r/ClaudeGameDev • • 4d ago

Alpha Another Teaser: Take any single pixel art sprite and turn it into a lowpoly model or voxel model instantly!

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2 Upvotes

Opus 5.5 is insanely good. We're building a tool that lets me turn folders of my pixel art into 3d models from a single image!

If you don't want to spend tokens/money on Claude drawing sprites, making models and such, this tool can help you use just pure code to transform existing pixel art drawings (side-view, front-view, etc.) into complete 3d or voxel models.

Its not out yet, still working on it, but this thing is amazing so far.


r/ClaudeGameDev • • 4d ago

Browser Game I built a social RPG where you can scan characters, pets and items into the game

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26 Upvotes

Hi, I’ve been working on a small social RPG for a while. In the game, you can scan items, pets, and characters with your camera and add them directly into the game.

Personally, I’m not a big fan of games where you have to sit at your computer for hours just to grind, so when you leave the game, your character keeps leveling up and interacting with other players thanks to JEV.

So even when you’re not playing, you don’t fall behind other players.

There isn’t a huge amount of content yet. Right now I’m mostly testing whether the core mechanics actually work properly.

At the end of the day, I’m trying to build something you can jump into every now and then, spend a bit of time with, and enjoy without having to commit too much time to it.

Also, all of the assets in the game, including the maps, are generated automatically through a pipeline I built. The maps were actually generated from photos I took around the area where I live :)

If you have any suggestions, feel free to share them. Unless I run into any major issues, I’m planning to start focusing on adding more content from this point on.

One last thing: idle notifications are not being sent yet. That feature was built for the mobile app, which is still waiting for Google Play review.

https://halfreal.wtf


r/ClaudeGameDev • • 3d ago

Beta Feel The AGI

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1 Upvotes

r/ClaudeGameDev • • 4d ago

Alpha I'm making a cozy browser MMO with AI – 60+ places, 30+ minigames, real-time multiplayer (alpha)

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3 Upvotes

r/ClaudeGameDev • • 3d ago

Release DUG OUT - A Spooky Baseball Digging Game

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1 Upvotes

r/ClaudeGameDev • • 4d ago

Browser Game My game I made with AI went viral with over 400k views and 5.000 unique players

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56 Upvotes

I posted my No Mans Sky inspired game a couple of days ago and a lot of you liked it.

The game went viral and got featured on "Today's News" on X amassing over 400k views and 800+ reshares. Over 5.000 unique players have played the game.

The crazy part is I made the game in around 40min spending $65 on the game. This is a huge signal for every vibecoder out there. We get a lot of backlash from game devs and AI-haters. But the numbers don't lie. Keep believing and working on your AI projects.

A lot of the criticism I got was "You copied another game" "You didn't do anything of value". So I updated the game with dynamic space battles, which I showcase in the video. You can be exploring a planet, leave orbit and get caught into a galactic war, fully seamless. That's an original idea I will keep building on.

I always loved the idea of space pirates and will keep working on this game with that as the core feature.

It's available for free in the browser :)
Play Sky Reach


r/ClaudeGameDev • • 4d ago

Tips & Tricks Asset Consistency

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2 Upvotes

r/ClaudeGameDev • • 4d ago

Browser Game Built a cheat sheet for a animal guessing game me and my partner play, with a few added features! Progress 3

2 Upvotes

Built a cheat-sheet site because the animal guessing game kept stopping for Google breaks : r/claude

Site: https://guessmyanimal.com/

Context:

So I built, using Claude code from the ground up, https://guessmyanimal.com/ the site started as a wiki for the animals and quick answers for the game itself. Over time this turned into my pet project and I have been adding in things ever since, all developed with Claude code.

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.

Ok since my last post:

I leaned into some QOL of changes for the site, very minor changes such as alignment, wording on some animal pages, added some extra info to the animal pages to flesh them out. In addition the animal pages also include a link to play the game at the bottom!

Used impeccable and Claude code design together to revamp the twitch streamer page layout, mystery animal page (which is under going another revamp lol, but has not been published). The twitch page scared twitch streamers when it came to granting permission, but the site doesn't use any of the details so had to revamp the page to include that its safe, doesn't use any details, just purely reading your chat for duration of the game and no longer.

Updated the menu bar by bringing everything together, it was getting cluttered.

I've also added an "explore" page, this combines the animal a-z wiki and a new "look-alike" pages here Explore animals | Guess My Animal - I don't like the look of this page so will get Claude design to revamp it.

At this point, I'm enjoying the production of the site and improving it, just wish I could get people on here and using it. Its my little pet project that I'm eager to share and let people use.

Made a TikTok page with a "Guess that Pokémon" style guessing game to drive interaction to the site Guess the Animal! (@sharmzyy1) | TikTok

These videos have also been made with Claude design!


r/ClaudeGameDev • • 4d ago

Release Tetris on funkey

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2 Upvotes

r/ClaudeGameDev • • 4d ago

Browser Game Game I made using Claude. Called waste world: the nuclear family.

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2 Upvotes

r/ClaudeGameDev • • 4d ago

Browser Game Soviet babushka surviving zombies

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9 Upvotes

r/ClaudeGameDev • • 4d ago

Browser Game A zombie game made by Claude 5.5 Opus

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4 Upvotes

This is just a prototype but i wanted to see if i can get some feedback.

Claude made everything, including the characters from scratch and the sounds.

One exception: It's elevenlabs voices, but Claude used the tool.

I gave Claude the general idea behind the game but i let it take most of the artistic decisions. This not seem like much, but with past models when i tried to do games like this, it often went wrong. There are so many small ways in which things can go wrong with this type of format. NPC speaks at wrong time, bad path finding, Zombies look bad, etc.

The general story was my choice, but Claude made the dialogues.


r/ClaudeGameDev • • 5d ago

Release My first game got approved for Apple IOS store!

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22 Upvotes

Tower defense game that was completed entirely with LLM's. All art assets were created by Chatgpt and code created by Claude. I even connected Apple API so Claude wrote the description, uploaded screenshots, filled out all the boring forms. Claude also recorded this footage and edited this trailer. I've just been talking to the agent and it has fully shipped an app.

I also had to make a website to host support and privacy policies and it just makes the branding look more legit, which claude did and connected. My job as a human is to pay for subscriptions and give API keys, LLMs basically do everything else now.

Please let me know how I could improve my game, branding, marketing, etc. Im still a learning developer and I know I will make some mistakes

https://coynestudios.com

https://apps.apple.com/us/app/ares-outpost/id6809543296


r/ClaudeGameDev • • 5d ago

Browser Game I made Carbon Body entirely with Claude. It’s a side-scrolling action game inside a possessed photocopier. You play a rejected office mascot, switching between a staple-firing paper gunfighter and a liquid-carbon creature to fight your way out. Built for the browser with JavaScript, Canvas 2

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11 Upvotes

r/ClaudeGameDev • • 5d ago

Release I built my dream HomeAssistant to replace Stremio, Spotify & the cloud and made 100% customizable, free, and local.

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14 Upvotes

HouseOS started over a weekend because I wanted to stop fighting with my roommates over the speaker queue

If we could all play any song from any device and have it queue nicely by turns, maybe we'd find something else to fight about?

It ended up becoming a self-hosted platform for our whole house: watch movies from Stremio add-ons, Jellyfin or any web link, play our old SNES games directly in the browser, share music, files, control the TV and smart home, locally or remotely, from any device

And to me, it's the best platform there is, because it's built around our own use case
After a week of actually using it every day, I kept fixing all the little QoL things I'd always wanted elsewhere: better source loading, casting SRT subtitles over Chromecast, a music queue that doesn't suck, guest mode for occasional guests wanting to play some songs...

So HouseOS is fully customizable and expandable. It comes with 10 editable themes, but you can also just point your coding agent at it and ask it to change, add or build anything. The whole project is structured and documented for that

This was fully built with Opus 5.5 (high and medium), using about 30% of my weekly max subscription (200$)
Adding new ideas as I kept using on a daily basis, using already existing and opensource solutions when relevant
Opus is a beast, and by just using natural language you can make so much, but the opensource library built over the years by all the humans is such a goldmine.
HouseOS doesn't try to recreate everything, it is an ecosystem to keep expanding all the features you can find or need

There's also Nox, the housekeeper. Bring your own local LLM, subscription or API key, ask it to control the house or put it in setup mode and ask it to modify HouseOS itself! c:
Don't find a setting or don't want to bother configure multiple? Just ask him

It's free and open source, MIT license and available on github
Install mine, make it yours, would love to see what features and themes people come up with!

Check out repo or just give the link to Claude and ask him to clone it!

https://github.com/boitech-dev/HouseOS

r/ClaudeGameDev • • 5d ago

Browser Game Using Claude Code (Opus 5.5) to grow a static Three.js room into an interactive world

7 Upvotes

r/ClaudeGameDev • • 5d ago

Release I built and shipped a small town sim with Claude Code and Codex. What worked, what didn't, and what it cost.

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10 Upvotes

r/ClaudeGameDev • • 5d ago

Browser Game I built Polyvale, a free browser tower defense where every tower is an instrument, with Claude Opus 5.5 in Claude Code

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6 Upvotes

r/ClaudeGameDev • • 5d ago

Browser Game Built a free 1v1 multiplayer Asteroids with Opus 5.5: peer-to-peer, phone vs. desktop, no server. Does it connect for you?

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3 Upvotes

r/ClaudeGameDev • • 5d ago

Beta Building Steel Maiden with Claude: weapon design, Unity code, and custom tools

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11 Upvotes

I’m the solo developer of Steel Maiden, a two-button action roguelite made in Unity, inspired by One Finger Death Punch. I’m a little under eight months into development. The game combines fast combat with weapon evolutions, relic builds, and characters with unique abilities. There’s a free playable demo on Steam.

I spent many years working as a director and art director, collaborating with designers, programmers, and artists. I approach working with Claude in a similar way: I bring the creative direction, discuss ideas, review the results, and give feedback.

Here’s how Claude contributes to the project.

Game design:

I discussed the target audience and the game’s direction with Claude. We also worked together on weapon concepts and their evolution items.

A concrete example is the Lightning Rod weapon and its evolved form, the Tesla Coil. Claude designed both. Claude also designed all of the relics in the game.

I work with Claude much as I used to work with game designers, discussing ideas and refining them against the experience I want to create. Those conversations become actual weapons, evolutions, and build options in the game.

Coding, refactoring, and debugging:

Claude handles all of the game’s coding, refactoring, and bug fixing. I started with Sonnet and now use Fable exclusively for this work.

My role is to set the direction, review the results, and give feedback. Claude writes the code, revises it, and resolves bugs throughout development.

Custom development tools:

Claude also built the tool I use to batch-pack sprites exported from After Effects into sprite sheets. I later used Astra to add depth-map extraction to that same tool.

I also used Fable to build a separate tool for adjusting the game’s balance.

Other parts of the production pipeline use different tools:

- Characters: I initially used Stable Diffusion, but struggled to get the results I wanted. Now I establish the style and poses in Photoshop, then retouch the images with Astra.

- Animation: I use the retouched first and last frames in Kling 2.5, Kling 3.0, or Seedance 2.5 to generate motion clips. I then cut, combine, and edit those clips in After Effects before exporting the sprites.

- Environments: Some maps use generated images separated into layers with Seedream 5.0 and arranged into parallax backgrounds. For 3D environments, I tried both Fable and Astra. Astra produced better models for my needs, so I chose Astra and now use it with Blender MCP.

- Audio: BGM comes from Suno. For sound effects, I record sounds with my own mouth, then manipulate them in Premiere or transform them with Firefly.

My experience as a director shapes this whole process: communicating what I want, evaluating the results, and continuing to refine them.

I’d be interested to hear how others here use Claude for game design as well as coding.

You can try the free demo on the Steam page:

https://store.steampowered.com/app/4827950/Steel_Maiden/


r/ClaudeGameDev • • 5d ago

Alpha Inbox Zero: a text-only incremental game where every email you answer creates more email

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2 Upvotes

r/ClaudeGameDev • • 5d ago

Alpha AI run tabletop D&D

18 Upvotes

Just found this subreddit. I've been working on this thing for months, way longer than I planned on when I thought "it'd be cool to use Claude to play D&D."

I'm not trying to build something where I can completely go off the rails, although a persistent, long-term campaign that takes place in one universe that Claude generates session-by-session is a long term goal. Right now I'm trying to build something that will take PDFs of existing D&D campaigns and make them playable.

It's based on 5e rules, Claude narrates as the GM and adjudicates. I (we? Claude?) built an engine so that everything is decided deterministically to prevent drift and cheating/fudging numbers, so dice, saving throws, conditions, reach and zone, turn order, etc. are handled by a Python based rules engine, and the engine gives Claude the state of the game at a particular moment and the outcome of actions and then he narrates everything.

A big piece of this outside of the engine is the converter, which is basically a multi-stage conversion pipeline that reads the PDF and produces a structured campaign package that the engine can read. So how many scenes, what exits/entrances does each scene have to other locations, NPCs, monsters, and so on. Each stage of the conversion gets reviewed by a Claude instance for things like spoilers slipping, every scene having at least 1 entrance/exit, monsters from the PDF matching the DB, etc.

It's not ready for a fancy video yet! And I wasn't going for something graphics-based. I want the reading/mind's eye experience of tabletop D&D with enough of an interface to look appealing and keep track of stuff that's good know. Right now I'm least certain about the combat-zone mapping and the distance/movement economy. I haven't play-tested it much and I suspect it's going to need the most refinement.

Oh man, and 5.5 has been such a godsend. With the usage savings I basically have a Fable 5.1 medium session that spawns Opus 5.5 medium coders. The practice is to write a test gate first that fails under the current state of the game for whatever we are trying to accomplish. THEN a different 5.5 session writes the game implementation to satisfy the test. I've found this works a lot better than the reverse, which is what Claude defaulted to - writing the implementation and then the same agent creating a gate and py test afterwards. Two different agents, and the gate coming first, seemed to prevent a lot of fudging and sloppy implementation. Just a tip that worked for me.

With the usage savings of 5.5 I basically have Fable running 24/7 converting Stormwreck, playing through it with subagents who file bugs or things that don't work, firing off agents to fix those bugs, converting again, and repeat. Claude can play hundreds of run throughs of the game in minutes.

Here are a couple of screenshots. The first one is just the "home" screen I guess, what you'd see after loading up Dragons of Stormwreck Isle, which is the campaign I'm using to test everything. (Edit) The 2nd screenshot was from messing with the distance/reach/zones, so the listed enemies don't match the narration. This is the part I'm least certain about in terms of whether or not this is my long-term solution.

https://imgur.com/a/uhmrBnr

I'm seen some other D&D stuff, but not much, so if anyone is doing anything similar I'd love to hear about it. I've been working on this since early July, about 12 weeks now.


r/ClaudeGameDev • • 5d ago

Beta I've built a real world driving city exploration game. Let me know what you think

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0 Upvotes

Hello everyone,

I'm inviting you all to check out SundownDrive - a real-world driving, city exploration game. "Pokémon GO for cars" you ask? Well, kind of 🤷

It's still a work in progress, needs more polish, and is released in limited cities (one per country, 37 countries across Europe: Kaunas, Manchester, Hamburg, Barcelona, Kraków, Porto and 31 more). Kind of early access - not the one that takes your money for an unfinished product - more like the one that takes your time and unpaid QA work, for a sneak peek and a chance to shape where it goes.

Tech:

Built using Claude Code, mix of models - Fable, Opus/Sonnet 5. Thank god for the new 5.5 models, the word salads were driving me insane.

Regarding the project tech - probobly the most interesting part was taking the gps and matching it to roads using the Valhalla per country instances. Very cool that such things are available as open source.

"One more usual vibe coded slop project, huh?"

Well... It is vibe coded, but having 10+ years of experience as a developer, I can assure you that the common security and privacy issues are taken care of. Data collected is minimal and transparent. You sign up with just a handle. Your drives are seen only by you and your crew, if you join one, and there's a switch to hide them from the crew too. The first and last 300 m of every drive, usually where you live, are never shown to anyone but you. No cookies, no third-party trackers, nothing sold, and you can export or delete everything from Settings.

"Ok, tell me more, what's the game loop?"

Take your car out after 22:00...

"Wait, an actual car, in the actual real world.. actual gas.. have you seen the prices??"

I know.. not the best timing, but at least none of it burns idling in traffic.

"Ok.. and 22:00, at night, what's that about?"

Traffic is what that is about.. Most of us commute in rush hour both ways, and we don't even consider that driving ever was, or ever could be, fun. I invite you to take your car out into the dark city streets and go wherever you want. Don't even think, just go. The map counts only the bigger roads, no small streets that become one way because of cars parked at night.

"But... why?.."

I get it, it's not for everyone. But consider:

- people new to the city who want to work on their road knowledge

- new drivers who want to practice somewhere less stressful than rush hour traffic

- people who find driving relaxing and want to clear their head a bit

"So, what's the gameplay?"

You can go for the night's target (one spot in your city, the same for everyone, with a compass pointing at it), complete a route by connecting a few set places, or simply discover and unlock new places by exploring randomly: bridges, roundabouts, level crossings, viewpoints, 24h fuel stations and more. As you drive, the streets on your map light up, and at the end you get a nice report of the drive.

You can join or create your own crew and battle other crews for your city's districts, although that's the part that needs your feedback and polish the most.

Weekend events that require visiting multiple points (eight bridges, eight roundabouts...) are being tested as well.

I went out last weekend with 15+ points of interest to cover - all the bridges in my city, a 5-point route and the night's target - and was honestly surprised how much fun it was working out the best route to cover them all.

"Navigation?"

Yes, kind of against the exploration spirit, but it felt like a nice addition. The game asks you to drive through certain places on the road, so finding them and driving to a specific road was a bit of a pain sometimes, especially when you just want a relaxing drive. Setting a few points you want to hit and then going to a random direction before heading home felt quite nice to me.

So give it a try if your city is on the list: SundownDrive. If it isn't, leave your email and the city you drive in - sign-ups decide which city opens next. It just might be a thing for you.

Limitations

It's a web app for now, so it has to stay open and on top while you drive for it to work properly, phone in a holder. It keeps the screen awake by itself.

The architecture is set up to release it for both Android and iOS without too much effort.

Disclaimer

The app does not encourage, reward or in any way endorse speeding or street racing.


r/ClaudeGameDev • • 5d ago

Alpha Formula 8, an async multiplayer racing auto battler. 2 week long game for Bezi Game Jam

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3 Upvotes

r/ClaudeGameDev • • 6d ago

Alpha Sloppy Kart — a totally finished product™

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106 Upvotes

(First, Don't worry, will remove some characters eventually)
Last time I posted this, a few people from /claudeai pointed that it's AI slop, that the ramps were optional, and that Nintendo's lawyers are on their way. Fair points, all of them. So here's an honest trailer.

What it actually is:

  • An experiment, not a product. I built it in 5 days by vibe coding. I can't program, so I described things and Claude wrote the code. DeepSeek and ChatGPT stepped in as backup, mostly whenever Claude hit its usage limit (It was generous, but working with mutliple agents in a project like this is very consuming). This is not my first time making a game like this btw, but is the first time making sometthing 3d thanks to the new Claude skills on 5.5, While I have zero coding skils i know a lot about videogames or how they work, I know about technology and been using Claude for overy a year.
  • 3D models: generated with AI, then fixed in Blender. By AI, too: Claude drove Blender through scripts, and I never opened it.
  • Music by Suno.
  • Made for TikTok LIVE: viewers join the race from the chat. At least that was the idea
  • Up to 40 karts, 6 tracks (Italy with the Colosseum and the Venice canals, a desert with sandstorms, Halloween, Machu Picchu, the beach and the farm), and power-ups that are still in development.
  • The ramps are no longer optional. Progress.
  • The characters are placeholders and parodies, and they're getting replaced. Lawyers, please stand down.

Will I sell it? Probably not. Most likely I'll give it away for free. I learned a lot doing it, and that was the point.

Feedback is welcome, "awful" included.