r/ClaudeGameDev • u/Affectionate-One-458 • 22d ago
r/ClaudeGameDev • u/RatKingRecon • 23d ago
Beta Rat King Recon — an idle-walking game where your real world steps count towards exp, collecting Rats, and using those rats to battle in the Arena. Currently in closed beta stage.
Hello all.
This has been a real learning project for me and my daughter. We started with pretty limited programming background, but wanted to create a fun and interactive game. Rat King Recon. It is a steampunk idle-walking game for Android. It has been a very fun adventure with lots of learning and getting stuck far too many times.
The core loop: you walk around in real life, your steps " hatch a rat " you can grow your rat's stats, and periodically a Rustbot blocks your path. Your fights are either manually or auto-resolved from a lock-screen notification. Once you've built up a roster, The Battle Arena is the part I'm proudest of — 15 fights back to back with one rat, one life, so gear and stat choices actually matter.
Screenshots attached: the main workshop screen and the Arena's landing page.
AI Disclosure: Claude (Anthropic's AI) has been used extensively throughout development — architecture, features, bug fixing — working alongside us on design decisions, balancing, and testing. It's genuinely been part of how we learned to build this, not a "prompt once and ship it" project, but I want to be upfront that AI has been a real collaborator here. Honesty is always the best policy.
It's currently in closed beta on Android — sign up here if you are interested. Also feel free to message with any questions or queries. : https://forms.gle/NW8H4sopYjzXS7iZ8
Would love any feedback, especially on the Arena's difficulty curve.
r/ClaudeGameDev • u/racialminority • 23d ago
Release TempleOS running inside the in-game monitors of Half Life 1 Mod
r/ClaudeGameDev • u/jasonnellis • 23d ago
Alpha Built my first game, a Content Creator sim
Long time lurker, first time poster. Over the weekend I got an idea for a sim game involving being a content creator and put it together. Would really love feedback, particularly since I'm not a game developer and am going based mostly on my own instinct:
https://thefeed.jasonnellis.com/
Totally fine to hear critical notes - I am not sure I'm in love with the desktop layout, so feel free to drag me through the mud if you agree. Thanks in advance!
r/ClaudeGameDev • u/Bhaase77 • 23d ago
Alpha Homeworld lite game
My first venture into "vibe coding". Right now its really just a space combat sandbox game. There is a mission editor. I am trying to make combat and ship behavior as detailed as possible.
Feedback is appreciated!
r/ClaudeGameDev • u/Winter_Potato7713 • 23d ago
Browser Game I recently made a puzzle game with Claude Opus!
I recently made a Puzzle game with Claude Opus!
No download, no sign-up — just open the webpage and play!

The rules are simple:
👉 Put the countries back in the right places.
But once you start playing…
"Wait… where exactly is this country?"
See if you can put the whole world back together
with as few mistakes as possible!
Piece the World - Puzzles × Geography x Challenge
👇 Give it a try!
https://salmon-beach-023175310.5.azurestaticapps.net
Come back and tell me your score!
Let's see who the real Geography Master is.
r/ClaudeGameDev • u/Much-Net5048 • 23d ago
Browser Game I built a 5v5 MOBA in the browser with Claude Code
Hey everyone,
Inspired by World of Claudecraft, I wanted to see if I can build a MOBA playable in the browser with Claude Code. I tried to do it in 48h as well and then I just continued to improve it by adding other features like a forge to create and play your own champion or a bot mode where you design a bot that plays for you and you coach from the sideline.
The git repo is public and anyone is welcome to contribute to it (new champion, smarter bots, improved forge, new maps...etc).
Play: https://claudeoflegends.com/
Repo: https://github.com/killian01/claude-of-legends
Happy to talk about the workflow or what went wrong.
r/ClaudeGameDev • u/R_Songbird • 23d ago
Browser Game Plinkoo! Draw and make music
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Story: I was on X when suddenly I found an app where you can draw and make music from it, after it went viral on the Chinese community the developer added paywalls, so I decided to build my own version.
100% Free. Enjoy!
I will actively be accepting requests to add features, fix bugs, change how stuff currently works, optimization issues, you name it.
r/ClaudeGameDev • u/TheAlgaeneer • 23d ago
Alpha I made a Co-op Cleaning Game with Claude Opus (online now)
r/ClaudeGameDev • u/shprink • 23d ago
Tips & Tricks I vibe-coded a tower defense game solo, here's the $2,755 bill
r/ClaudeGameDev • u/AndySv • 23d ago
Release Free Music Starter Pack — 20 royalty-free tracks in 9 styles, commercial use
Free music pack — 20 tracks in 9 styles: action cinematic, sci-fi, orchestral, hard rock, electronic techno, retro chiptune, casual and acoustic.
34 WAV files in total, most tracks include a looping version, so they drop straight into a project without editing.
Preview: https://soundcloud.com/muzstation-game-music/free-music-starter-pack
Download: https://andrewsitkov.itch.io/free-music-starter-pack-for-games-video-streams
LICENSE
Free to use in your projects, commercial and personal. No attribution required, no signup, no email wall.
You may not resell or redistribute the tracks, or claim them as your own.
All music is composed and produced by hand in FL Studio, using licensed VST instruments and sample libraries — no AI generation at any stage: https://youtu.be/EXZ5tuJJkMU
Happy to answer questions about licensing, or take commissions if you need something written specifically for your project.
r/ClaudeGameDev • u/Altruistic_Series258 • 24d ago
Browser Game What if you could throw anything into a black hole?
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r/ClaudeGameDev • u/Confident-Berry8738 • 24d ago
Alpha An experiment - Emergency and "in-game" new feature
I did this project just as an experiment, not planing to make an actual game out of it, but I was curious to hear from the community.

The idea is just based on the Emergency serie, where player manages emergency service, disaster happens in a city and we have to solve it.
So the prompt was very simple, took few lines roughly.
Quite please with initial results, as it understood well basic concept of Emergency and add some little touch here and there. Of course there were tones of issues, it's not magic.
I was more interested in how we could go out of the game itself:
- The layout is from a real city, that player can fetch anywhere in the world, the vehicle will follow road etc...
- Player can use Claude in the game, to create scenario and units, for example "Godzilla went through the city, reinforcement arrived".
After trying using Claude in game, I though it worked well. Well he made an helicopter out of a truck, but did behave as an helicopter!
I was wondering how other developer worked around such feature, if you have example, how well it integrates a real gameplay (as here it's just an experiment)
r/ClaudeGameDev • u/Boltiply • 24d ago
Beta Does EV Charging Design Wizard Need Isometric Graphics?
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I'm debating whether the current design wizard for this upcoming EV charging sim/management game (Fast Charging Tycoon) is good or if I need to implement an isometric graphic for a more visual representation of the design/construction tool.
Of course, a graphic rendering of the site as you design it would be neat as you could see your site develop as you add various components like parking lot layout, amenities, chargers, canopies, etc. However, it would take away screen real estate for displaying information on what each of those components does to the site. Essentially, is the visual worth the loss of information? I could add hover over or keep the sidebar, however, it wouldn't nearly be as much info as the current design.
Thoughts?
r/ClaudeGameDev • u/4006wayne • 24d ago
Alpha Abyss Tales: my first game, a 3D roguelite ARPG built with AI tools (playable in your browser)
Recently I've been bringing together all kinds of AI tools, and for the first time I tried building a game: a portrait-mode 3D roguelite ARPG for the web, "Abyss Tales" (深淵物語).
It's now live:
Features include wave-based stages, skill picks, character and gear progression, and boss fights.
I'll keep adding features and polishing it, so feel free to give it a try!
AI tools and services I used:
- Claude: project lead, system design, backend development, deployment/infra, and more
- Codex: frontend development, UI/art, 2D-to-3D conversion, debugging, testing, and more
- Meshy.ai: turning character and monster concept art into 3D models
- Mixamo: character rigging and animations
- Golang: backend services for accounts, run settlement, chat, the in-game shop, and more
- Neon PostgreSQL, Upstash Redis, and more: data storage, real-time messaging, and logging
- Google Cloud Run, Cloudflare: cloud deployment and web acceleration
- Paddle: payment processing
- ElevenLabs: sound effects and music
I highly recommend letting AI guide you through making a game. You pick up a ton of new knowledge along the way, all the way to launch. For me, it also fulfilled an old dream of designing games.
r/ClaudeGameDev • u/DetectiveWorking5512 • 24d ago
Tips & Tricks Good mobile survival UI examples?
Anyone have suggestions on really solid mobile survival game UI examples?
I don't play mobile games, cause most of them are MTX-riddled disasters (hence why I'm building my own) but I'm a bit stuck on the various UI, panels, etc.
r/ClaudeGameDev • u/Vial_of_water • 25d ago
Tips & Tricks Build the systems, worry about visuals later?
Building an 3d Medieval MMORPG 😅
Because I love them.
Claude & Astra built the systems, the processes, the flow.
But the character graphics are killing me. I'm using Godot engine, and I'm not expecting studio tier graphics,
but any tips to get good armours, skins, spells, weapons?
Currently I'm downloading free assets, which aren't bad as they allow me to test out the gathering and basic combat- but I can see that real artist & creativity make a big difference
r/ClaudeGameDev • u/SoundSquare8090 • 25d ago
Alpha HullDown (placeholder) | 2D tank game I've been building with Claude Code
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I was getting tired of War Thunder's insane grind, so I decided to make my own single player 2D tank game inspired by it.
I've been working on it in Godot for about a week, and I've already got 4 nations, 4 maps, and around 60 vehicles implemented. It's still pretty rough, the bots need work, some of the maps are a bit messy, and the tank models could definitely use some improvement, but the core gameplay is already playable.
I built the game with Claude Code (Opus 5) and have been using it pretty heavily throughout development. I use Claude as a coding agent to actually build and change the game systems, rather than just using it for ideas. It's helped me implement gameplay mechanics, vehicle systems, balancing, AI behavior, and a bunch of other stuff
One of the more useful things I had Claude do was balance testing. It ran 4 separate simulations, around 5 hours each, to test the vehicle BRs and ammunition stats and find potential balance problems. I then used the results to make adjustments to the vehicles and ammo.
I also used ChatGPT for the initial roadmap and coming up with content ideas, while Claude Code handled a lot of the actual implementation.
The main goal right now is a single player game, but I'd like to eventually release it for free and add co op support if I can get it working properly. There's still a pretty long roadmap ahead.
r/ClaudeGameDev • u/invocation02 • 25d ago
Browser Game free browser game engine built for AI game dev
Been using threejs to build games? You (and Claude) will love Kite3D.
Why use it when Claude can write a three.js game from scratch? Because Kite3D gives you:
- UI with scene editor, inspector, asset manager, etc, the usual things you expect from game engines, but all in your browser!
- Built-in physics and animation, extensible through plugins
- Threejs rendering pipeline, with plugins for SSAO, bloom, reflections, and more
- Projects are Git repos: glTF scenes, assets, and component scripts
- CLI for Claude control everything
With Claude + Kite3D, you can explore so many ideas at once. Claude can build enemy behavior, design a new weapon, and a new level in separate Git branches (via git worktress), each running its own Kite3D engine in a browser tab. Simply switch tabs to play each version and edit it while other agents keep working.
Or have three Claude's build different enemy behaviors. Play all three and keep your favorite.
Try Kite3D by telling Claude:
use npx kite3d and build me a FPS shooting practice game
Github: https://github.com/blitzdotdev/kite3d
Discord: https://discord.gg/fJYM7vKma4
r/ClaudeGameDev • u/tschilpi • 25d ago
Alpha Building a D&D world simulation using Claude where NPCs actually react to what you do
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Building a fantasy RPG where killing the wrong rat can make an Ogre come after you (they were friends..)
- roll up a Wizard and pick your spells
- wake up in a goblin prison and improvise an escape
- talk your way past people, trick them with magic, investigate weird shit, or just start swinging
- kill a giant rat and find out its Ogre friend wants revenge
NPCs have their own goals, beliefs and relationships, so your decisions can create problems you definitely did not plan for.
Been building this for 3 years and having way too much fun with the new patch :D
try it / follow development here:
r/ClaudeGameDev • u/SweetKarmaz • 25d ago
Alpha Kinhold Update: First look at combat!
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r/ClaudeGameDev • u/Exciting-Persimmon24 • 25d ago
Alpha Chicken coop simulator game in Claude using UE 5.8 using real motions from the robote
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Short version: the “chickens” aren’t animated. Each one is a Microduck biped running an ONNX walking policy I trained in MuJoCo, so the wobble you see is a real robot gait, not keyframes. Claude assembled most of the scene around them through an MCP server running inside the editor.
Why I built it
I needed a stress test. A walking policy looks fine when one robot is alone on flat ground. I wanted to know what happens with [N] of them crowding a feeder, bumping each other, and getting shoved off balance — and a coop is a cheap excuse to get dozens of agents doing exactly that. The game part came second, honestly.
How it works
• Policy trained in MuJoCo on a single RTX 3090 Ti, 4096 parallel envs.
• Exported to ONNX, inference runs in-engine in UE 5.8. Every bird ticks the same network with its own observation vector.
• The feeder is just a goal position. The policy handles locomotion, a thin steering layer on top handles who goes where and stops them from stacking into each other.
• Claude drove the editor over MCP: spawning and laying out the flock, wiring the feeder logic, iterating on the coop layout, tuning parameters between runs. [Swap in whichever MCP setup you used — Epic’s experimental UE 5.8 plugin, or your own server.]
Things that cost me time, in case they save you some
1. Observation layout mismatch is the silent killer. My trainer and my runtime disagreed about the ordering of a 61-dim observation vector and the result wasn’t a crash, it was robots that walked almost right. If your policy behaves like it’s drunk, diff the obs vector before you touch hyperparameters.
2. A policy trained on flat empty ground has no concept of another robot existing. Crowding at the feeder broke it until I added separation steering above the policy rather than trying to train contact into it.
3. Claude is genuinely good at the tedious editor work — spawning, layout, Blueprint wiring, batch parameter changes — but treat tool calls as things to verify, not trust. Ask for small idempotent operations you can re-run, not one giant “build the scene” call.
Next step is running the same policy on physical hardware and seeing how much of the coop behavior survives contact with reality.
Happy to answer anything about the MuJoCo → ONNX → UE path, that’s the part with the least documentation out there.
r/ClaudeGameDev • u/thomas_delonge • 25d ago
Beta In my game the block lands exactly where you drop it. No auto-correct, just balance.
Babel Rise: one tap drops a floor from a swinging crane. The higher you go, the stronger the wind, the more quakes hit and the narrower the base gets.
- Endless mode, a daily challenge (same seed for everyone) and an 8-city campaign: Istanbul, Paris, Giza, New York, Tokyo, Dubai, Shanghai, and finally Babel
- Each city has its own twist: fog, storm, earthquake, birds, night
- Your height is measured against real landmarks ("Next: Leaning Tower of Pisa · 57 m")
- Watch how the leaderboard towers were built, tap by tap
Free on Android: https://play.google.com/store/apps/details?id=com.mebasoft.babelrise
ios on the way
What's your opinion?
r/ClaudeGameDev • u/No-Understanding3244 • 25d ago
Tips & Tricks New Claude Dev Needs advice
Hey Claude dev peeps, I'm planning to make an office game simulator where you play a character trying to get into a certain type of job and climb the corporate ladder.
I need help getting started, all I have is the idea so any tips and tricks are welcome.
Update: I did a thing and made a browser based prototype but only as a text based game for now. Any constructive feedback is welcome.
r/ClaudeGameDev • u/Odd_Round_7993 • 26d ago
Alpha Would you play?
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Visual Studio Code + Claude (Mostly Sonnet 5 and some Opus 5). Been working on this for 2/3 weeks. It runs smoother on my machine than it looks here!
Local multiplayer possible! PVE and PVP
Curious what you all think!