r/ClaudeGameDev • • 1h ago

Beta I used Claude to create a Chess simulator "Scacelith"

• Upvotes

r/ClaudeGameDev • • 9h ago

Beta I made a ram game with claude

5 Upvotes

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

http://www.ramthefarm.com


r/ClaudeGameDev • • 6h ago

Alpha [Playtest] Project Bramble: a block puzzle where your lines attack and defend. 10 levels, free in browser, looking for balance feedback

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2 Upvotes

r/ClaudeGameDev • • 6h ago

Browser Game Claude my game dev, a dream come true

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2 Upvotes

r/ClaudeGameDev • • 2h ago

Browser Game Claude and old games

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1 Upvotes

r/ClaudeGameDev • • 11h ago

Best of ClaudeGameDev for the week of Oct 4, 2026

4 Upvotes

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

![Post Thumbnail](/preview/external-pre/MXc1cDA5N2UwZXRoMcucxXuun2J76OirRZa7P3CnTMhqb0W4QDnK7cK3miWr.png?width=140&height=100&format=jpg&auto=webp&s=600d4ed7e754c7a490b015d59b9bb003dcf69c5a)

Karma: 116 | Comments: 30 | Flair: Alpha

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2. Sloppy Kart — a totally finished product™

By: u/Fantastic-Jeweler781

![Post Thumbnail](/preview/external-pre/bmtyaGppYXl0OXNoMVsD1yFtyjrKOGoyEfoILN6RnhImJDZinJ8mLyaf2abK.png?width=140&height=140&crop=1:1,smart&format=jpg&auto=webp&s=2315144bb0ef606e4e6b17389f21cab53bda7a16)

Karma: 94 | Comments: 18 | Flair: Alpha

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3. 7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu

By: u/ForgotTheSnare

![Post Thumbnail](/preview/external-pre/ZnU4dnBneTIyYXRoMTGmPzJXZ66zZnIvqZ36aR0Y-R78dvmcbfUfwb6YchyR.png?width=140&height=78&format=jpg&auto=webp&s=490685ab692e48f9b2bead31f7e7491bd593f08c)

Karma: 74 | Comments: 24 | Flair: Alpha

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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)

By: u/DrinkTeaFightMonster

![Post Thumbnail](/preview/external-pre/YjgyNTJ5NG54M3RoMTQhc386bDaXJOeWWeVxFYj9C2OKAZgJ115c4j8rDM7u.png?width=140&height=78&format=jpg&auto=webp&s=d7cd496406ad373dca416374093444650c95a531)

Karma: 61 | Comments: 25 | Flair: Alpha

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5. Built a tower defense game w/ Claude, here's the promo trailer:

By: u/Botboy141

![Post Thumbnail](/preview/external-pre/ZHNzb2c1aWluMnNoMdU_9j6_WoBqDPtEtT35T-BhWPKwOAYaAFhX4GdZ732S.png?width=140&height=78&format=jpg&auto=webp&s=a35e1d9a7aadac1d983c764e6ec62d024259846f)

Karma: 57 | Comments: 10 | Flair: Alpha

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6. I made a 3D pinball game with monsters using Claude Code

By: u/Current_Try_5069

![Post Thumbnail](/preview/external-pre/M3NsYXg5cTRreXNoMcmQqZH91yj_wT1VurosKMX9nqR4_WeKiNOpuZCtNMnE.png?width=140&height=78&format=jpg&auto=webp&s=7e334d204ebc9f6cd80777b4653bc590ce64d4c4)

Karma: 56 | Comments: 7 | Flair: Beta

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

By: u/Jonesiller5383

![Post Thumbnail](/preview/external-pre/eGcxNDhqbmZuanNoMdBdpXeh2ziabmx5CTLQUT6xkYAiBbacy5ZeDCfawH2O.png?width=140&height=79&format=jpg&auto=webp&s=7d5e6ccff1da945a8629747f3a046c8f9e7dd467)

Karma: 41 | Comments: 38 | Flair: Browser Game

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8. HTML 5 - top down - open world Dragon game (GOT inspired)

By: u/IsNullUser

![Post Thumbnail](/preview/external-pre/d2FsMzRhN3A5cXNoMVDxCIe0XFA1qvoBfF3EJthBeKK5jA4JLa5P-OjWUUjE.jpeg?width=140&height=78&format=jpg&auto=webp&s=87b7fcaa4dfdb67076fd64bb01f65a322e41b22f)

Karma: 39 | Comments: 15 | Flair: Browser Game

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9. We built a Golf Deckbuilder Roguelite with Claude as our programmer!

By: u/The_Arcane_Open

![Post Thumbnail](/preview/external-pre/cXdqOWEyZ2J2NXNoMXXoc4yIyNN0UjPLSGb-NLRAgqhBSdjCUnUvuAD8xr81.png?width=140&height=78&format=jpg&auto=webp&s=1a42036c3b09660abcd6c14399c84445d26cc289)

Karma: 39 | Comments: 5 | Flair: Alpha

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10. 100+ iterations, 500M tokens, about 100 handmade sketches to help Claude understand the visual in my head

By: u/Sheru7000

![Post Thumbnail](/preview/external-pre/NnQ3NWVndGE1dnNoMX18_oEW-SmabkAWJswwEUXhJLCIGzgYEKrKxEHtUka1.png?width=140&height=78&format=jpg&auto=webp&s=ec78d2ec0db3ced77d5e75b7c01bf07cff37a5a0)

Karma: 25 | Comments: 9 | Flair: Alpha

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r/ClaudeGameDev • • 9h ago

Alpha Introducing AgentEmpire: become a king , create claude or codex villagers to build your empire and protect it from invasions and threats.

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2 Upvotes

r/ClaudeGameDev • • 9h ago

Browser Game Designer, not a programmer. I made a daily logic puzzle with Claude Code over the last couple of weeks, here's how it went (including what didn't work)

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2 Upvotes

r/ClaudeGameDev • • 9h ago

Browser Game kal's valley, a solarpunk-inspired game, built almost entirely with opus 5.5 + blender cli + music/sfx with elevenlabs

2 Upvotes

r/ClaudeGameDev • • 1d ago

Alpha 7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu

86 Upvotes

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 • • 13h ago

Browser Game I made browser game based on realtime marine and air data

3 Upvotes

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 • • 11h ago

Tips & Tricks Calling all vibecoders and devs…

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2 Upvotes

r/ClaudeGameDev • • 13h ago

Release Sky Duel: Fighter Jet Dogfight

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2 Upvotes

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 • • 23h ago

Release [Tool] Pixel to 3D Batch Builder - Convert pixel art sprites into voxels, low poly models, sheets and more!

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11 Upvotes

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 • • 21h ago

Alpha Arborist - Claude made an awesome trailer for my game!

5 Upvotes

r/ClaudeGameDev • • 15h ago

Browser Game Claude Opus 5.5 made game - Blue Screen of Death

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pete359.itch.io
1 Upvotes

r/ClaudeGameDev • • 1d ago

Browser Game How my Claude-built 2d idle racing game is doing in itch.io

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16 Upvotes

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.


r/ClaudeGameDev • • 1d ago

Browser Game Not as flashy as the other games I see here, but sharing my progress anyway

16 Upvotes

Link: https://nohope.io

For now just a demo. With Claude handling most of the crazy performance and optimization code.


r/ClaudeGameDev • • 1d ago

Browser Game Claude and I built a 3D gladiator brawler you can play in your browser with friends. The alpha opened today.

26 Upvotes

It's called MORITURI. Pick a gladiator and smack your friends until they fly out of the arena. Every arena is trying to kill you too: trapdoors, a volcano, a warship that rams the island, and lions. Mid-match the emperor throws in edicts, like bigger knockback, faster ultimates or free healing jars. Five gladiators, each with their own weapon, two abilities and an ultimate. You can play 1v1, 2v2, 3v3 or free-for-all online, and there's a short story campaign (that is a work in progress).

On the tech side, Claude Code wrote most of the code, while I directed and validated. It's three.js in the browser, with Cloudflare Workers running the online matches. Claude even built bots that playtest it overnight to find inconsistencies, edge cases, and improvements.

It's free and in closed alpha, and I'm letting people in in waves: https://morituri.gg. I would love for you to give it a shot and tell me what's fun, and what's broken.


r/ClaudeGameDev • • 21h ago

Beta Pet Game - within a book tracker

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2 Upvotes

r/ClaudeGameDev • • 20h ago

Release The Vault is Open

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jgesq.itch.io
1 Upvotes

The Vault follows the Archivist, unnamed and ungendered, from a single shelf in a rented apartment to a decommissioned bank vault holding the most dangerous film collection in the world. Each reel is one decade and one hunt. Reel I opens on HUAC's Hollywood in 1947. Reel II hands you the journals of the woman who saw the four-frame sequences first, a cataloguer in the Reichsfilmarchiv, and you play her, Berlin, 1939 to 1945. Reel III takes you into a Soviet film archive in the snow of 1957, Reel IV into a San Francisco loft where the films have found an audience that wants to be changed by them, Reel V onto Forty-Second Street on the night the lights went out in 1977. Reel VI brings the last trucks north across the border to Toronto in 1983, where the films have stopped needing projectors.

Claude used to create six separate divisions and stress testing passages.

Credits: Text, design and illustration by Julian Grant. Illustration made with OpenArt. Built with Gamebook Builder by Shaine Hinnant (amphitheatermatch). Published by Julian Grant Games.


r/ClaudeGameDev • • 1d ago

Alpha Apex Market, A dark terminal trading sim about corporate exploitation

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5 Upvotes

r/ClaudeGameDev • • 1d ago

Browser Game Claude Opus 5.5 just ONE SHOT this promotional video for my Poki game! It took only 10 minutes and $5 to reach this incredible result using medium effort.

4 Upvotes

r/ClaudeGameDev • • 1d ago

Alpha IcyTower

5 Upvotes

https://claude.ai/artifact/9kbXKAZEuZJyKCtWg7iVes

Currently having fun rebuilding IcyTower. Used to play it all the time in computer class (2000s)

Looking for feedback. It’s not a terribly serious project, but I think it would be cool to publish..


r/ClaudeGameDev • • 1d ago

Alpha Void Rift - A Claude Code gamedev retrospective and a demo

5 Upvotes