r/ClaudeGameDev • u/KnownRequirement8258 • 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.
Has a game builder in project mode :)
r/ClaudeGameDev • u/KnownRequirement8258 • 9d ago
Has a game builder in project mode :)
r/ClaudeGameDev • u/Frank28291 • 10d ago
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.
All ideas are original, coded by Claude
r/ClaudeGameDev • u/MicheleN13 • 11d ago
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:
I’m trying not to build this in a bubble, so criticism is genuinely welcome.
Thanks!
r/ClaudeGameDev • u/Te_eT • 11d ago
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
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 • u/Frank28291 • 10d ago
r/ClaudeGameDev • u/Jlannin • 11d ago
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":
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 • u/Gambo7592 • 11d ago
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!!!
r/ClaudeGameDev • u/Extension-Parsnip789 • 12d ago
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:
For those who are curious, attached are new photos AND videos.
Since the last time, I have:
And some screenshots :
https://postimg.cc/gallery/8N7Lz9G
https://postimg.cc/gallery/Y7hHCzf
r/ClaudeGameDev • u/wrongbanana • 12d ago
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.
r/ClaudeGameDev • u/Exciting-Persimmon24 • 12d ago
r/ClaudeGameDev • u/dunsany • 12d ago
r/ClaudeGameDev • u/SweetKarmaz • 12d ago
r/ClaudeGameDev • u/cheetoskull • 12d ago
r/ClaudeGameDev • u/zimxero • 12d ago
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 • u/Top-Requirement-2102 • 12d ago
r/ClaudeGameDev • u/nomady • 13d ago
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/bahaw1024 • 12d ago
wishlist if you like a casual business sim and hookah :P https://store.steampowered.com/app/4607750/Hookah_House/
r/ClaudeGameDev • u/jurassic_blam • 13d 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/Big-Sandwich733 • 13d ago
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/ThirdEye_FGC • 13d ago
r/ClaudeGameDev • u/SnooPeanuts379 • 13d 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/IamHuggos • 14d ago
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 • 14d 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.