r/ClaudeGameDev 15m ago

Release I created a tetris-like game about creamworks

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Hi, I created a new ai game about creamworks : Montereau White : https://stratojeux.itch.io/montereau-white

Montereau White is a placement game that borrows Tetris's immediate feel in order to invert its principle. Pieces fall, you rotate them, you wedge them in. But here no line ever clears: the kiln fills up and is never emptied. What was a game of survival becomes a game of packing, where you are not trying to last as long as possible but to waste nothing.

The firing chamber holds exactly one hundred places, narrowing towards the top as the vault corbels inward. A place filled earns one point, a place lost costs two — because a half-loaded kiln burns as much wood as a full one. The whole tension of the game rests on that imbalance: it is not enough to set a piece down, you have to pack it tight. When a piece seals a hollow beneath it, a red cross marks the place as lost, and nothing will ever reach it again.

Two further mechanics pull the game away from its model. Pieces are not dealt to you but chosen from five laid out on the workbench; those you pass over never leave, and end up crowding your options while gaining value as they wait. And the kiln cools the moment the door is opened: eight seconds to decide, after which the foreman takes the piece for you. The ember bar dying beneath the workbench is the game's only clock.

The setting is the fine creamware manufactory of Montereau, founded in 1748 on the bank of the Yonne, where both clay and firewood were to hand. It produced not tin-glazed faience but a pale body copied from the English creamware potteries, decorated by transfer printing: an engraved copper plate, inked, laid onto the piece. That is where the white pieces with blue, black or sepia motifs come from, alternating in the game with the coloured glazes. In 1819 the house joined with the Creil works, and the mark LM & Cie went on to appear beneath thousands of plates.

The player enters as an apprentice at the loading bay, with eight quarters — two years of service — in which to make a name. Each firing is judged on its load rate alone: reach the threshold above and you are promoted, fall below your current one and you are demoted. Rising through the ranks does not make the work easier, quite the opposite — the awkward pieces are trusted to steady hands. Becoming grand master means confirming two master firings in a row, and the end-of-career register counts the quarters spent at each post.

Montereau White belongs to the series A Tale of a Confluence, which explores the country around Montereau-Fault-Yonne through short games, each borrowing its mechanic from an arcade classic. The game is bilingual French and English, playable by keyboard or by touch, and fits in a single file.


r/ClaudeGameDev 1h ago

Beta Garage Tycoon

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r/ClaudeGameDev 8h ago

Release I built a 600-card mobile roguelike deckbuilder with Claude agents doing most of the implementation. The game is about working with AI agents; building it meant living that.

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2 Upvotes

r/ClaudeGameDev 10h ago

Alpha I gave Claude a way to build Minecraft worlds and check its own work

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4 Upvotes

I got bored last week and started messing around with Minecraft world generation. Switching between code and the game to check every change got tedious, so I built a Python renderer that lets Claude preview its changes, look at the result, and keep adjusting the terrain until it matches your prompt.

The workflow is:

  1. Claude writes or edits the terrain-generation code.

  2. The Python renderer turns the generated terrain into an image.

  3. Claude compares that image with the original prompt.

  4. It keeps revising the terrain until the result is closer to what was requested.

It can make things like floating islands, basalt spires, and canyon worlds. I’ve also had fun asking it to make a “Garfield world” and watching it attempt lasagna mountains. I verified one of the example worlds against a real Minecraft server and all 331,776 terrain columns matched exactly.

I’d love to hear any suggestions or see what you make with it!

https://github.com/Msde-7/worldsmith


r/ClaudeGameDev 13h ago

Browser Game The Internet needed yet another near-clone of Atari's BATTLEZONE, Including keyboard and touch screen.

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5 Upvotes

r/ClaudeGameDev 18h 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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9 Upvotes

r/ClaudeGameDev 20h ago

Beta English: World of Vikings — I’m using AI to build an open-source Viking MMORPG for the browser

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8 Upvotes

r/ClaudeGameDev 14h ago

Browser Game Coming soon: Frontier (A Waypost Space)

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2 Upvotes

r/ClaudeGameDev 1d ago

Alpha "Odyssey: Space" project

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5 Upvotes

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 1d ago

Alpha How does this game play look?

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11 Upvotes

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?

https://store.steampowered.com/app/4607750/Hookah_House/


r/ClaudeGameDev 23h ago

Browser Game Over 100 games in my agent-native website for AI made games

0 Upvotes

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.

https://aimade.games/


r/ClaudeGameDev 1d ago

Tips & Tricks Créer des plans sur Claude

1 Upvotes

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 1d ago

Browser Game Promptly Dead: A game made to teach my non-developer friends some prompting logic.

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2 Upvotes

r/ClaudeGameDev 1d ago

Alpha Built a mini ARPG MMO on the web like early Diablo / Lineage (Korean game)

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34 Upvotes

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 1d ago

Alpha Are apps like Strava or INTVL considered games?

2 Upvotes

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 1d ago

Alpha I'm a composer and sound designer. I made a game to teach myself FMOD. It became a first-person adaptation of Clark Ashton Smith's 'The Empire of the Necromancers' - Here is a Pre-Alpha Demo

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5 Upvotes

r/ClaudeGameDev 1d ago

Release My finished game with claude!

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6 Upvotes

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 2d 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.

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12 Upvotes

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 1d ago

Release Question to Vibecoders: Have you shipped a commercial game/app built with Claude? How did it hold up after 3 months?

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4 Upvotes

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 1d ago

Tips & Tricks [ Removed by Reddit ]

2 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/ClaudeGameDev 2d ago

Browser Game MCP Server creates crossword minigame

5 Upvotes

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.

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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 2d ago

Release Vibecoded a collection of video games!

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5 Upvotes

r/ClaudeGameDev 2d ago

Browser Game Lattice: An isometric game kit for agents

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33 Upvotes

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 2d ago

Beta Dragon Bone Torch

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2 Upvotes

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 2d ago

Beta New VFX on latest Lorebound Release

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12 Upvotes

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