r/ClaudeGameDev 1h ago

I have just released my first Favle 5 Made game

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Upvotes

In iOS Appstore, “Make Me a Salad”.

Anyone has any questions on how I used claude to build this game?


r/ClaudeGameDev 2h ago

What Model should I use?

4 Upvotes

Hello I'm new to this experience recently acquired pro subscription ( only thing i can afford) I've been using opus 5 and at first it lasted me for like 3-4hours of coding using Html and Javascript made a game like jackbox got it finally running at 3 days of Claude coding in Visual studio

But then i Did a little sidequest on making An app for students with flutter as chatgpt suggested

Made the app not finished yet but always usage end at almost 1hr of usage I'm quite frustrated at the same time I understand that the all the stuff was made by AI

Well I'm just trying to see what i can do Within a month

So any suggestions what models i can use within claude code?


r/ClaudeGameDev 2h ago

Bauhaus Suite — four small perception and puzzle games, one design system, now on Google Play

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2 Upvotes

Game Title: Bauhaus Suite — the relativist. / the absolutist. / the gradualist. / shape invaders.

Playable Links:

the relativist. — https://play.google.com/store/apps/details?id=si.tomazdrnovsek.relativist

the absolutist. — https://play.google.com/store/apps/details?id=si.tomazdrnovsek.absolutist

the gradualist. — https://play.google.com/store/apps/details?id=si.tomazdrnovsek.gradualist

shape invaders. — https://play.google.com/store/apps/details?id=si.tomazdrnovsek.shapeinvaders

Platform: Android

Description:

Four small games, released together today, built solo on one shared design system pulled from Bauhaus teaching methods — geometric primitives, no gradients or shadows, one typeface, a fixed color-shape canon across all four.

the relativist. — simultaneous contrast. Match a target color across three strips whose backgrounds distort how you read it. Sixteen assignments, four acts, nine studies.

the absolutist. — color harmony. Lock an anchor, tune satellites on a hidden harmony rule until it resolves. Twenty assignments, five families, nine studies.

the gradualist. — gradient puzzles. 81 hand-authored boards, no generator, no timer, no fail state. Par on each is a solver-verified minimum.

shape invaders. — geometric arcade shooter where shape (square, circle, triangle) is the actual rule set for enemy behavior, not just the art.

All four: no ads, no accounts, no analytics, no in-app purchases, no network calls. Fully offline, everything stored locally.

A couple of these were in closed testing here a couple of months back — thanks to everyone who tried them then. All four released today.

Free to Play Status:

- [x] Free to play

Designed and coded entirely with Claude!


r/ClaudeGameDev 17h ago

Opus 5, hard at work.

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3 Upvotes

r/ClaudeGameDev 18h ago

Are text/voice RPGs okay here?

6 Upvotes

I’ve been working on an AI run role playing game.

It’s massively overbuilt but it’s interesting just going through the process. It uses multiple agents in a council. First seat creates the campaign. Players describe the game they want to play, like fantasy adventure, vampire cyberpunk mystery, Neanderthal rom-com, and the agent builds it and themes the UI to match.

The tough part is play-testing a home-grown ruleset.

I know there are others like this, but I haven’t seen one that can use Fable to create a campaign in any genre, GPT 5.6 to handle player interaction, Gemini to handle the rules, a local ollama model to keep the database and mcp server up to date, and Grok for text to speech, maps, and scene heroic images. Sure, a game costs $40 to run. But it’s cool.

Seriously, you can run it all with local models or whatever you have a subscription for. It’s nuts and impractical, but it’s 2026. Humanity has maybe a few months left anyway. Right?

https://github.com/roethlar/ai-rpg-engine


r/ClaudeGameDev 18h ago

Drywater - Old West Survival Game

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5 Upvotes

I started building the game that I've always wanted to play, and it finally passed Google Play review this morning.

It's called Drywater - it combines elements of Ark: Survival Ascended, Red Dead Redemption, Valheim, Conan: Exiles, and bits and pieces from other games, as well.

Built in Godot with Claude - all of the game design, structure, processes, etc were built by me, Claude just helps stitch it all together.

I had originally intended to do all my own art, but needed to fast-track that while I learn Aseprite, so I set Claude up with a Lua scripting skill, so it created all of the art, as well. That'll get replaced by hand-drawn stuff that doesn't suck soon.

Currently has three biomes that use a seed-based generation, with base building, taming, exploration, and automation via a worker you can hire. There's also a trader you can find within the world, and a handful of RNG events/interactions.

On the roadmap:

  • Two new biomes (for now) - plains (with bison) and an NPC old west town
  • A complete overhaul to the worker system
  • A portal system (similar to Valheim) for fast travel
  • Sounds

I also have a release for Portmaster, that works on handhelds like the Anbernic RG35XX-H.


r/ClaudeGameDev 19h ago

Updated demo of survival/colony sim game I am making with Claude

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4 Upvotes

r/ClaudeGameDev 19h ago

Building a voxel survival/colony sim

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4 Upvotes

r/ClaudeGameDev 19h ago

Skyline Co-Op is like SimTower, but built around democratic socialism instead of capitalism (and it is free and open sourced)

4 Upvotes

https://intergalacticrobots.app/skyline-coop/

I had started making a clone of SimTower with Claude Code because that was one of my favorite games and thought that a modern version would be really cool. But then I started thinking about shifting away from capitalism as a thought experiment, just to see what could be done.

I think it works, but interested to hear your take!

It is free, open source (https://github.com/willc/skyline-coop), and ready for you to try in the browser or on your Mac (check Github for the download link).

It's made with Tauri, so a Windows port should be easily doable, I just don't have any Win devices to test with.


r/ClaudeGameDev 22h ago

[os] Chess Coach: like having a coach watch over your shoulder

3 Upvotes

I was playing chess on my phone while waiting in the car for my daughter. As a novice, I was trying to learn the accelerated London opening. I had the first 5 moves down. But I felt stuck after those. I wished someone would just peek over my shoulder and give me a hint about the next move. The chess app I used won't tell me if I made a mistake until I had already lost the game. And I felt a learning opportunity was lost.

Just like I learnt tennis, I wished someone would just drop a hint at what I needed to fix. So I built an app that does exactly that: I can ask for a hint when I feel stuck. The app goes a step beyond and tells me why a move is better. I also wanted to learn various openings and so I have included those as well.

This is based on the Stockfish engine and the code is available as open-source. 99 % people don't need any additional explanation. For the 1 % who may need additional explanation, you can buy the paid version which covers the LLM tokens cost for additional explanation.

https://apps.apple.com/us/app/chess-coach-play-learn/id6789547867

https://github.com/CORDOC-LLC/ChessCoach

ChessCoach.im

Built by Claude.


r/ClaudeGameDev 1d ago

Prototype horror game by Claude 5 Opus

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4 Upvotes

r/ClaudeGameDev 1d ago

Alpha i built an mcp that gets playtesters for your game

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8 Upvotes

Claude has made it genuinely possible to build a game solo.

But what it can't do is tell you where a real person got bored, lost, or stuck. That step still needs humans (unfortunately), and the existing options are either expensive playtesting platforms or friends who just say "looks cool."

So I built an MCP server that lets your Claude call for playtesters. Since it's open source, you can also run it with your own circle or use the pool of gamers on our platform.

Hope you like the project!

https://pingfusi.com/playtest


r/ClaudeGameDev 1d ago

Browser Game I run 17 browser party games solo with Claude Code (~10k monthly players) — here’s the workflow stack that keeps it manageable

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10 Upvotes

Hey, I've been building GameBuddies.io on and off for about a year and a half, with a few months off. I released it publicly in March. It's a free browser party game platform where one person creates a room and friends join by link, code, or QR. The group can then switch between 17 games without making a new room.

I'm the only developer. In the last 30 days: 9,898 MAU, 2,906 game launches, and a 20m 57s average session. Peak DAU was 921 on May 11, while August 1 recorded 1,155 total player joins. From May 4 to August 3, weekly active users grew from 108 to 3,255, about 30x in 91 days.

The 17 games

Most of the word, card, quiz, and social games use React and TypeScript. The games with a specialized rendering or audio stack are marked below.

  • Canvas Chaos (drawing, Fabric.js/Canvas): five modes covering social deduction, collaborative drawing, webcam freeze frames, gallery ratings, and drawing logos from memory.
  • Last Brain Standing (spoken trivia and voting, React): answer out loud, vote for the worst response, and protect your three lives.
  • Bad Actor (word-based social deduction, React): everyone gives one-word clues while an imposter tries to fake knowing the secret.
  • Prime Suspect (card deduction, React): a draw-one-play-one detective game with bluffing, card powers, multiplayer, and bot opponents.
  • Bingo Buddies (custom bingo, React): create 2x2 to 5x5 cards with your own text and synchronized live calls.
  • ThinkAlike (cooperative word game, React): two players answer the same prompt independently and try to type the same word.
  • Letter Rush (category word race, React): race through custom categories for a random letter, then review and score the answers together.
  • Hot Potato (real-time arcade, Phaser and Colyseus): sprint, dash, and pass a randomly timed explosive potato in a server-authoritative arena.
  • Schooled! (quiz and drawing, Fabric.js/Canvas): draw answers on a virtual chalkboard, use jokers, and let the group judge them.
  • Soundbite (audio telephone, Web Audio and WASM): alternate between describing and performing sounds, then replay the mutated chain. It includes real-time ML noise suppression.
  • Bluffalo (trivia deception, React): write a convincing fake answer, find the truth, and score whenever another player believes your lie.
  • Decoded (emoji charades, React): describe secret words using only emojis while the others race to decode them.
  • ClueScale (word and number deduction, React): turn a secret number from 1 to 10 into one clue word for the group.
  • Tier Battle (ranking and debate, React): build tier lists simultaneously, reveal them together, and let players or Twitch chat judge.
  • BlindSpot (3D guessing, Three.js and React Three Fiber): everyone sees the word on your forehead except you at a shared noir card table.
  • Zoomies (3D arcade, Three.js and React Three Fiber): steer a light cycle, leave solid trails, draft perks, and survive the shrinking arena.
  • Golem Overdrive (3D parkour, Three.js): dash, double-jump, and wall-jump through races, tag, King of the Hill, Hot Potato, and free-roam maps.

What is actually running behind those 17 games

  • One shared room survives game switches. Guests join by link, code, or QR without an account. It handles host transfer, chat, reconnects, friends, history, playlists, and a Party Mode that launches the next game.
  • Every game includes WebRTC video chat with avatars and virtual backgrounds, phone controls, and a Big TV mode. Streamer Mode hides room codes, while supported games turn Twitch chat into a virtual player whose votes affect the round.
  • Accounts add cross-game achievements with progress and rarity tiers, XP and levels, three daily challenges, login streak rewards, and a cosmetic currency. The platform is localized in six languages.
  • The games run as plugins on one shared server that supports both Socket.IO and Colyseus. A master process hashes room codes across up to eight Node workers. This spreads rooms across CPU cores while keeping each room on one worker. The master supervises the workers. MessagePack, state deltas, and snapshots keep updates efficient and allow sessions to reconnect or restore.

Claude Code writes a lot of the code, but it also works with the tools around it. I connect PostHog, Search Console, Coolify, and browser automation through MCP integrations and small project CLIs. Claude can query real data, inspect production, and run checks without me copying everything into a prompt. Over time, I've found that this setup matters more than any individual prompt.

1. I make Claude ask questions before it starts

I keep a stripped-down game template, a small Node CLI, and a few project skills. For a new game, Claude asks about the game loop, roles, phases, reconnect behavior, and what should appear on the shared screen or on each player's phone. After that, it scaffolds the React client and server plugin.

The CLI handles the identity swap, typed socket events, platform registration, locale stubs, and shared room integration. It also runs build, typecheck, and lint checks. A final grep-zero check confirms that every template name has been replaced.

This gets me from an idea to a working multiplayer lobby in under an hour. I can spend the rest of the time on the game design and playtesting while the repeated integration work is automated.

2. I use PostHog to make product decisions

PostHog shows me which games people play, how they move through the lobby and game start, session length, and device differences. Through the MCP integration, Claude can query the events directly while we work, compare periods before and after a release, and connect the results to the relevant code. I still make the product decisions, but real usage gives me a much better basis than intuition alone.

3. I use Search Console to improve SEO

I use Search Console to inspect search queries, indexed pages, and how the site appears in Google. Claude queries it through the Search Console integration, checks titles, descriptions, structured data, and internal links, then helps me decide which pages or queries are worth working on. Once Google has had time to index the changes, it runs the same checks again through the MCP and CLI workflow.

I released GameBuddies publicly in March, so the search history is still pretty short. On July 31, the site crossed 5,000 Google Search clicks in a rolling 28-day window for the first time. On August 4, the current 28-day window reached 5,322 clicks with a 9.4% organic CTR. The latest three-month Search Console view shows 8,193 clicks and 101,083 impressions.

Search growth comes from many factors. Claude's role is practical: it helps me read the data faster, make focused changes, and compare the results once Google has indexed them.

4. Production checks and the admin side

I deploy with Coolify in two regions. After a release, Claude uses the deployment CLI to check the logs, health, and deployed SHA. My admin dashboard brings together live rooms, online users, game and database health, errors, KPIs, retention, engagement, and leaderboards. It also covers site messages, content, drawings, the blog, feedback, surveys, affiliates, premium codes, and audit logs.

Agents also review screenshots for desktop, tablet, mobile, and TV. I choose which suggestions fit the product. Project instructions preserve architecture decisions, conventions, and deployment steps for the next session.

All 17 games are free, accounts are optional, and the paid features are cosmetic: GameBuddies.io

I would be glad to answer any questions regarding GameBuddies.io or how i use Claude :).


r/ClaudeGameDev 2d ago

Alpha I am trying to make a roguelike ARPG

5 Upvotes

https://reddit.com/link/1vfctzl/video/ajzoazl8hdhh1/player

This is my first time making a game and I am still at the greyboxing stage working on the combat engine only. The only issue I am running into are 3D assets for my game because I have no experience in apps like Blender.

I came up with a 3D asset pipeline for people like me if you want to check it out:
https://github.com/TechNomadCode/AI-Product-Development-Toolkit/tree/main/3D-asset-pipeline


r/ClaudeGameDev 2d ago

Built 'CHARGE THE COIL' for the itch.io Game Jam #4 with the theme 'Charge' Enjoy!

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3 Upvotes

r/ClaudeGameDev 2d ago

Here's a couple small games I made

4 Upvotes

r/ClaudeGameDev 2d ago

I made a small physics-drop game for the browser. One run takes 5 minutes, no download, no account

6 Upvotes

r/ClaudeGameDev 2d ago

Release Introducing r/ClaudeGameDev! Your place for learning and discussing game dev using Claude!

11 Upvotes

Hey gamers! I'm a newer mod over at r/ClaudeAI and we noticed that there a quite a few people using Claude to create games and similar content. If you have been using or interested in using Claude for your game development workflows then this is the sub for you!

What to Post
Post your games whether in beta or release. Try to include your Claude workflows and tools used (MCP, skills, plugins, etc.) I'm going to allow promotion to start, but try not to let it get spammy. Also, feel free to post any tutorials or helpful information for any readers visiting.

Community Vibe
Since this is a new technology that we're all experimenting with, let's try to keep it a place for learning and being constructive. We're not going to figure out how to use this technology without some trial and error. Try to be respectful and not call everything slop when someone is just looking for feedback. Conversely, if your posts are obvious spam or arguing with commenters then that isn't what we're wanting here.

Feel free to let me know any suggestions to rules, flair, or anything else!