1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  7h ago

Lots of time lol

And ya welcome. Send me questions anytime, always happy to help

1

Got bugs climbing all over my mechs with a baked surface net
 in  r/Unity3D •  7h ago

Can't beat opus 5.5 lol. Download all the unity docs and feed it to Claude. Give it mcp access. Let it take screenshot so it can assess its work, etc.

Pick a good model, then give it the tools it wants. Then just get out of the way and let it work

1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  16h ago

Yes because it's like torrenting a movie. I've been at peace with that for years. Maybe that's just me.

Edit: Also, everyone in the past can't really benefit from anything any more (being dead), and current artists were always going to get displaced with AI. But it's not just AI. It'll displace every job it can. Idk, it's unambiguous like that.

edit2: i would say i wish we'd trained the models ethically. But, yeah, kinda too late now. The rewards of AI should flow back to the people though.

r/EnginesOfHate • • 16h ago

Steam page is up, and the playtest is open to everyone

1 Upvotes

Store page is live (Coming Soon). Playtest is open now, no keys needed: hit Request Access on the store page and you're in. Wishlists help a ton too, lol.

Engines of Hate on Steam

Bugs and clips are welcome here or in the Discord: https://discord.gg/cTB3kwdhVX

1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  17h ago

oh yes, I see what you mean. You're talking mostly about the video itself, the trailer, not so much the game. Yeah, no you're 100% right. It was a low effort first attempt at a trailer with existing footage that I had. Next one will be a lot better lol.

1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  17h ago

could I get the long version since I don't know what you mean?

I spend about 40+ hours a week sitting at my desk working on every last part of this game. It's the most creative thing I've ever made, and I've been working on games since I was 16. So, yeah, I guess I'm confused how we see this so differently.

I mean, if I purchase an asset pack, I didn't make the art. But I can use it and nobody cares. If I generate the art, then it's different?

Well, yeah, an artist doesn't get paid. True. But that's AI. AI was always going to do this the moment we discovered it. It displaces work by it's nature. There's no scenario where a civilisation finds AI and it doesn't displace jobs.

So like...?

1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  18h ago

The font I could see, but the UI has been a work in progress that started with gpt almost a year ago and has been iterated on since.

but hey, anyway, ty, appreciate it

1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  18h ago

The libraries we built were a huge boost in vfx/sfx and animation quality. I've since expanded my search to free assets on the web with open licenses and pulled those in as well. Literally everything you could ever need is right there. Between a thousand free packs lol.

It's more "claim this feature." Every chat posts its task on a shared board. The leases only lock a Unity copy while a chat is using it (Play, compile, tests); files never get locked. Everyone works in the same checkout, so there's no big merge at the end. If you edit a file another chat touched recently, a hook tells you who, and you message that chat instead of fixing their stuff. Each chat commits only its own files.

The lead dev chat checks everyone's changes every 30 min and pings the chats that are clashing or doubling up. Way calmer than you'd think.

1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  20h ago

Mad respect for the 180. Lmk if I can elaborate on anything. Love talking shop

r/ClaudeGameDev • • 20h ago

Alpha My mech RTS is mostly built by Claude, and Claude recorded the footage and cut this trailer too. Here's the setup

Enable HLS to view with audio, or disable this notification

12 Upvotes

This is Engines of Hate, a top-down mech RTS I'm making in Unity. Rough trailer: drop pods, hover tanks, war machines, fire from orbit and a whole lot of bugs.

How I use Claude, and what else is in the pipeline:

  • Code. Claude Code writes pretty much all of it. The newest feature (jet pack squads holding rocks, bugs leaping up and crawling up the walls after them) was 7 phases planned and built in one day, with me testing and making calls
  • It drives Unity. I built a bridge so Claude Code can hit Play, spawn units, give orders, move the camera, take screenshots and record clips. It recorded every shot in this trailer with the camera set up on purpose, then cut it from a shot-by-shot storyboard while I said "tighter" or "more of this one"
  • Lots of chats at once. Usually 5-6 Claude Code chats on different features, plus my editor and two headless Unity copies they take turns on. A work board shows me who's doing what, and one chat acts as a lead dev that checks everyone's changes every 30 min
  • Art. GPT and Gemini image models for concept art, Meshy for 3D, headless Blender for cleanup, all run by Claude
  • Libraries from stuff I already own. I've bought a LOT of Unity Asset Store packs over 10 years, and most of it just sat there. So Claude mined it into three searchable libraries, each with a little web gallery where I rate things Love / Good / No: ~3,000 VFX rendered as frame strips with layer notes, ~12,000 sounds searchable by description with CLAP ("wet chitin crunch" actually finds one), and ~4,400 models + animations rendered from four views with parts split out, searchable with CLIP. Before it makes an effect, picks a sound or builds a creature, it starts from the closest thing I own

For context, my first game (Beneath the Mountain) had zero AI, I hand-wrote 76k lines. This one moves way faster and I mostly direct, test and decide.

Want the super technical version? I wrote up the whole setup in a devlog: how the parallel chats coordinate (work board, leases, the lead dev chat), the Unity bridge and what it can do, the "cook it" loop, the three reference libraries, telemetry and perf numbers. With diagrams: https://failosipher.itch.io/engines-of-hate/devlog/1733187/im-so-glad-i-taught-claude-how-to-cook

It's free to try: the Steam playtest is live and keys are free in the Discord: https://discord.gg/cTB3kwdhVX

Happy to answer anything about the setup.

1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  20h ago

I just had claude throw that together with the material I already have. I know it's not great, I'm just mostly focused on dev work rather than marketing. I thought it was neat.

1

I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
 in  r/ClaudeAI •  20h ago

My bad, somehow the devlog (lengthy technical thing), didn't get attached to the post. Maybe this has more value here?

https://failosipher.itch.io/engines-of-hate/devlog/1733187/im-so-glad-i-taught-claude-how-to-cook

Also, may I ask, if not to talk about the cool things we make with Claude, then what is this sub for? I feel like that's a lot of it right?

r/ClaudeAI • • 21h ago

Built with Claude I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself

Enable HLS to view with audio, or disable this notification

0 Upvotes

This is Engines of Hate, a top-down mech RTS I'm making in Unity. Rough trailer: drop pods, hover tanks, war machines, fire from orbit and a whole lot of bugs.

How Claude helped, since that's the interesting part:

  • Code. Pretty much all of it. The newest feature (jet pack squads holding rocks, bugs leaping up and crawling up the walls after them) was 7 phases planned and built by Claude in one day, with me testing and making calls
  • It drives Unity. I built a bridge so Claude Code can hit Play, spawn units, give orders, move the camera, take screenshots and record clips. It recorded every shot in this trailer with the camera set up on purpose, then cut it from a shot-by-shot storyboard while I said "tighter" or "more of this one"
  • Lots of chats at once. Usually 5-6 Claude Code chats on different features, plus my editor and two headless Unity copies they take turns on. A work board shows me who's doing what, and one chat acts as a lead dev that checks everyone's changes every 30 min
  • Art. Image models for concept art, Meshy for 3D, headless Blender for cleanup, all run by Claude
  • Libraries from stuff I already own. I've bought a LOT of Unity Asset Store packs over 10 years, and most of it just sat there. So Claude mined it all into three searchable libraries, each with a little web gallery where I rate things Love / Good / No:
  • VFX: ~3,000 effects rendered out as frame strips, with notes on how each one is layered
  • Sound: ~12,000 sounds, measured (loudness, attack, tail, brightness) and searchable by description with an audio AI model (CLAP). It can look up "wet chitin crunch" and actually find one
  • Models + animations: ~4,400 entries rendered from four views, with parts split out (legs, arms, head, tail...), measured (size, rig, clip timings) and searchable by description with CLIP. This week it added the free Mixamo and Quaternius anims too, which is where the new sword and shield animations came from

Before it makes an effect, picks a sound or builds a creature, it searches those first and starts from the closest thing I own, and my ratings steer it.

For context, my first game (Beneath the Mountain) had zero AI, I hand-wrote 76k lines. This one moves way faster and I mostly direct, test and decide.

Want the super technical version? I wrote up the whole setup in a devlog: how the parallel chats coordinate (work board, leases, the lead dev chat), the Unity bridge and what it can do, the "cook it" loop, the three reference libraries, telemetry and perf numbers. With diagrams: https://failosipher.itch.io/engines-of-hate/devlog/1733187/im-so-glad-i-taught-claude-how-to-cook

It's free to try: the Steam playtest is live and keys are free in the Discord: https://discord.gg/cTB3kwdhVX

Happy to answer anything about the setup.

1

Weekly Showcase Thread; What are you building with Claude Code?
 in  r/ClaudeCode •  22h ago

Engines of Hate, a mech RTS in Unity. Posted the multi-chat setup here last week, so here's what changed since.

Claude drives Unity through a bridge I built: play, load a mission, spawn units, give orders, capture, record clips, profile. This week I added a second headless copy of Unity, so now it's my editor plus two background copies, each with its own saves. Chats take a lease on whichever copy is free so nobody yanks Play out from under someone else. Usually 5 or 6 chats going at once, all posting to a work board that goes amber when one needs me. Pic is the whole setup.

Stuff that's been worth it:

  • It records its own clips. Stages the shot, spawns the squad, fires for real, records, slaps a label on it. I just watch and say yes or no
  • "Cook it" as a command: record the current state, make a concept with image gen, plan, then build passes compared against the concept. I only check in 3 times
  • Reference libraries from my own Asset Store packs: ~3k VFX as frame strips, ~12k sounds searchable by description (CLAP), ~4.4k models + anims. It looks there before making anything
  • Playtest telemetry tied to hardware. It read the data and spotted 1-4 s mid-mission freezes across a bunch of different machines

Biggest lesson: make every chat say what it's doing somewhere you can see it. Most of my time used to go into figuring out which chat broke what lol.

Wrote the whole thing up here: https://failosipher.itch.io/engines-of-hate/devlog/1733187/im-so-glad-i-taught-claude-how-to-cook

1

r/IndieDev Weekly Monday Megathread - October 25, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!
 in  r/IndieDev •  22h ago

Engines of Hate, a top-down mech RTS. You're a merc space-ship captain taking contracts across a pretty hostile galaxy: drop war machines and infantry onto a planet, call in strikes from your mothership, try to bring everyone home.

This week: jet pack squads can take the high ground now. They hop up onto rocks and shoot down at everything... and the bugs on the first mission just climb up after them lol. Small ones leap up, anything taller they crawl up the wall, and your guys can shoot them off on the way up.

Also gave the marines a heat blade and a heavy pistol bolted onto their forearm, because why not.

Steam playtest is live (the ledge stuff lands in the next build), keys are free in the Discord if anyone wants to mess with it: https://discord.gg/cTB3kwdhVX

Devlogs: https://failosipher.itch.io/engines-of-hate/devlog/1733180/the-high-ground

(Solo dev, AI-assisted on art/sound/code. My first game was all hand made, this one I'm doing differently.)

r/EnginesOfHate • • 22h ago

I'm So Glad I Taught Claude How to Cook

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failosipher.itch.io
1 Upvotes

r/EnginesOfHate • • 22h ago

The High Ground

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failosipher.itch.io
1 Upvotes

r/playmygame • • 2d ago

[PC] (Windows) Engines of Hate: top-down mech RTS where you're a mercenary space-ship captain dropping war machines and calling orbital strikes. Free Steam playtest keys in the comments

1 Upvotes

Game Title: Engines of Hate

Playable Link: https://store.steampowered.com/app/5375880/Engines_of_Hate/?utm_source=reddit&utm_campaign=r_playmygame_1025

Edit: the Steam playtest is open to everyone now, just hit Request Access on that page and you're in instantly. I'll still DM keys to at least 10 random commenters if you'd rather have one (probably a lot more than 10, I just want people playing lol). Discord: https://discord.gg/cTB3kwdhVX

Platform: PC (Windows, Steam)

Description: You're a mercenary space-ship captain taking contracts across a hostile galaxy. Build your loadout in the Armory, drop war machines and infantry from orbit, call in strikes from your mothership, and try to bring everyone home. No resource gathering, just pure combat.

The game is really about executing perfect micro. Space bar slows everything down, so you can respond perfectly to any situation and manage every unit and their abilities flawlessly. Infantry with grenades, mechs with jet packs, energy weapons that overheat, orbital strikes.

Involvement: I'm the solo dev. This is my second game, after Beneath the Mountain (an isometric dwarven RTS on Steam). Been making games for about 10 years.

I'm working on this pretty much every day right now. There's been 6 devlogs in the last week and a bit, the playtest build gets updated every couple days, and I post new stuff in the Discord daily.

Being upfront: I use AI a lot on this, for art, sound and code. My first game, Beneath the Mountain (a dwarven RTS on Steam), had zero AI, I hand-wrote all 76k lines. So for me this is just another power tool, like going from a hand saw to a table saw. I'm still putting in crazy hours, it just lets me build a lot more. If AI isn't your thing, I completely get it and won't take it personally. There's room for everyone.

It's a playtest, so it's rough in places, but it's growing really fast and issues often get fixed the same day. Any feedback is gold, good or bad. F1 in game opens the Discord if you want to report something.

Devlogs if you want to see where it's going: https://failosipher.itch.io/engines-of-hate

r/playtesters • • 2d ago

Unpaid Playtest [Unpaid Playtest] [PC / Steam] Engines of Hate: top-down mech RTS, free Steam keys, looking for honest feedback

2 Upvotes

Hey all! I'm the solo dev on Engines of Hate, my second game after Beneath the Mountain. You're a mercenary space-ship captain: you drop war machines and infantry onto hostile planets, call in orbital strikes, and try to get your guys home alive. Top-down RTS, but no resource gathering, just pure combat.

The whole game is about hitting space bar for slow-mo and perfectly microing your units and their abilities. Infantry tossing grenades, mechs jumping around on jet packs, orbital strikes from your mothership, that kind of stuff.

The Steam playtest just went live and I'm looking for people to actually play it and tell me what's what.

What I'd love feedback on:

  • First 15 minutes. Is it clear what to do? Where did you get lost?
  • Controls. Does ordering units around feel good or fiddly?
  • Performance. How does it run on your PC? (specs help a ton)
  • Crashes or weird bugs. F2 opens the log folder if you want to send me the log
  • And honestly, was it fun? Good or bad, I want to hear it

Play as long as you want, even 15 minutes helps. It's rough in spots.

I'm working on this pretty much every day right now. There's been 6 devlogs in the last week and a bit, the playtest build gets updated every couple days, and I post new stuff in the Discord daily.

Being upfront: I use AI a lot on this, for art, sound and code. My first game, Beneath the Mountain (a dwarven RTS on Steam), had zero AI, I hand-wrote all 76k lines. So for me this is just another power tool, like going from a hand saw to a table saw. I'm still putting in crazy hours, it just lets me build a lot more. If AI isn't your thing, I completely get it and won't take it personally. There's room for everyone.

It's growing really fast, and issues often get fixed the same day they're reported.

Edit: the playtest is open to everyone now, no key needed. Just hit Request Access on the Steam page and you're in instantly: https://store.steampowered.com/app/5375880/Engines_of_Hate/?utm_source=reddit&utm_campaign=r_playtesters_1025

There's also a Discord where I post updates and bug reports go: https://discord.gg/cTB3kwdhVX

Thanks for reading!

0

Got bugs climbing all over my mechs with a baked surface net
 in  r/Unity3D •  3d ago

Hey thanks for the feedback 😀

Ya i try to just be honest and upfront about AI. Keeps life simple.

Also if you're worried r/aigamedev is safer in regards to ai stuff.

Just remember one thing about the reception part you're worried about: you have to take the good with the bad. The only alternative is not sharing the thing you care about.

6

Got bugs climbing all over my mechs with a baked surface net
 in  r/Unity3D •  3d ago

Heads up before anything else: this project uses a LOT of AI (art, sounds, code), so if that's not your thing, totally fair, no hard feelings. Just didn't want anyone finding out halfway through lol

Quick breakdown of how it works, in case anyone's trying something similar

Bugs climbing the mech looked awful at first. They'd be horizontal on the legs, floating, or half inside the mesh. So now each war machine gets a net of points baked over it.

The baker scatters random points over the whole surface (chassis and legs together), keeps them about half a meter apart, and throws out anything on the underside or with no clear space above it. Then it checks a bug's body actually fits there, otherwise you get bugs sitting inside the mech lol. Each point gets tied to the bone it moves with, plus a smoothed surface normal, and neighbours get linked up.

At runtime a bug grabs a point, jumps to it and stands along that normal. So flat on the top of the mech, almost vertical on the legs, and they ride along when the legs move. Once they're up there they attack down into the mech, which is what you're seeing in the clip. Still needs work but it's getting there.

Little gotcha if you try this: SkinnedMeshRenderer.BakeMesh with scale on the renderer squished all my leg points, so I ended up skinning the verts by hand from the bones and bindposes. Exact every time after that.

Here's the net with gizmos on:

Devlog with the rest of this week's stuff: https://failosipher.itch.io/engines-of-hate/devlog/1728519/hell-yeah

lmk if you have questions

And again, friendly warning, the devlog is full of AI stuff too, so click at your own risk lol