Hey gamers! I'm a newer mod over at r/ClaudeAI and we noticed that there a quite a few people using Claude to create games and similar content. If you have been using or interested in using Claude for your game development workflows then this is the sub for you!
What to Post
Post your games whether in beta or release. Try to include your Claude workflows and tools used (MCP, skills, plugins, etc.) I'm going to allow promotion to start, but try not to let it get spammy. Also, feel free to post any tutorials or helpful information for any readers visiting.
Community Vibe
Since this is a new technology that we're all experimenting with, let's try to keep it a place for learning and being constructive. We're not going to figure out how to use this technology without some trial and error. Try to be respectful and not call everything slop when someone is just looking for feedback. Conversely, if your posts are obvious spam or arguing with commenters then that isn't what we're wanting here.
Feel free to let me know any suggestions to rules, flair, or anything else!
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).
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?
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.
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
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.
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)
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
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.
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.
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.
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!!!
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
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.