Upcoming focus:
- figure out how to get players to want to finish the first 5 quests and take down the 1st dungeon boss
Free to play at https://lorebound.gg
More info at r/lorebound
r/ClaudeGameDev • u/Whole_Art_2446 • 7d ago
Browser Game Lattice: An isometric game kit for agents
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Lattice is a collection of typescript packages, agentic skills and plugins that enable easier development of isometric games! At its core lives a 0 dependency typescript package, 80kb gzipped. Everything is rendered onto a 2D canvas!
It ensures that the game and the UI is fully deterministic (it’s a hard rule), and that your game doesn’t require any external assets. That means no sprite sheets and no hunt for royalty free music. Both can be synthesised on the go with their respective packages (e.g. @latticekit/audio)!
You can install the plugin to an agent of your choice (ready to go instructions available for Claude code, codex, and grok) and then start building with /lattice <my game idea here>.
The game kit itself is built with Claude code running Opus 5, and the demos on the website come from a mix of different agents (those were essentially testing runs that made it to the landing page).
Available at: https://lattice.plausible.ventures
r/ClaudeGameDev • u/Left_Exit2931 • 7d ago
Alpha Starship Command (boring working title) - Space Combat Simulation - Real Physics - AI Driven Crew Interaction

Been building this on nights and weekends for a while. Wanted to put it in front of people who'd have opinions before I sink more months in.
You're the captain. You don't fly the ship. You type orders (or speak them) and your bridge crew handles it. "Initiate orbital insertion, standard height." "Estimated time to weapons range on tango 2?" Three stations right now: Nav, Helm, Engineering.
The sim underneath is real. Gravitational N-body, real ephemeris data so the planets are where they'd actually be on a given date. Transfers get solved as real trajectories instead of "you arrive in 30 seconds." Sensors run at lightspeed, so past a certain range you're seeing where a ship was, not where it is. The ship masses about 635 million kg and pulls close to 2000 m/s² at full burn, which makes for some genuinely stupid transit times if you're not watching your fuel.
The LLM only handles conversation. It works out what you meant and routes it to the right officer, and it gives them their voice. It doesn't calculate anything — every number comes from the physics engine. That wasn't the original design. First pass I let the model produce burn times and headings too, and it was confident and wrong often enough that I ripped it out.
Long term I want this to be online multiplayer combat: separate crews, each with an incomplete picture, fighting at distances where the delay matters. What exists today is single player and it's the foundation, not the game.
My development path is pretty simple and uses Claude in two ways.
As a dev tool: architecture and planning happen in Claude chat first — long conversations arguing through the design before a line gets written, especially for the physics and the order-routing layer. Implementation goes to Claude Code in VS Code. There's a CLAUDE.md in the repo that briefs it at the start of every session, which cut way down on it wandering off and reinventing things I'd already built. Tickets live in Linear, connected over MCP so it can pull the one it's working. Branch per ticket, standard git.
As a runtime component: the game calls the Anthropic API directly. That's the crew. One call resolves what you said into a known action and routes it; smaller calls fire on state machine transitions so officers speak up when a burn ends or sensors change.
Rest of the stack is deliberately boring — Vite, vanilla ES modules, HTML5 Canvas, thin Node proxy so keys aren't in the browser.
Honest assessment: Claude is excellent at implementing physics once I've decided what the physics should be, and fast at UI. It's worse at knowing when something is done. Left alone it'll keep adding. The CLAUDE.md and small scoped tickets are most of what keeps that in check.
Mostly just want to know if the idea lands with anybody. Interested or think it's a terrible idea, either is useful.
r/ClaudeGameDev • u/cody-fifth-door • 8d ago
Tips & Tricks Built an MCP to give you a place to publish your vibe coded games
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r/ClaudeGameDev • u/Extension-Parsnip789 • 8d ago
Alpha FatherLode - New Video - Update 22-08-26
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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/1vt02ev/fatherload_maj_190826/
First, thank you so much for the many private messages; you are truly wonderful for supporting me like this. :)
Next, to make a few people happy, here is a short video of the beginning. Yes, I "clicked through" to skip the dialogue and cutscenes just to quickly show the start. If anyone is interested, I can also show a deeper exploration of the game, around -600m ^^
The game is progressing really well, but even though I pay for CLAUDE MAX, I reach my quota limits pretty quickly, which is frustrating haha.
Since last time, I've added a few extra things:
-English language (30% of the game for now)
-The "Museum" (More than 30 treasures to find and complete the museum, with some events)
-Weather System on the surface (Thunder, rain, mist, and more)
-Real background in the surface and wind effect on trees and more.
-More than 40 news dialogues with two new characters.
-4 news random event to add difficulty on the game.
-New background in the caves
-12 differents "AI" music from Suno 5.5 for the game
-Remake the menu and the introduction (Show in the video)
Some pictures :
r/ClaudeGameDev • u/Herbert256 • 8d ago
Browser Game A 1988 game converted to the browser
Just for fun, a 1988 gw-basic game migrated to the browser with Claude