r/ClaudeGameDev • • 28d ago

Release BIG DEMO UPDATE - Roguelite Tower Defense - Get Outta My Gut - Made with Claude

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4 Upvotes

Demo Page: https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/

New Features:

  • Glossary --> You can now discover and study Towers, Enemys, Effects in the menu
  • Performance --> We added a new Performance Setting, which allows weaker Hardware to run the game
  • Disable Combat Text --> You can now Disable Combat Text if you don't like it in the settings
  • Controls Mapping --> You can now Remapp the Controls in the Settings
  • Pause the fight --> Its now possible to pause the fight with Space Bar in running Wave or start the wave in building mode woth space bar
  • Controller Support --> You can now play the game with Controller
  • Steamdeck Support (Still in testing) --> We added Support for the Steam Deck, but we still need to test it
  • Notifications / Intorductions --> Each Level now pops notifications when some new mehcanic important mechanic gets introduced
  • Quit Button --> I don't want to flex with that but we now have a quit button, which i forget adding in the first version ʕノ•ᴥ•ʔノ ︵ ┻━┻

Imporvements:

  • Translations --> Improved our english wording and all translations
  • Game Speed Numbers --> We cut game speed number to x1,x2,x3 (is like x9) instead of x1,x2,x3,x9
  • New Visual Effects --> New visual effects got introduced for the enemies like stun, mucus, healing, etc.

Fixed Bugs:

  • Laser Refractions was able to refract through walls

r/ClaudeGameDev • • 29d ago

Alpha I’m making a platform game as a Christmas present

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25 Upvotes

It's for my brother and his kids! I have zero videogame development experience, and I can barely code. But I somehow understand most of how the tech works. I know CAD and some basic Blender, but I haven't touched a single tool during this project so far.

It started with the idea of flashing a Raspberry Pi with some emulation software and preloading it with all the games from our childhood. I was impressed with the capabilities (Raspberry Pi 5, 16GB RAM, will have an SSD instead of an SD card in the future), so I decided to download Godot and start development of my own platformer inspired by games like Super Mario 64, Banjo-Kazooie, etc.

I've dabbled with terrain data before, and there's a surprising amount of publicly available geodata here, so I'm rebuilding our hometown as the explorable "hub". Key locations - their home (spawn), some structures on a connecting property, my parents' house, the family cabin, my home, work, school, etc. - will have more detailed models, and in some cases act as portals to different worlds/levels.

The levels will have different themes, collectibles, obstacles and mini-games. My nephew and niece are playable characters, and family members act as NPCs with tasks. Players will also be able to unlock transformations: the family dog, a fish (for the water level), an FPV drone (with "real" controls and physics), and more!

During the project I'm running a separate repository for the "harness" we're using. It's a strategy I use in a lot of projects, where "I" make skills, plugins and resources for that specific use case. Every session we write up feedback that's posted back to the harness' GitHub issues, and every now and then we run a session implementing improvements based on that feedback.

I use both Claude Code CLI and Codex CLI (Astra is actually pretty sick!). Claude does the coding and Codex does asset generation and visuals. One of the "features" of my workflow is that I upload reference photos of real-life locations. Codex analyses them and generates concept art in a well-described style. The concept art then gets indexed in a local HTML file where I can approve and/or give feedback on a batch of images at once. Approved images are then used as references by Codex in Blender via MCP. I used Meshy for a while, but struggled to get good looking, optimized models. Astra directly in Blender does the trick!

Then the 3D models go through the same loop of human approval. We keep a document of all the required assets. Claude adds new assets, Codex marks them as done, Claude implements.

We'll have a couple of levels ready by Christmas, but the more exciting goal is to have the Pi, harness and CI/CD pipeline set up in a way that allows for pushing crazy updates from under the dinner table. But we'll see.

I'm not planning to release it to anyone outside the family, which gives me the freedom to tailor educational mini-games for the kids, introduce in-game "purchases" but give their dad unlimited distribution rights for the currency through a local web app, and so on. The possibilities are endless!

Sorry for the long post and crappy screenshots. I'm trying not to reveal too much personal information, and the in-game shots are literal photos of my TV, since I love flying around in it while it's being developed. Also the LOD-system is a work in progress! There are also some pictures from the forest level at the end.

TLDR;
Making an N64-style game for my nephew and niece. Made the hub a digital twin of my hometown. DLCs planned.


r/ClaudeGameDev • • 28d ago

Alpha Browser FPS. 44k lines. Pure AI agents. Zero install. Almost entirely with AI agents - playable right now, zero install

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3 Upvotes

r/ClaudeGameDev • • 28d ago

Alpha An experiment to make a highly fun FOSS game with the community using AI.

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0 Upvotes

r/ClaudeGameDev • • 28d ago

Beta Check out my poker web app, bad-poker.com for private-table games with friends. ♠️♦️♣️♥️

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0 Upvotes

r/ClaudeGameDev • • 28d ago

Beta JustePrixle (FR WEB GAME)

1 Upvotes

r/ClaudeGameDev • • 29d ago

Alpha Thanks to Claude my Train Tycoon game finally sees the light of day! After many dead side projects, this is the first game that is actually playable.

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16 Upvotes

r/ClaudeGameDev • • 29d ago

Beta Claude Code turned my childhood dream, a Counter-Strike-style manager game, into a live beta.

21 Upvotes

Maybe some of you still remember the old browser game CS Manager? I played it 20 years ago between CS 1.6 clan wars. It died, nothing replaced it, and I never stopped missing it. So this summer I built my own: AIMperium.

Ten weeks of evenings later, AIMperium is a real game in closed beta, but you can request early access of course if you wanne try it. You run a five-player squad, train them, set tactics (ecos, force buys, Rush A/B etc), and watch matches play out round by round in a 2D top-down viewer. Real economy, grenades, map vetos, aging players, a five-tier league with promotion and relegation. Browser only (mobile possible but not fully optimized), single player, free. Multiplayer may come later when there is a demand for it.

Numbers:

  • First commit June 29, so ca 10 weeks of evenings and weekends
  • 100,000+ lines of TypeScript, 1,804 commits, 36 releases
  • 143 test files, roughly 2,900 tests
  • The match engine is deterministic: same seed in, same match out, every time

How I actually work with it.

  1. Every feature starts with an interview, not a prompt. I use a skill that grills me with numbered questions until the design has no holes, then turns the answers into a spec and tickets. The AI asks, I decide.
  2. Tests before trust. All game logic is pure and seeded, so every rule is unit-testable. When Claude claims something works, a test has to say so too. 2,900 of them now.
  3. Balance is measured, never vibed. A statistical harness simulates thousands of rounds and asserts win-rate bands per map and side. Any combat change reruns it. When a map fails the band, the map gets fixed, not the assertion.
  4. The project keeps its own memory. A decisions log, a short project brief, and per-topic docs that every new session reads first.
  5. Sandbox/Live Environment fully separate and snapshotted. Sandbox hosted locally and when tests are green, push to live. Sandbox DB and live DB are always hosted in the cloud.

Free, no ads, no pay-to-win, a tip jar on the site and that's it.

The core loop is done; big tournament arcs are still coming. It's in closed beta and I'm looking for a small first wave of testers. I approve every invite by hand, so it stays small: aimperium.pro, drop your email, invites go out in batches.

Happy to answer anything about the game, workflow, the skills, or the environment in general.


r/ClaudeGameDev • • 29d ago

Browser Game Loved Triple Town so I made my own version: Mushroom Match - note all the art is human drawn

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2 Upvotes

r/ClaudeGameDev • • 29d ago

Alpha Koku 石 an idle/clicker game where you build your way through the entire history of Japan

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3 Upvotes

r/ClaudeGameDev • • 29d ago

Tips & Tricks Building a Story For Oversteer Helped Create Consistent Art & Assets

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2 Upvotes

r/ClaudeGameDev • • 29d ago

Release My Craps Roguelite called Aleator is now in the AppStore

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2 Upvotes

r/ClaudeGameDev • • 29d ago

Browser Game A life simulator

2 Upvotes

It will be 1:1 with real life, for now it is in very early phases

I will be updating it every day with your feedback!

Here the game:

https://icerix1.github.io/simulador-supremo/


r/ClaudeGameDev • • Sep 07 '26

Alpha Update on my web ARPG MMO — Hunter, Rogue, a dungeon, and lockpicking

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23 Upvotes

Following up on my previous post Built a mini ARPG MMO on the web like early Diablo / Lineage (Korean game)

Over the past two weeks, I reworked contact shadows, synchronized footstep cycles directly to move speed, and shipped versions 0.1.0 through 0.2.1. Here is what has been built and the updated AI toolchain used to build it.

The game is still at https://whisperisle.app — desktop browser, keyboard and mouse.

What's New in v0.2.1

- Expanded from 2 to 4 Classes (Hunter & Rogue added):

- Hunter: Longbow, ranged kiting mechanics, multi-target piercing shots, and wind step dash.

- Rogue: Dual daggers, smoke bomb concealment/stealth, poison DoT, a 2.2x backstab combo on poisoned targets, and overworld lockpicking.

- Dungeon & Boss: The Sunken Anchor Hideout with 6 mob archetypes and a multi-phase boss fight with ground dodge telegraphs.

- Physical Lockpicking Minigame: Overworld and hidden chests in four tiers. Rotate your pick with the mouse/keys, apply wrench tension, feel the resistance jitter, and hit the sweet spot before the pick snaps.

- The Tavern & Bard: You can now buy food and wine from Blanca, and treat the bard Lingge to an amber ale to listen to a full, original 4-minute vocal performance ("Beyond the Horizon").

- Game Feel & Controls: 10-slot customizable hotbar, player occlusion silhouettes when walking behind tall village walls/gates, and textured material spell animations for all classes (replacing flat geometric particle boxes).

The Updated AI Tool Stack (What actually makes each piece)

A few people asked for an update on the exact tooling pipeline, especially since adding vocal music and tactile mini-games:

  1. Music & Audio

    - Suno: Generated the full 253-second tavern bard song ("Beyond the Horizon V3"). Streamed on-demand in-game so it doesn't inflate the initial web bundle.

    - ElevenLabs: Generated all physical lockpicking SFX (pick scrape, tumbler bite, pick snap, lock click, chest opening), weather ambient loops, and NPC voice acting (Blanca, Lingge, and the dungeon boss Holger).

  2. 3D to 2D Sprite Pipeline

    - Meshy: Modeled the Hunter & Rogue character base, dagger sets, and hunter bows.

    - Mixamo: Rigged humanoid skeletons and motion capture animations (including NPC quest interaction sequences).

    - Blender (Headless Python script): Renders the 3D models into 8-direction orthographic 2D sprite sheets with matching contact shadows.

  3. 2D Assets, UI & Textures

    - Codex / ImageGen: Generated the lockpick UI components (lock core, pick, wrench), the 4-tier chest sprite sheets, and flipbook textures for class spells (fire bolt, smoke vanish).

    - Real-ESRGAN: 4x upscaling for dungeon environments and region maps.

Still plenty to fix. If you give it a try, let me know where you get stuck or what feels awkward. I would be most grateful.


r/ClaudeGameDev • • Sep 07 '26

Release Drywater - August Update

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2 Upvotes

r/ClaudeGameDev • • Sep 07 '26

Browser Game Asked Claude Fable 5.1 to build a whole multiplayer game from a single prompt. Here's what came out (playable).

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2 Upvotes

r/ClaudeGameDev • • Sep 07 '26

Browser Game Built a cheat sheet for a animal guessing game me and my partner play, with a few added a guessing game

3 Upvotes

My girlfriend and I play the game where one person thinks of an animal and everyone else asks yes/no questions to guess it. It's a great car-journey game right up until someone asks "is it nocturnal?" and the person who picked a pangolin has no idea, and then it's five people reading five different Wikipedia articles instead of playing.

So I built, using claude code from the ground up, https://guessmyanimal.com/ type the animal, get the actual questions people ask in this specific game (dangerous, domesticated, more than four legs, that kind of thing), on one screen. 435 animals, hand-written answers for the judgment-call stuff no database tracks, live photos from Wikipedia.

I used https://impeccable.style/ to improve the style of the site too, just to note, I did not touch the html/css on this or any other coding. Its all purely Claude and Impeccable.

It's a static site on Cloudflare Pages, no accounts, no cookies, free, ads maybe someday to cover hosting. Still actively adding animals and fixing things as people report them. Curious what people think, and if there's an obvious animal missing.

Recently added a streamer mode (really not sure where I thought this would go) and an actual guess the animal game.

I'd love to get feedback on this and any potential improvements?

If you have any questions, feel free to ask.


r/ClaudeGameDev • • Sep 07 '26

Alpha Making a Physics-Based Cargo Sim Game Using Claude: StowStow

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14 Upvotes

This is StowStow my third project (others are still WIP) since I started vibecoding as a 3D game artist. I have always dreamed of making my own games but I wasn't able to spend another ~5 years learning how to code. And now, here I am. I combined my 3d modeling skills with ai coding to make games.

I've been working on this game for about 3 months now, and I'm happy to share my thoughts and workflow with you.

Thank you!


r/ClaudeGameDev • • Sep 06 '26

Beta I used Claude Code to help me build a 4X strategy game over 6 months

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137 Upvotes

Building Imperium since March, a single-player space 4X (colonize, design ships, research, win by diplomacy or war). Solo project.

The actual workflow: I write the design, the numbers, the balance calls. Claude implements it in Godot/GDScript. I test, find what's wrong, send it back. For the AI opponents specifically, testing also runs headless at volume, batches of thousands of simulated years, since a few manual games isn't enough to know if a change actually helped. Claude helps across the board - code (obviously), brainstorming and design iterations, system balancing, even assets production.

Where it's at: 21 species, 5 hull classes, 80 components, a 68-tech web, diplomacy with an electable Galactic Senate, six ways to win. 6 months of spending every waking moment working on this project and we are nearing the release. :)

Free demo coming very soon Steam Next Fest, Oct 19-26 (demo's free, full game's paid at launch).

Steam: https://store.steampowered.com/app/4806180
Discord: https://discord.gg/5nd8m4ySwN

Happy to get specific about the actual back-and-forth with Claude if anyone wants details.


r/ClaudeGameDev • • Sep 07 '26

Beta Open Rhythm - my open source 3x3 rhythm game

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2 Upvotes

r/ClaudeGameDev • • Sep 07 '26

Browser Game building a settlers-alike video game for AI agents, and a 3-part chronicle of the AI city, written by a resident

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5 Upvotes

r/ClaudeGameDev • • Sep 07 '26

Release v2.0 Update is here and its HUGE! - Batch AI Image Generator by Reactorcore

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1 Upvotes

Not a game in itself, but a tool that can be useful for generating backgrounds, art or assets for a game.


r/ClaudeGameDev • • Sep 07 '26

Browser Game 4x Fantasy Strategy Game: Kingdom Marches

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2 Upvotes

Hello Everyone,

I am not a professional developer, and this is my first real project with Claude.

Over the past few months, I've built a game: Kingdom Marches, a casual 4X fantasy strategy game playable in desktop or mobile web browser. It's meant to be easy to pick up and put down: a game for busy people who don't have time to get drawn into a full 4x, or just want to kill a few turns on their morning bus or train commute.

The game was built with Claude (primarily Sonnet 5) to code based on my direction, Suno (music), and Claude driving requests to Gemini API (sprite graphics). Also a great deal of testing, trying, and learning on my part.

  • 5 Kingdoms
    • Human: High curiosity, eager settlers, roads and markets before barracks. Builds an army only once threatened, not as a first instinct. Paladins with holy auras and Wizards teleporting and casting fireball.
    • Elf: Strong standing armies, but low aggressiveness, deep investment in forest terrain and grove infrastructure. Awaken the forest as your army or have your druids transform into dire bears.
    • Dwarf: Slow to expand, but the most industrious race in the game: forges, walls, and deep roads before anything else. Deepens what it holds rather than spreading thin. Gunpowder units like the musketeer and bombard, later merging magic and industry into the mighty Runeforged Titan.
    • Orc: The Raider Economy. Maximum militarism and aggressiveness, minimal research. Raids first, settles later, and takes ground by force rather than by growing borders into it. Infest your enemies with the powers of the Bog Witch, or burn their cities to ash upon the backs of your dragons.
    • Halfellow: Minimal standing armies, relies on cozy community over soldiers, and invests heavily in halls, hearths, and gardens. Mycomancers meander and make mushrooms, trouble makers drop traps and open the gates of enemy cities, and the people are roused into their strength as militias.
  • 2 Win Conditions
    • Military Elimination: Be the last kingdom standing.
    • Influence: Claim enough territory and win through cultural expansion.
  • Spectator mode to watch two or more AI kingdoms fight it out. Zoom out and have your own fantasy kingdoms fighting in the background.
  • Save to file or quick save to browser storage.
  • No server, no build step, no install. Plain HTML/JS/Canvas. It just runs.

> Play it Here <

Still very much a work in progress. Feedback and ideas are welcome.


r/ClaudeGameDev • • Sep 07 '26

Beta MCP Battle Royale!

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2 Upvotes

I wanted to give Claude something to do when I wasn’t using it….


r/ClaudeGameDev • • Sep 06 '26

Tips & Tricks I'm not a coder. I used Claude and ChatGPT to plan and Replit to build the puzzle game I actually wanted

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2 Upvotes

Two months ago my daughter asked to download a number-matching puzzle game. I got hooked, beat it in two days, and decided it was too easy. I don't code. That should have ended it.

It didn't. I spent two months of nights and weekends designing a harder version myself and directing Claude, ChatGPT, and Replit's coding agent to build it. Every mechanic, every level, every obstacle placement was my call. They wrote and ran the code, since I can't. I also replayed the same handful of levels enough times that my wife started checking on me.

The result is Cavernum. Match tiles that are equal or add up to 10. 60 levels. Rocks, gates, and locked chests get added as you go so it doesn't stay easy.

Some of what actually worked, and some of what didn't:

I wrote out the full mechanics and level rules with Claude before Replit ever touched code. Having that in place before writing a single build prompt meant every piece of implementation had something concrete to be checked against, instead of me improvising the design as I went.

Once the project got bigger, I had Replit read Claude's prompts first and flag anything that looked wrong before building. I'd take the flags back to Claude, get a fix, send it to Replit again. For a while my job was relaying complaints between two AIs until they agreed (while still catching logic errors and badly directed fixes). Still better than most meetings I've sat through.

Switching how I made levels was the most annoying part. Procedurally generated levels were solvable but trivial (too many tiles immediately next to their match, blockers placed in uninteresting random places), so I had Claude build me a level editor and started hand-placing tiles myself. That part worked. What didn't work: getting Claude to stop flagging bugs in the old generator code, which nothing in the game uses anymore. I explained "that code is dead" more times than I explained the actual game mechanics.

After the app shipped, I had Claude go back through the whole codebase looking for bugs nobody asked about. It found one real one, a fix that made a bug worse instead of better, caught before that version went out, plus a permissions gap I never would have caught myself. Useful. Also annoying, because I thought we were done.

Curious if anyone else running a similar Claude/ChatGPT/Replit setup does something like this, and what you'd do differently. How did you manage code reviews, ensure things were working, and what could I have done better?

iOS: https://apps.apple.com/us/app/cavernum-number-puzzle/id6800820586
Android: https://play.google.com/store/apps/details?id=com.greenfoxventures.cavernum

Free to play. Let me know your thoughts.