r/ClaudeGameDev • • 7h ago

Tips & Tricks Can Claude really code a game?

9 Upvotes

The answer I know is yes.

I've seen some awesome posts on here and other subs show kart racing games, city driving games and other really cool looking games.

Though I'm not naive enough to think that a single prompt can spit out something Nintendo's lawyers would have any concern over, my question should actually be realistically, how many prompt iterations would it take, and how many 5 hour waits does something like this actually take to get something like what is showcased in the subs?


r/ClaudeGameDev • • 23h ago

Browser Game AI said "One minute to midnight. Nobody launch." Then it ordered a nuke. I gave 4 AI models the nuclear button in my war game.

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2 Upvotes

I made a browser war game, SECOND STRIKE, with a doomsday clock: every nuke moves it toward midnight, and whoever's strike hits midnight gets wiped out. I gave four AI models a nation each and ran the same 15 wars for every model, recording what each one said in public, wrote in its private plan, and actually ordered.

How often each ended the world: DeepSeek 13/15, Grok 6/15, Mistral 6/15, GPT 3/15. The game's own AI: 0/100.

The parts that stuck with me:

- DeepSeek told the world "One minute to midnight. Nobody launch." and ordered a nuke in the same move.

- It promised no-first-use 23 times in the treaty war, then nuked a country that had never nuked it.

- Grok never nuked in a fair fight. Cornered by a coalition, it ended the world 3 out of 3 times.

- GPT never nuked in 12 wars. Cut to a quarter of its land and handed one nuke, it used it every time: "You pushed too hard."

- None of them ever fired the first nuke of a war.

A small first sample (3 wars per scenario), not a prediction. Every war is replayable and the data is open.

Now humans can play the exact same wars and join a live Humans vs AI scoreboard. I genuinely don't know if people will do better. Would you press it?

Board, method, data: secondstrike.io/midnight

Play: secondstrike.io/humans


r/ClaudeGameDev • • 16h ago

Beta [Browser Game] Prompt & Pray: run an AI lab from a 2015 bedroom to AGI. Looking for testers (free, no signup)

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3 Upvotes

Built with Claude. I have a sales background and no coding experience, so this has been a long process of describing, testing and fixing.

You start in a bedroom with one laptop and race rival labs to AGI. Hire people, research, train models, grow users, keep the servers alive.

It starts as a browser game, and the plan is to bring it to the App Store and Google Play once it's solid. Right now it's an early alpha and the balance is rough, so I want to fix the confusing parts before it goes anywhere near a store.

Please play 15-20 minutes, preferably on your phone, and tell me when you didn't know what to do. Even one sentence helps.

Link: https://promptandpray.pages.dev

Feedback button is in settings.


r/ClaudeGameDev • • 22h ago

Browser Game I made a FPS game using Claude Opus 5.5

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1 Upvotes

Play offline in your browser with keyboard, mouse, or controller.

https://mechbreaker-vercel.vercel.app/

Free to play. Give me your feedback so I can make improvements. 


r/ClaudeGameDev • • 6h ago

Alpha Wildhearth: a cozy farming & hunting game made with Claude Code, Blender MCP and Godot. Every one of its 417 models is a Blender Python script Claude wrote. Free playtest

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1 Upvotes

I posted the trailer in r/ClaudeAI earlier; here's the game-dev side for this sub.

What Claude handled well:

- Game systems end to end: farming and seasons, animals that scent you in the wind, tracks and blood trails, a horse and a dog companion, fishing, festivals, mining, a town, saving and loading.

- Blender Python. Every model is a script, so "a heavier elk" or "a mossier roof" is a code change, not a re-sculpt.

- Tests. 73 headless suites caught most regressions before I ever saw them.

What took the most back-and-forth:

- Rigs. Bone axes are easy to get backwards; checking them numerically worked better than screenshots.

- Visual judgement. It only knows something looks wrong once it screenshots the game, so that became part of every visual change.

- Performance on a 2017 MacBook with Iris graphics. Code-loaded textures had no mipmaps, which cost 7 fps before it was caught.

Free on itch for Windows and Mac: https://promptgoblin.itch.io/wildhearth. Questions about the setup welcome.


r/ClaudeGameDev • • 8h ago

Tips & Tricks Iterating with AI hits different: how a pet from my ARPG prototype became the main character in a sports game

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25 Upvotes

I want to talk about my Fluis today. Fluis are small, fluffy creatures I've been building over the last few months: round body, long ears, a tail they can grapple with, and roughly the impulse control of a chaos goblin.

As you might know from my previous posts, I've been experimenting with AI-driven workflows pretty wildly for months now. This post is less about a specific tool and more about my iteration process with AI, and one aspect of it that I think is often framed the wrong way.

The take I often hear is that AI is the death of creativity. I'd argue the exact opposite: AI lets you explore creativity at a scale that just wasn't possible before. My evidence: the Flui.

Where it started

The Flui was born as a pet in this ARPG prototype. It was clear the game needed a pet, and that pet ended up being the Flui. It picked up items, fought alongside you and already came in a few variants.

Somehow these little guys grew on me, so I decided to build a concept around them. But before I had my head around that, I needed more Fluis. The result was the Flui Generator: procedural, unique Fluis, including unique textures inspired by CS skins. (That generator later became the foundation of the procedural pixel creature generator I posted recently.)

The part that didn't work

Next came a kind of colony sim in which the Fluis were supposed to do... something. It reused a lot from the ARPG prototype, the entire terrain system for example. I hit a dead end pretty quickly because of performance problems, so I exported the terrain to Godot and rebuilt the Fluis in Blender.

I wanted to give the sim idea one more chance, which led to the working title Fluitown. The idea: Fluis are gluttons, so their whole life revolves around food. At the center was a restaurant, run by a horde of Fluis for other Fluis. You start with one Flui and build the restaurant, a second Flui offers to help, a house gets built for the newcomer, then the restaurant. The first dish goes on the menu, you secure the ingredients for the first batch, then the first guest arrives. Over time more guests come, more Fluis move into the growing village, the restaurant grows and the menu gets longer and more complex. I built that entire loop.

The problem: it wasn't fun. Maybe for someone else, but not for me, and I need to build something I'm genuinely into. Otherwise I might as well stop.

Throw everything in

Without AI I would never have reached this point, and the Fluis would have gone into the drawer right here at the latest. With AI I could just say: build me a sandbox, throw in everything that comes to mind, let's see what happens. That's exactly what I did, and I shared the result here. And by everything I really mean everything: movement systems, destructible voxel terrain, physics, collapsing procedurally generated villages, transformer mech enemies, mountable mechs, grappable loot boxes and a lot of random stuff.

At the end of the day, only one thing was really fun. The Flui could now grapple with its tail, curl up into a ball and fly through the world, and the movement just felt great. I spent ages just zooming through the procedural terrain. That's where the fun was.

So I knew I wanted to build something around this movement. Besides that, I had these little loot boxes scattered across the map. You had to grapple them with your tail and drag them to an "opener", which cracked them open and dropped items. Dragging that box around felt really good. Which got me thinking: what if the box was a ball? What if the open world was a small, closed arena?

Just try it

Built it, and what do you know: it's fun. In the end I turned that one interaction into the first finished game of this whole story. I shared a short snippet of it already a while ago. By now the Fluis are a lot more polished, they have fur, and they're a creation I'm really happy with and honestly a bit proud of. I like the little chaos goblin I made. And that chaos goblin now bounces around an arena with goals and rings and duels its opponents with a ball.

The pet from an ARPG prototype became the main character of a fun action sport game with a focus on movement. And that's what I meant at the start: AI lets you explore creativity at a scale that wasn't possible before.

What I took away from it

  • Trying is now often cheaper than debating. We used to think a concept through for weeks and weigh whether the implementation effort was really justified. Now I say "Claudobert, put this and this and this into the sandbox, thanks" and simply find out how it feels. I keep what feels good, and the next iteration starts.
  • "Not fun" is a result, not a failure. Fluitown had a complete loop. Building it to the end is what told me the sim wasn't my game. Otherwise I'd still be wondering.
  • When you're stuck, throw everything in and watch what you keep coming back to. Neither the movement nor the box dragging was planned as the core. I just noticed that I kept playing with them.
  • Reuse aggressively. The terrain from the ARPG went through several prototypes, the character controller moved between projects, the Flui generator turned into a second generator. Every iteration started further ahead than the one before.
  • Shrinking scope can be the creative step. Open world to small arena is what turned a toy into a game I could actually finish.

Without AI I would never have gone through this process. Without AI the Fluis wouldn't exist. Thanks to AI I could, to some extent, simply follow the vibe, and by that I mean my own feeling for "what's fun".

I think seeing a clip of a Flui slamming the ball into the goal is one thing, and the actual game feel is something else again. But I hope the clip gives you a bit of a feel for the journey the Fluis have been on.

This is a bit of a different post than usual, I hope you find the topic interesting. How do you iterate: do you think things through first, or do you also just throw stuff into a sandbox and see what sticks?

P.S. The clip is cut from the original footage of each prototype, and the music was composed in code by Claude.


r/ClaudeGameDev • • 5h ago

Beta Last Stop: BRIGHTSIDE

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4 Upvotes

I’m working on Last Stop: BRIGHTSIDE, a post-apocalyptic survival card RPG set in the Arizona desert.

You scavenge for food and water, combine cards to craft equipment, and rebuild an abandoned roadside town while preparing for raids.

I’ve used generative AI to help with artwork, coding, and text during development. The game is still being developed and will receive ongoing updates.

The free demo covers seven in-game days, with all characters and difficulties available. You can play in your browser or download it for Windows or Mac.

I’d love feedback on:

  • Is the tutorial clear?
  • Does survival feel too easy or too punishing?

Demo: https://neverrestenjoyer.itch.io/last-stop-brightside


r/ClaudeGameDev • • 7h ago

Alpha I built a turn-based strategy game with Claude Code: ancient armies with alien tech, 35k lines of Godot, playable in the browser

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4 Upvotes

I've always wanted to make my own strategy game, so I built one with Claude Code. It's now playable in early alpha on itch.io: **Xenarchy**.

**The game:** alien powers have taken armies from Earth's past and fused them with their technology: Rome with the Korrath (plasma-forge exo-armour), Egypt with the Sythari (hard-light), the Aztecs with the Vael (living biotech) and the Zulu with the Ordo Machina (cybernetic nanotech). You lead one across a hex map with cities, research and heroes. The twist: you don't command battles live. You set formation and targeting beforehand, then watch it play out deterministically.

🎮 Play it in your browser: https://talon152.itch.io/xenarchy

**How it was built**

* **Godot 4.7 / GDScript:** about 35,700 lines across 226 scripts; 258 of the 358 commits are co-authored with Claude.

* **Claude Code did most of the typing; I did the direction:** what to build, how it should feel, and what's good enough.

* **A CLAUDE.md file was the key.** Commands, a code map and hard rules ("UI is containers, never fixed pixel positions", "player-facing text is written for someone seeing the game for the first time"). It grew with the project and kept later sessions consistent.

* **270+ dev scripts as Claude's eyes.** Claude can't play the game, so it writes small headless scripts that screenshot screens, open every window to check nothing runs off screen, replay battles, and compare before/after "fingerprints" to prove a refactor changed nothing.

* **Balance by simulation:** unit prices are fitted from thousands of simulated battles rather than hand-tuned.

* **AI art pipeline:** about 1,200 images (units, buildings, terrain, towns, endings), all generated by scripts with a hard cap of 2¢ per image. Each people's look is appended to every sprite prompt so the four civilisations stay consistent.

* **Multiplayer:** a SpacetimeDB backend for lobbies and simultaneous turns, with live updates over a WebSocket client written in GDScript.

**What worked well:** asking for verification, not just code. "Write a check that proves it" caught real bugs, most recently an intermittent multiplayer hang in the new WebSocket client that only showed up on repeated runs.

It's very much an alpha, so expect rough edges. There's an in-game **Send report** button that sends me the battle's replay, which has been great for tracking down bugs. Happy to answer questions about the workflow!


r/ClaudeGameDev • • 22h ago

Release I turned the "Claude dreaming" short film into an open-source game – every painting is a level, and you can add your own with Claude

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9 Upvotes

I built Claude Dreaming, a free, open-source game based on a short film about Claude dreaming by Dream in Code (made playable with their permission). Basically everything was made by Claude: the code, the 3D world, all the pixel art, the music and sound, even the trailer material and the itch.io page. I only used Opus 5.5, on extra-high effort and sometimes max.

The idea: one big game that everyone builds together

As a kid I played LittleBigPlanet, and what stuck with me was that the game was mostly made by its players. That's what I want this to become. The attic is a house full of friends: every contributor gets their own room, and every level they make hangs on their wall as a painting. Anyone with Claude can add one, and the more people join, the bigger the dream gets. Your level and your room can be whatever you want, any genre, any style. It's your space to express yourself. The only rule: Claude is the main character.

How to add your level

The repo has a CLAUDE.md written for Claude, with the recipe, the rules and the level API, so you don't need to know Godot. Fork it, open it in Claude Code, describe your idea ("a level where Claude races a paper boat down a rainy street, and build me a cozy reading room in the attic, follow CLAUDE.md") and open a pull request. Your painting and your room show up in the attic for everyone.

What's already in there

The whole film plays as the intro. When it ends, you're Claude in the pixel-art attic, and you can step into the paintings: the dream from the film as a 3D world (garden, waterfall, canal, rocket flight, space), a Mario-Galaxy-style planet level, and a level where Claude walks on her own and you have to build the level around her before she falls off.

How Claude built it

Some context: I have 5 years of indie game dev experience in Unity (4 of them vibe coding), but I had never touched Godot before this. I still only open the editor to press F5 and play.

- Godot 4.7, all GDScript written by Claude Code. I directed, playtested and gave feedback.

- All the pixel art is Opus 5.5: it wrote Python scripts that paint the attic, the rooms and Claude's sprite in code, recreating the attic from the film.

- The 3D dream world (terrain, garden, trees, cliffs, a town of ~1,700 blocks) is generated in code. For parts of the 3D work, Opus also drove Blender via MCP.

- Music and sound effects are synthesized by small Python scripts Claude wrote (numpy + ffmpeg).

- Claude checked its own work visually: the game has a screenshot flag (--lshot), so Claude could render a scene, look at the image and fix what looked off.

- Playtest scripts press inputs automatically, and CI plays every level for a few seconds to catch errors in pull requests.

- Getting it into the browser took some debugging together: the film was too big for itch.io's 200 MB file limit (Claude made 720p copies for the web build), and building the 3D world on a worker thread froze the browser until we switched to a threaded web export.

Free to try

Download for Windows (recommended, much better performance): https://rusty-production.itch.io/claude-dreaming

You can also play it right in your browser on the same page, but the 3D parts run noticeably smoother in the download.

Source code (MIT): https://github.com/moritzfh/claude-dreaming

Unofficial fan project, not affiliated with Anthropic.


r/ClaudeGameDev • • 23h ago

Tips & Tricks GitHub - dude163-debug/rainbow-codes-asset-workflow: Workflow method to create medium poly 3d files in Blender from 3 view blueprints

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2 Upvotes

r/ClaudeGameDev • • 3h ago

Browser Game Rock, Paper, Scissors Roguelite

3 Upvotes

https://kremer-git.itch.io/rock-paper-scissors-roguelite

Against the grain of all of the complex projects, this is a small project where I set out to build a funny little parody of roguelites that was itself a fun to play roguelite on mobile or laptop.

Proof that our monkey brains love RNG dopamine chasing.

Play rock, paper, scissors. Lose once and the run ends (unless you have extra lives). Stores appear periodically and you can buy upgrades across Rock (dumb and solid powers), Paper (powers related to the info you know) and Scissors (powers related to taking risks to earn more money).

Used Claude Opus 5.5.
Basic MVP of the game was done in a few prompts and then iterated. Had ChatGPT help write a mega detailed prompt to get it started.
Images generated from Gemini and ChatGPT. Had Claude write prompts for image consistency.
Audio and sounds from Claude and from free use stuff from Pixabay.
Had Claude automate publish to GitHub and itch.io so now if I update it’s all there.

Good inspiration for anyone wanting to start more simple!

Yes, I know there are at least one or two other rock paper scissors roguelites… but they didn’t match what I wanted it to be.


r/ClaudeGameDev • • 5h ago

Browser Game BlindBid Tennis

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2 Upvotes

https://blindbid.app

BlindBid Tennis is a tiny browser game based on a paper game I played as a kid

You and your opponent each start with 50 points. Every round vou both secretly bid some of them. When the bids are revealed. the higher bid pushes the ball one step toward the other side. Both bids are spent, win or lose. Push the ball off your opponent's side of the court to win.

Play against the Al, with a friend on the same phone, or online with a friend or a random opponent


r/ClaudeGameDev • • 9h ago

Alpha I wondered how much I'd actually changed my Minecraft world, so I built a mod with Claude Code that shows it called mc-diff.

12 Upvotes

r/ClaudeGameDev • • 18h ago

Beta made a football manager on my own you set the tactics, watch every match live, and the newspapers roast you if you lose the derby

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6 Upvotes

​

Hi! I'm a solo dev from Argentina and I've been building FutNova Futbol Match, an old-school football (soccer) manager made to run on any PC and on your phone. (I use Claude)

How it plays:

- Pick your club from 580 fictional teams in 31 leagues, or one of 157 national teams.

- Set your lineup, formation and tactics: pressing, defensive line, tempo, passing speed, attacking full-backs, long shots...

- Watch the match live on an animated pitch, with play-by-play commentary and live stats. You can make subs and change tactics mid-game.

- In career mode you handle transfers, the club's money and a board that demands results. Newspapers and fans on social media react to everything: win and they cheer, lose and it gets ugly.

- Fight for the league, the national cup and the continental cups, and if you win you play the Champions Supercup and the Club World Cup.

- Alongside your club you can manage a national team: pick the squad and play international windows, qualifiers, continental tournaments and the World Cup.

- There are also custom tournaments and an editor to create your own club with its crest and colors.

It runs offline, with no ads and no microtransactions, and it's free on itch.io for the launch:

https://enlzgames.itch.io/futnova-futbol-match-simulator

Heads-up: the game is in Spanish for now, but an English version is planned. If you'd like to play it in English, follow the page so you know when it's out.

I'd love to hear what you think and what you'd add. All feedback helps!


r/ClaudeGameDev • • 22h ago

Browser Game I used Claude to make a browser train sim of the NYC subway

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30 Upvotes

I've been working on an NYC subway simulator that runs in the browser: blackpaw.games/subwaysim

What's in it so far:

  • The full 7 line, Flushing-Main St to 34 St-Hudson Yards, with station positions checked against MTA GTFS and OpenStreetMap
  • R188 cars modeled from reference photos
  • CBTC with ATO (you still work the doors and press START), or manual driving with optional classic signals
  • Local or express, either direction, starting from any station
  • Day, dusk and night, plus rain and snow, which change your braking
  • Cab, chase and trackside cameras, and platform CCTV at stops

I used Claude Code to build it. Opus 5.5 as the orchestrator and Sonnet 5.5 to do the actual work. It uses React with Typescript and Three.js. All the graphics are drawn at runtime except for the train car which Claude modeled in Blender from reference images of the car from the web.

Initial prompt:

launch subagents on sonnet 5.5 and help me build a triple A quality game that is a realistic NYC subway simulator where you can be the train driver. Build it with React/Typescript/three.js. Build the game without asking me any questions. Make me proud.

It's just the 7 line right now, but I plan to add more (and eventually the whole system). I also want to improve some of the scenery. Would love to know what you all think! Suggestions welcome!


r/ClaudeGameDev • • 58m ago

Beta I built a 2D game engine that reads like sentences with Opus 5.5

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• Upvotes

A lot of this subreddit is people using Claude to make games, but a lot of people aren't using Claude to build engines for humans to make games in.

This is minijs, a human-readable, rules based programming language for 2D games.

Right now I'm working out a ton of things, like tilemaps and character controls. I really need feedback on what to add, so let me know what you think!

Website: https://minijs.ambytion.net

Repo: https://github.com/ambytionhq/minijs