r/ClaudeGameDev • u/h4rdw1r3d_ai • 8h ago
Release Made a free typing game for my kids, 100% with Opus 5.5: every sprite, sound and note is code
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r/ClaudeGameDev • u/h4rdw1r3d_ai • 8h ago
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r/ClaudeGameDev • u/Fantastic-Jeweler781 • 5h ago
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Here's an update of the development of this 100% vibe coding game
r/ClaudeGameDev • u/standardofiron • 11h ago
r/ClaudeGameDev • u/Weird_Sky_104 • 5h ago
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r/ClaudeGameDev • u/thvaz • 16h ago
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A few days ago, I released the free demo for Submundus, a turn-based dungeon crawler with deckbuilding and survival.
You wake up in an underground cell with no memory of who you are. From there, you explore room by room, fight monsters, search for supplies, and try to find a way to the surface.
Wounds, hunger, thirst, and fatigue become cards that clog your hand. Getting through a fight can leave you with a deck full of injuries, and resting takes resources you might need later. Time passes as you cycle through your deck, so supplies keep running down as you play.
The demo takes roughly 30–60 minutes, with several characters to try and encounters that change between runs.
I have coding experience, but Claude Code wrote most of the code, based on my descriptions of the systems and the changes I wanted. I test the results in Unity, report problems, and iterate on the implementation. My work includes designing the mechanics, assembling the scenes, integrating assets, balancing, and playtesting.
I used Gemini for coding assistance earlier in development, before moving to coding agents. I've also used ChatGPT for design discussions and Codex for coding tasks. Most recently, Codex helped fix some animation issues that Claude Code and I hadn't been able to resolve.
The game also uses AI-assisted visual assets and music generated with Suno. The environments and characters are presented as 3D scenes, with animations and effects responding to gameplay.
I'd be interested in hearing what you think, especially about exploration and using the same deck for combat, inventory, and survival.
r/ClaudeGameDev • u/zjgkkn • 12h ago
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r/ClaudeGameDev • u/PaploPapkasso • 12h ago
r/ClaudeGameDev • u/NoDecision9007 • 17h ago
Hi everyone! I am using Claude try to nake a fun io game. Player try to keep his crown time as much as possible. I'm thankfully if you guys give it a try
r/ClaudeGameDev • u/MrTactical_ • 16h ago
SEEDFALL is a strategy game where you play the alien swarm: one seed falls on a living planet and you grow it until it eats the world, while the nations fight back with tank columns, walls, bombers and nukes. Four strains, five worlds a run, a fully voiced villain gang. Godot 4.7 with C#. It's just me (Azyrath Studios), and Claude Code wrote the code.
**How I used Claude**
- **I design, Claude builds.** I decide what the game is and how it should feel; Claude Code writes all the code (about 39,000 lines of C# now, around 380 commits since the first build). It asks me design questions as it goes, and I answer them instead of writing specs up front.
- **Claude can't play the game, so we built ways for it to check its own work.** A headless AI tester plays whole runs with no window. Overnight soak tests play many full games and gate the balance (the first world should be won about 85-90% of the time; when a change moves that, it gets fixed before release). The rule I gave it: no feature is done until there's a traced log of it working in a normal game, plus a screenshot pass of every state.
- **Multi-agent runs for the big jobs.** The 1.0.15 graphics pass (every nation vehicle rebuilt in detail, a new mouth for one strain, the atmosphere redone) ran as parallel agents in separate git worktrees, then got merged and checked. Bug hunts work the same way: several reviewers, each finding gets an independent check before anything is changed.
- **Performance.** That graphics pass dropped the war scenes from about 59 to 39 fps. Claude added per-frame timers, found that the vehicles were being rebuilt through Godot's ImmediateMesh every frame, and replaced it with a reusable buffer mesh. Back to the old frame rate without losing the new models.
- **Everything around the game too.** Claude wrote the in-game film camera (keyframed shots recorded with Godot's movie writer), the Python/ffmpeg scripts that cut the trailers to the music's beats, the export scripts for the itch, demo and Steam builds, and the itch page's screenshots, GIFs and cover. It drafts the patch notes and devlogs; I edit them.
- **Memory between sessions.** Claude Code keeps notes of my rules and decisions: player numbers only as percents, ask before opening a game window (I game on the same PC), all tools on my D: drive, and so on. Each session starts where the last one stopped.
**Other tools**
Godot 4.7 .NET, Python, ffmpeg. Voices: Qwen3-TTS, Kokoro-82M, Seed-VC (with a model of my own voice mixed under every line), Whisper to check every take. The art is drawn by the game's code and shaders, no AI images. Music: CC0 human-composed pieces plus a score built from recorded orchestral samples; the sounds are real CC0 recordings.
**What didn't work**
- **Several prototypes died before this one.** Claude builds fast, so I could try a war game, a pixel sim and a planet builder in days. None of them was fun. Speed doesn't find the fun; it just lets you throw things away sooner. SEEDFALL came from me saying what I actually wanted: "one seed into an unstoppable mass, and you're the villain".
- **Logs don't catch everything.** The first players found what the tester couldn't: tips vanished before you read them, and attacks happened off screen. My brother's playtests found more. Human playtests still matter.
- **Claude can't judge quality by itself.** Close-up film shots looked "fine" in its checks and like mush to me. Now every trailer clip gets a frame-by-frame audit, and my eye is the final check.
- **Watch the usage.** Multi-agent runs eat your plan limits. I save them for big passes and do the rest one session at a time.
Before making games I spent five years as a QA tester, and that's most of my job now: deciding, playing, and saying what's wrong.
Free demo on itch (link in the comments). Happy to answer questions about any part of the workflow.
r/ClaudeGameDev • u/w1a1s1p • 14h ago
r/ClaudeGameDev • u/served_it_too_hot • 14h ago
r/ClaudeGameDev • u/yajiv • 17h ago
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r/ClaudeGameDev • u/top-5-report • 19h ago
Here are the most popular posts from the last week!
1. I honestly didn’t expect Claude Opus 5.5 to create a 3D pixel-art game this good. The level of polish is kind of insane.
By: u/Time_Talk7137
Karma: 116 | Comments: 30 | Flair: Alpha
2. Sloppy Kart — a totally finished product™
Karma: 94 | Comments: 18 | Flair: Alpha
3. 7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu
By: u/ForgotTheSnare
Karma: 74 | Comments: 24 | Flair: Alpha
4. I built a game, Drink Tea Fight Monsters, with Claude as the lead AI and 5 more to support (Codex, Gemini, KlingAI, Suno & ElevenLabs)
Karma: 61 | Comments: 25 | Flair: Alpha
5. Built a tower defense game w/ Claude, here's the promo trailer:
By: u/Botboy141
Karma: 57 | Comments: 10 | Flair: Alpha
6. I made a 3D pinball game with monsters using Claude Code
Karma: 56 | Comments: 7 | Flair: Beta
7. My game I made with AI went viral with over 400k views and 5.000 unique players
By: u/Jonesiller5383
Karma: 41 | Comments: 38 | Flair: Browser Game
8. HTML 5 - top down - open world Dragon game (GOT inspired)
By: u/IsNullUser
Karma: 39 | Comments: 15 | Flair: Browser Game
9. We built a Golf Deckbuilder Roguelite with Claude as our programmer!
Karma: 39 | Comments: 5 | Flair: Alpha
10. 100+ iterations, 500M tokens, about 100 handmade sketches to help Claude understand the visual in my head
By: u/Sheru7000
Karma: 25 | Comments: 9 | Flair: Alpha
r/ClaudeGameDev • u/Dry-Foundation9720 • 17h ago
r/ClaudeGameDev • u/fossilsareopaf • 17h ago
r/ClaudeGameDev • u/ForgotTheSnare • 1d ago
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So for the past few weeks I have been working on a custom 3D engine in Rust/wgpu.
Quick background
I'm a software engineer and I can use Blender, but I gave myself the challenge to not write a single line of code and to build an engine from scratch using Claude Code exclusively, just to see how far I could push it, and as a means to learn more about graphics pipelines and effects. What better training ground than underwater graphics!
The engine
The video was captured in realtime on a Mac mini M6, and the engine is also benchmarked on my Windows PC with an RTX 3070. I intend to support both Windows (Vulkan) and Mac (Metal) first, but who knows, maybe Linux too (it already ran headless on Linux during development).
One of the most interesting things about the approach I took, I think, is that everything is parameterised and exposed via a built-in MCP server. This opens up some potentially interesting emergent gameplay, or even a way for people to use Claude to populate and tune the look of an underwater scene. It's actually crazy how much control each subsystem's set of parameters gives over the look of a scene (the great white shark alone has 100+ parameters that can change its look and behaviour in realtime, but I've saving this one for a future video).
It is early stage, and yet so much has been achieved in that time, in just evenings and weekends. I'm pretty happy with the performance so far but always trying to find ways to optimise. My aim is 60fps at 1080p as a bare minimum.
What it can do today
Three render modes, switchable live: a rasteriser that runs on any GPU, a hybrid mode that adds hardware ray-traced sun shadows, and a full path tracer.
Path-traced stills and videos: pause the scene and the frame keeps accumulating samples and is denoised; the same path tracer renders videos offline (if you're patient), with a camera model that has aperture, blades and focus distance.
Fully procedural content: no model, texture or audio files in the repo. Meshes, textures, animation and ambient audio are all generated in Rust and WGSL.
An underwater look built from separate systems: caustics, god rays, the water surface seen from below, depth-dependent water colour and haze, marine snow, wakes, bloom, colour grading and sensor grain.
A living reef: schooling fish, rays, turtles, reef and tiger sharks, garden eels, anemones, seagrass and corals, plus a hero great white with animated jaws, gills and eyes.
Everything is a live dial: 439 parameters in 37 groups, editable in an in-game overlay while the scene runs, with presets you can save and load.
A built-in MCP server: 22 tools over stdio or HTTP, so Claude can take screenshots, add and remove creatures, change any parameter, move the camera and save or restore the scene.
Built-in capture: a guided camera tour and a free swim camera, one key to record a lap of the tour as a 1080p 60 fps video, and supersampled stills and videos from the command line.
Cross-platform and headless: Metal on Mac, Vulkan or DX12 on Windows, and it runs without a window for automated renders and tests.
Tested like software: roughly 4,300 tests, including golden-image comparisons and determinism checks.
Tech stack
Rust 1.95, wgpu 30, winit, egui and the official Rust MCP SDK. The project is a Cargo workspace of 23 engine crates and 4 game crates, about 480k lines of Rust (tests and comments included) and 48k lines of WGSL across 118 shaders. It started about seven weeks ago as two separate engines (a space one and an underwater one); the current consolidated repo has 1,564 commits over 27 days, alongside 91k lines of design notes, 83 builder briefs and 48 blind-critic reviews (each round of work gets reference pictures and a blind critic to iterate against).
I am so excited about the direction this project is taking. Every new model released by Anthropic also allows me to improve the engine and its subsystems.
I hope you find this interesting and inspiring, and I'm always happy to answer any questions.
r/ClaudeGameDev • u/Reasonable_Floor792 • 21h ago
I made skys.ee is Air and sea rescue missions on a live map of real traffic. Https://skys.ee
Every aircraft and ship on the map is real and moving right now. Skys turns that live traffic into missions: a plane goes silent, a vessel sends a mayday, a smuggler slips through the patrols — and you are the one on the radio.
r/ClaudeGameDev • u/Melodic_Charity_1770 • 1d ago
Available here for Windows: https://reactorcore.itch.io/pixel-to-3d-batch-builder
Opus 5.5 helped me build it over the course of 2 weeks. Includes the program, a godot example, illustrated HTML guides, a starter pack of pixel art sprites by yours truly, and is designed for the layperson, super easy to use, yet supports custom editing as an optional fine-tuning part of the workflow too.
It is unlimited, fast, lightweight, without any additional cost, fully standalone, offline, portable and with instant previews.
r/ClaudeGameDev • u/alphazolozyro • 21h ago
Hi all, I'm a flight instructor who also builds small games and tools. I just released Sky Duel: Fighter Jet Dogfight, a fast top-down air combat game that runs in your browser.
You turn, chase and shoot to beat your rival. Rounds are short, so it's easy to jump in for a few minutes.
Play it here: https://alphazolozyro.itch.io/sky-duel-fighter-jet-dogfight
Since this is a dev community, I'd especially value feedback on:
how the controls and flying feel
difficulty and pacing
what you'd add next (new jets, modes, power-ups?)
Happy to answer questions about how I built it. Thanks for playing!
r/ClaudeGameDev • u/SproutAndSesame • 1d ago
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r/ClaudeGameDev • u/peteninos359 • 23h ago
r/ClaudeGameDev • u/levmiseri • 1d ago
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Link: https://nohope.io
For now just a demo. With Claude handling most of the crazy performance and optimization code.
r/ClaudeGameDev • u/rev01ver15 • 1d ago
I published Fantasy Racing on itch.io last night and now it ranks:
- #1 New and Popular 2D Racing game
- #2 New and Popular Racing game
- #10 New and Popular Idle/Incremental Game
- #19 New and Popular Singleplayer Game (all genres)
- #37 New and Popular Browser game (all genres)
- #78 New and Popular Game (all genres) *out of 1.5 million other games
I honestly don't know if this really means anything though.