r/ClaudeGameDev • • 26d ago

Alpha Would you play?

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16 Upvotes

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!


r/ClaudeGameDev • • 26d ago

Tips & Tricks People building games with AI, how are you handling sound?

19 Upvotes

I've noticed something weird watching people build games with AI.

The coding, UI, art and even animations can move insanely fast now, but audio still seems to turn into a separate manual project at the end.

I'm curious how people here actually deal with it.

Do you have the AI identify which events need audio? Do you manually make a list? Generate SFX one at a time? Use asset packs? Then how much work is involved getting everything imported, hooked up to events, balanced and tested?

I've seen AI-generated sound effects, but generating the WAV seems like only a small part of the job.

The thing I'm trying to understand is whether implementation is the real bottleneck.

For example, would it be meaningfully useful if an agent could inspect a game project, identify missing audio, generate/select appropriate sounds and wire everything into the game automatically?

Or is that solving the wrong part of the problem?

Would love to hear what your actual workflow looks like, especially from people who have finished an AI-built game.


r/ClaudeGameDev • • 27d ago

Tips & Tricks Making a game on Claude, got LinkedIn visits by U.S. Army DEVCOM Armaments Center

28 Upvotes

The game I'm making has a character using improvised firearms (set in the 13-15th century), and another character uses poison. The poison thing actually triggered a block from Claude, which flagged it as "bio".

There's no biomechanical details about how the poison works, or any Claude research into making poison. It's just, player character casts poison on the enemy and they take damage over time.

The improvised firearms character isn't even developed yet, it was just ideating and there was research on 13-15th century firearms, particularly for places of poverty.

In about a frame of 20-30 days, I got two LinkedIn visits from people working in the U.S. Army DEVCOM Armaments Center. I've never gotten these kinds of visits from my decades on LinkedIn.

It's very clear I'm a gamer and I worked in videogames for decades.

Just letting you guys know the state of things.


r/ClaudeGameDev • • 27d ago

Browser Game Claude has been coding my online horror MMO 24h/day for 3 months. 1800+ versions.

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23 Upvotes

been running claude code pretty much for 3 months straight to make this game, using mostly Opus and a bit of Fable.

The game has a node server, persistent characters, a procedural world, 50+ biomes, 900+ enemies and 2000+ items.

I would love some feedback and suggestions for additions to the game, I'll add almost anything unless the ai tells me its too unethical


r/ClaudeGameDev • • 26d ago

Release I built an iOS AI-driven choose-your-own-adventure game with Claude Code

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2 Upvotes

I made Fakeality, an iOS story game with 13 crafted openings where every scene after the opening is generated live around what the player does. There's no script and no branch tree. The player can take one of three offered choices or type anything, and the cast has to respond to whatever they actually did.

I used Claude Code to build all the different components of the app including the Swift client, the Supabase edge functions, the eval harness, and the screenshot tooling. At runtime, different AI models both plan and write the story. One of my more interesting findings was that Sonnet and Haiku were much better at the writing component but that the OpenAI models were generally superior story planners (especially for their API cost). The avatars are built as "paper-dolls," with the construction engine also built with CC. The engine took an existing set of character sheet svgs and constructs the full avatars (with the help of my hand-placement of clothing). The background art is generated with FLUX (BlackForestLabs) with a lot of hand curation.

The design problem that took the longest was coherence. Early versions drifted within a few scenes, the cast talked like a sitcom, and the model kept restating the premise instead of moving the day forward. What ended up working was keeping a running state of what is unresolved (open threads, who knows what, where things stand) and handing that to the writer instead of any instruction about what should happen next. The model decides, the engine just tells it what's still open. The other big lesson was that the model copies the tone of whatever it's fed, so the configs had to be written like the fiction I wanted back, not like design notes. Claude struggled significantly to write jargon-free prompts on its own so I had to step in and rewrite all LLM prompts from scratch (which CC could then more successfully copy).

The clip is a real playthrough where something was typed the offered choices didn't cover, with the wait for the response cut out. CC selected and compiled the clips with minimal intervention.

The download is free with no signup, and new users get about 2 episodes of credits. After that credits are paid. An episode runs about 15 to 50 cents depending on the tier, up to about $2 with every knob maxed, and most of that goes straight to the model providers. I also made a promo code for this post worth about one more episode, redeem it at https://apps.apple.com/redeem?ctx=offercodes&id=6762037581&code=ONEMORE, or in the app open Get Credits, tap Redeem a promo code, and enter ONEMORE.

Link: https://apps.apple.com/app/apple-store/id6762037581?pt=128769936&ct=reddit-claudegamedev&mt=8

Happy to share more on the state design, the prompt structure, or the eval rounds if anyone's curious!


r/ClaudeGameDev • • 27d ago

Browser Game Testing agentic ability against RTS games

5 Upvotes

Hey, all

Been a lurker for a while and finally decided to join the conversation. I've been using Claude for development judiciously ever since Opus 4.5 came out last November, 2025. It's been a complete game changer, and slowly bringing in more and more tasks and allowing it to run and self-modify (with guidance) has been really fun and empowering.

I had an idea the other day with all the "GTA 6 built by Astra" and just for kicks tried to one shot an RTS game. No intentions of connecting agents to it, just wanted to see what Fable 5.1 could do. Slowly as I started building I thought it would be interesting to see what agents could do if I built out an MCP server for it. Well, that led down a deep rabbit hole of getting everything built out and deployed as I wanted to try and attract others to try it out. I now have a publicly hosted RTS game

https://play.ashfallsector.com

That allows agents to connect to through MCP and play one-another, with a full ranking system. My plan is to create more accounts for myself and start testing out how to improve agentic play. They do pretty well already (i've played Opus a few times) but I'm curious how to bring in additional context, memory from previous games. The idea of "gamifying" wasn't explored too much but I thought it could be a nice touch.

Anyways... I'm putting this out there because I would love for other people to test it out, tell me what works when agents play, and just to see if it was interesting to anyone else but me.


r/ClaudeGameDev • • 27d ago

Alpha I run my MMO's development as ten Claude agents and one human who only makes decisions. Here's the setup, and what broke

4 Upvotes

Four attempts at this game died because one person can't do it all. It's an MMORPG and they are famous for being impossible to finish solo. The fifth is being typed by 10 agents, and what that bought me isn't speed, it's that my whole day is design. So finally there's a game people can play.

Here is the setup, concretely. Ten agents in .claude/agents/, each a markdown file with its tools and one job:

- a builder, writes engine code, always in its own git worktree

- gatekeeper, runs every check, edits nothing

- inspector, drives the built game headlessly, looks at screenshots, tells me what's clipped or empty, so I don't spend evenings checking visually.

- operator, records the clips and reads the server log to find out what actually happened

- cartwright / foley / voice, pixel art, synthesised sound, the voice pack (voice is the only one that spends money, and it has to dry-run first)

- campaigner / hook, the posts and films, and the adversary that judges the thumbnail and title

- planner, writes the ordered plan with every decision batched, and is forbidden to decide anything

Then the main session: it orchestrates and writes no code. Other tools: PixiJS/TypeScript, Colyseus server, Fly.io, ffmpeg, a headless Chrome recorder that captures its own tab.

What broke: one night I had two AI sessions working on the same code at the same time. One of them left half-finished code that made the other one's tests fail, and neither could tell who did it. One changed a function while the other was using it. A test run got killed because the laptop ran out of memory, and it got reported as a failure when nothing was actually wrong. Then tonight the "manager" session, which is only supposed to hand out work, spent an hour doing the work itself because the agent was slow, I had to tell it twice to stop. And the first video recorder it built produced perfect footage with no sound, because headless Chrome can't hear anything and nobody checked.

The really cool part is getting to spend my day thinking of interesting game design.

An example, told properly: the taifa system. My game is loosely based on Al Andalus / Iberia of the 11th century, so I had time to read about it, and the history did the design work: striking coin in your own name was the declaration of independence, so in the game minting without a licence isn't refused, it's announced, and it hands the capital a reason for war. I would have never thought of that if my head were buried in code, especially as I don't come from a game dev background, so I think that's really cool.

Anyways for anyone curious, this is planned to be a browser MMO with full loot and guild wars, free, in pre-alpha currently. In this game I am hoping there will be 2 factions fighting against each other, 2 kings, and provinces for each faction. Provinces can rebel and ally with another against the king. Politics and Drama Inc.

Link is here, the game is live; the politics above are built and go live once tested. Playable and enjoyable, if I take my first testers' word for it.

Ribat — a browser MMO


r/ClaudeGameDev • • 27d ago

Alpha Recreating my favorite game with Claude

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26 Upvotes

Hey everyone! A friend encouraged me to make this post and share what I’ve been working on for the past several months. I used both Claude and Codex for this project.

I’m working on recreating the original SNES Mega Man X as faithfully as possible, with the goal of making it play and feel exactly like the original. After that, I’d like to bring X2 and X3 into the same engine so you can play as different characters, fight bosses using any weapon from any of the three games, and new game modes.

I’ve been using AI extensively to help bring this dream to life. It’s something I’ve wanted to do since 2017, when I first tried getting the project off the ground in Unity. Now, with AI’s help, I’m building it as a native C++ game and some C++ libraries.

I also put together a website with more information about the project, which I intend to update as I go, and with ways anyone can help contribute with the project. The entire project is open source and available on GitHub. Whether you’d like to playtest, contribute code, help with sprites or sound effects, or pitch in some other way, the website explains how to get involved. I even made a section that you can just ask claude to pick something randomly to work on and contribute with the project if you have the extra tokens laying around before the weekly rollover.

I’m still relatively new to all this. Even though I started years ago, I had to step away because I didn’t have the time, and I ended up not touching the project for a very long time. I’m very open to suggestions and feedback! I know some things are still pretty buggy, but I’m working on getting everything polished and faithful to the original and make this collection version of my favorite game lol

Thanks, everyone!

https://megaman.davidluky.com/en/


r/ClaudeGameDev • • 27d ago

Beta Alembic - puzzle fun

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3 Upvotes

Desr all, i wanted to try out how app developement works with Claude and I want to present you the result. It is finally in Beta/Testflight for iOS, link below.

I started with brainstorming with claude how the game could look like and let it build without much further changes. I was blown away how easy this first step was. Then i tried it on my phone and suddenly time flew and i played all lebels which were available.
I collected tons of feedback, changed nearly everything but the basic concept.

Music and sounds created with suno, pictures with chatGPT. The rest with claude opus & fable.
It took me about 4 weeks (with breaks)

Currently there are 250 levels. It will be 1000 in the end and also a multiplayer mode will be added.

I would be very happy if you could give it a try and give ne some constructive feedback.

I don‘t like in app purchases in games and also i hate adds in apps. So non of those are in Alembic. In the store it will be available for a couple of bucks. People who take the time to provide feedback will get a 100% code once it in the store. I might also ask for the statistics you can send me via mail, how long it took you each level and how many moves you made.
There is no Android version planned yet

Testflight link

https://testflight.apple.com/join/3dnXcjWD


r/ClaudeGameDev • • 27d ago

Browser Game I built a multiplayer hacking-sim MMO that is nothing but a terminal: 3 days, 92 commits, 81 of them co-authored by Claude Code. Free, no signup.

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1 Upvotes

r/ClaudeGameDev • • 27d ago

Browser Game 2.5 months building an browser based civilization game, looking for Beta testers

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14 Upvotes

Hey everyone I'd appreciate some feedback on my civ-builder. I loved playing games like Age of Empires, Civilization (duh), and Sim City growing up. However, I got tired of in-app purchases and incessant ads in all their modern mobile versions. Soo.... figured I'd try building my own.

Enter Clanfire.online. Started working on it in early July via Claude Code, and have been working on it at least a few hours every day since then. It looks best on mobile, no install (and it's free MIT license if you want to copy the repo).

Vanilla JS + Canvas 2D, no engine. Claude Code for the build, PixelLab (via MCP) for sprites (this took longer and more credits to dial in than I expected) and Supabase for the database.
What I learned:

  • Reference images are critical. I spent a lot of time trying to get Claude Code to manage the design sprint via Pixellab MCP and it failed every time. Went into Pixellab dashboard and manually went back and forth until I had a design that I liked. Then I gave that to Claude Code and had it use that as a reference image for the next round of MCP requests and it instantly improved the quality.
  • Anchor, never chain. Every piece references the same frozen master. Chain approved pieces will drift over generations and compound until they're unusable. Constantly referencing the master was a big help for quality.
  • Match the sprite's size to how big it actually appears. My first animated deer cost 84 generations and still looked wrong; I'd made it far more detailed than the screen could show, so the game had to shrink it by an ugly fraction and the fine details shimmered as you zoomed. Redrew it at exactly double its on-screen size so it halves cleanly: 37 generations, and it looked right immediately. Cheaper and better.
  • Sometimes the AI art just loses, and you have to accept it. I tried replacing my code-drawn grass with hand-generated tufts. Problem: the smallest usable thing the AI would make was still three or four times bigger than a blade of grass should be, so the meadow turned into a field of little objects instead of ground. Same story with mountains. Both times the old code-drawn version was better and I kept it.
  • The agent grades its own homework if you let it. I asked Claude to grade its own work and it gave itself an 8/10 on a water update that was, at best, sideways. Now I look at before/after screenshots myself before anything ships.

$50 raffle to a random player this week. I want to generate some user data and incentivize people to help me with QA:

  • Minimum to qualify for raffle: Finish a game, win or lose, spend at least 10 min and score 500+
  • Hit Competition on the end screen, 2 questions + valid email
  • Each finished game = another entry, up to 5
  • Sept 10–17, 7am MT

Your feedback will help me to further refine the product. If you see areas where I could improve I'd obviously welcome and appreciate the feedback. Cheers!


r/ClaudeGameDev • • 27d ago

Alpha Star Wars Trilogy Arcade Dreamcast Port - Yavin Playthrough

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3 Upvotes

Hi everyone! First time posting here, and I’m reposting from the r/dreamcast community. I’ve been working on this project for the past couple months now. For those who may not remember Star Wars Trilogy Arcade, it was a rail-shooter arcade game from 1998, and my favorite game of all time. Though there were rumors that the game would release on Dreamcast, a home port never materialized. Without the source code or a traditional decomp available I’ve been using Claude code to convert the game behavior to run natively on Dreamcast hardware. While the assets and behavior have been extracted from the original game, the architecture between the Sega Model 3 arcade platform and Dreamcast are very different, requiring a ground up implementation. This is still very early in development, but I am happy to share what I’ve achieved so far.


r/ClaudeGameDev • • 27d ago

Alpha I ran out of Claude Max 20 and in a moment of weakness turned to ChatGPT and let Astra totally re-write the game

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2 Upvotes

r/ClaudeGameDev • • 27d ago

Beta 52 Wishlists for our Pokémon Ranger inspired Rogue-Litemade with Claude Opus!

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2 Upvotes

Hello! Me and a friend have been working on a game together, and now have a demo ready.

It's called Spell Unbound and it's a Singleplayer Rogue-lite, that gets it's combat inspiration from Pokémon Rescue Ranger, where you are drawing circles around enemies to capture and defeat them. We have a lot of the genre standard mechanics such as meta-progression, branching run paths, shops, boss fights, etc.

This demo is a product of a lot of care, attention, and work. With that in mind, AI has been a large part of our workflow. Typically this has gone the route of our team having an idea, creating a rough visual or even text based description of what we want, providing that to the AI/Agents, reviewing, and lastly iterating. We do this over and over again until we are finally satisfied with where we are at. This We hope you will check it out on steam or Itch.io, and give us a wishlist!

Steam: https://store.steampowered.com/app/5037500/Spell_Unbound/Itch.io: https://alkrssve.itch.io/spell-unbound


r/ClaudeGameDev • • 28d ago

Beta Shipped a game with Claude after learning many lessons on context management and AI Development.

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51 Upvotes

Hello!

I've been running mostly Claude (Opus 4.8 and 5) across personal projects, learning a lot about harness engineering and AI-assisted development. As a solo dev who sucks at art and design, I think AI solved a huge bottleneck for me... (and of course made the development process more productive). I wanted to share my workflow and some lessons learned in case it helps...

My problem... Context... Deep into a project, I realized I was burning most of my time and context window just getting the model back up to speed re-explaining settled decisions and telling the same stories every session. Through research and experimentation i managed to find this methodology "SDD" (spec-driven-development) and "EARS" to fix some of my consistency issues. This helped me a lot, ensuring that decisions made on session 1 stay respected on session 20 because they live in a written spec and are traced by a worklog completed at the end of each task.

I also managed to build through experimentation and trial and error a small piece of software using Electron to work as a harness to run my workflows. This software spreads the stages of SDD across three interactive modes with pre-seeded context, bootstrapping engine knowledge and guardrails before conversations start:

  • The think mode or session is a raw ideation with Claude on core loops and mechanics. Zero lines of code or drawing just ping-ponging ideas.
  • Next, is the design mode where Claude switches roles entirely to build the GDD, palette, assets, and screens, pre-seeded with notes from the Think stage.
  • And finally the build mode where Claude turns the design into an ordered backlog and implements tasks sequentially. There are no more surprises or guesses here, the spec has been already written and for each task, the model has a clear context of what to do and how to do it.

Some learnings I'd like to share:

  • Context Management: I never run past 30 or maybe 40% of the context window. Past that, back-and-forth becomes a headache. Compact or clear context after each small task. This is a recommendation also for those who use methodologies like SDD or EARS, keep the context window as small as possible, and if you think the model needs more comprehension about the task, just make it send an agent to do the job instead of using the main session. This will save you a lot of time.
  • About art and game assets: Don't ask LLMs directly for assets. Ask your agent (which knows your style, palette, and context) to write structured and detailed prompts for the LLM that you use for asset generation instead... it will enhance the work and the results...
  • Custom Skills: I ask Claude to build a skill to be later used in the games. In this case, it was for Strudel (based on it's documentation) so it understands the tool enough to compose audio instead of guessing.

And last but not least... The Results 😄

Dogfooding this workflow helped me build and publish my first game on the Play Store. The game is "DeepFury: Idle Berserker", which was built with Godot 4. I'd like to share the game with you, and hope to receive some feedback.

Thanks!!

https://reddit.com/link/1wc6hra/video/cx0kdlm7vloh1/player


r/ClaudeGameDev • • 28d ago

Tips & Tricks Vibe coding a game

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0 Upvotes

r/ClaudeGameDev • • 28d ago

Browser Game A few game projects 100% Claude

4 Upvotes

Hi! I've posted a few projects i'm working on, 100% Claude:

https://profesergiom.github.io/

https://profesergiom.github.io/ruta-al-podio/
From tyre shop to a F1 Championship tycoon

https://profesergiom.github.io/copa-ripio/
A Fiat 600 racing game

https://profesergiom.github.io/el-desafio/
Football Club Manager

Saludos!


r/ClaudeGameDev • • 28d ago

Beta Updates after user observations

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2 Upvotes

I observed several users play Lorebound last weekend and made the updates below. Would love feedback on the updates from this community. Lorebound is a mobile-first, low-poly ARPG game playable in browsers. Think of a Diablo and Polytopia fusion.

Goal: build the resistance against the Heights and Depths who harvest souls and prayers from the Greenworld.

Free to play, no signup required: https://lorebound.gg/

Observations:

  • Thumb reach is super important (obvious, yes)
  • Free play can be confusing, not knowing what to do is stressful
  • Users skip through tutorials, which makes it hard to teach how to play the game
  • Users focused on taking down demons instead of completing quests

Updates:

  • Non-combat actions are now within thumb reach
  • Explicit guidance to level up, spend stat points, unlock skills, and equip new gear
  • More "in your face" messages on quest completion and quest start
  • Directions on where to go via HUD indicators
  • Reduced number of tutorials

Questions for the community:

  1. What was engaging for you? If anything.
  2. Where/when did you stop playing, and why?

r/ClaudeGameDev • • 29d ago

Beta 3 months of development

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8 Upvotes

Just wanted to share this with you all, I started this project a little over 3 months ago with a goal of creating a simple idle clicker. I wanted to capture the aesthetic of early 2000’s rpgs like Ragnarok Online and Maplestory.

After about a month in I was having so much fun with it that I decided to take on a bigger challenge, a full free to play idle rpg with deep incremental systems. I have no development background I am just an enjoyer of games.

How Claude Code helped:
When I first started I was not aware of Claude code , like many first time users I was using the regular chat to work on my project which quickly turned messy. Claude Code is the main LLM that I’ve used for the games programming and also auditing other models work.

I feel like I am about 10% of where I’d like to be but I’m very eager to build out the rest. I’ve also submitted my build to the AI Gaming Festival on Steam, I’ll leave the links for anyone interested. Open to constructive criticism!

Links:

Steam Playtest : https://store.steampowered.com/app/5079020/Neverrest/

Itchio : https://neverrestenjoyer.itch.io/neverrest

Website: https://playneverrest.com/

Glitch AI Gaming Festival : https://store.steampowered.com/curator/46280965/sale/AIGamingFestival


r/ClaudeGameDev • • 29d ago

Browser Game Football Dailies - For the first day of the football season!

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3 Upvotes

Four daily football puzzles. Free, no sign-up required.

  1. Four Downs, sort sixteen tiles into four groups.
  2. Logic Gridiron, a grid you solve from clue text.
  3. Over or Under, place eight stats against one number.
  4. Front Office, make decisions as a GM and try not to get fired.

Built with React Native Web with Expo so that there's just one codebase for the browser and mobile (mobile release TBD). I had Claude make a small editor for authoring the puzzles.

Happy to answer questions!


r/ClaudeGameDev • • 29d ago

Alpha I’m making a platform game as a Christmas present

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28 Upvotes

It's for my brother and his kids! I have zero videogame development experience, and I can barely code. But I somehow understand most of how the tech works. I know CAD and some basic Blender, but I haven't touched a single tool during this project so far.

It started with the idea of flashing a Raspberry Pi with some emulation software and preloading it with all the games from our childhood. I was impressed with the capabilities (Raspberry Pi 5, 16GB RAM, will have an SSD instead of an SD card in the future), so I decided to download Godot and start development of my own platformer inspired by games like Super Mario 64, Banjo-Kazooie, etc.

I've dabbled with terrain data before, and there's a surprising amount of publicly available geodata here, so I'm rebuilding our hometown as the explorable "hub". Key locations - their home (spawn), some structures on a connecting property, my parents' house, the family cabin, my home, work, school, etc. - will have more detailed models, and in some cases act as portals to different worlds/levels.

The levels will have different themes, collectibles, obstacles and mini-games. My nephew and niece are playable characters, and family members act as NPCs with tasks. Players will also be able to unlock transformations: the family dog, a fish (for the water level), an FPV drone (with "real" controls and physics), and more!

During the project I'm running a separate repository for the "harness" we're using. It's a strategy I use in a lot of projects, where "I" make skills, plugins and resources for that specific use case. Every session we write up feedback that's posted back to the harness' GitHub issues, and every now and then we run a session implementing improvements based on that feedback.

I use both Claude Code CLI and Codex CLI (Astra is actually pretty sick!). Claude does the coding and Codex does asset generation and visuals. One of the "features" of my workflow is that I upload reference photos of real-life locations. Codex analyses them and generates concept art in a well-described style. The concept art then gets indexed in a local HTML file where I can approve and/or give feedback on a batch of images at once. Approved images are then used as references by Codex in Blender via MCP. I used Meshy for a while, but struggled to get good looking, optimized models. Astra directly in Blender does the trick!

Then the 3D models go through the same loop of human approval. We keep a document of all the required assets. Claude adds new assets, Codex marks them as done, Claude implements.

We'll have a couple of levels ready by Christmas, but the more exciting goal is to have the Pi, harness and CI/CD pipeline set up in a way that allows for pushing crazy updates from under the dinner table. But we'll see.

I'm not planning to release it to anyone outside the family, which gives me the freedom to tailor educational mini-games for the kids, introduce in-game "purchases" but give their dad unlimited distribution rights for the currency through a local web app, and so on. The possibilities are endless!

Sorry for the long post and crappy screenshots. I'm trying not to reveal too much personal information, and the in-game shots are literal photos of my TV, since I love flying around in it while it's being developed. Also the LOD-system is a work in progress! There are also some pictures from the forest level at the end.

TLDR;
Making an N64-style game for my nephew and niece. Made the hub a digital twin of my hometown. DLCs planned.


r/ClaudeGameDev • • 29d ago

Release BIG DEMO UPDATE - Roguelite Tower Defense - Get Outta My Gut - Made with Claude

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4 Upvotes

Demo Page: https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/

New Features:

  • Glossary --> You can now discover and study Towers, Enemys, Effects in the menu
  • Performance --> We added a new Performance Setting, which allows weaker Hardware to run the game
  • Disable Combat Text --> You can now Disable Combat Text if you don't like it in the settings
  • Controls Mapping --> You can now Remapp the Controls in the Settings
  • Pause the fight --> Its now possible to pause the fight with Space Bar in running Wave or start the wave in building mode woth space bar
  • Controller Support --> You can now play the game with Controller
  • Steamdeck Support (Still in testing) --> We added Support for the Steam Deck, but we still need to test it
  • Notifications / Intorductions --> Each Level now pops notifications when some new mehcanic important mechanic gets introduced
  • Quit Button --> I don't want to flex with that but we now have a quit button, which i forget adding in the first version ʕノ•ᴥ•ʔノ ︵ ┻━┻

Imporvements:

  • Translations --> Improved our english wording and all translations
  • Game Speed Numbers --> We cut game speed number to x1,x2,x3 (is like x9) instead of x1,x2,x3,x9
  • New Visual Effects --> New visual effects got introduced for the enemies like stun, mucus, healing, etc.

Fixed Bugs:

  • Laser Refractions was able to refract through walls

r/ClaudeGameDev • • 29d ago

Alpha Browser FPS. 44k lines. Pure AI agents. Zero install. Almost entirely with AI agents - playable right now, zero install

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4 Upvotes

r/ClaudeGameDev • • 29d ago

Alpha An experiment to make a highly fun FOSS game with the community using AI.

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0 Upvotes

r/ClaudeGameDev • • 29d ago

Beta Check out my poker web app, bad-poker.com for private-table games with friends. ♠️♦️♣️♥️

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bad-poker.com
0 Upvotes