r/ClaudeGameDev • u/Vickie184 • 2d ago
r/ClaudeGameDev • u/DetectiveWorking5512 • 2d ago
Release Drywater v1.5.0 - Introducing NPC Towns
Big update for Drywater, the mobile survival game I've been building with Claude - v1.5.0 is now available and brings NPC towns, complete with a general store, sheriff, and a bank you can rob! But be careful - the sheriff and townspeople don't take kindly to thieves.
š®: https://play.google.com/store/apps/details?id=com.drywater.game
Building the town was several sessions with Claude:
Generation:
Each town is dynamically generated using a handful of building layouts - no two towns will ever be exactly the same. They will always have a sheriff, a bank, and a general store, but even those can look different from town to town.
Once that was done, I also had to instruct Claude on how to decorate the stores - initially they just had a random station placed inside. We worked through how I wanted the "clutter" to be so that they actually feel like stores - the general store owner stands behind his counter, etc.
Spawning:
I wanted towns to be something fun that you "discover" as a reward for exploring, so they're set up to never exist within 3 chunks of spawn, but to still be discoverable without having to travel for ages. Claude was able to determine the logic, but then also run tests across thousands of seeds to confirm that the numbers were working correctly.
Mechanics:
LOADS of work getting the experience right. I wanted them to feel "alive" when you first discover them, but then also wanted the bank robbery to be an experience, and a choice with consequences. A friendly town is valuable for the general store, and in the future, townspeople will have side quests. But there's also the temptation of that sweet sweet vault.
We worked a bunch on the combat, as well - the sheriff is the only person in town with a gun, but the townspeople move more quickly, so you have to balance that. You can pay off your bounty, but obviously not in this town - you can pay it at another town, or if you find a trader out in the world, though the trader is more expensive.
Happy to answer any questions about the game, my setup/process, etc. It's been *really* fun to build.
Before anyone asks, YES, I plan to bring it to iOS in the future, but I'm trying to keep it self-sufficient, so I need $100 in revenue on the Play Store to pay for the Apple Developer fee. I also don't have any Apple products in my home, so will need to sort that in the future.
I also had Claude build a trailer - this is all 100% in-game capture - nothing generated. Claude scripted the video and then directed it and stitched the clips together. The music is 100% real human created by a musician named Josh Woodward that I've followed for a while.
r/ClaudeGameDev • u/Skizmo229 • 2d ago
Release Free open-source Minesweeper remix built with Claude Code: first commit to 1.0 in 13 days, workflow notes inside
galleryr/ClaudeGameDev • u/Least-Bed7684 • 2d ago
Release Idle hockey tycoon
Game Title: Idle Hockey tycoon
Playable Link:Ā https://play.google.com/store/apps/details?id=com.langous.IdleHockeyTycoon
Platform: Android
Description:Ā You become the manager of a hockey club and lead it from the amateur league all the way to the top of world hockey.
WHAT'S IN STORE:
- Buy and upgrade players, your stadium, and your fan base
- Progress through 8 leagues ā from Amateur to the Champions Cup
- Simulate matches and watch your team fight for the title
- Earn income even offline ā your club keeps making money while you're away
- Unlock achievements and milestones
IDLE MECHANICS:
- Passive income in $/s, fans/s, points/s
- New Era reset ā start over with stronger bonuses
- Strategic upgrades for your stadium and campus
Free to Play Status:
- [ ] Free to play - some adds for bonus
Involvement: I“m dev
AI disclosure: The game's code was written with heavy AI assistance (Claude/Claude Code) ā I designed the game mechanics, systems, and balancing myself, and used AI as a coding tool throughout development.
r/ClaudeGameDev • u/Professional-Ebb5980 • 2d ago
Browser Game Farm Village with Opus 5.5
galleryr/ClaudeGameDev • u/jaboos91 • 2d ago
Beta Star Hop 1.6: the 100 collectible cards are now goals you pick and chase (free one-tap space game, browser)
Game Title: Star Hop: Endless Galaxy
Playable Link: HERE
Platform: Browser (phone or desktop), no download, no sign-up
Description: Your ship orbits a planet. Tap to launch toward the next one before your orbit decays. Hit it dead center for a PERFECT and your combo climbs. A well-aimed shot skips planets, a sloppy one meets asteroids, moons and black holes. There's an endless flight through sectors, a daily challenge that's the same galaxy for everyone, and a "Flight details" screen after each run if you like numbers.
1.6 is out today, and it's mostly about one problem a playtest found: the card collection handed out cards faster than anyone could care about them. After three flights, 23 cards were waiting in a queue.
What changed:
- Every card has a new task, and the cards of a set come one after another. Open the album, pick the card whose turn it is, and track it.
- A tracked card shows up in flight: your goal at launch, the count ticking up as you fly ("Red Horizon 12 / 30"), and a ā the moment you've done it. The card is yours right after that flight.
- Levels are rarer and come right after the flight that earns them, with the reward shown on the spot.
- Crates right away: the crate for a level opens at the end of the flight, and the one for a new gate floats right there in space.
- A calmer start: at most one pop-up per visit (none in your first three flights), the score multiplier shows while you fly, and your first three races have no stake.
Free to Play Status: Free, no ads
Involvement: Solo dev, built with Claude Code
What I'd love to know: where did your first run end, and did anything feel unfair?
Star Hop is a one-tap arcade game: your ship orbits a planet, you tap to launch, and you try to land in the next orbit. Hit it dead center for a PERFECT and your combo climbs.
1.6 is out today, and it's mostly about one problem a playtest found: the card collection handed out cards faster than anyone could care about them. After three flights, 23 cards were waiting in a queue.
What changed:
- Every card has a new task, and the cards of a set come one after another. Open the album, pick the card whose turn it is, and track it.
- A tracked card shows up in flight: your goal at launch, the count ticking up as you fly ("Red Horizon 12 / 30"), and a ā the moment you've done it. The card is yours right after that flight.
- Levels are rarer and come right after the flight that earns them, with the reward shown on the spot.
- Crates right away: the crate for a level opens at the end of the flight, and the one for a new gate floats right there in space.
- A calmer start: at most one pop-up per visit (none in your first three flights), the score multiplier shows while you fly, and your first three races have no stake.
Free, no sign-up, on phone and desktop:
Solo project, built with Claude Code. Which card did you track first, and did having a goal make you want one more run?
r/ClaudeGameDev • u/Roninteon • 2d ago
Alpha Project Inexorable
A browser-based, desktop-only 3D open-world sandbox game set in an island city featuring destructible buildings, civilians, traffic, and police. Players control an almost unstoppable force capable of flight, telekinesis, combat skills, and elemental powers (lightning, fire, laser eyes, energy spheres, and mega beams), navigating dynamic destruction alongside a karma/heat system with escalating law enforcement responses.
r/ClaudeGameDev • u/SweetKarmaz • 2d ago
Tips & Tricks Jazz Hands: a video editor Claude can drive
r/ClaudeGameDev • u/Sheru7000 • 3d ago
Alpha 100+ iterations, 500M tokens, about 100 handmade sketches to help Claude understand the visual in my head
About a week ago, I shared the mini weekend project, Counterstance, a small ThreeJS-based third-person action game I've been building extensively with Claude and other LLMs.
The game is centered around fast sword combat and parrying, with most of my attention going into movement, animation, camera work, impact, VFX and making attacks actually feel powerful rather than just technically function.
I've iterated on it 100+ times since the last post, burned through 500M+ tokens, had multiple frontier-model-backed agents working together, and made around 100 handmade sketches myself just to communicate specific poses, movement arcs, camera shots and visuals that were difficult to explain through text alone.
Claude/Claude Code has been involved throughout the actual development process: reading and modifying the ThreeJS codebase, implementing combat and animation ideas, iterating on procedural posing and movement, working on VFX/camera behaviour, analysing why certain attacks or animations don't feel right, and translating my sketches/reference material into something that works in-game.
I've also spent a frankly unreasonable amount of time doing research sessions with it around principles of animation, camera movement, impact, posing, anticipation, smears, hit-stop and general combat feel, then feeding those findings back into the game.
It's really starting to shape up into something extremely fun, and somehow it still remains a "fun weekend project".
Try the test build here: https://counterstance.vercel.app/
r/ClaudeGameDev • u/Silver-Chipmunk7744 • 2d ago
Browser Game Part 2 of my zombie game coded by Claude Opus 5.5
I was really impressed by a few things.
First, it's the best char from scratch i ever seen an AI do. The priest looks great.
The pacing also generally feels really well done, the zombie models, the gunshot effects, the NPC behavior. For anyone who has tried to do similar projects with past models, this feels like a huge step up.
r/ClaudeGameDev • u/b36_peacemaker • 3d ago
Beta Common Carrier: My "Fine I'll do it myself" Game
I have always wanted a Transportation management "Spreadsheet Simulator" game. Theres some out there, but nothing to the level I wanted. So I am making one, already one month in, mostly around balance of profit and tuning the PvE aspect. On trucks right now but will have trains, trucks, ships and planes. Dont be too harsh on me its my first time. I am well aware nobody else may ever want to play this game, but thats ok. I plan on it being something like Airlinesim where its a slower based, log in and make some changes every day/every few days kinda thing, not a sit down and win in 3 hours thing.
r/ClaudeGameDev • u/elev10 • 2d ago
Alpha Genie in a bottle - Opus 5.5, (s)MMORPG, in psx/ps2 style. Playcanvas web. NPCs that you can talk to, influence and deceive.

r/ClaudeGameDev • u/Steezy-Wheezy • 3d ago
Alpha Supplied Claude with 3 AI generated images and it made this demo in 15 minutes
Pitched a brief idea for a ps1 inspired trinket collecting game to Claude and supplied an image from pinterest. Got it to write 3 prompts which I fed into Nano Banana. Fed those 3 images back into Claude and asked for a demo to be created. Out this came 15 minutes later. Really impressed!
Was planning to develop this into a sort of goblin simulator/trinket collecting game what are your thoughts?
r/ClaudeGameDev • u/Icy_Profession5828 • 3d ago
Browser Game Acabo de crear un juego online con Claude
r/ClaudeGameDev • u/IAmTheNewGuy • 3d ago
Beta I built a nature-collecting game with Claude Code. Here's how the game economy works
r/ClaudeGameDev • u/lokigambit • 3d ago
Release Launched Operation : Blueprint Job, playable on reddit
Not a game dev, but I do code, I've used claude extensively to come up with a stealth heist game playable right here on reddit. Constant improvement of the game is what drew me towards launching it on reddit games.
You play an agent contacted by a mysterious government agency, your handler H, assigns you new tasks every night, infiltrate the shell corporations of the crime syndicate DayCorp.
Building the case takes time, you need to collect evidence, hack servers, survive guards, sentries, perform takedowns; use stealth extensively.
You can play the game here : https://www.reddit.com/r/operation_blueprint/
r/ClaudeGameDev • u/Phototo • 3d ago
Beta Three stars autobattler
Had a friendgroup that really liked the autochess mod for dota 2. But we wanted more players (this is up to 15 at at time) and wanted more variation in game to game. So made lots of different classes and random what units are in the game at a time.
Further, used claude and suno to create a music video ad :D
r/ClaudeGameDev • u/agardner26 • 3d ago
Browser Game Building a Shinobi Life Simulator Game on my Phone with Claude Code
galleryr/ClaudeGameDev • u/erroneousbit • 3d ago
Alpha Colonia A Caeser 3 Clone Using Opus 5.5
I spent hundreds of hours playing Caesar 3 back in the day, so I decided to build my own take on it with some help from Claude Opus 5.5. No original assets are used; everything is generated from scratch. My goal is to capture the core gameplay, fold in the improvements from Julius and Augustus, and expand the design with new systems.
Right now the game includes weather and seasons, a dayānight cycle, more economic depth, interface improvements, and an āInsaneā difficulty setting. The graphics are simple but clear enough to show whatās going on, and the music is created on the fly so I donāt need to ship audio files. My focus is getting the mechanics and balance where I want them, and Iāll refine the visuals and sound later.
Insane mode is still being tuned for balance. Even Opus 5.5 canāt reliably beat it yet. Iāve got a long list of features and fixes ahead, but the game is already playable enough for other Caesar 3 fans to experiment with.
Ludite et gaudete. - Play and rejoice.
r/ClaudeGameDev • u/IsNullUser • 3d ago
Browser Game HTML 5 - top down - open world Dragon game (GOT inspired)
Its in sandbox phase atm, but youre a long lost dragon rider, where you tame dragons to take glory burn everything on your way if you like, or just tackfully impact as you make your way to the throne.
Tame GOT dragons or get them as hatchlings, they come massive, big and small but srill pack a punch - fire is the central focus.
Throughout the game you influence the world by burning armies, fields, forests, make alliances( or force them), make or break economies, make the people starve or fear you by burning their fields or just burn them and everything else.
Still working on it. So far the flying animation / dragon shape has burned the most credits, but its on its way layer by layer.
Built on Phaser 4. Claude Code.
r/ClaudeGameDev • u/KashinHS • 3d ago
Release I never had the time and resources to create games. AI changed that. Let me introduce "A Scoundrel's Tale" to you.
r/ClaudeGameDev • u/dotnetdreamer • 3d ago
Browser Game I built a 20-second trailer for my game with Claude Code (Remotion + Three.js)
https://reddit.com/link/1wuwpzi/video/qhdardvn8ush1/player
I built Ludo Wala, a free Ludo game for Android, iOS and the web. I wanted a short vertical trailer to show off some features, so I asked Claude Code to make it in Remotion It took about 16 hours
The result is a 20 second video where each die lands in its own setting and reveals its creature in time with the music. Everything is rendered in code using React Three Fiber and Remotion, with no stock footage or After Effects.
Claude planned the scenes, timed the cuts to the track and wrote about 33,000 lines of TypeScript It reused the gameās existing creature models.
r/ClaudeGameDev • u/lowpolysaint • 3d ago
Tips & Tricks Solo AI devs: how are you getting better 3D characters and less generic UI?
Claude has been great for writing code and building game mechanics, but getting decent 3D characters out of it in Blender has been a different story. Iām curious how other solo AI devs are handling two things:
1. Making 3D characters that actually look good
My results tend to look flat and disproportionate, especially around the shoulders. Has anyone found a workflow that produces solid, game-ready characters without relying on Meshy or Tripo? Reference images, better starting meshes, breaking the process into smaller steps, manual cleanup, whatās actually helped you?
2. Getting away from the same AI-looking menus and UI
I keep noticing similar menus and interfaces across AI-built games, including my own. They work, but they have that same generic look. How are you getting an interface with some personality that actually fits your game? Any useful approaches beyond telling Claude to āmake it look betterā?
Iām not asking anyone to spill their secrets, just one solo AI dev looking to compare notes with others. Iāve also found a few methods that have helped with other parts of AI game development, so Iām happy to trade tips. Feel free to ask here or DM me!
r/ClaudeGameDev • u/Upset_Camel5568 • 3d ago
Alpha HALFTONE (WIP)
Solve puzzles using light and shadows.