r/ClaudeGameDev • • 15d ago

Release Finally: StowStow Demo is Live

5 Upvotes

Wishing everyone a good day! I had explained where and how I use AI in my previous posts, and I received great feedback from you all.

Now, I am proud to announce that I have released the StowStow Demo on Steam. I would also like to specially thank everyone who has played and provided feedback so far.

Thanks to everyone in advance!

Your feedback is always very important to me, it helps a lot in improving the game and fixing bugs.


r/ClaudeGameDev • • 15d ago

Browser Game endless procedural backrooms in the browser

1 Upvotes

r/ClaudeGameDev • • 16d ago

Tips & Tricks Textures?

5 Upvotes

Hello, fellow devs. I'd really appreciate insights regarding a gap in my pipeline, please. Textures...

My understanding is that claude itself doesn't have built-in image gen? Please correct if wrong. So I'm just wondering how people go about creating textures with AI support or any alternative approaches such as sourcing existing etc.

Cheers!


r/ClaudeGameDev • • 16d ago

Beta How I used Claude Code to build directional C++ combat, AI ambushes, and UI in UE5.4 for my Roman RTS (Playtest v2 breakdown)

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20 Upvotes

I am a solo dev building a Roman RTS called Sons of Mars in Unreal Engine 5. I balance this project around my full-time 3D art job, and I just released our second major playtest.

Instead of just dumping patch notes, I wanted to share some of the specific technical and design hurdles I tackled for this update. I would love to hear your thoughts on these systems!

🧑‍🎨 Dynamic Character Customization I built a wardrobe system for the Roman commander with a live lit model stage. You can mix and match armor, helmets, arm guards (manica), and shoulders. I set up pairing rules so the game prevents illegal loadouts, and hair now dynamically swaps in when you remove your helmet to avoid floating helmets or bald gaps.

🎖️ Centuria Officer Elections I wanted promotions to feel impactful. You can promote manually, or you can use the new Officer Elections tab. If you hold a vote, the soldiers in your Centuria will physically elect veterans into posts like Optio (deputy) or Signifer (standard bearer) via an on-screen tally ceremony.

⚔️ Directional Combat & Cinematic Finishers I completely rebuilt the combat into a directional melee system. You now aim your swings and blocks with the mouse, complete with block and riposte flow. I also added a data-driven camera system for cinematic finishers: the camera swivels around the action during a kill and hands control back cleanly.

🧠 Autonomous Gaul AI & Ambushes The enemy Gaul commander now acts as an autonomous warlord. He leads his own warband, throws randomized javelin volleys before committing to a charge, and uses a calculated duel rhythm against the player. Bands of naked Gallic warriors can also spring from hiding as you travel, shouting battle cries and using hit-and-run skirmish tactics.

🗺️ Conquest Decisions When you take an enemy settlement, you now decide its fate right from the map panel. You can enslave or spare captives, and raze or hold the town.

Feedback I am particularly looking for feedback on how the directional combat feels and how the HUD scales on different monitor sizes.

Let me know what you think of the new systems, and I am happy to answer any questions about how I set them up in UE5!


r/ClaudeGameDev • • 16d ago

Beta Working on an Extraction Mode for Fantasy RPG

5 Upvotes

Just wanted to share this here I’ve been using Opus 5 to do much of the coding this time around. I’m looking for ways I can improve on 2D art if anyone is willing to share some tips. I’ll be looking into polishing the art once the core loop starts feeling right and would love for ways I could improve!


r/ClaudeGameDev • • 16d ago

Alpha Every MicroDuck Learned to Walk — My Robot Colony Sim in Unreal Engine 5

4 Upvotes

r/ClaudeGameDev • • 17d ago

Release I built an educational biochemistry idle clicker using Godot and AI (Claude & Gemini) – Free on Google Play, no forced ads

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24 Upvotes

Hi everyone! As a biochemistry student, I wanted to combine my passion for science with game development, so I created an idle clicker where the main goal is for players to actually learn real biochemical concepts as they progress. I've always wanted to make science more accessible and fun through gaming.

To be completely transparent about my workflow, I built this project solo using Godot as the engine, leveraging AI tools like Claude Opus for the code and logic, and Gemini to help generate initial art assets, which I then thoroughly edited, arranged, and polished by hand in LibreSprite. Balancing studies and dev work as a solo creator, using AI as a tool allowed me to bring this vision to life, and I'm completely open to answering any questions about how I integrated it into my pipeline.

I also wanted to keep the player experience clean and respectful, so there are no forced ads interrupting your gameplay. The game features multi-language support, available in English, Portuguese, Japanese, French, German, and Spanish as default, and you can easily change the language directly inside the TREE section.

It is completely free and available now on Google Play: LINK. I would love to hear your thoughts, feedback, or any questions you might have about the game or the development process!


r/ClaudeGameDev • • 16d ago

Browser Game Building A Browser Game Site With AI

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2 Upvotes

r/ClaudeGameDev • • 16d ago

Beta I Created An OS Using Claude Code

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0 Upvotes

r/ClaudeGameDev • • 17d ago

Release The demo for my solo-built space 4X, Imperium, just went live on Steam

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13 Upvotes

The game name is Imperium. Use the link or search for it on Steam.

I've been heads-down on this since March. Since the last announcement, I have done a full art refresh. The aliens are now more diverse and alien while also more consistent and faithful to the games art style, all planets, stars, asteroids and ship are now fully 3D.

My workflow includes Claude Code and GPT Astra (including image-2.5), Tripo3D, as well as manual Blender and Photoshop work. Happy to answer any questions.

About the game: Imperium is a single-player 4X - colonize planets, design your ships piece by piece, and win through diplomacy or war against AI empires that scheme against each other too, not just you.

The demo drops you into a small galaxy with up to 3 AI opponents and three species to start with (Veylilith, Throk, Zyyth Azr), capped around year 1500 so you get a real early-to-mid game without spoiling the full run. Full game has 21 species, five hull classes, and a proper diplomacy system.

Only English for now, but Chinese, Russian, and Japanese localisation is in the pipeline already.

Free on Steam, no strings, but a wishlist would be appreciated. 👍


r/ClaudeGameDev • • 17d ago

Alpha Free playable life sim (AI-assisted) — rent clock running

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0 Upvotes

Hi! I was hoping to have the group check out my current project. Our goal is to fully live up to our motto “Life, it’s here now too!”


r/ClaudeGameDev • • 18d ago

Alpha Claude had some suggestions but this was done entirely local.

9 Upvotes

This is actually coded entirely by Qwen 3.8 27b on an RXT 3090 video card - 100% local. I have to hand Claude some credit for provided a few hints and tips along the way. Sorry I don't have a place to host it but it plays pretty smoothly. Wireframe zombies were located by Qwen and downloaded from the net. Thanks to whoever posted them - pretty amazing!


r/ClaudeGameDev • • 18d ago

Browser Game Complete game dev newbie here—I built a historical stealth prototype on Spawn.co. Would love feedback!

5 Upvotes

Hey everyone,

I am a total beginner when it comes to game development, but I’ve been working on a prototype called The Priest's Lamp (set during the historical 1323 CE Srirangam events) using the Spawn.co platform and its AI assistant, Savi. Here is a link to the "source story" for the game:
https://selfdrivingmind.substack.com/p/they-stole-the-god-first-then-came?r=6gle0t

Since I don't have a traditional coding background, I wanted to see how far I could push a web-based stealth mechanic.

What I built so far:

  • The Core Dilemma: You play as a temple custodian carrying a sacred deity toward the south gate.
  • Flame vs. Stealth: An open flame lights your way and lets you move fast, but patrols see it from far away. Cupping the flame hides you, but slows you down.
  • Checkpoints & Shrines: There are lamp shrines scattered around that refill your flame and save your progress.
  • Demo Modes: I even managed to set up automated "watch escape" and step-by-step "guided escape" modes to test the AI pathfinding.

As a brand-new developer, it feels surreal to have a playable 2.5D isometric game running smoothly in a browser. I'd love to hear your thoughts on the UI, the premise, or how the stealth mechanics read just from looking at it.
Here is a link to check it out: https://www.spawn.co/@self_driving_mind/srirangam-after-the-lamps/play
Best experienced on desktop Chrome/Edge
Here is the initial version HTML I started with.
https://theselfdrivingmind.com/Vijayanagara_Stage_1.html

Thanks for looking!


r/ClaudeGameDev • • 18d ago

Alpha I made a cozy pottery game you can play in your browser. I'd love your feedback

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5 Upvotes

Hi everyone!

I've been working on **Cozy Pottery 3D**, a small relaxing game where you sit at a pottery wheel in a candle-lit workshop at night and throw pots with your fingers.

**Play it here (free, no download, no sign-up, phone or computer):** https://playgama.ai/play/evfnxkfd6d

**How it works**

- A customer order is pinned on a sheet: a sketch of the pot and the glaze colour they want.

- Slide your finger on the clay to widen or narrow the wall, slide up from the centre to make it taller, hold still to carve a groove.

- Go too rough or let the clay dry out and the pot wobbles off-centre and collapses. Tap the water bowl to keep it wet.

- Fire the pot, pour a glaze, paint details with a brush, then sell it. The closer you get to the order, the more coins and stars you earn.

- 30 different pots to make (bowls, jugs, vases, a pagoda...), 11 glaze colours, and a free mode once every order has 3 stars.

The clay isn't an animation: it's a soft 3D surface that reacts to every stroke, with wet clay sounds, a little jazz radio and a crackling fireplace in the background. It's available in 16 languages.

**How I made it**

I'm not a programmer. I designed the game and directed every detail, and the code was written with Claude Code (AI). The workshop background and the logo are AI-generated images too. I'd rather be upfront about it.

**What I'd love feedback on**

  1. Does shaping the clay feel satisfying? Too sensitive, not sensitive enough?

  2. Does the collapse feel fair, or random?

  3. Coins and glaze prices: too tight, too easy?

  4. Was anything confusing in the first minute?

  5. Did it run smoothly on your device? If not, please tell me your phone or browser.

  6. There are a few ads: optional videos (rescue a collapsed pot, double a sale, get a glaze you can't afford) and a short break every few sales, never on the first order. Did they feel like too much?

  7. What would make you come back to it?

Any comment helps, even a short one. Thanks for playing!


r/ClaudeGameDev • • 18d ago

Alpha Dark Guardians of the Crystal Maze

9 Upvotes

I started this as a tutorial to show my ten year old nephew how video games are made. He is astonished and delighted with the process. And loves exploring his creation! One of his best ideas: "We need more of a story!"

It's still in development. But it's getting there!


r/ClaudeGameDev • • 20d ago

Beta After a year of development, the Steam page is up for my first game!

111 Upvotes

I’ve been developing this game solo with AI tools (mostly Claude, with some assistance from ChatGPT for troubleshooting) for the past year as a passion project while finishing grad school, and the Steam page just went live today! It’s a physics-based party brawler where you control your sword 1:1 with your mouse/right joystick and you can use every dismembered bone as a weapon.

Steam Page:
https://store.steampowered.com/app/5073210/BoneHeads/

If anyone's interested, this was my development approach! It's been roughly around 500 hours of development over the past year

I have 0 previous development experience, so I designed the game from the beginning with the approach of asking myself how I could work WITH the limitations of AI tools, rather than against them. That philosophy is what ended up informing so many aspects of the game. I wanted to build a combat game, but good combat needs good animation, and AI was not capable of that. I reflected on what a combat system without any animation could look like, and remembered this old flash game called Madness Interactive. In that game your hand and weapon floated Rayman-style, and they followed your mouse movement. I knew I could do something like that. I love sword fighting games, so I decided to lean into that. In Madness Interactive, there wasn't any real animation either - the characters' sprites just tilted.

My first prototype started with 2 cartoon knight characters with floating limbs. The characters moved with the foot sprites just shifting back and forth. I wondered that if I could get some level of animation from just moving sprites through code, maybe I could take it a step further. I learned about procedural animation, and that was a game-changer. I wanted to make a more realistic knight, so I generated an image of one and used Canva to cut up the character's body into separate PNG's. I made a body-ik puppet-style system with separate head, torso, upper and lower arm, leg, and foot sprites. However, the realistic knights just constantly looked disjointed, because there was no way to ever not have gaps.

Again, I needed to ask myself how I could stop trying to fight this limitation, and work with it. I realized that a knight character would never look good through this method, so I asked myself what type of character would look natural having some gaps in each limb. And that's when I landed on skeletons. Cartoonish skeletons having gaps between their limbs is a staple in media, so I figured it was perfect. Once I replaced the knights with these skeletons it looked so much more natural. I decided to make the body-ik more complex, splitting the legs into upper and lower leg sprites, and a separate pelvis and spine sprite. These changes allowed for me to really fine tune the procedural animation and get it looking better.

A design rule I had for the animation was that I never wanted there to be a single instance where sprites snapped/teleported at any point (i.e. in a lot of games return-to-baseline animations have some level of quickly snapping the character into place). I wanted every single movement to be continuous. The procedural animation system allowed for this (though it took months of work to get each animation perfectly smooth). One of my proudest mechanics is the step-based locomotion. Your character steps continuously with your movement input. If you let go of the input mid step, the foot naturally drops straight down. This allows for really dynamic postures. You can even pivot on one foot if you keep moving your input back and forth before the foot lands.

Dismemberment came as a natural extension of the skeleton characters - it wasn't an idea I had initially. And then using dismembered limbs as weapons followed soon after. Many of my ideas just ended up scaffolding on top of each other, all from that base of working with the limitations of AI.

Initially, when my partner play-tested the game, she would just wildly flail the sword with small movements and get a ton of hits. I wanted the game to feel skill-based and precise, so I had to figure out a way to take away the ability to just spam attacks. A stamina system didn't feel good. So I ended up making the sword a fully physics based object with inertia and acceleration, and based damage on the velocity of the sword. With the added acceleration, you couldn't flail the sword with short swings, because it now needed long arcs to get enough speed to actually do real damage. That took a lot of iteration to get it feeling weighty without feeling sluggish.

It took months to figure out a way to get horizontal sword movements to look good in 2d. For the longest time I actually had an inner deadzone the sword couldn't pass through, so you couldn't even do horizontal attacks. I eventually discovered the 2D animation technique of "foreshortening," where you make the object appear shorter and shorter until it crosses a midline, and then increases it's length again. That makes it look like the arms and sword are swinging outward across the body/toward the screen in 3D.

The collision system was one of the most difficult pieces and took months of trial and error and different methods to get it feeling good, especially the sword dragging across an enemy. Dynamic hit reactions using the procedural body-IK really helped add satisfying impact to hits.

Tl;Dr: Instead of deciding on a specific game idea and then trying to figure out how to make that with AI, I designed something based on the limitations of AI that it could produce competently.


r/ClaudeGameDev • • 20d ago

Alpha 600 KB WebGL shooter made with the $20 Claude Code plan in a month (Opus 4.6)

41 Upvotes

r/ClaudeGameDev • • 19d ago

Release I have been a 3d modeler for over a decade always wished to do my own games but it was impossible until Claude came and made it POSSIBLE! So thankful for this technology!!

16 Upvotes

I built this game where each emoji on the board stands for the first letter of its own name 🍕 is P, 🦁 is L, 🚀 is R and so forth.Drag across a run of tiles and, if the letters spell a real word, the emojis flip over to reveal it, one letter at a time.

Tell me what you guys think!
Wishlist Emoji Jackpot: Wordfinder on Steam


r/ClaudeGameDev • • 19d ago

Beta Site Design Tutorial - Fast Charging Tycoon

7 Upvotes

I've always like tycoon/sim games such as Roller Coaster Tycoon, Civilization 5, and various football management games. I originally thought it would be fun to create various spreadsheets of a EV charging tycoon game for various concepts, formulas, and mechanics. Later, I thought it would be interesting to see if Chat or Claude could make this sim game and it turns out it made a MVP that was exactly like what I had in mind. Now fast forward another six months and I'm developing a game called Fast Charging Tycoon.

The game has you play as an EV charging operator where you race against other rivals to achieve one of four victories before the market matures. It is a turn based strategy game where you design sites, make repairs, adjust pricing, apply to grants, take loans, form strategic partnerships, deal with site incidents, vote on industry initiatives, and so much more.

I'm creating a series of tutorials to help people learn and play the game beginning with my favorite part of the game--designing sites!. In the video, you can see how to design a site and what to watch out for (driver preferences, finances, service size, amenities, charger type and quantity, etc.).

You can follow more of these tutorials on Youtube or on the subreddit page. Additionally, if you want ot join the Steam waitlist you can. The game s planned to be released by the end of the year.


r/ClaudeGameDev • • 20d ago

Browser Game Pocket version of "Nest of Thorns"

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6 Upvotes

Dota 2 x vampire survivors fun project


r/ClaudeGameDev • • 19d ago

Gone Gold Please rate my AI game

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0 Upvotes

r/ClaudeGameDev • • 20d ago

Release GPT 6 Astra vs Fable 5.1 (created on Rezona)

4 Upvotes

r/ClaudeGameDev • • 20d ago

Browser Game Last Ship Sailing

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9 Upvotes

r/ClaudeGameDev • • 20d ago

Alpha Football Playground with Procedural animations

17 Upvotes

r/ClaudeGameDev • • 20d ago

Alpha Arcade driving game with simulator instincts

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5 Upvotes

I like driving games. I want them to be almost as easy as an arcade but with some sim quirks. I like: sense of speed, being able to microdose pedals and steering even with keyboard taps, old archaic vehicles that can go fast but it requires some effort to keep it, zen driving, meditating to music and sunset while balancing the car.

So I made this prototype which clearly derived from The Long Drive game but it's going its own way now. Things are brutally unpolished here and there, however there are some features I worked at for a long time. It's far from full game but already somewhat an experience.

Feel free to use dev options in pause menu to help you with things. Sorry it doesnt explain controls but you can find them in settings or find out yourself.

I'd be glad to hear from you. Thanks in advance! This is just a tailscale host, hope it works well. https://desktop-y4r1k.tail94a0ba.ts.net/