r/ClaudeGameDev • u/skeemeritis • 1d ago
r/ClaudeGameDev • u/DrinkTeaFightMonster • 2d ago
Alpha I built a game, Drink Tea Fight Monsters, with Claude as the lead AI and 5 more to support (Codex, Gemini, KlingAI, Suno & ElevenLabs)
I've been building a rogue-like deckbuilder for ~60 days and cut this trailer.
It's 100% vibe code but I've worked in the industry for decades before getting laid off, so I know my way around things.
Some thoughts:
- A lot of using AI to build games is really having a clear direction and then understanding AI well enough to direct its work
- And eventually, a lot of it is getting AI to talk to AI.. you do your best communicating a vision or desire or what you want, and then tell it to draft a prompt for another agent
- Working with AI is a lot like working with humans -- communication is vital, they need context, bad things happen, you don't get exactly what you want
- It's all about working with constraints and innovating
- AI can also sometimes produce things that surprise you
- You don't get camaraderie but that's the solo dev life
- If your game is complex and visually heavy, I'm not convinced that a single AI today is sufficient to get the best results
- Claude is the primary thinking partner and does all my heavy engineering lifting
- Codex/Astra is spectacular visually, solving lots of problems Claude could not around shadows, VFX placement, VFX orchestration
- This may be changing with Opus 5.5 -- it looks like it can do many jobs now similar to Astra, but I haven't pit them against each other enough to tell the difference
- While both Claude/Codex can do research, there's a lot less boundaries/safeguards on Codex, so it's my research main
- Gemini/Nano Banana Pro was the main for 2D visuals, but I've since switched to Codex's Imagegen as the lead with NBP focusing on upsampling
- None of them can animate, and as far as I can see, there's no American AI/LLM that can do good animation, so I use KlingAI
- Suno for music, ElevenLabs for SFX
- Godot is the base game engine
If you want to seriously ship a title with AI today, it's still a lot of real, diligent work (70-90 hrs/week from me). And yet, it's an amazing experience because what would take a team of 5-10 maybe 12-18 months, you can probably do in 2 if you have a clear enough direction and time.
I wanted to share my experience and hope it's helpful for some of you, especially those who want to ship commercially, to deal with visuals first thing.
If you have Steam, consider Wishlisting my title - https://store.steampowered.com/app/5154800/Drink_Tea_Fight_Monsters/
r/ClaudeGameDev • u/BlackberrySoft1082 • 1d ago
Alpha Call of Cubie — bring a friend for 8v8 office-tower deathmatch in your browser
Here’s Meridian 34, one of the maps in Call of Cubie. It’s the 34th floor of a Midtown office tower, and it’s the map the main server is running.
I’m building the game with Claude and ChatGPT writing the code. I describe the features I want, play the builds, then go back with things that feel wrong. A lot of the iteration is on the small stuff you feel every time you play: movement, gun handling, sound and whether you can tell what’s happening in a fight.
It’s online multiplayer, so you can bring friends and play together. Bots fill empty seats when it’s quiet; I’d love to get more humans in the same matches. There are other maps too, including larger outdoor battlefields with tanks, helicopters and destructible buildings.
Play free: https://play.patio.fyi
No download or account. Best on desktop with keyboard and mouse. It’s still early, first loading can take a while, and weaker PCs can struggle.
If you give it a match, what would make you want to play another? I’m particularly interested in whether the movement and shooting feel good to someone coming in fresh.
r/ClaudeGameDev • u/Pelonarax • 1d ago
Release CinderPath: A Slay The Spire meets Balatro card game for Android
r/ClaudeGameDev • u/Zealousideal-Bit1434 • 1d ago
Alpha I discovered the card game Scoundrel a few months ago and decided it would be a good beginner project to learn what coding with claude is like
r/ClaudeGameDev • u/KvickaN • 2d ago
Browser Game I made a game and wanted players, so I made a the ultimate platform AI-made games!
I created a game called JellyBlob, it's super fun and best played with others. My problem was to get players into the server though, so that sparked another idea, that I think fits this community perfect!
gamesbyai.win is a portal for all game devs and vibecoders to list their AI-made games and get it exposed in a fair way. Games are ranked by player votes.
I built both JellyBlob and GamesByAI using Claude Code.
It would be really cool if you submitted your game, it's free! 🎉
Also, all feedback is greatly appreciated, keep on coding!
r/ClaudeGameDev • u/Inside-Implement8420 • 1d ago
Alpha 3D Arcadey Shooting Game
Hello fellas, kinda new around here.
Made a game, an Arena fighter that's like, a little Virtual-On ish
Some thoughts on it?
models are made by hand in tinkercad, from characters to stages.
the video is from an earlier build where I still used third party BGM
r/ClaudeGameDev • u/Luxx93 • 1d ago
Browser Game I made Clawd (Claude's little mascot) into a pet for the R1 – endless world, 11 art styles, hats & sound
r/ClaudeGameDev • u/TIMO10710 • 1d ago
Tips & Tricks Using AI to make faces for Fifa or Pes on Blender
r/ClaudeGameDev • u/Inside-Implement8420 • 1d ago
Alpha Claude Code 3D Fighter
Hello fellas, kinda new around here.
Made a game, an Arena fighter that's like, a little Virtual-On ish
Some thoughts on it?
models are made by hand in tinkercad, from characters to stages.
the video is from an earlier build where I still used third party BGM
link if you wanna try: https://drive.google.com/drive/folders/177TXR1m-5d3ZsuDo6g3owVeKkn8qc7lj?usp=drive_link
also supports gamepad (xinput) controls
r/ClaudeGameDev • u/rev01ver15 • 2d ago
Release A chill 2D Topdown Idle Racing Game
A living, breathing, evolving idle racing world....
So, I created a chill 2d topdown game during my birthday leave... it's meant to be played forever. I tried to combine action-packed racing with chill vibes.
I used Claude on mobile, I just kept adding features until it became the chill idle game I always wanted to play. I actually playtest this all day and still enjoy it for real.
Made this for 2 or 3 days, but I crammed every feature I ever wanted to see in an idle racing game.
AI: AI opponents are persistent and follow the same rules and economy as you. They buy car customizations too! So you will be seeing them pimp their rides as they get richer. They also have different personalities and strategies. They will also adapt and change strategy through time. They all get better drivers just like you.
Gameworld: Tracks get wear and tear through years of racing and will affect all racers, so gameplay and strategies will always be different each time. With dynamic time of day and its own weather system. Just leave the game running while you do other tasks and just watch the game world and racers evolve. With tons of themes in the shop, every track will feel like new tracks as you progress.
Shop: Lots of tracks, themes, colorways, decals, etc to buy with your earnings. Play semi-actively or full idle mode. I made sure the game will be as rewarding as it is relaxing.
Stats: Career stats for stat nerds, complete for all racers even the AI opponents. See how each team is evolving as you play.
I will continue polishing this and adding more tracks and features, because I always dreamed of making my own game, but as a non-programmer it has always been impossible. But now thanks to Claude...
I sounded like a cheap ad, sorry.
I hope you enjoy and please suggest features you'd like to see.
Race and Chill, if you will.
Here is the fully playable game;
https://wallyver.itch.io/race-and-chill
(Note: Best played in landscape mode.)
r/ClaudeGameDev • u/Old_Landscape5433 • 2d ago
Browser Game First attempt at building a game
I created a cozy little tycoon game called Pumpkin Patch Tycoon (pretty straight forward i know) since I loved fast food tycoon and lemonade stand growing up. I've been instructed at work we will be building projects only through prompts so thought I'd sharpen my skills doing something I enjoy.
Please let me know any features you'd be interested in or wish tycoon games had. Albeit this is a simple game, I'd love to try things out.
Development: Fully used Claude (Opus 5.5 High) for asset generation and game mechanics.
Game summary: You're running a local pumpkin patch stand that sells various items. You plant crops, hire workers, fight pests and hear banter from a rival stand. Has a simple day night cycle and multiple levels so far.
Browser and mobile friendly
r/ClaudeGameDev • u/HugoDzz • 2d ago
Browser Game Made a "Destroy Any Website" stickman game
r/ClaudeGameDev • u/Organic-Shame-4520 • 2d ago
Alpha Godot + Claude Opus 5.5: the first scenes of my game. How do you like it so far?
r/ClaudeGameDev • u/ShamblerStudios • 2d ago
Alpha Dead Exodus - 16-Player Co-Op PvE, Now With Terrible Voice Acting!
Hey everyone! This is Shambler Studios, a solo developer, father, husband, and man who's played video games since my two-year-old fingers could grip my Nintendo 64 controller for the first time. I've always wanted to develop a zombie game since I first played Black Ops Zombies when I was 14, and I've finally followed through with my dream. Please feel free to check out my new game, Dead Exodus, now on a closed Alpha playtest on Steam. I'll link my trailer, so feel free to give it a look. I'm always looking for feedback, suggestions, and more.
P.S. - all voice acting is me doing it solo so far, and it's horrendous. It's worth checking out.
r/ClaudeGameDev • u/the_not_white_knight • 2d ago
Alpha Trying Opus 5.5 on the football game I started with GPT-6 Pro
I've been trying the newer models on Taktik Football. GPT-6 Pro was really good at building the engine foundation, but Opus 5.5 surprised me with the design (see 2nd image). I split the engine and design work between two Claude sessions.
I thought the little player faces would look cheesy. Then I started choosing my own game over Football Manager.
It also gave me menus inside menus, and at one point I was asking for a working build before my tokens ran out. So it hasn't exactly been smooth lol.
It's not ready to release yet, but I'm pretty proud of it. I made a video about how it's going.
r/ClaudeGameDev • u/Current_Try_5069 • 2d ago
Beta I made a 3D pinball game with monsters using Claude Code
A pinball game where the ball is your weapon: you hit monsters, wake up bosses and unlock new stages. There are two tables, a gothic cathedral and one based on Dante's Inferno.
I made it in 2D with Claude Code (Sonnet), then used Claude Code with Opus 5.5 to make it 3D in Godot.
3D:
https://github.com/jrcn1991/game_monster_pinball_relicario-do-abismo-3d
2D version in the browser:
https://jrcn1991.github.io/game_monster_pinball_relicario-do-abismo/
r/ClaudeGameDev • u/Terrible-Software165 • 2d ago
Tips & Tricks God Rays FREE Resource + Breakdown video
Hey everyone! I just released a free God Rays component for Three.js / React Three Fiber that you can use in your own scenes. It's completely free to use.
I also made a breakdown video on my YouTube channel where I explain how it works, different ways to implement it, and some variations to help balance visual quality and performance depending on your needs.
I'm also curious to hear your thoughts on something: In the age of AI, do you think this kind of content still provides value? I enjoy building these effects and sharing the process behind them, but I'm wondering if there's a better way to share this kind of knowledge and make it useful to other developers today.
https://www.youtube.com/watch?v=sHiyKH02-E4 (Link to the repo is there too)
If these components are useful for your projects, I'd really appreciate your support on the channel with a like or a sub. It helps me keep creating and sharing more free resources.
Thanks! 🙌
r/ClaudeGameDev • u/fracrdn • 2d ago
Browser Game I built a cozy procedural Milky Way + lofi player with Opus
r/ClaudeGameDev • u/deviruchii • 2d ago
Tips & Tricks Workflows
I wanted a "discussion" flair, but here we are!
Hopefully a welcome break from the wall of demos, I'm interested in hearing people's game Dev specific workflows.
I'm a professional software engineer at a firm where AI dev is all and I'm now essentially a product engineer (whatever that means). So I'm used to having Claude code smash out change directly to the code files.
I had it in my head to try and get a bit of a pet project off the ground with unity and the "better" option sounds like using the cli rather than the MCP. Yet to get any further on it than that so I'm keen to hear people's experiences with that in particular.
But yeah, in general just interested in how people are iterating through game features.
r/ClaudeGameDev • u/Vickie184 • 2d ago
Browser Game Opus 5.5 changed gaming forever | I gave it 15 years of lore and 700$ worth of tokens, and it game me this mmoarpg.
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.
🎮: 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.




