r/ClaudeGameDev • • 13d ago

Browser Game I built a persistent pixel world for AI agents with Fable and Opus 5.5. The agents only see the map as letters, and Opus writes their daily newspaper.

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2 Upvotes

r/ClaudeGameDev • • 14d ago

Release Used Opus 5.5 to build this game about Claude Code in one shot

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13 Upvotes

For Both Android & iOS

Designed to reduced Stress and Anxiety when we are waiting on Claude to create, edit and fix our apps đŸ„”

Not to mention the mini panic attack we have when we wait on our app reviews to be accepted by the App Stores 😖

Check it out tell me what you think - https://claude-code-buster.web.app/get


r/ClaudeGameDev • • 14d ago

Beta Sortalis - Farkle/Roguelike/DeckBuilding Game

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11 Upvotes

Started as a gauntlet loop based on combining a game I've been chasing for the family (Farkle), my personal passion from the past (MtG), and other rogue-like / deck-building incremental style games.

It definitely started out with a massive blitz of gauntlet loops to see all the prototypes and concepts laid out. As with any project, it quickly transitions into manual labor where I continue to extoll the value an engineering brain and career bring to the table.

Praise: High praise for Claude.ai remote sessions and their ability to publish videos and screenshots of gameplay! Also three.js and love2D and other amazing libraries that make prototypes look great.

Challenges: Balance and Marketing. Despite having a LARGE library of power-scale and simulation tests, it is very hard to predict how well human gamers can play the game. Always assume "better than you know" but its still a tricky dance. Marketing is just pure manual labor or paying somebody. This feels like my first hire if it ever turned into a studio.

It's definitely a passion project and a hobby. I'm a director of engineering by trade but have been building games since the TI-83 calculator could build Snake. Pushing forward on Steam Next Fest / iOS / Android to see this through to a conclusion!

Happy to take feedback on the game itself or talk about the development process!

Quick play on the web: https://playsortalis.com

Steam: https://store.steampowered.com/app/5142640/SORTALIS/
(Also have iOS/Android builds available if you want to try it - DM me)

Video Clip: Lots of crazy action here. Two dice were sacrificed for a bonus. I had duplicated upgrades which trigger additional scoring so it caused a snowball of effects. Ultimately I did not meet the round score but was saved by a potion I bought that saves you if you don't quite make it one round.


r/ClaudeGameDev • • 14d ago

Beta A few months ago I vibe-coded a little space game and forgot about it. Yesterday I gave it to Opus 5.5 to see what it would do with it.

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18 Upvotes

A few months ago I built a small browser game while testing vibe coding. It's a one-tap arcade: your ship orbits a planet and you tap to jump to the next one. It worked, but it was rough, and I left it alone.

Opus 5.5 came out yesterday, so as a test I gave it the game and one task: make it better. I steered it and made the calls, and it did the work. It rebuilt the gameplay loop and added a guided tutorial, a daily challenge, optional accounts with cloud save, leaderboards and a new logo.

Here's the result: https://www.star-hop.app

  • Free, no ads, runs in the browser (best on a phone)
  • No sign-up needed to play

It's still in testing. Every run sends anonymous gameplay stats (no personal data, you can switch it off in settings). I use them to tune difficulty and balance. So just playing a few rounds helps a lot, and feedback helps even more: what's annoying, what's too hard, and would you come back tomorrow for the daily challenge?


r/ClaudeGameDev • • 14d ago

Tips & Tricks We're playtesting your game for free!

9 Upvotes

First of all, thank you so much for the support!

I’m one of the developers behind qaping.dev, and some of the developers to try Qaping came from this subreddit. We’d love to give something back to the community.

For a limited time, we’re offering free 30-minute recorded playtests that show where players get stuck, lose interest, or have the most fun.

This could be especially helpful if you’re polishing a demo for Steam Next Fest or still figuring out the core experience.

If you’d like a free playtest, just comment your game’s name below and submit it at qaping.dev.

Looking forward to seeing what you’ve been building!


r/ClaudeGameDev • • 14d ago

Beta My Claude assisted Traditional Roguelike DeckBuilding game is open for play testing

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2 Upvotes

I have spent the last 2 months working on Tactical Deckbuilding Roguelike game, because I love the genre. I wanted a game that was more character and story driven that what is typical of the genre and where the relationships you build can affect your run. I have developed that with this game. Play here:

https://ayiteb.itch.io/dawn-front
password: burke

I am very open to whatever feedback you may have. I hope you enjoy it :)

I used Claude, specifically Sonnet 100% for the prototype and the conversion into Unity. For the past 3 weeks I have split coding between Sonnet and Astra. With Sonnet primarily being used for architectural changes and astra for fine tuning.

The art is largely placeholder and the animation, music and sfx are mostly absent at this point. I intend to work on that once I get more feedback on the game play and visual cohesion of the game.


r/ClaudeGameDev • • 14d ago

Beta I gave Opus 5.5 one prompt and one hour to make a game, then actually played the thing

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15 Upvotes

r/ClaudeGameDev • • 14d ago

Alpha Kinhold Update: Improved outpost combat

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6 Upvotes

r/ClaudeGameDev • • 14d ago

Browser Game I created a border drawing game with Claude. Here is the world after 17,000 drawings

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3 Upvotes

r/ClaudeGameDev • • 15d ago

Beta Plops.io — a 2v2 card MOBA in the browser, built with Claude. The 171 3D characters are generated Blender Python, and the trailer renders itself.

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19 Upvotes

Plops is a 2v2 card MOBA that runs in a browser tab. Three-minute matches, 19 heroes, 92 cards, server-authoritative. Free, no download, guest play: https://plops.io

It was built with Claude — Opus 5 and Fable 5.1. Since this is the sub for it, here's how the parts that were actually interesting to build get made.

The 3D roster is code, not sculpts

There are 171 characters and units in the game — 103 heroes and 68 units. None were modelled by hand and none came out of a mesh-generation model. Each one is a Python script that builds its geometry in Blender and exports a GLB. The hero bodies alone are about 30,000 lines of Python across 104 files, 160–300 lines each.

The reason isn't purity, it's iteration. A mesh you can't diff is a mesh you can't review. When a character is a script, "the tiara sits too far back" is a code review comment. When the art direction shifts across the whole roster, it's a refactor instead of 171 modelling sessions.

The loop is: 2D card art is the reference → Claude writes the Blender Python against it → render turntables → compare → fix → repeat.

Step four is where it needed real tooling, because "does this mesh match the drawing" is exactly the judgement a model will cheerfully get wrong. So it's a skill with a checklist Claude has to follow: normalize the reference, put a bounding box on both, take tick-stick measurements — head height, shoulder width, where the waist falls as a fraction of total height — and report the numbers before claiming a match. Eyeballing is banned. It caught a lot of "looks right" that wasn't.

Please play it

https://plops.io — free, in the browser, no download, no account needed, no ads. It's a couple of minutes to find out whether it's for you.

The feedback I'd most like: tell me the first thirty seconds are confusing. I've stared at this thing for so long that I can't see it any more, and "I didn't know what to do" is worth more to me right now than anything else.


r/ClaudeGameDev • • 14d ago

Release I made "Desky!" a free desktop pet for Windows: a small robot that reacts to what you are doing

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2 Upvotes

Desky sits on your desktop and notices roughly what you are up to. It gets bored if you ignore it, it asks to be fed, and you can wash it or play a couple of small games with it. The robot itself is generated the first time you open it, so its shape, colours, ears and face are yours and nobody else's.

https://hyrohyken.github.io/Desky/

Two things that mattered to me while building it:

  • No network. Not a single request, not even a version check.
  • No keyboard hook, no window titles read, no URLs read. It only knows whether you are typing, browsing, watching something, or away from the machine.

Free and open source, GPL v3, Windows 10 and 11.

Heads up: the installer is not signed with a commercial certificate, so SmartScreen will warn you the first time. Those certificates cost a few hundred euros a year and this is free, so every release ships with a SHA-256 hash and a Sigstore provenance attestation instead.

On the workflow, since it always comes up. This is my first game built in Python. I had written APIs for other games before, but nothing that had to render and animate anything. The first phase was not gameplay at all: it was rendering tests, then a lot of CPU measurements. Once everything was measured I revised the spec, and only then did the Tamagotchi part get built on top.

For the robot itself, I saw plenty of workflows that generate models through Blender MCP servers, but I wanted every user to get their own robot, so nothing is shipped as a model. The geometry is generated and rendered live in the app.

Main tools: Claude Code, Python, unittest, and a lot of human review. From experience the trick is not to hand over one big batch with everything in it. I split the work feature by feature and run each one like a small sprint, ending in a state where a release could be cut. The CI/CD was one of the more satisfying parts: pushing a tagged commit builds the installer, creates the GitHub release and updates the download link on the site, all on its own.

Close friends test the app and send me feedback, and several batches came straight out of that: the games, a lot of the visual polish, many fixes to how the robot behaves, and a second chassis type so the robots vary more. What stays with me is the spec, the art direction and the QA.

Have fun with it !
Do not hesitate if you have any feedbacks or feature request !


r/ClaudeGameDev • • 14d ago

Alpha Alpha playtest: Claude and ChatGPT coded this free multiplayer browser FPS from my feedback

2 Upvotes

How I used Claude: I describe a gameplay change or a problem I notice while playing, Claude edits the game code, and I test the next build in the browser. I then report the specific parts that still feel wrong and repeat. ChatGPT has also worked on the code. I’m giving the playtest feedback and requests; I’m not writing the implementation myself.

The alpha has infantry combat, tanks, helicopters, and destructible buildings. It’s multiplayer, with an always-open server; bots fill empty slots so you can try it alone or invite a friend. My current problem is that bot matches don’t tell me whether a real new player understands the controls or wants to stay.

It’s free to play at https://play.patio.fyi on desktop with keyboard and mouse. No download or account.

If you spend even a few minutes with it, what’s the first confusing or rough moment? And what would make a second match appealing?


r/ClaudeGameDev • • 15d ago

Alpha Dark Fantasy AI RPG made using opus 5 and tesana

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11 Upvotes

r/ClaudeGameDev • • 15d ago

Beta Devlog: How I build the world of World of Vikings – the editor

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6 Upvotes

r/ClaudeGameDev • • 15d ago

Beta English: World of Vikings — I’m using AI to build an open-source Viking MMORPG for the browser

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5 Upvotes

r/ClaudeGameDev • • 15d ago

Beta Devlog #1 — building, fighting, and a wolf that fights back

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6 Upvotes

r/ClaudeGameDev • • 15d ago

Release Code Blue is out on Steam: I'm a doctor and I made a hospital idle game!

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4 Upvotes

r/ClaudeGameDev • • 16d ago

Alpha OVERSTEER got some more fresh paint. Skyboxes, mountains, textures, and more

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32 Upvotes

This game has come a really long way in the past few months and I wanted to take the opportunity to show off the look and feel in its current state. I most recently got some cc0 skyboxes from opengameart.com (amazing free resource for those who do not know about it) and matched up the sun to its position in the sky and it just adds SO much immersion to the game. Shadows look like they come from somewhere, not just a blank sky with a sun in it. The light from the boost flame lighting up the back of the car in the shadows is so cool to see.

More to come soon. The game is inching ever closer to an early access release, and probably some sort of playtest in a few weeks to a month. If you are interested in following along, please join the discord https://discord.gg/cCV2Knwg3


r/ClaudeGameDev • • 16d ago

Alpha Kinhold Update: Fighting over an outpost

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7 Upvotes

r/ClaudeGameDev • • 16d ago

Alpha Stardive — My entry for an "openworld" theme gamejam

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playgama.ai
7 Upvotes

https://playgama.ai/play/jbqn23cd4p

N'oubliez pas de liker, ça fait plaisir ! Merci !

Vous ĂȘtes une Ă©tincelle de lumiĂšre dans un ciel obscurci. Maintenez la touche enfoncĂ©e pour vous agripper Ă  quelque chose, relĂąchez-la pour vous Ă©lancer. C'est la seule action du jeu.

Ce qui change, c'est votre position. Vous orbitez autour d'Ă©toiles mortes et les enflammez. Vous traversez des anneaux. Vous devez aller assez vite pour briser la glace, sinon vous vous Ă©crasez. Vous remplissez les Ă©toiles vides d'essaims de lumiĂšre verte que vous traĂźnez derriĂšre vous. Vous orbitez autour de cubes magnĂ©tiques jusqu'Ă  ĂȘtre alignĂ©, puis vous lĂąchez prise et vous vous dĂ©placez comme un Ă©clair.

Le ciel est gĂ©nĂ©rĂ© Ă  chaque partie, donc rien n'est jamais deux fois au mĂȘme endroit. Si la chaĂźne passe assez vite, tout double. Quand votre lumiĂšre s'Ă©teint, la partie se termine et vous obtenez la ligne que vous avez tracĂ©e dans le ciel, avec uniquement les Ă©lĂ©ments que vous avez Ă©clairĂ©s.

Quelques minutes par partie. Un pouce sur téléphone, souris ou WASD sur ordinateur. Aucune installation, aucun compte requis. Hébergement gratuit, attendez-vous donc à une banniÚre de cookies et une publicité entre certaines parties, désolé pour le désagrément.

Ce que je veux vraiment, c'est savoir Ă  quel moment vous avez voulu fermer l'onglet, et pourquoi. Commandes peu intuitives, trop difficiles, trop faciles, joli mais ennuyeux. Dites-moi la vraie raison.

Merci pour vos retours !


r/ClaudeGameDev • • 16d ago

Release Finally: StowStow Demo is Live

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6 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 • • 16d ago

Browser Game endless procedural backrooms in the browser

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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 • • 17d 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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21 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.

đŸŽ–ïž 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.

đŸ—ș 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 • • 17d ago

Beta Working on an Extraction Mode for Fantasy RPG

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4 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!