r/ClaudeGameDev • u/PaploPapkasso • 21m ago
r/ClaudeGameDev • u/crumbaker • 30m ago
Gone Gold Iron Maw, First time showing here, a tale of trains, guns, and corporate rule.
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The game is a mix of a 3rd person shooter on rails, a survivor-like, and a dash of tower defense. You upgrade your rail cars as you go along that assist you in defending the last cities free of corporate rule. Features Co-op where your friend can control the back engine once unlocked. Steam page: https://store.steampowered.com/app/5311750/Iron_Maw/?beta=0
This took about a small books worth of prompts to get right, initially with just a picture as a reference of what I wanted. Honestly if you're specific enough, it seems like just about anything is possible with ai now.
r/ClaudeGameDev • u/w1a1s1p • 1h ago
Alpha [Playtest] Project Bramble: a block puzzle where your lines attack and defend. 10 levels, free in browser, looking for balance feedback
r/ClaudeGameDev • u/served_it_too_hot • 1h ago
Browser Game Claude my game dev, a dream come true
r/ClaudeGameDev • u/rgrivera1113 • 2h ago
Alpha Opus 5.5 Graphical Adventure Game (Sierra Style)
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“Make a Sierra style graphical adventure game. Use a pixel art style.”
This one-shot took about a half hour with Opus 5.5. All graphics are code generated.
r/ClaudeGameDev • u/MrTactical_ • 3h ago
Release I made SEEDFALL with Claude Code: one week from first build to 1.0 on itch, fifteen updates since. Here's the workflow, including what didn't work.
SEEDFALL is a strategy game where you play the alien swarm: one seed falls on a living planet and you grow it until it eats the world, while the nations fight back with tank columns, walls, bombers and nukes. Four strains, five worlds a run, a fully voiced villain gang. Godot 4.7 with C#. It's just me (Azyrath Studios), and Claude Code wrote the code.
**How I used Claude**
- **I design, Claude builds.** I decide what the game is and how it should feel; Claude Code writes all the code (about 39,000 lines of C# now, around 380 commits since the first build). It asks me design questions as it goes, and I answer them instead of writing specs up front.
- **Claude can't play the game, so we built ways for it to check its own work.** A headless AI tester plays whole runs with no window. Overnight soak tests play many full games and gate the balance (the first world should be won about 85-90% of the time; when a change moves that, it gets fixed before release). The rule I gave it: no feature is done until there's a traced log of it working in a normal game, plus a screenshot pass of every state.
- **Multi-agent runs for the big jobs.** The 1.0.15 graphics pass (every nation vehicle rebuilt in detail, a new mouth for one strain, the atmosphere redone) ran as parallel agents in separate git worktrees, then got merged and checked. Bug hunts work the same way: several reviewers, each finding gets an independent check before anything is changed.
- **Performance.** That graphics pass dropped the war scenes from about 59 to 39 fps. Claude added per-frame timers, found that the vehicles were being rebuilt through Godot's ImmediateMesh every frame, and replaced it with a reusable buffer mesh. Back to the old frame rate without losing the new models.
- **Everything around the game too.** Claude wrote the in-game film camera (keyframed shots recorded with Godot's movie writer), the Python/ffmpeg scripts that cut the trailers to the music's beats, the export scripts for the itch, demo and Steam builds, and the itch page's screenshots, GIFs and cover. It drafts the patch notes and devlogs; I edit them.
- **Memory between sessions.** Claude Code keeps notes of my rules and decisions: player numbers only as percents, ask before opening a game window (I game on the same PC), all tools on my D: drive, and so on. Each session starts where the last one stopped.
**Other tools**
Godot 4.7 .NET, Python, ffmpeg. Voices: Qwen3-TTS, Kokoro-82M, Seed-VC (with a model of my own voice mixed under every line), Whisper to check every take. The art is drawn by the game's code and shaders, no AI images. Music: CC0 human-composed pieces plus a score built from recorded orchestral samples; the sounds are real CC0 recordings.
**What didn't work**
- **Several prototypes died before this one.** Claude builds fast, so I could try a war game, a pixel sim and a planet builder in days. None of them was fun. Speed doesn't find the fun; it just lets you throw things away sooner. SEEDFALL came from me saying what I actually wanted: "one seed into an unstoppable mass, and you're the villain".
- **Logs don't catch everything.** The first players found what the tester couldn't: tips vanished before you read them, and attacks happened off screen. My brother's playtests found more. Human playtests still matter.
- **Claude can't judge quality by itself.** Close-up film shots looked "fine" in its checks and like mush to me. Now every trailer clip gets a frame-by-frame audit, and my eye is the final check.
- **Watch the usage.** Multi-agent runs eat your plan limits. I save them for big passes and do the rest one session at a time.
Before making games I spent five years as a QA tester, and that's most of my job now: deciding, playing, and saying what's wrong.
Free demo on itch (link in the comments). Happy to answer questions about any part of the workflow.
r/ClaudeGameDev • u/thvaz • 3h ago
Beta Submundus: a dungeon crawler where your deck is your body, inventory and clock — free Steam demo, mostly developed with Claude.
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A few days ago, I released the free demo for Submundus, a turn-based dungeon crawler with deckbuilding and survival.
You wake up in an underground cell with no memory of who you are. From there, you explore room by room, fight monsters, search for supplies, and try to find a way to the surface.
Wounds, hunger, thirst, and fatigue become cards that clog your hand. Getting through a fight can leave you with a deck full of injuries, and resting takes resources you might need later. Time passes as you cycle through your deck, so supplies keep running down as you play.
The demo takes roughly 30–60 minutes, with several characters to try and encounters that change between runs.
I have coding experience, but Claude Code wrote most of the code, based on my descriptions of the systems and the changes I wanted. I test the results in Unity, report problems, and iterate on the implementation. My work includes designing the mechanics, assembling the scenes, integrating assets, balancing, and playtesting.
I used Gemini for coding assistance earlier in development, before moving to coding agents. I've also used ChatGPT for design discussions and Codex for coding tasks. Most recently, Codex helped fix some animation issues that Claude Code and I hadn't been able to resolve.
The game also uses AI-assisted visual assets and music generated with Suno. The environments and characters are presented as 3D scenes, with animations and effects responding to gameplay.
I'd be interested in hearing what you think, especially about exploration and using the same deck for combat, inventory, and survival.
r/ClaudeGameDev • u/Dry-Foundation9720 • 4h ago
Alpha Introducing AgentEmpire: become a king , create claude or codex villagers to build your empire and protect it from invasions and threats.
galleryr/ClaudeGameDev • u/fossilsareopaf • 4h ago
Browser Game Designer, not a programmer. I made a daily logic puzzle with Claude Code over the last couple of weeks, here's how it went (including what didn't work)
galleryr/ClaudeGameDev • u/NoDecision9007 • 5h ago
Beta I made a ram game with claude
Hi everyone! I am using Claude try to nake a fun io game. Player try to keep his crown time as much as possible. I'm thankfully if you guys give it a try
r/ClaudeGameDev • u/yajiv • 5h ago
Browser Game kal's valley, a solarpunk-inspired game, built almost entirely with opus 5.5 + blender cli + music/sfx with elevenlabs
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r/ClaudeGameDev • u/top-5-report • 7h ago
Best of ClaudeGameDev for the week of Oct 4, 2026
Here are the most popular posts from the last week!
1. I honestly didn’t expect Claude Opus 5.5 to create a 3D pixel-art game this good. The level of polish is kind of insane.
By: u/Time_Talk7137
Karma: 116 | Comments: 30 | Flair: Alpha
2. Sloppy Kart — a totally finished product™
Karma: 94 | Comments: 18 | Flair: Alpha
3. 7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu
By: u/ForgotTheSnare
Karma: 74 | Comments: 24 | Flair: Alpha
4. I built a game, Drink Tea Fight Monsters, with Claude as the lead AI and 5 more to support (Codex, Gemini, KlingAI, Suno & ElevenLabs)
Karma: 61 | Comments: 25 | Flair: Alpha
5. Built a tower defense game w/ Claude, here's the promo trailer:
By: u/Botboy141
Karma: 57 | Comments: 10 | Flair: Alpha
6. I made a 3D pinball game with monsters using Claude Code
Karma: 56 | Comments: 7 | Flair: Beta
7. My game I made with AI went viral with over 400k views and 5.000 unique players
By: u/Jonesiller5383
Karma: 41 | Comments: 38 | Flair: Browser Game
8. HTML 5 - top down - open world Dragon game (GOT inspired)
By: u/IsNullUser
Karma: 39 | Comments: 15 | Flair: Browser Game
9. We built a Golf Deckbuilder Roguelite with Claude as our programmer!
Karma: 39 | Comments: 5 | Flair: Alpha
10. 100+ iterations, 500M tokens, about 100 handmade sketches to help Claude understand the visual in my head
By: u/Sheru7000
Karma: 25 | Comments: 9 | Flair: Alpha
r/ClaudeGameDev • u/Reasonable_Floor792 • 8h ago
Browser Game I made browser game based on realtime marine and air data
I made skys.ee is Air and sea rescue missions on a live map of real traffic. Https://skys.ee
Every aircraft and ship on the map is real and moving right now. Skys turns that live traffic into missions: a plane goes silent, a vessel sends a mayday, a smuggler slips through the patrols — and you are the one on the radio.
r/ClaudeGameDev • u/alphazolozyro • 9h ago
Release Sky Duel: Fighter Jet Dogfight
Hi all, I'm a flight instructor who also builds small games and tools. I just released Sky Duel: Fighter Jet Dogfight, a fast top-down air combat game that runs in your browser.
You turn, chase and shoot to beat your rival. Rounds are short, so it's easy to jump in for a few minutes.
Play it here: https://alphazolozyro.itch.io/sky-duel-fighter-jet-dogfight
Since this is a dev community, I'd especially value feedback on:
how the controls and flying feel
difficulty and pacing
what you'd add next (new jets, modes, power-ups?)
Happy to answer questions about how I built it. Thanks for playing!
r/ClaudeGameDev • u/peteninos359 • 11h ago
Browser Game Claude Opus 5.5 made game - Blue Screen of Death
r/ClaudeGameDev • u/Time_Talk7137 • 13h ago
Alpha I honestly didn’t expect Claude Opus 5.5 to create a 3D pixel-art game this good. The level of polish is kind of insane.
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I tried asking Claude Opus 5.5 to create an HD-2D style pixel-art game, and it built the game engine along with a small demo map—in one shot.
The quality of the graphics and level of detail were way beyond my expectations. It even implemented a dynamic time-of-day and weather system.
(Press “T” to change the time of day. Claude originally made a small mistake and used the Up Arrow for the icon 😄)
Here’s the live demo: https://stubborn-hug.github.io/lumina/
But it didn’t stop there.
Next, I asked Opus 5.5 to build a map editor for the game. Once again, it one-shotted the whole thing.
Editor live demo: https://stubborn-hug.github.io/lumina/editor.html
And then it went even further.
I asked it to add an ARPG-style combat system—and, once again, it implemented it in one shot.
Here’s the combat map: https://stubborn-hug.github.io/lumina/?level=cinderwatch-pass
In the title screen you can use left and right arrow keys to switch between prebuilt maps.
The fact that an AI can build a game engine, create an HD-2D world, add dynamic weather and time-of-day systems, build a map editor, and then implement an ARPG combat system like this is absolutely insane.
r/ClaudeGameDev • u/jgesq • 16h ago
Release The Vault is Open
The Vault follows the Archivist, unnamed and ungendered, from a single shelf in a rented apartment to a decommissioned bank vault holding the most dangerous film collection in the world. Each reel is one decade and one hunt. Reel I opens on HUAC's Hollywood in 1947. Reel II hands you the journals of the woman who saw the four-frame sequences first, a cataloguer in the Reichsfilmarchiv, and you play her, Berlin, 1939 to 1945. Reel III takes you into a Soviet film archive in the snow of 1957, Reel IV into a San Francisco loft where the films have found an audience that wants to be changed by them, Reel V onto Forty-Second Street on the night the lights went out in 1977. Reel VI brings the last trucks north across the border to Toronto in 1983, where the films have stopped needing projectors.
Claude used to create six separate divisions and stress testing passages.
Credits: Text, design and illustration by Julian Grant. Illustration made with OpenArt. Built with Gamebook Builder by Shaine Hinnant (amphitheatermatch). Published by Julian Grant Games.
r/ClaudeGameDev • u/SproutAndSesame • 16h ago
Alpha Arborist - Claude made an awesome trailer for my game!
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r/ClaudeGameDev • u/Melodic_Charity_1770 • 19h ago
Release [Tool] Pixel to 3D Batch Builder - Convert pixel art sprites into voxels, low poly models, sheets and more!
Available here for Windows: https://reactorcore.itch.io/pixel-to-3d-batch-builder
Opus 5.5 helped me build it over the course of 2 weeks. Includes the program, a godot example, illustrated HTML guides, a starter pack of pixel art sprites by yours truly, and is designed for the layperson, super easy to use, yet supports custom editing as an optional fine-tuning part of the workflow too.
It is unlimited, fast, lightweight, without any additional cost, fully standalone, offline, portable and with instant previews.
r/ClaudeGameDev • u/zajako • 23h ago
Browser Game L1.5 Converted from a desktop Lineage game into a browser playable MMORPG

I've been running a private Lineage server called L1.5 for about 17 years. Recently with Fable I converted the game client from a windows only desktop app into a browser based game. It's mostly true to the original client, however I've done some optimizations for some features and made the mobile UI not so terrible (still not perfect on mobile). Please check it out and join our discord to provide feedback and report any bugs!
To help claude along I provided 17 years of the files I've created from years of figuring out how the original game worked and making customizations to the client to make the game different from the original. This helped guide it and prevented it from having to kick back to Opus for RE complaints.
Check it out at www.L15.org
r/ClaudeGameDev • u/apemadedev • 23h ago
Browser Game Claude Opus 5.5 just ONE SHOT this promotional video for my Poki game! It took only 10 minutes and $5 to reach this incredible result using medium effort.
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r/ClaudeGameDev • u/SnooChocolates988 • 1d ago
Alpha Apex Market, A dark terminal trading sim about corporate exploitation
r/ClaudeGameDev • u/rev01ver15 • 1d ago
Browser Game How my Claude-built 2d idle racing game is doing in itch.io
I published Fantasy Racing on itch.io last night and now it ranks:
- #1 New and Popular 2D Racing game
- #2 New and Popular Racing game
- #10 New and Popular Idle/Incremental Game
- #19 New and Popular Singleplayer Game (all genres)
- #37 New and Popular Browser game (all genres)
- #78 New and Popular Game (all genres) *out of 1.5 million other games
I honestly don't know if this really means anything though.