I'm building a life sim in Unity with Claude Code. Here's an early look at SimGoodie.
I'm Alexander, the solo developer of SimGoodie, an early life sim I'm making in Unity in my free time. I'm aiming for the character depth I loved in The Sims 2 and an open world inspired by The Sims 3.
I use Claude Code alongside other coding agents for implementation and UI work. I organise changes as scoped OpenSpec tasks, have a separate review pass, and use a headless simulation lab to run gameplay scenarios over simulated days. The difficult part is checking whether the building, navigation and character systems still agree after a change.
Game Log #2 shows a concrete example: a floor could look fully covered but still provide no walkable surface. It also leaves in the blocked interactions and second-floor problems. This attached clip is a first look at the current game, and the full walkthrough shows more of the work in progress.
The Game Log and video are free to watch. There is no public playable build yet, and I haven't announced pricing or a release date.
Game Log #2, screenshots and full video: https://simgoodie.com/devlog/the-house-needs-a-floor-before-it-needs-a-reputation
If you're using Claude on a game with several connected systems, how are you testing changes that look correct in isolation but break when the systems interact?