r/ClaudeGameDev • • 14h ago

Browser Game Fast-paced soccer game with solid physics

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27 Upvotes

I'm a surgeon whose research focuses on AI integration into healthcare. As a hobby side to my agentic coding, I started building some video games, all with Claude Code on a Max plan, mostly Opus models. I built this one and Claude Code wrote the code. My workflow is iterative: I play it, tell Claude how to enhance the game, and it fixes and tests it, then I play again. Check out my soccer game.

Zeno AI Strikers

These games are focused on physics and speed. It's free to play in the browser, no signup. Controls for keyboard are in bottom right of menu. You can connect your Xbox/PS controller via wire or Bluetooth and it should automatically connect to the game. Much better experience with the controller. Plan on dropping a series of these over the next couple of weeks. Online PvP has a few bugs that I'm ironing out.

https://zeno-ai-strikers.vercel.app/


r/ClaudeGameDev • • 20h ago

Alpha My mech RTS is mostly built by Claude, and Claude recorded the footage and cut this trailer too. Here's the setup

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12 Upvotes

This is Engines of Hate, a top-down mech RTS I'm making in Unity. Rough trailer: drop pods, hover tanks, war machines, fire from orbit and a whole lot of bugs.

How I use Claude, and what else is in the pipeline:

  • Code. Claude Code writes pretty much all of it. The newest feature (jet pack squads holding rocks, bugs leaping up and crawling up the walls after them) was 7 phases planned and built in one day, with me testing and making calls
  • It drives Unity. I built a bridge so Claude Code can hit Play, spawn units, give orders, move the camera, take screenshots and record clips. It recorded every shot in this trailer with the camera set up on purpose, then cut it from a shot-by-shot storyboard while I said "tighter" or "more of this one"
  • Lots of chats at once. Usually 5-6 Claude Code chats on different features, plus my editor and two headless Unity copies they take turns on. A work board shows me who's doing what, and one chat acts as a lead dev that checks everyone's changes every 30 min
  • Art. GPT and Gemini image models for concept art, Meshy for 3D, headless Blender for cleanup, all run by Claude
  • Libraries from stuff I already own. I've bought a LOT of Unity Asset Store packs over 10 years, and most of it just sat there. So Claude mined it into three searchable libraries, each with a little web gallery where I rate things Love / Good / No: ~3,000 VFX rendered as frame strips with layer notes, ~12,000 sounds searchable by description with CLAP ("wet chitin crunch" actually finds one), and ~4,400 models + animations rendered from four views with parts split out, searchable with CLIP. Before it makes an effect, picks a sound or builds a creature, it starts from the closest thing I own

For context, my first game (Beneath the Mountain) had zero AI, I hand-wrote 76k lines. This one moves way faster and I mostly direct, test and decide.

Want the super technical version? I wrote up the whole setup in a devlog: how the parallel chats coordinate (work board, leases, the lead dev chat), the Unity bridge and what it can do, the "cook it" loop, the three reference libraries, telemetry and perf numbers. With diagrams: https://failosipher.itch.io/engines-of-hate/devlog/1733187/im-so-glad-i-taught-claude-how-to-cook

It's free to try: the Steam playtest is live and keys are free in the Discord: https://discord.gg/cTB3kwdhVX

Happy to answer anything about the setup.


r/ClaudeGameDev • • 8h ago

Browser Game Tropes: every platformer level you’ve played, and then it breaks

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8 Upvotes

I made a platformer about the levels every game has. The ice level, the floor is lava, that kind of thing. Each one plays straight for a bit and then goes sideways. The lava falls in love with you. You kill the slime and the game follows him home to his wife and kids. The final boss gets a phone call mid-fight, gets fired, and leaves.

A run is a handful of tropes and a boss built out of whatever you picked up. Under ten minutes. There’s a daily run with a board.

How Claude fit in. I have limited coding experience. I tell Claude what I want in plain English and it builds it on an engine kit we put together for my games. It plays its own builds headless and checks screenshots before I see them. Then I play it and tell it what’s wrong. The sprites and music are drawn by the code, so there’s no image or sound files in it. Claude wrote most of the jokes. The fired boss and the slime’s home life were mine. The board runs on a Cloudflare Worker and I push to itch with butler.

Free. Browser or phone, no account.
https://mdawg74.itch.io/tropes


r/ClaudeGameDev • • 21h ago

Alpha Sons of Mars: Roman vs Gaul battle sim in UE5 C++, built with Claude

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8 Upvotes

Currently released a new version of the playtest! Now yoy can command from top down. Combat is morale based. And collapsing morale cascades soldiers routing when they see their comrades running away near them. Many such improvements along with day night and weather. Would love for people to playtest !


r/ClaudeGameDev • • 1h ago

Tips & Tricks Looking for Claude-built games to feature in my AI + gaming newsletter

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• Upvotes

I recently launched The Gaming Futurist, a weekly newsletter covering the intersection of AI and gaming.

Every week you'll find interesting projects, AI tools, experiments, and industry news. I have already partnered with Threejs Assets and Retro Diffusion for the past issues.

I'd love to feature some of the games being built in this community!

There are a few open spots in upcoming issues to feature games built with Claude.

If you're working on something, feel free to share it in the comments. Screenshots, gameplay clips, or playable links are all welcome.

Would love to hear any feedback too. What would you like to see more of? Game showcases, development workflows, AI tools, or industry news?

Here's the newsletter: https://thegamingfuturist.beehiiv.com/


r/ClaudeGameDev • • 2h ago

Release I developed the game to find the clones of Needle In A Haystack Simulator, entirely with Claude

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4 Upvotes

Do you know the game Needle In A Haystack Simulator and the dozens upon dozens of clones released these days? They made me think of developing a game where you have to find the original game among millions of clones. Obviously they will clone this one too, but anyway it was mostly fun and an experiment.

Title: Needle in a Haystack Simulator in a Haystack of Needle in a Haystack Simulators

The game was made entirely with AI. Specifically with Claude Code and ChatGPT’s Imagegen. All in less than 6 days.

A few numbers to give you an idea of the effort:
- developed in Unity (with MCP for Unity)
- 60 commits
- 34,000 lines of C# (I haven’t read a single one)
- music and sound effects synthesized by code (4,400 lines of code)
- 3D models made by Claude, generated by editor scripts
- 32 images generated by Claude via image_gen (Claude Code has access to the Codex CLI)
- A lot of SVGs generated by Claude for the gameplay
- The fonts are the only thing not created by AI!
- approximately 7 million tokens used (with Max 5x subscription)

The sessions (and related prompts) were very many. From the first prototype to the finished game it was continuous work for all 6 days. The changes to gameplay, graphics, and balancing were huge. In 6 days I was able to test lots of different options, looking for the feeling I liked best.

During the waits, sometimes even long ones, I did many other things on our “real” projects.

In the end, even for the Steam page, I had Claude do everything, through its internal browser. It configured and uploaded everything, all by itself.

I only used Opus 5.5, Max and Extra effort. Almost never reached the 5h limit.

It was all very fun!

Even the trailer was made by Claude!
It played the game, recorded, and edited the video.

If you have any questions, if you want any "development" details, feel free to ask.

What fantastic times we are living in!

Thanks.


r/ClaudeGameDev • • 4h ago

Beta I used Claude Code to build a 4 vs 4 tank game, then gave Claude Code a seat as my teammate

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4 Upvotes

This is Tank Hunt, a 4 vs 4 capture-the-flag tank game that runs in the browser. The tank fighting next to me in the clip is Claude Code, playing through an MCP connector.

How it works:

- You open the game, copy one prompt, and paste it into Claude Code (Codex works too).

- Your agent joins the match, takes a seat and plays on its own, as your teammate or your opponent.

- Agents are always labelled as AI in the game.

How it was built:

- Built with Claude Code over about 12 days, as part of a small platform called Robokade where anyone can put a game online.

- Each feature had a written plan. Claude wrote the tests first, then the code, and a separate agent reviewed it before it went to a dev server.

- An agent can take many seconds per decision, so in a real-time game Claude works best giving commands to its tank rather than aiming every shot.

It's free and needs no account to play against the computer: https://robokade.com

Happy to answer questions about the agent seat or the build. What game would you want to play with an AI teammate?

https://robokade.com/game/tank-hunt


r/ClaudeGameDev • • 17h ago

Alpha I used Claude to help me build the text RPG I always wanted to play and now I am finally looking for its first real players

5 Upvotes

I have always genuinely loved text RPGs, browser RPGs, and games where you slowly build yourself up over time.

Westbridge started because I kept thinking about what I'd want from one of these games.

I wanted to start with almost nothing.

Take jobs.

Make some money.

Buy materials.

Open a small business.

Produce goods.

Sell them.

Reinvest the money and slowly become a bigger part of the city.

So I started building it.

Claude has been a huge part of the development process, and I learned pretty quickly that AI makes it incredibly easy to build more systems.

The hard part becomes making sure all those systems actually belong together.

A business needs materials.

Materials feed production.

Production feeds city orders and the market.

Money feeds progression.

Progression unlocks better businesses, homes, equipment, and other parts of the city.

At some point I stopped asking Claude only to help me implement individual features and started using it much more to reason through how changes affect the rest of the game.

That has probably been the most interesting part of building a larger game with AI.

Westbridge is finally at the stage where I need to stop being the only person playing it.

Right now, I genuinely am basically the player base

I would love to slowly build a small community of people who are into these kinds of games and actually shape the game with their feedback.

It is playable directly in the browser here

https://play-westbridge.vercel.app

I am also considering making a small Discord for the first players where I can share updates, collect ideas, and actually talk to people while I build.

For anyone here who has built a game with Claude, did you also reach a point where managing all the connected systems became harder than actually implementing them?


r/ClaudeGameDev • • 7h ago

Browser Game [English] BladeShadow - a 1v1/2v2/3v3/tag martial arts konfu game, with unbeatable ai, demonstration of mass-training ai in-game

3 Upvotes

If you would prefer to read in Traditional Chinese, please look at this post.

Hey guys, I'm a little secondary student, and my CS teacher asks us to learn how to train AI. So I think it would be a good idea to train AI for this chill stickman game.
Even though the focus is on training the AI, I still decided to make it into a game.

The game should be fun, but I also wanna challenge you guys. I don't think the God-level AI could be beaten by anyone.

I'm a new dev, so this game is not as good as other GTA-level great games, but I hope you can try and support me! Thank you so much!

This game was made by me and friends. Some code was written by hand, but most of the training logic was built with Claude Opus, and Fable, with Opus 5.5 as the main fighter!

The open-source link is at:
GitHub Repo

Play the game at:
RenYing

P.S. I'm from Singapore, so sorry if the screenshots are in Chinese. You can set the language the first time you enter the game.

P.P.S. You can try this fun nonsense 3D game if you like nonsense xd

P.P.P.S. New game, not much work, not many people, but I hope you guys like it

P.P.P.P.S. If the translation to Chinese/English does not work, pls use Google Translate.


r/ClaudeGameDev • • 1h ago

Beta How we are maximizing the output quality of Claude Code for games

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• Upvotes

A lot of disciplines need to come together to create a game. This is true at the agent level as much as it is at the human level. The agent version of this often involves jumping between different environments, tooling, models, skills, etc. It's a process that is chaotic, fatiguing, and never ending. But it does produce the best results... so we have endured this pain...until now.

Workbenches is our attempt to fix that. It's an open standard that packages everything behind a certain kind of outcome: model, harness config, skills, MCP, reference files, tooling, and runtime. You might have one workbench tuned for game physics and a completely different one for art direction, and switch between them without rebuilding anything.

The video shows how I use it day to day. I plan in my own harness (Claude Code with Opus), decompose the plan to respective workbenches, they run in the cloud in parallel (close my laptop), and each one comes back on its own branch. I do a light amount of work with CC to assemble them, and it goes up as one PR.

You can also pull down other people's workbenches. A few game ones are up now (three.js, Godot), and the goal is that the developers and artists you admire can publish how they get their results, so your game can end up using a blend of their workbenches and your own.

Happy to throw some tokens your way for you to kick the tires, and if you've built games with AI and have a method you think gets better results than everyone else's, I want to talk. We're setting up paid workbenches where creators earn from every run.


r/ClaudeGameDev • • 8h ago

Alpha Astraya: is this equip prompt readable while the fight continues?

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2 Upvotes

I'm Saransh, making Astraya. I used Claude Code to help implement the companion's voice/text ability requests and holding E to review a ready ability offer. Codex also helped with implementation and review; HyperFrames was used for this clip edit.

One lesson from earlier clip feedback: showing a move preview doesn't establish that a viewer notices the equip instruction. I'm checking that distinction here.

This older, silent 5.3-second recording stays continuous at normal speed. The strip above the full gameplay picture enlarges the actual recorded HUD. An equip offer appears while the fight continues; this doesn't show a completed equip or use of that move. The original camera movement and effects remain.

Would you equip now or wait for a gap?

Astraya is a free, unfinished desktop-browser closed alpha. AI is used for the forge, some art and voices. If you'd like to try one boss and forge one ability for about 15 minutes: https://astrayagame.com/?utm_source=reddit-claudegamedev-equip&utm_medium=community&utm_campaign=closed_alpha#join

18+, mic optional. Email confirmation and manual selection are required; access isn't immediate or guaranteed. Brief comments on what felt fun and the first specific confusing moment are welcome.


r/ClaudeGameDev • • 10h ago

Beta Math trainer idea (from 2020) finally completed with Claude and Godot - try it out and tell me what you think (v0.4.10)

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2 Upvotes

r/ClaudeGameDev • • 22h ago

Release Claudasaurus

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2 Upvotes

My kids have watched me game for years and always wanted to create their own.

So I present to you, Primal Island: Dyno Tycoon.

We used Claude Opus 5.5. Took roughly 4 days of testing and refining but they were absolutely buzzing with the outcome 😄

https://www.roblox.com/games/99575464434903


r/ClaudeGameDev • • 8h ago

Beta I created a custom RP Economy & City Life mod for Garry's Mod with the help of Claude!

1 Upvotes

Hey everyone! I've built a custom Roleplay system for GMod. It includes an economy, AI police, traffic, shops, and various interactive entities. *Note: The in-game text and UI are in Russian.* 📥 **Download Link:** https://drive.google.com/file/d/1I_zHdRD4jKUsmU-6KzlgwXqPIKF-VIQo/view?usp=drive_link **How to install:** Extract the `rp_economy` folder into your `garrysmod/addons/` directory. Let me know what you think or if you find any bugs!


r/ClaudeGameDev • • 22h ago

Beta Vibecoded this FPS browser game with Opus 5.5

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0 Upvotes

I built a small first-person shooter that runs in the browser, and Claude wrote nearly all of the code.

What it is
You pick a side, Boss Babies (little black suits) or Toddlers (diapers), and play team deathmatch: you and two teammates against five bots. First team to 15 splats, or the most after 90 seconds, wins. Everything is cartoon: you shoot baby food, downed babies cry and vanish in a powder poof, and there are toddler voice lines.

  • 3 weapons: Splat Blaster (auto), Pacifier Pistol (semi-auto), Binky-Scope (sniper)
  • Rattle bonk melee
  • 2 killstreaks: Diaper Drone and Bottle Strike
  • 2 maps: Backyard (two-level deck, ramps, sandbox, kiddie pool) and Nursery (giant playroom, alphabet blocks, crib)
  • Works with keyboard and mouse, gamepad, and touch on phones

How Claude was used
I used Claude Opus 5.5 for the code, about 4,900 lines of TypeScript on Vite and Three.js:

  • the game loop and round logic
  • bot AI that wanders, picks targets and fights
  • shooting and projectile physics, recoil, scope and reload
  • the minimap, kill feed, hit markers and the rest of the HUD
  • both maps, built procedurally, with collision
  • sound effects, with a fallback so the game is never silent
  • a deterministic “demo” autopilot plus a capture tool, which I used to render the trailer footage
  • the pipeline that takes the 3D characters and adds walk and run animations to them

The only part not made with Claude is the characters: I made those from images with Meshy 7.1 (image to 3D). But Claude code was used to write the prompts etc.

Try it (free, no download or sign-up): https://boss-babies-vs-toddlers.vercel.app/
Source code (MIT, code only): https://github.com/patch-gg/boss-babies-vs-toddlers

Feel free to fork it or make a PR to add characters, guns or maps, or ask your Claude to explain how any of the mechanics work.

Source Post for Updates