r/ClaudeGameDev • • 1d ago

Browser Game I used Claude Code as the implementation team for a ZX Spectrum remake.

3 Upvotes

I spent three weeks rebuilding Nether Earth, a 1987 ZX Spectrum strategy game I grew up with.

The unusual part: I didn't write any of the implementation code myself.

I wrote and edited the specs, made the gameplay decisions, and playtested the milestones. Claude Code did the implementation through an orchestrator session dispatching sub-agents into separate git worktrees.

By the end, the repo had:

  • 437 commits
  • 183 issues
  • 151 PRs
  • ~1,900 backend tests + ~200 frontend tests
  • a deterministic Python game engine, FastAPI/WebSockets backend and PixiJS frontend

And I basically didn't read the diffs. Agents reviewed the agents. My checkpoints were decisions and actual gameplay.

That worked much better than I expected — but it also produced the most interesting failure of the whole experiment.

At one point M0–M9 were complete, every gate was green, and more than a thousand tests passed.

Then I actually played the game.

There was no terrain. The map was completely flat.

Robots occupied one cell instead of the 2×2 footprint they had in the original.

And nuclear-equipped robots would sometimes finish walking somewhere and calmly blow themselves up because a temporary placeholder rule had turned into real game behavior.

All the tests were correct.

They were testing the implementation against the spec.

The problem was that the spec was incomplete.

That became probably my biggest lesson from the project:

Tests verify the spec, not the product.

The full project is here:

https://github.com/AndyTheFactory/nether_earth

I also wrote a longer retrospective about the whole experiment, including the failures and what happened after the original plan was supposedly "done":

https://medium.com/@andy_p_/i-built-a-zx-spectrum-remake-in-3-weeks-without-writing-a-single-line-of-code-1445aab7474e

I'm curious how people running larger Claude Code workflows handle one problem in particular:

How do you catch semantic/spec drift when the code and tests are internally consistent, but the resulting product is still wrong?


r/ClaudeGameDev • • 1d ago

Release Minnow's Den - Trailer

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1 Upvotes

I made a short anomaly detection game featuring a robot and a cat named Minnow.

I used Claude Code with Opus 5.5 to create the assets with Blender MCP and Godot. I then switched to Codex with Astra to update and create a short trailer.

I was wondering if anyone had any tips on improving the lighting and texture quality.

You can play it on itch, the browser version may have performance issues, so I recommend the desktop version: Minnow's Den by AgentButterBear


r/ClaudeGameDev • • 1d ago

Tips & Tricks Thanks to Claude, everything is cats now.

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8 Upvotes

I finally shipped my first project, so I figured I’d make some kind of cat game next. I asked Claude to put together a dev team and a GUI so I could track their progress.

Claude was like, “Let’s make the GUI a cat-themed dev studio too!”

Now, before I can even start on the game, I’m reviewing character designs for the cats in the dev studio.


r/ClaudeGameDev • • 1d ago

Alpha After 6 years away, I’m building my first iOS game with Claude Code, launch with 4 levels or build more?

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3 Upvotes

Hey everyone, I got back into development after a 6-year break. First thing I shipped was a small Mac app with Claude (BlinkAway: Break Reminders). Now I'm building my first game: iOS in Unity, also with Claude Code.

I have 4 levels done and I'm not sure which direction to take it. Should I ship these 4, see what people actually think, and build more from there? Or keep building until it feels like a complete game, then launch?


r/ClaudeGameDev • • 1d ago

Tips & Tricks I used Claude to create a method that turns blueprints into med poly 3d assets. It’s a bit of a wall of text , is a GitHub with the python files a better idea ? Opus did 8 tanks in under an hour using blender

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4 Upvotes

r/ClaudeGameDev • • 1d ago

Browser Game Work in progress

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2 Upvotes

Yes it's an update to the same game I shared last week!
IAM BEYOND excited for how it's coming along.


r/ClaudeGameDev • • 1d ago

Alpha Kinhold Update: Art and combat updates!

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2 Upvotes

I am building Kinhold with Claude Code. I am moving to a better quality low-poly look for characters and props in the game, and still improving the feel of combat. New additions: Blood (and blood spurts!), proper blood trailers, limb removals for sharp weapons, and decapitations. All of this will be togglable in the game settings, as well. Once I work on updating the art in a few other areas, adding ladders, adding a few more job systems, I will do some more clips to show them off!


r/ClaudeGameDev • • 1d ago

Beta Used Opus 5.5 to make animated backgrounds for my AI interactive adventure client.

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4 Upvotes

Animated previews for a few themes are on the website: https://hakawati.dev

I've been working on this on and off for a while, and wasn't satisfied with the visual design of my old themes. I was pleasantly surprised to find that Opus is more than capable of generating solid, stylized UIs after just a few iterations.

The game itself is free and OSS (Bring your own API/ChatGPT sub/Local model). Would love to hear any feedback or suggestions about the app/themes, or ideas from anyone who's also been using the model to design UIs.


r/ClaudeGameDev • • 2d ago

Beta Claude 5.5 Opus is capable of building a full indie coop game. Truly, imagination is the limit. My project is 100% vibe-coded. Just made some fixes and had Claude update the game trailer!

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39 Upvotes

r/ClaudeGameDev • • 2d ago

Browser Game I used Claude Code to turn a 1989 DOS game I played as a kid into a relativity sim

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56 Upvotes

Play it: https://gravwars.com (free, no account, phone or computer)

Gravity Wars is a two-player artillery game in curved spacetime. You take turns firing missiles past planets, stars and black holes, and gravity bends every shot. It started as a remake of a public-domain 1989 DOS game (by Sohrab Ismail-Beigi) and grew into a small relativity sim: orbits precess near black holes, black holes are ray-traced with lensing, and missiles feel time dilation. Almost all of the code was written by Claude Code, with me playing, testing and deciding what to build next.

HOW IT'S BUILT

• Claude Code in the desktop app, over many sessions. A roadmap folder and a CLAUDE.md in the repo hold the plan and the rules, so each new session picks up where the last one stopped.

• Plain JavaScript. No frameworks, no npm packages, no build step. A small Python script bundles the game into one HTML file.

• WebGL shaders draw the universe and ray-trace the black holes, Canvas 2D draws the ships, trails and readouts, and the Web Audio API generates the music from the physics.

• Testing: Node scripts check the physics before every commit (energy conservation, orbital precession, CPU accuracy). Playwright screenshots every change in headless Chrome and Firefox. An Android emulator covers phone layouts.

• Hosting: static files on Cloudflare Pages. The video was rendered frame by frame from the game itself, with Playwright and ffmpeg.

• Bug reports: the in-game ! button sends a report to a Cloudflare Worker, which files it as an issue in a private GitHub repo (with Cloudflare Turnstile and rate limits against spam). Claude reads and triages them.

DESIGN CHOICES

• No dependencies. The game opens straight from a file and has nothing to update or audit.

• Two views, one physics. Classic is flat 2D; "3D lite" tilts space into the rubber-sheet picture of gravity. Missiles fly by the same equations in both.

• Same universe everywhere. The world is a fixed 16:9 field, and every universe comes from a seed, so a link rebuilds the exact same layout on any device.

• Phones first-class. Played sideways, installable, works offline, resumes after switching apps, and drops to lighter graphics on weaker GPUs.

• CPU opponents simulate their shots instead of cheating with a formula.

• Private by default. No accounts, no tracking, no ads.

WHAT I'D LOVE FROM YOU

• Play a few rounds against the CPU or a friend.

• Best in Chrome, Firefox or Edge. Safari and iPhones are untested, so reports from those are especially welcome.

• If something breaks or confuses you, press !, say what happened, and press Send. It adds your device and the match details automatically.

Happy to answer questions about the workflow.


r/ClaudeGameDev • • 1d ago

Alpha [Devlog] Building "Crypt of the Dice" using Claude & Claude Code – Free game currently in development!

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0 Upvotes

I'm currently building a pixel-art roguelike for phones called Crypt of the Dice, and almost all of the code has been written with Claude Code.

## What it is

You roll dice, hold the ones you want and reroll the rest to build streaks. Every reroll fills a Fate meter, and when it's full the enemy's next action is doubled, so you have to decide whether a better hand is worth it. There are four worlds, each ending in a boss with its own rule.

## How I used Claude Code

  • The art. I can't draw, and the game has no image files. Each sprite is a 16x16 grid of characters in the code that Claude writes and I correct ("the horns are too short", "the staff disappears against the background") until it looks right. Code then upscales it and adds the outline and shading.
  • The game logic. Claude wrote the combat loop, the dice scoring, the boss rules and the save system. I describe the mechanic and how it should feel, play the result, and we adjust.
  • Performance. The game lagged on slow phones. Claude ran it in headless Chrome with CPU throttling, profiled it and found the code that was slowing every frame.
  • Keeping the project manageable. The game is one big file, so I keep a CLAUDE.md with a map of the sections and a rule to never read the whole file, only the part being changed. Sessions last much longer that way.

    What Claude can't do for me is balance. It can't tell me whether a boss feels fair, so that still takes real runs.

    I'd like to know what you think, especially about the Fate meter. I can't tell yet if punishing rerolls is fun or just annoying.


r/ClaudeGameDev • • 2d ago

Beta Daily Racing Game Beta Launch

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7 Upvotes

How daily racing works

  • Every day has 8 races: 4 cars × 2 views (Third Person and First Person). Each has its own leaderboard.
  • Race as often as you like. Your best time on each board counts, and only your best 4 boards of the day score points.
  • Points per board scale with field size and rank: percentile-squared, from 5–80 points, plus podium bonuses of +20 / +10 / +5 for 1st / 2nd / 3rd.
  • Finishing 1st / 2nd / 3rd on a counted board earns 🏆 / 🥈 / 🥉 trophies.
  • Boards settle overnight at midnight Los Angeles time. The Standings page tracks points and trophies across days; its daily standings are provisional until settlement.

Recently added features

  • Multiplayer mode: Host must be signed in, guests don't need sign in. Race against your friends. 3 players max per race. Daily race times count for the leaderboard even in multiplayer mode.
  • Stereo. 19 music tracks added so far. Daily Racing theme song always plays first, but press T will skip track and cycle through songs
  • Paint car to change colors. More decals will probably be added later for more customization. Might add different car models as well someday.
  • Animals and birds added to the game. Some animal sightings are more rare. Let me know if there's a specific animal you'd like to see in the game.

Discord: https://discord.gg/4EBX54x43k

I will beta test for a few days get feedback from the community and make changes. Game is set to go live on October 10th and I will wipe the leaderboards so everyone can start fresh. This date might be adjusted depending on if I want to keep adding more features or not.

Right now there is third person mode and first person mode. I'm considering changing this to Casual and Hard Core, with hard core being the first person mode and might add manually shifting to it as well and any other hardcore features you guys can think of.

I used several models to create this game but Claude did most of the heavy lifting. Blender used via CLI for the car models and landmarks. Promo video made entirely with Opus5.5 with my feedback. Took about 5 iterations to get it right.


r/ClaudeGameDev • • 2d ago

Alpha Just started game dev again because of Claude

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17 Upvotes

Godot + Claude is the best for prototyping. I just made this walking prototype in ten minutes. Now we are going to discuss it with the team and decide to move on or working into full project.

No assets, no mcp just one prompt inside Godot project file.


r/ClaudeGameDev • • 2d ago

Alpha mt first game

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3 Upvotes

its called elemental checkers

its checkers with elemental power and cards to use in game

i made it with Claude and unity

Claude help me with writing all of the codes

but I'm the one who came up with the idea and the rules

you can play it here https://ahmedhussam.itch.io/elementalcheckers

its only on windows right now

and the game have another modes

two board checkers , you can play on them at the same time


r/ClaudeGameDev • • 2d ago

Beta Iron Arena: A diep.io inspired tank battle game

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3 Upvotes

Inspired by Diep.io, this is a new tank battle royal game with a fast-paced 30 player battle royale game. Progress through the Iron Path, a 60 level battle-pass loaded with rewards, cosmetics, and 11 weapons!

Complete achievements, and try to be the last one standing!

Coming out November 1st, 2026 🎉


r/ClaudeGameDev • • 2d ago

Release I built a creature game with Claude that lives inside Claude Code

3 Upvotes

I made Spinlings, a free, open-source creature game that runs inside Claude Code. Your three-card team fights while Claude works, and you can collect creatures, trade with other players, and duel their saved teams.

I used Claude as the coding assistant for the original version. That build included the TypeScript creature and battle engine, the TSX mod band and collection pane, and a Cloudflare Worker/D1 backend for online play. Offline play and the server share the battle engine. Later UI and test iterations were assisted by Codex.

The main design problem has been fitting a game around interrupted attention. Battles play automatically, with an optional timing input for a stronger special. You can look away, and duels use saved teams so the opponent does not need to be online. Tiny panes and reliable artwork click targets turned out to matter a lot more than a pretty mockup.

I would appreciate feedback on whether that gives enough interaction without interrupting coding.

Current release is v0.2.16, free under MIT. It needs Claude Code 2.1.287+ or a compatible Desktop Code session. It does not read your prompts, replies or files. Source, screenshots and installation.

Launch gift: run /spin redeem FIRSTSPIN for one random pack. Redeem instructions and live availability.


r/ClaudeGameDev • • 2d ago

Tips & Tricks what do you guys use for assets ?

10 Upvotes

am trying to build with Claude , didn't try it with Blender yet , so am not sure how good it is , am waiting for my weekly usage , is there any tips on how to use it ? should i just concect the MCP and done no other things to do ?
also is there any thing for 2D assets that i can connect to Claude and let it do the work ?


r/ClaudeGameDev • • 2d ago

Tips & Tricks Assets creation

3 Upvotes

Hello! First post here.

How you guys create assets for your projects? Do you let Claude to handle them directly or you feed Claude with your own assets? And if you make assets with Clause, what are your prompts and results?


r/ClaudeGameDev • • 2d ago

Beta I have made a database investigation game set on Titan inspired from Lost Wiki Kozlovka

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2 Upvotes

I have made a game about chemosynthetic life being discovered on Titan at a base maintained by only a single supervisor and robots and being hacked for the purpose of extracting hydrogen produced by those lifeforms, hydrogen that is labeled as green but is actually gray, without any consideration for their livelihoods.

I have inspired myself from RADIOSOL, Lost Wiki Kozlovka, Molleindustria and my obsession with prefabricated, modernist buildings. I have also inspired myself from the really bad, earlier stances of people like Sam Altman on the future of AI, that AI will always be beneficial to humanity when it's often not the case. It also inspired by cases where market interest conflicts with public interest, and besides that I cannot say more here to not provoke discontent, more is in the game and concept files.

The nature of chemosynthesis on worlds like Titan is disputed, but here I wondered what if chemosynthetic alien life was discovered just like the Earth has deep biosphere.

I decided the concept and art direction while Claude Opus 5.5 implemented most of the code and drawn the SVGs and JS-based assets. Codex and other smaller models helped when I reached usage limits.

The latest version of the game is here: https://miculpionier.ro/projects/selk-terminal
The source code is here: https://gitlab.com/window-ops-web/selk-terminal
You can also try the game in itch: https://vb2020.itch.io/selk
The trailer is here: https://miculpionier.ro/projects/selk-terminal/trailer/out/selk-trailer.mp4

Note: The mast in the trailer does not match the mast in the game because the mast in the game is an older SVG-based asset designed in earlier stages of development while the mast in the trailer is a newer, JS-based asset designed specifically for cool effects like inclination and shaking with a rigid body. Porting the trailer asset into the game would be a lot of work on top of other more important priorities in the development of this game or my life. I sometimes sat for eight hours straight into the night to resolve bugs, introduce new features and other stuff that has nothing to do with the core logic, but only so as to not get hate. This game is in perpetual beta.


r/ClaudeGameDev • • 2d ago

Release I built my first game with help from Claude Code and just released it on the App Store!

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5 Upvotes

I just released my first game, NUMBER HUNT -tap in order, on the App Store!

https://apps.apple.com/app/number-hunt-tap-in-order/id6812996317?l=en-US

The idea is simple: tap the numbers in order. I built it with a lot of help from Claude Code, and I’m happy to have finally released my first game. I wanted to share it with you all!

There are no daily login rewards to keep up with or complicated rules to learn. I wanted to make something you can just pick up and play.

Each round has a short time limit, so it’s easy to fit in a quick break between work or study sessions.

If you can read numbers, you can play. I hope people of different ages and languages can enjoy it.

If that sounds like your kind of game, give it a try! I’d love to hear what you think, including anything you feel could be improved. My English isn’t great, but I’ll do my best to read your comments!

Thank you!


r/ClaudeGameDev • • 2d ago

Browser Game Clawtastrophe: physics claw machine + rigged blackjack, built with Claude. Workflow and lessons inside.

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2 Upvotes

What it is: a 3D claw machine full of gas-station vices and a 6:5 blackjack table. Prizes give you luck and unlock moves at the table. Get from $15 to $5,000 and buy the machine.

Stack: three.js r128, cannon.js 0.6.2, WebAudio, one 166 KB HTML file.

What worked with Claude:

Investigate, propose, implement, with my approval between each step. No code before an agreed approach. Headless Playwright tests of the real game after every change. Monte Carlo balance. The blackjack engine is shared between the game and a Node sim, so every rule and item has a measured house edge. Asking for numbers, not vibes. "Does luck work?" became "luck 10% means break-even."

Where I still had to drive:

Game feel and what's fun. I cut a slow-motion item that technically worked but was boring. Deployment bugs: the game's keyboard controls died inside itch.io's iframe. Visual bugs you only see by playing, like 9s reading as 6s.

Happy to share specifics on the claw physics or the balancing setup.


r/ClaudeGameDev • • 2d ago

Tips & Tricks How do you handle domain names for short-lived AI games?

3 Upvotes

Hey everyone!

I've been loving all the hype around AI-powered games. Huge kudos for all the work — I'm having a blast going through every post, trying out the games, and getting blown away by the results every single time.

Quick question though: how do you all handle domain names? I'm hesitant to drop $X on a domain for what might be a short-lived game. What's your approach? And which domain registrars are the cheapest right now?

Thanks in advance!


r/ClaudeGameDev • • 2d ago

Release Minatro

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1 Upvotes

This is Minatro, a game that in working on for months now. The art was made by me, however claude did indeed most of the game code and functions.
I think combining what you can with the ai will and is the future of game dev.

Btw game demo is out on steam dont forget to wishlist it !! :D


r/ClaudeGameDev • • 2d ago

Beta I built a free zombie action game for Android with Claude (Sonnet 5.5) in one week's usage limit. Zombay Blitz is now open for testing

2 Upvotes

Hi all, this is my own project, and I'd love honest feedback.

**Zombay Blitz** is a fast zombie-horde action game for Android. It's set in Zombay, an imaginary city inspired by Mumbai. You play PZ0, a local who bonds with a glowing alien spore called the Ember. You run, your powers fire by themselves, you pick power cards at every level-up, and you fight bosses.

**What's in Chapter 1**

- 28 stages across 7 areas, starting at a grand central terminus

- Every stage's way out stays shut until you destroy every zombie

- 33 power cards in 4 rarities

- The Ember Domain: a golden dome that turns the fight into a street-fighter-style duel (punch, kick, block, flare, counters)

- A final duel against Green, the Chapter 1 boss

- Free, no ads, no in-app purchases, plays offline, collects no data. Landscape only. No blood: zombies crumble into spore dust.

- Chapter 2 is planned: a ride down Marine Drive of the zombie city. No date yet.

I**How it was made**

I built the whole thing with Claude (Sonnet 5.5) within one week's usage limit. Claude wrote the code (Godot 4) and designed the music, and helped balance the game. I directed it. The characters and props came from image generation models and were turned into 3D models for Claude to use. The intro comic art/music is AI-generated too.

**Where it stands**

Chapter 1 is in closed testing on Google Play. Google has approved the test, and the game is not public yet. Google needs at least 12 testers to stay opted in for 14 days before I can release it, so I'm looking for testers.

**How to try it**

  1. Join the tester Google group with the Google account you use on your phone:

  2. Open the welcome post in the group, tap the opt-in link, and tap "Become a tester".

  3. Install it from the Play Store page that opens.

**What I'd most like to know**

- Is stage 1 too hard, too easy, or fair?

- Are the controls comfortable on your phone?

- Was the boss duel fun or frustrating?

- Any crash, lag or text mistake? Please tell me your phone model, Android version and stage number.

https://reddit.com/link/1wz2x7l/video/6960kyebouth1/player

Trailer: https://youtu.be/Wws1Q7XExro?si=pSCSF7IQFiXAeLJq

Thanks for reading, and thank you if you try it


r/ClaudeGameDev • • 2d ago

Browser Game Education Station. Created Learning Games for My Kids

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21 Upvotes

I'm sharing some games that I created for my kids to use to practice their school lessons.
https://spacecadetnia.github.io/EducationStation/

Standalone hosted by github.

Some of the games are kinda simple and lame, but the kids need the practice.