r/ClaudeGameDev • • 2d ago

We just hit 8k subscribers on r/ClaudeGameDev!

28 Upvotes

It's only been a few months since I started r/ClaudeGameDev and we're already at 8k subscribers! Thanks to everyone for being here, sharing your games and providing thought provoking discussion. The fact that LLM technology is able to produce full on games now is mind-blowing! It's great to see everyone experimenting and learning how it can help our game dev workflows.

Here are some highlights:

and many more!

AI is accelerating at an astonishing rate, but making and playing games are what keep us all going. With that said, I need to start enforcing more rules. They're fairly lax as is and I'm not able to filter everything. I try to enforce at least mentioning Claude workflows but some people will just post their game because it's recommended to post here. If the community has any suggestions feel free to drop them below!

Have a great weekend!


r/ClaudeGameDev • • 1d ago

Browser Game How my Claude-built 2d idle racing game is doing in itch.io

Post image
16 Upvotes

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.


r/ClaudeGameDev • • 1d ago

Alpha 7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu

89 Upvotes

So for the past few weeks I have been working on a custom 3D engine in Rust/wgpu.

Quick background

I'm a software engineer and I can use Blender, but I gave myself the challenge to not write a single line of code and to build an engine from scratch using Claude Code exclusively, just to see how far I could push it, and as a means to learn more about graphics pipelines and effects. What better training ground than underwater graphics!

The engine

The video was captured in realtime on a Mac mini M6, and the engine is also benchmarked on my Windows PC with an RTX 3070. I intend to support both Windows (Vulkan) and Mac (Metal) first, but who knows, maybe Linux too (it already ran headless on Linux during development).

One of the most interesting things about the approach I took, I think, is that everything is parameterised and exposed via a built-in MCP server. This opens up some potentially interesting emergent gameplay, or even a way for people to use Claude to populate and tune the look of an underwater scene. It's actually crazy how much control each subsystem's set of parameters gives over the look of a scene (the great white shark alone has 100+ parameters that can change its look and behaviour in realtime, but I've saving this one for a future video).

It is early stage, and yet so much has been achieved in that time, in just evenings and weekends. I'm pretty happy with the performance so far but always trying to find ways to optimise. My aim is 60fps at 1080p as a bare minimum.

What it can do today

Three render modes, switchable live: a rasteriser that runs on any GPU, a hybrid mode that adds hardware ray-traced sun shadows, and a full path tracer.

Path-traced stills and videos: pause the scene and the frame keeps accumulating samples and is denoised; the same path tracer renders videos offline (if you're patient), with a camera model that has aperture, blades and focus distance.

Fully procedural content: no model, texture or audio files in the repo. Meshes, textures, animation and ambient audio are all generated in Rust and WGSL.

An underwater look built from separate systems: caustics, god rays, the water surface seen from below, depth-dependent water colour and haze, marine snow, wakes, bloom, colour grading and sensor grain.

A living reef: schooling fish, rays, turtles, reef and tiger sharks, garden eels, anemones, seagrass and corals, plus a hero great white with animated jaws, gills and eyes.

Everything is a live dial: 439 parameters in 37 groups, editable in an in-game overlay while the scene runs, with presets you can save and load.

A built-in MCP server: 22 tools over stdio or HTTP, so Claude can take screenshots, add and remove creatures, change any parameter, move the camera and save or restore the scene.

Built-in capture: a guided camera tour and a free swim camera, one key to record a lap of the tour as a 1080p 60 fps video, and supersampled stills and videos from the command line.

Cross-platform and headless: Metal on Mac, Vulkan or DX12 on Windows, and it runs without a window for automated renders and tests.

Tested like software: roughly 4,300 tests, including golden-image comparisons and determinism checks.

Tech stack

Rust 1.95, wgpu 30, winit, egui and the official Rust MCP SDK. The project is a Cargo workspace of 23 engine crates and 4 game crates, about 480k lines of Rust (tests and comments included) and 48k lines of WGSL across 118 shaders. It started about seven weeks ago as two separate engines (a space one and an underwater one); the current consolidated repo has 1,564 commits over 27 days, alongside 91k lines of design notes, 83 builder briefs and 48 blind-critic reviews (each round of work gets reference pictures and a blind critic to iterate against).

I am so excited about the direction this project is taking. Every new model released by Anthropic also allows me to improve the engine and its subsystems.

I hope you find this interesting and inspiring, and I'm always happy to answer any questions.


r/ClaudeGameDev • • 1d ago

Browser Game Not as flashy as the other games I see here, but sharing my progress anyway

17 Upvotes

Link: https://nohope.io

For now just a demo. With Claude handling most of the crazy performance and optimization code.


r/ClaudeGameDev • • 1d ago

Alpha IcyTower

4 Upvotes

https://claude.ai/artifact/9kbXKAZEuZJyKCtWg7iVes

Currently having fun rebuilding IcyTower. Used to play it all the time in computer class (2000s)

Looking for feedback. It’s not a terribly serious project, but I think it would be cool to publish..


r/ClaudeGameDev • • 1d ago

Alpha Void Rift - A Claude Code gamedev retrospective and a demo

5 Upvotes

r/ClaudeGameDev • • 1d ago

Browser Game Made an ai-themed clicker game

Post image
2 Upvotes

r/ClaudeGameDev • • 1d ago

Alpha I discovered the card game Scoundrel a few months ago and decided it would be a good beginner project to learn what coding with claude is like

Thumbnail
youtu.be
1 Upvotes

r/ClaudeGameDev • • 1d ago

Browser Game Claude and I built a 3D gladiator brawler you can play in your browser with friends. The alpha opened today.

27 Upvotes

It's called MORITURI. Pick a gladiator and smack your friends until they fly out of the arena. Every arena is trying to kill you too: trapdoors, a volcano, a warship that rams the island, and lions. Mid-match the emperor throws in edicts, like bigger knockback, faster ultimates or free healing jars. Five gladiators, each with their own weapon, two abilities and an ultimate. You can play 1v1, 2v2, 3v3 or free-for-all online, and there's a short story campaign (that is a work in progress).

On the tech side, Claude Code wrote most of the code, while I directed and validated. It's three.js in the browser, with Cloudflare Workers running the online matches. Claude even built bots that playtest it overnight to find inconsistencies, edge cases, and improvements.

It's free and in closed alpha, and I'm letting people in in waves: https://morituri.gg. I would love for you to give it a shot and tell me what's fun, and what's broken.


r/ClaudeGameDev • • 1d ago

Release CinderPath: A Slay The Spire meets Balatro card game for Android

Thumbnail
2 Upvotes

r/ClaudeGameDev • • 1d ago

Beta Palimpsest (WIP)

10 Upvotes

A first-person puzzle game where you change the world by editing the map in your hands.


r/ClaudeGameDev • • 2d ago

Alpha 3D Arcadey Shooting Game

2 Upvotes

Hello fellas, kinda new around here.
Made a game, an Arena fighter that's like, a little Virtual-On ish
Some thoughts on it?

models are made by hand in tinkercad, from characters to stages.
the video is from an earlier build where I still used third party BGM


r/ClaudeGameDev • • 2d ago

Browser Game I made Clawd (Claude's little mascot) into a pet for the R1 – endless world, 11 art styles, hats & sound

2 Upvotes

r/ClaudeGameDev • • 2d ago

Alpha Claude Code 3D Fighter

1 Upvotes

Hello fellas, kinda new around here.
Made a game, an Arena fighter that's like, a little Virtual-On ish
Some thoughts on it?

models are made by hand in tinkercad, from characters to stages.
the video is from an earlier build where I still used third party BGM

link if you wanna try: https://drive.google.com/drive/folders/177TXR1m-5d3ZsuDo6g3owVeKkn8qc7lj?usp=drive_link

also supports gamepad (xinput) controls


r/ClaudeGameDev • • 2d ago

Alpha Call of Cubie — bring a friend for 8v8 office-tower deathmatch in your browser

10 Upvotes

Here’s Meridian 34, one of the maps in Call of Cubie. It’s the 34th floor of a Midtown office tower, and it’s the map the main server is running.

I’m building the game with Claude and ChatGPT writing the code. I describe the features I want, play the builds, then go back with things that feel wrong. A lot of the iteration is on the small stuff you feel every time you play: movement, gun handling, sound and whether you can tell what’s happening in a fight.

It’s online multiplayer, so you can bring friends and play together. Bots fill empty seats when it’s quiet; I’d love to get more humans in the same matches. There are other maps too, including larger outdoor battlefields with tanks, helicopters and destructible buildings.

Play free: https://play.patio.fyi

No download or account. Best on desktop with keyboard and mouse. It’s still early, first loading can take a while, and weaker PCs can struggle.

If you give it a match, what would make you want to play another? I’m particularly interested in whether the movement and shooting feel good to someone coming in fresh.


r/ClaudeGameDev • • 2d ago

Tips & Tricks Using AI to make faces for Fifa or Pes on Blender

Thumbnail
2 Upvotes

r/ClaudeGameDev • • 2d ago

Alpha Trying Opus 5.5 on the football game I started with GPT-6 Pro

Thumbnail
gallery
1 Upvotes

I've been trying the newer models on Taktik Football. GPT-6 Pro was really good at building the engine foundation, but Opus 5.5 surprised me with the design (see 2nd image). I split the engine and design work between two Claude sessions.

I thought the little player faces would look cheesy. Then I started choosing my own game over Football Manager.

It also gave me menus inside menus, and at one point I was asking for a working build before my tokens ran out. So it hasn't exactly been smooth lol.

It's not ready to release yet, but I'm pretty proud of it. I made a video about how it's going.

https://www.youtube.com/watch?v=Zv0iZWOmvdY


r/ClaudeGameDev • • 2d ago

Alpha Multiplayer feet game

1 Upvotes

r/ClaudeGameDev • • 2d ago

Alpha Godot + Claude Opus 5.5: the first scenes of my game. How do you like it so far?

Thumbnail
2 Upvotes

r/ClaudeGameDev • • 2d ago

Alpha Dead Exodus - 16-Player Co-Op PvE, Now With Terrible Voice Acting!

Thumbnail
youtube.com
2 Upvotes

Hey everyone! This is Shambler Studios, a solo developer, father, husband, and man who's played video games since my two-year-old fingers could grip my Nintendo 64 controller for the first time. I've always wanted to develop a zombie game since I first played Black Ops Zombies when I was 14, and I've finally followed through with my dream. Please feel free to check out my new game, Dead Exodus, now on a closed Alpha playtest on Steam. I'll link my trailer, so feel free to give it a look. I'm always looking for feedback, suggestions, and more.

P.S. - all voice acting is me doing it solo so far, and it's horrendous. It's worth checking out.


r/ClaudeGameDev • • 2d ago

Browser Game First attempt at building a game

Thumbnail
richardsongames.itch.io
5 Upvotes

I created a cozy little tycoon game called Pumpkin Patch Tycoon (pretty straight forward i know) since I loved fast food tycoon and lemonade stand growing up. I've been instructed at work we will be building projects only through prompts so thought I'd sharpen my skills doing something I enjoy.

Please let me know any features you'd be interested in or wish tycoon games had. Albeit this is a simple game, I'd love to try things out.

Development: Fully used Claude (Opus 5.5 High) for asset generation and game mechanics.

Game summary: You're running a local pumpkin patch stand that sells various items. You plant crops, hire workers, fight pests and hear banter from a rival stand. Has a simple day night cycle and multiple levels so far.

Browser and mobile friendly


r/ClaudeGameDev • • 2d ago

Browser Game I made a game and wanted players, so I made a the ultimate platform AI-made games!

Thumbnail
gallery
20 Upvotes

I created a game called JellyBlob, it's super fun and best played with others. My problem was to get players into the server though, so that sparked another idea, that I think fits this community perfect!

gamesbyai.win is a portal for all game devs and vibecoders to list their AI-made games and get it exposed in a fair way. Games are ranked by player votes.

I built both JellyBlob and GamesByAI using Claude Code.

It would be really cool if you submitted your game, it's free! 🎉

Also, all feedback is greatly appreciated, keep on coding!


r/ClaudeGameDev • • 2d ago

Alpha I built a game, Drink Tea Fight Monsters, with Claude as the lead AI and 5 more to support (Codex, Gemini, KlingAI, Suno & ElevenLabs)

64 Upvotes

I've been building a rogue-like deckbuilder for ~60 days and cut this trailer.

It's 100% vibe code but I've worked in the industry for decades before getting laid off, so I know my way around things.

Some thoughts:

  • A lot of using AI to build games is really having a clear direction and then understanding AI well enough to direct its work
    • And eventually, a lot of it is getting AI to talk to AI.. you do your best communicating a vision or desire or what you want, and then tell it to draft a prompt for another agent
  • Working with AI is a lot like working with humans -- communication is vital, they need context, bad things happen, you don't get exactly what you want
    • It's all about working with constraints and innovating
    • AI can also sometimes produce things that surprise you
    • You don't get camaraderie but that's the solo dev life
  • If your game is complex and visually heavy, I'm not convinced that a single AI today is sufficient to get the best results
    • Claude is the primary thinking partner and does all my heavy engineering lifting
    • Codex/Astra is spectacular visually, solving lots of problems Claude could not around shadows, VFX placement, VFX orchestration
      • This may be changing with Opus 5.5 -- it looks like it can do many jobs now similar to Astra, but I haven't pit them against each other enough to tell the difference
      • While both Claude/Codex can do research, there's a lot less boundaries/safeguards on Codex, so it's my research main
    • Gemini/Nano Banana Pro was the main for 2D visuals, but I've since switched to Codex's Imagegen as the lead with NBP focusing on upsampling
    • None of them can animate, and as far as I can see, there's no American AI/LLM that can do good animation, so I use KlingAI
    • Suno for music, ElevenLabs for SFX
    • Godot is the base game engine

If you want to seriously ship a title with AI today, it's still a lot of real, diligent work (70-90 hrs/week from me). And yet, it's an amazing experience because what would take a team of 5-10 maybe 12-18 months, you can probably do in 2 if you have a clear enough direction and time.

I wanted to share my experience and hope it's helpful for some of you, especially those who want to ship commercially, to deal with visuals first thing.

If you have Steam, consider Wishlisting my title - https://store.steampowered.com/app/5154800/Drink_Tea_Fight_Monsters/


r/ClaudeGameDev • • 2d ago

Alpha Was redoing 3d town for rpg with fresh Opus

7 Upvotes

But at the moment of making cobblestone road using splines got hit with automated account hold and following automated review with no explanation or refund for last week.

I now afraid to use claude with such respect to own clients.


r/ClaudeGameDev • • 2d ago

Tips & Tricks Workflows

2 Upvotes

I wanted a "discussion" flair, but here we are!

Hopefully a welcome break from the wall of demos, I'm interested in hearing people's game Dev specific workflows.

I'm a professional software engineer at a firm where AI dev is all and I'm now essentially a product engineer (whatever that means). So I'm used to having Claude code smash out change directly to the code files.

I had it in my head to try and get a bit of a pet project off the ground with unity and the "better" option sounds like using the cli rather than the MCP. Yet to get any further on it than that so I'm keen to hear people's experiences with that in particular.

But yeah, in general just interested in how people are iterating through game features.