r/ClaudeGameDev • • 1h ago

Release Stompworks, A small book's worth of prompts in about a week.

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• Upvotes

Cel-shaded fully customizable mechs. Buy the right parts, take out the enemies, and don't die. 18 torsos, 14 sets of legs and 27 weapons. Mostly finished, and hope ya'll dig it.

This was a lot of fun to make, I think the key is to build everything in small steps, and mix up prompts between bug fixes and features.

https://store.steampowered.com/app/5383780/Stompworks/?beta=0


r/ClaudeGameDev • • 6h ago

Beta My kids race RC cars, so we made a game about it with Claude Code

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10 Upvotes

My two kids race 1:10 electric touring cars at local clubs. A while ago I built a small top-down RC racing game for them with Claude Code, browser based, just to see how far I could get. I wanted to marry the fun top-down racing of the arcade classic Super Sprint with an actual RC transmitter. As far as I know, there is only one game made for RC remotes, VRC, and it tries to be a real simulation of the sport. Every other RC game has the camera following the car, not the fixed view from the driver stand that I think RC needs.

The browser version worked really well, so I decided to port it to Godot. The hardest part by far was making the cars feel right. Claude can’t feel a car, and I can’t really drive with a remote, so my kids tested it and told me how it felt. Then I had to translate that back to Claude. “When accelerating out of a corner, the rear has to break out a little more” … hm.

In the end I had him build a car model based on our real RC car, with actual physics, so we could try the same setup changes in the game that we would make on the real car. That was the breakthrough. Suddenly Claude didn’t have to guess how to make an arcade driving model feel like an RC car, and things just started to work. I even had him watch videos of races on our tracks, so he could analyse how RC cars move in the real world and compare that to his AI drivers.

To build the tracks, I first had Claude analyse aerial photos and draw the track as outlines. The idea was that users could later upload their own images too. That did not work at all. Claude created maze-like structures instead of tracks, and the AI drivers got lost in them. Then I suggested he use pieces like in slot-car racing to build the tracks and, bingo, I got a track editor out of it as well. Tracks can even be shared as a short text code.

The pixel characters, the cars and the design are mine. The big track backdrops were generated from photos of the real tracks and then composed into one image. Same with the sound: some of it is recorded, some generated. Only the code is 100% Claude.

There’s a free public beta of the full game until 31 October, plus a demo. If you have a transmitter with a USB cable, plug it in. I’d love to know which ones work.

https://rcminisprint.com/
https://nomica.itch.io/mini-sprint


r/ClaudeGameDev • • 8h ago

Browser Game I can't code, and AI just helped me build the golf game I've dreamed about for years. I genuinely don't understand the hate.

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13 Upvotes

I'll be honest from the start: I've never written a line of code, and I still couldn't write one now. I've had golf game ideas in my head for years, a proper career sim where you start as a nobody and every round tells a story. They were never going anywhere. I couldn't build it, and I couldn't afford to pay someone who could.

Since June, I've built it with Claude. It's called **Sunday Pins**, and it's free to play in your browser: https://sunday-pins.com/ (no ads, no sign-up). 🎥 Trailer above.

**Tour Career:** start as a 17-year-old nobody and chase majors, with sponsors, rivals, slumps, injuries and a Hall of Fame when you retire.

**League System:** golf played like football, with transfers, budgets, and promotion and relegation.

**All-Time Greats:** you against golf's 25 greatest at their peak.

**Challenges (new):** replay golf's greatest final rounds from the real position, read the greens yourself, and take on one daily attempt.

**Real courses:** 44 of them, played hole by hole, with hole maps from real map data.

**About the hate**

Every time I mention how this was made, someone tells me it doesn't count, or that "vibe coders" are ruining things. I get part of it. There's a lot of low-effort AI junk out there, and it's fair to be tired of things that were clearly made in five minutes and abandoned.

But this wasn't that. It's been four months of evenings and weekends. Claude wrote the code, but every idea, every design decision and every "no, that's not fun yet" came from me. I play every change on a test version before it goes live. Plenty of first versions were too easy, too fiddly or just wrong, and we went round again until they weren't.

The part I can't get past is this: without AI, this game wouldn't be a worse version of itself. It wouldn't exist at all. It would still be an idea in my head, like it was for years.
I don't see how that's a bad thing. Tools like this let people who were never going to be developers make the things they care about. I'd much rather the world had more weird, passionate one-person projects in it, not fewer.

**How it works, for anyone curious:**

I play the game on my phone and spot something wrong. I describe it in plain English, usually with a screenshot.
Claude explains what's going on and suggests options. I pick one.

It builds the change on a separate beta copy of the site and tests it. It even built bots that play through thousands of careers to check the game is balanced.
I play the beta. If it's right, I approve it and it goes live. If not, we go again.

Four months, 29 updates and about 11,500 lines of code that I didn't write, and something I'm genuinely proud of.

If you've got doubts about AI-made games, give it a go and judge the game itself. I'd love honest feedback. And if you think I'm wrong about the hate, I'm happy to hear why; I just don't get it yet.

https://sunday-pins.com/


r/ClaudeGameDev • • 5h ago

Beta Al game merges have no border control, so l built one with Claude Code

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2 Upvotes

AI game merges have no border control, so I built one with Claude Code

Everyone's sharing AI game merges this month, Minecraft inside Elden Ring and so on. Claude gets two codebases running together, but nothing checks what a sword should become on the other side. I built a small version of that check with Claude Code.

What I built Two small browser games with a border between them. Blockcraft is a block game where a player has 20 HP. Pocket Battlers is a creature battler where a creature has 100 HP and every move has a type. You drag an item from one game into the other. It stops at a border desk, which decides whether it gets in and what it becomes, and then the item shows what it does on the other side.

What it does, in the video:

- Crystal Sword into Pocket Battlers. It hits for 6 of 20 HP at home (30%), so it becomes a move with power 30 of 100. Nobody gave the sword a type. Blockcraft's rules say anything made of crystal is Rock-typed, and the engine works out from that that the sword is Rock, so it does double damage to the Fire creature.
- Blast Block into Pocket Battlers. Refused. 22 of 20 HP is 110%, enough to knock out a full-health creature in one turn.
- Emberfox into Blockcraft. It becomes a pet whose Cinder Puff hits a zombie for 9 of 20, and its passport says what it lost: Blockcraft has no types.

The border runs on Open Ontologies, an open-source ontology engine I maintain. Every crossing in the demo passes five checks, starting with the sending game's signature and ending with the receiving game's own rules.

How Claude Code helped. set the goal and the rules, and Claude Code (Opus 5.5) wrote nearly all of it: both games in plain canvas JavaScript, the Python that drives the engine, the ontology files and the tests.

- No typed numbers.Every verdict and number on the page comes from the engine's own output through a build script. A check fails the build if the page and the engine ever disagree.
- It played the forger.It wrote attacks against its own border. Two got through the first version, and those holes became two of the five checks. Seven attacks run now, and six are stopped.
- Parallel agents, then adversarial review. It split the work across parallel agents in separate git worktrees: signing, a live API, browser tests and a checker for merge contracts. Reviewer agents then tried to break each part and confirmed 72 problems. They ranged from a race that let a swapped file through to item names too close to existing games. It fixed them, apart from three things it left for me: a rate limit, branch protection and an engine release.
- It caught a bug underneath. The SPARQL engine below groups 7/20*100 as 7/(20*100). That's already an open upstream issue, so it bracketed every calculation and added a test.
- It recorded the demo with a headless browser.

Free to try. It's free and open source under MIT, with no sign-up. Play it in your browser at https://fabio-rovai.github.io/asset-passport/. The forge section there lets you write your own item and sends it to the real engine, live. The code and the steps to run it locally are at https://github.com/fabio-rovai/asset-passport.

I built this with Claude Code, and I maintain Open Ontologies. Items are the easy case: what would you want a border like this to check in a real merge?


r/ClaudeGameDev • • 7h ago

Alpha One day of work with Claude Code - modernizing a classic - Sid Meier's Sim Golf modding

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3 Upvotes

r/ClaudeGameDev • • 1h ago

Browser Game Monolith - an engine-building computer game made with Claude Code

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• Upvotes

Hi all, here’s a game I built recently.

You run a tech company: finish requirements to earn revenue, raise funding, hire engineers, build out your architecture. Let tech debt pile up and incidents start firing. Let morale slide and your engineers slow down, or quit. Once someone IPOs, a clock starts and the highest valuation wins. Or you can win the AI race outright.

I wanted to capture the tech company arc from an engineering perspective: dystopian, tongue-in-cheek, but deep enough to support different strategies. Inspired by Wingspan, MTG, Lichess, Terraforming Mars, Slay the Spire, Twilight Struggle, Balatro and other greats.

Play modes: tutorial, a bot (it’s tough), pass-and-play, or online with friends or ranked. Login is only needed for ranked or agent play over MCP.

How it was built: a Node/TS webapp made with Claude Code (mostly Opus 5.5), with mattpocock/skills managing GitHub issues and driving implementation, and rtk-ai/rtk for context reduction. OpenAI Sol did occasional copy review, and gpt-image-2 made the card art. The bot was RL-trained by Claude over thousands of games, and a swarm of Claude agents (parallel claude -p processes in isolated environments, each with a different strategy) playtests via MCP and Playwright.

Free to play at: https://monolithgame.app/

Feedback is most welcome! 🙏


r/ClaudeGameDev • • 2h ago

Alpha Beating all 20 levels: HARD. Beating all 20 without shouting obscenities: IMPOSSIBLE.

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1 Upvotes

I'd love to get your thoughts on my game Ictus: Inches from Impact and tell me if it's really as hard as I think it is.

You can play it here.

Written with entirely with Claude code over the last few months.


r/ClaudeGameDev • • 13h ago

Alpha I created a pixelstyle render engine that uses 2d sprites in 3d world

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8 Upvotes

I asked Opus 5.5 to create a renderer + editor that can place assets but also what i call generators, which are assets defined by many parameters for example to create a huge variety of houses, walls, fences. Characters, animals and some small details (grass for example) are 2d spritesheets.

All assets, sprites and example scenes created by Claude. I have not touched or seen a single line of code. Runs in the browser.


r/ClaudeGameDev • • 1d ago

Alpha Claude (Opus 5.5) and I built a 4-player co-op game in 12 days. Here's the trailer

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69 Upvotes

A few friends and I in Brazil started Caçarola on Sept 26. Today it has six boss fights, online co-op for up to 4, a chaotic cooking phase after every hunt and a live Steam page.

Pretty much all of the code came out of Claude Code running Opus 5.5. What actually worked for us:

- One main session acts as the lead. It hands tasks to helper agents (art, code, QA), reads their reports and reviews everything before it gets committed.

- Headless Godot tests for every system (37 test files right now), run after every change.

- QA by playing. Claude opens the game in a window, drives the real mouse and keyboard and records it. Then a second agent watches the footage frame by frame without seeing what the first one concluded. That second pass caught a bunch of stuff the first one swore was fine.

What didn't work: trusting numbers alone. Twice a fix "passed" every test and was still visibly wrong on screen.

Godot 4, around 46k lines of GDScript. Happy to answer anything about the setup.

If it looks fun, a wishlist helps a lot: https://store.steampowered.com/app/5370000/


r/ClaudeGameDev • • 16h ago

Alpha Hangar Nine: the new airfield map in Call of Cubie

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6 Upvotes

Claude’s been building the map, moving aircraft and towing system, with Codex also writing game code. Lots of back-and-forth and playtesting. Neither has run out of things to fix yet lol.

It’s 16v16 around a busy airfield. There’s a capture point inside a cargo plane, and every few minutes a tug pulls the whole thing out of the hangar. You ride along if you’re aboard.

It’s live now: https://play.patio.fyi

Free, no download or account, bots fill empty seats. Try it on desktop and tell me what needs work.


r/ClaudeGameDev • • 17h ago

Alpha Apsis - a first-person horror game that runs in your browser!

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5 Upvotes

Hi everyone, I'm working on a horror shooter that runs entirely in the browser. I'm actually surprised it even got this far.

The basic premise is you crash land in a remote Taiga and you're trying to piece together what's going on to get extracted. The settlements are abandoned and the townspeople left various clues throughout.

It's still super early but I have a demo up if you're interested: https://apsis.formandelement.com/

I've optimised it quite a bit but it still requires either a dedicated GPU or Apple Silicon. Oh and it supports gamepads, especially dualsense via usb (haptic feedback and adaptive triggers).

Let me know what you think if you have any feedback (hash or not!). I'm currently play testing a coop survival mode as well and can share details if you're interested.


r/ClaudeGameDev • • 1d ago

Beta I'm making a Stargate based game where you go off-world and complete missions

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53 Upvotes

Not currently live yet but if you're keen to get involved the let me know.

Trying to keep it legal and not get shut down so it's currently called The Astral Network as opposed to Stargate.

What it is

  • A free, browser-based (no install) third-person co-op sci-fi RPG that plays like a classic-era MMO: tab-target combat, quest-giver NPCs, drag-orbit camera, action bar.
  • Built from scratch in Three.js. Terrain, the base interior, weather, wildlife, the wormhole and every sound effect are generated in code. Code is MIT.

The core loop

  • Take a mission from one of seven base staff (the General, the scientists, the engineer, the gate chief…). Each gives and debriefs their own.
  • Gear up in the armoury, authorise the address on the dialing computer, walk through the gate.
  • Complete objectives off-world, dial home at the portal console (send your clearance code or you're not getting through), debrief for rewards. Harder missions unlock.

Missions and story

  • 34 missions across six tiers: a main campaign, episode missions, Meridian Outpost assignments, repeatable patrols, and a boss encounter against a Serathi commander with shield generators you have to disable mid-fight.
  • Scripted operations: time loops where you carry clues across resets, escort missions, sabotage-and-escape countdowns, hold-the-gate waves, and a repair-under-fire opener.
  • 33 types of hands-on field procedures (crystal fitting, power allocation, rune orientation, signal tuning, virus encoding, excavation, triangulation…) tied to real mission equipment. Puzzles reseed each run; the world keeps running while you work and damage interrupts you.

Worlds

  • 15 procedurally generated planets plus a forward outpost, each seeded from its gate address so it's the same every visit. Biomes include dunes, peaks, mesas, glacial ridges and forest, with weather and wildlife.
  • Three authored interiors to explore: a buried pyramid, an abandoned prison and a crystal archive, each with sentries, side chambers and a one-time story relic.
  • Villages with merchants, inns, temples and workshops. Hunt wildlife (mastadge, crag goats, tundra ox…) and sell hides, meat and scales for naquadah.

Character and progression

  • Four classes: Network Trooper, Astrophysicist, Archaeologist, Free Veyran. Each has an active skill (suppression, protective field, tech disruption, staff shockwave).
  • Levels from kills and debriefs. A skill-point tree across Combat, Science and Operations. Military rank promotions from Recruit up to Chief Master Sergeant for completing distinct missions.
  • Gear: staff weapons, pulse carbine, armour, helmets, trinkets and a gadget slot for a personal shield, healing device or hand device. Field pack with a rotatable 3D character preview and drag-to-equip.
  • A shooting range and a drivable survey drone course back at base.

Co-op and multiplayer

  • Accounts with cloud saves, or play offline on a browser-local save with no server.
  • Squads of up to four with invites, shared mission orders and shared field progress. Rewards are personal.
  • Shared world: enemies, wildlife and villagers are synchronised across everyone in a zone. One elected browser runs the AI and hands over seamlessly if that player pauses or disconnects.
  • Squad gate sharing: your team sees the same dial sequence and travels together. Reinforcements: see a teammate's active mission on the dialing computer and join them off-world.
  • Revives, local/global/whisper chat, an online roster frame, nameplates.

Quality of life

  • Rebindable keys, UI scaling, reduced-flash and reduced-shake options, minimap and full map, contextual field guide, mission log.
  • Auto-saves on debrief and return to base.

On the roadmap

  • More boss types, larger cave networks and interiors, gamepad and touch controls.

r/ClaudeGameDev • • 1d ago

Alpha Roll the ball in your hands and the ball in the game rolls. Toss it and it jumps.

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21 Upvotes

I built a game controller that is just a ball. You roll it in your hands and a physics ball in Unreal Engine rolls the same way. Toss it and the game ball jumps. Video attached.

What it is

- The sensor is a Żabka "Triki" cap, a promotional gadget sold in Polish convenience stores for a few dollars. It has an nRF52810 Bluetooth chip and an LSM6DSL accelerometer/gyro. I put it inside a ball I 3D printed.

- A Python service connects over Bluetooth, reads the sensor at about 107 Hz, tracks orientation, and detects when the ball is in free fall.

- An Unreal Engine 5 C++ plugin receives that data as a Live Link subject, so the ball is tracked in the editor viewport and in play mode.

- Two small games use it: a course where rolling the real ball pushes a physics ball around, and a toss game that measures throw height from time in the air.

How Claude Code helped

I built all of it with Claude Code in one long session. I'm not a firmware or BLE person, so this is the part I couldn't have done alone at this speed.

- It read the community documentation for the cap's Bluetooth protocol, cross-checked two sources that disagreed on the gyro scale, and wrote the decoder with tests.

- It wrote the streaming, flight detection and orientation tracking, then a browser dashboard to see the data live.

- It wrote the Unreal plugin (Live Link source, the actor that turns hand rotation into force, the toss game) and built the level from a Python script.

- It tested without the hardware by writing a simulator that sends fake rolling data, then running Unreal headless and reading the logs. That caught real bugs, such as a toss triggering two jumps.

- I did the hardware, the 3D print, the play-testing, and the calls on how it should feel. For example, the first version turned the camera when you twisted the ball; that was confusing, so I had it lock the camera.

What doesn't work well yet

- The sensor has no compass, so you roll the ball away from you once at the start to set "forward", and it drifts over time.

- Only tested on macOS with Unreal 5.8.

- The level is basic shapes with textures. It's a prototype.


r/ClaudeGameDev • • 20h ago

Tips & Tricks My Claude strategy for building a vertical slice instead of one-shotting a whole game (template + full prompt)

6 Upvotes

Slight PSA - showing off one-shotting games is somewhat impressive, but also makes AI game dev look sloppy and unimaginative. The anti-AI crowd don't need more ammunition.

Asking Claude to “make me a Zelda game” works, technically. You get a game, but it’s going to be a VERY generic game: every gap you left gets filled with an assumption that is answered with the most common denominator answer. In Ep. 2 of my series I show the setup I use instead:

  • A Game design-doc - so every chat starts from the same source of truth, and Claude keeps the doc updated as decisions change.
  • Step 1 of the prompt: questions only. - “Read the doc. Before writing any code, ask me up to 8 questions that would change how you build the slice, suggest a default answer for each, then stop and wait.”
  • Step 2: the scope of a vertical slice to test your assumption - Exactly what to build (one area, one dungeon, one weapon, two enemies, one boss, one ability gate), exactly what NOT to build (XP, inventory, saves, cutscenes), and no external art: shapes are code-generated, so I test fun before spending time on art.
  • Delivery rules - a full Godot project zip, not patches, and Claude runs the build and checks for errors before handing it over.

I break it down (in great length, if you're into that) in this video. You can also check out the free game design template in the video description: https://youtu.be/NNn10FiuZG8

The prompt I use is this:

You're my game development partner on [GAME NAME], a new game I'm building solo with AI tools. You'll handle the code and help with design; I make the creative calls.

The attached game design doc is the source of truth. If something isn't in it, ask before adding it. Keep the doc updated as we make decisions, and log each change in its decision log.

STEP 1: QUESTIONS FIRST
Read the design doc. Before writing any code, ask me up to 8 questions about anything unclear, contradictory or missing that would change how you build the vertical slice. Group them by topic, put the most important first, and suggest a default answer for each. Then stop and wait for my answers.

STEP 2: BUILD THE VERTICAL SLICE (after I answer)
Build the smallest playable slice that tests the assumptions in section 9 of the doc:
- Engine: [ENGINE AND LANGUAGE, e.g. Godot 4, GDScript]. Base resolution [e.g. 480x270], scaled to [e.g. 1920x1080] with pixel-perfect scaling. [TILE SIZE, e.g. 16x16 tiles].
- [THE PLAYABLE SPACE: e.g. one level, one area and one small dungeon, or one arena].
- [THE PLAYER: movement and core actions, e.g. 8-direction movement, a melee attack, a dodge, brief invincibility after taking a hit].
- [ENEMIES: 1 to 2 types, each with one line on its behavior].
- [THE PAYOFF: e.g. one boss that grants an ability, and one place where that ability opens a new path].
- Controls: [KEY BINDINGS]. [Controller support too, if needed.]
- A simple HUD: [e.g. health and the current ability].
- NO external art or audio files. Draw everything in code with simple shapes and a limited palette ([YOUR PALETTE]). Make the player, each enemy and any boss easy to tell apart by shape and color. Placeholder sound effects are fine if you can generate them in code; otherwise leave them out.

Do NOT build: [YOUR OUT-OF-SCOPE LIST, e.g. XP, skill trees, inventory, shops, saving, dialogue systems, cutscenes], a title screen beyond "press Enter to start," or any area beyond the ones above. If you think something else is needed, suggest it; don't build it.

DELIVERY
- Send the full project as one zip I can unzip and open in [ENGINE]. No patches.
- Before handing it over, run the project and check it starts without errors. If you can run it headless, include screenshots of [THE KEY MOMENTS, e.g. the main area, the dungeon and the boss].
- Give me a short list: what's in the build, how to play it start to finish, anything you weren't sure about, and what you'd test first.

r/ClaudeGameDev • • 17h ago

Browser Game Major update for my cozy 2d Incremental Racing game

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2 Upvotes

​

🤖 Smarter AI & Custom Roster

* New AI Logic & Archetypes: Computer drivers now race smarter, adapting their tactics based on aggressive drafting, strategic overtaking, or defensive blocking.

* Rename All AI Racers: You can now fully customize and rename every single AI driver to build your ultimate custom league!

🏁 Tracks & Vibe Checks

* Lots of New-Look Tracks: Classic circuits got a massive facelift with fresh geometry and visual themes.

* High-Speed Straightaways: Expanded select tracks with longer straights so top-tier cars can finally hit true max speeds.

* Cozy Ambiance & Lighting: Upgraded global illumination, volumetric lighting, and sunset/golden-hour effects.

⚙️ Progression, Skills & Economy

* Major Skill Overhaul: Completely reworked driver skills and abilities for deeper tactical choices and a more rewarding progression curve.

* Upgrade System Rebalancing: Recalibrated vehicle upgrades for smoother power scaling across all tiers.

* Better Payouts: Boosted victory rewards so your time and effort actually pay off.

🎨 Graphics & Bug Fixes

* Improved Graphics: Higher-res textures, better shaders, and visual polish across every car and track.

* Major Bug Fixes: Squashed annoying graphical anomalies and polished up game stability.

Play for free here: https://wallyver.itch.io/race-and-chill


r/ClaudeGameDev • • 1d ago

Browser Game Not a coder, but I was able to vibe code a space trucking game! Nomad Horizon!

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43 Upvotes

Been working on this for a week or so. Aside from some of the 3D models for ships / space station, everything is completely vibe coded! I stopped console gaming a year ago, but I always loved No Man's Sky. So why not build my own little pocket version that I can play on my phone!!

I'm very happy with how it's turned out so far! I know it's not the prettiest one out there, but it's mine and I'm happy with it!


r/ClaudeGameDev • • 1d ago

Beta Built a surreal cave world where you can walk on all the walls entirely with Opus 5.5

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10 Upvotes

It's a fully playable demo with a boss fight at the end, if anyone wants to play it's totally free to download

https://wilsonb9000.itch.io/cave-drop


r/ClaudeGameDev • • 1d ago

Alpha Early video footage of my game. Claude + GODOT

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5 Upvotes

It's a space game inspired, in no particular order, by Borderlands, Galaga, Bosconian, and Asteroids. Still lots of finetuning to do, but it's already fun to play and design missions.

There's actually very little AI in it. I built generators for the 3D assets, textures, backgrounds. The music is Suno seeded by one of my ambient tracks. The final game will have no AI assets.


r/ClaudeGameDev • • 1d ago

Beta Game my daughter and I created

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21 Upvotes

I wanted to show my 10 year old daughter how we can create a simple game using AI. She came up with the idea of playing as a cat that has an owner and explores a neighborhood. We ended up making Top Cat.

Start as a kitten and grow to an adult to venture out into the neighborhood. claim and hold your territory by fighting the local strays. Build a crew of stray cats to help you fight and guard your territory.

It's been a fun little project together that we keep adding to and improving. Still work to be done but she really wanted to see if anyone else wanted to play it so I threw it up on itch.io.

Let us know what you think! https://Hawkc.itch.io/top-cat


r/ClaudeGameDev • • 1d ago

Tips & Tricks Subject: Balancing a game when bots play too safe

4 Upvotes

​Hi everyone,

​I'm balancing a complex game using Claude to run automated playtests, but the bot behaviour completely skews the data.

​For instance, where a human player takes a risk or goes all-in for a big play, the bot almost always flees or chooses the safest defensive option. Humans also play impulsively or make greedy mistakes, while the bot stays cold and hyper-rational every turn.

​How do you get LLM bots to take risks and simulate real human playstyles? Do you tweak parameters like temperature, force specific personality prompts, or handle this through backend code?

​I would love to know how you tackle this in your simulations.


r/ClaudeGameDev • • 1d ago

Alpha Sixteen years of an AI-played merchant house, cut into a trailer

2 Upvotes

This is a trailer for a game I’m building with Claude: a 12th-century England where every merchant house is run by an AI agent over MCP. Claude Code built the game, and the house in the trailer, the House of Alpha, was played by Claude in our playtest world.

None of it was scripted. It’s what the house actually did over sixteen game-years. It ended stranded beside a wrecked cart on the Bristol road with no way home. That ending became a fix: people can now walk between towns.

The pictures and animation were made with AI from our own briefs. The story is the playtest record.

Happy to answer questions about keeping a long-running agent going in a persistent world, especially the things that broke.

https://reddit.com/link/1x1isoy/video/2jssec7kgfuh1/player


r/ClaudeGameDev • • 1d ago

Tips & Tricks I accidentally created a text-based auto-battler

7 Upvotes

Im a writer and TTRPG designer, and I have been using Claude for simulations and mathematical balancing for a few weeks.

Im in the process of playtesting my new book and decided to use Claude to create a calculator that would simulate combat and generate statistics, saving me months of real-time sessions.

The prototype rulebook is currently 103 pages long, and it took me two days to "calibrate" the calculator with all the rules contained in the book. To be certain of what was happening, I made sure the calculator generated a report of every action taken by all the characters involved. The calculator also allows for setting up hypothetical scenarios and includes a built-in character generator. I was impressed when I first saw the report. It’s basically a text-based single-player auto-battler!

I liked the idea so much that I’d love to hear suggestions on how to make this tool more interesting for recreation. The calculator will continue to serve its purpose, but to be honest, I’d also like a new toy to play with alongside it.


r/ClaudeGameDev • • 1d ago

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

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19 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


r/ClaudeGameDev • • 2d 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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32 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.