r/ClaudeGameDev

Opus 5.5 is INSANE at decompilation / ports
▲ 101 r/ClaudeGameDev+1 crossposts

Opus 5.5 is INSANE at decompilation / ports

Just decompiled and natively ported StarFox, StarFox 2 and Sonic CD to Windows, Mac and Linux, using Opus 5.5 without REA or similar skills.

Claude analyzed the games' roms, built high level hardware runtimes, and added quality of life improvements (resolution, framerate, audio, full controller support, etc.), Even going as far as editing the game's extracted source code to implement features (SuperFX overclocking, True16:9 in Sonic CD)

Projects are here, if you wanna try it out ;)

https://github.com/carlosrmz009/littleplanet

https://github.com/carlosrmz009/arwing

https://github.com/carlosrmz009/arwing2

Prompt was simply: Create a full decompilation of *GAME*, so it can run natively in my PC. Game ROM is at */path/*

Custom launcher with options

This is getting insane bro 😭🙏

u/CarlosGOAT09 — 3 days ago

I used Claude to create 3D Asset Creation pipeline.

Hi.

I am working on a C++ game engine and various tooling around it and I would like to share first milestone with you all. About 13+ years of gamedev exp and some platform development experience so it was pretty easy for me to steer Claude. I wrote almost none of the code by hand. Claude Code (Opus 4.8 and 5.5) wrote the Blender/Python generation scripts, the local server and API, the web UI, cloud sync, and the relay/proxy. My job was architecture, security, and reviewing, and testing results

I just completed first version of the Asset Pipeline tool that anyone can use for free. 

Under the hood this is uses Blender and Python and the tool I made is pretty much a harness and convinience layer for your asset generation needs both via UI and API + proxy if you have team or a kid who you are making game with. You describe an asset, and your local Claude/Codex/OpenRouter agent drives Blender to produce a game-ready .glb with rig, animations, and colliders. You can do this from the UI or the API. 

My aspiration is to create a game engine for agentic world where anyone with their claude subscriptions can create high quality games and perhaps uncover new forms of entertainment. The engine itself will release later on Windows PC, and IDE will be replaced by API and Visual Gizmos.

If you have some ideas let me know, the system also supports auto updating, Il share some videos of the engine itself next week.

Free to use. Download from https://sinnon.net and perhaps incorporate it into your workflows.

It has auto self-updating harness so if you have suggestions let me know and Il try to add it.

Thanks!

Edit: The Asset Generator builds game assets on your PC for free; the optional subscription adds cloud sync, the public asset library and remote access.

u/Embarrassed_Guide_80 — 4 days ago

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?

u/alexid95 — 4 days ago

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.

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/

u/Sunday-PinsDev — 5 days ago

I built a Steam strategy game with Claude writing the code and Blender doing the art

Whenever people around my age see my game, they think it's Age of Mythology.

But aside from the medieval setting (and the fact that my 3D models are nowhere near as polished), the gameplay is completely different!
The game now has a free demo available, so feel free to download it and give it a try!
It's an indirect-control kingdom strategy game.

You don't have to command your heroes directly. Instead, you focus on building your kingdom, managing its economy, and occasionally placing bounties. The heroes will take care of the rest on their own.
The game is still in development, and I'd love to hear your feedback! If you run into any bugs, please feel free to report them.

Game Demo:
https://store.steampowered.com/app/4610750/Wayward_Crown_Demo

Game Wiki:
https://jeffreychen-steamprojects.github.io/WaywardCrownWiki/

Game planning was done using Codex 6.1 (SOL High) and then manually reviewed.
Game development was implemented using Claude Opus 5.5 (High).
Game assets were created with Claude Opus 5.5 (High) and Blender.
Music was generated with Gemini.
u/AnywhereOk6003 — 4 days ago

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

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

u/crumbaker — 5 days ago

Total newbie, first game: a co-op shepherd game about David, built with Claude

Hi all! I’m brand new to game dev and wanted to share where I’m at. The name “David’s Flock” is just a placeholder for now.

I’ve been building small apps and games with Claude for over a year, and with 5.5 I finally decided to try a real game. I had almost no experience, and Claude has walked me through everything: code, prompts for art and music, tools and fixes. It’s been a blast.

The video shows:

  • the main menu
  • a quick benchmark for determining how many NPCs the game can handle on screen
  • Shepherd’s Watch, the wave-based mini game (the most finished part)
  • the first look at the 3D village for story mode

About the game:
It’s a kid-friendly game about David’s life, with mini games along the way. In Shepherd’s Watch, up to 4 players on controllers protect the sheep from endless, ever-harder waves of wolves. You lose when all the sheep are gone or every player is down. My kids have enjoyed it so far

How it’s made:

  • Started as an HTML game, then moved to Godot
  • Nearly all the code is Claude
  • Art is from ChatGPT image generation, using prompts Claude wrote
  • Music from Suno, sound effects from free online libraries
  • Animation with Autosprite and Tripo (3D models)

I’d love tips from anyone further along: what I should be doing now to save time and headaches later, and any feedback on what you see. Thanks for watching!

u/Itsalmade — 4 days ago
▲ 23 r/ClaudeGameDev+1 crossposts

Demo on itch.io: My top-down RC racer MiniSprint

Based on the positive comment I got on my last post I decided to turn my browser-based prototype into an actual game:

Drive tiny cars on small tracks, with your actual RC remote control. Free demo out now, more tracks and new modes (off-road and drift) are planned.

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

Coding 100% with Claude, artwork with help of ChatGPT. They also built the website, helped my with itch.io and with becoming a certified Apple developer.

Music: Bit Shift by Kevin MacLeod 
Previously: https://www.reddit.com/r/aigamedev/s/qQE0mbPwMn

u/Decent_Assist_4811 — 5 days ago

Zombie game by Claude! I really like the ending Chopper section!

This was made entirely in Claude Code.
Claude has access to my Eleven Labs key for the sounds and voice. The rest is Three.JS

I think the chopper section exceeded my expectations.

youtube.com
u/Silver-Chipmunk7744 — 5 days ago

2d non-pixel art ?

Hi, looking for advice. I am buildings a browser game and I need to build some characters in style of darkest dungeon 2d with basic animations such as idle, aim, shoot etc.

I been advised in the past to use a local llm or fal.ai

Anyone has experience or have pipeline to share ?

I know consistency is biggest problem but perhaps there is a way?

reddit.com
u/sagiroth — 4 days ago
▲ 4 r/ClaudeGameDev+1 crossposts

I built the best game to play on a toilet with Claude Code

I built Tiltanic (and all the promo videos) with Claude Code - a small browser game to help me pass the time on a toilet.

How it plays: you hold your phone and tilt it. The sea inside the phone sloshes and a tiny steamboat rides the wave. You steer it through gates - anchors hang from above, sea mines float up from below. Your score is the number of gates you pass. The catch: the water keeps every push, so when you overcorrect the waves get bigger and bigger and you sink. Any tap restarts instantly. On a computer the mouse tilts the sea. There are also three scripted bots to beat (Deckhand 4 gates, First Mate 15, Autopilot 40).

How Claude helped: I've actually ideated with Fable a little, refined it and then the building followed my voice input + Sonnet agents in Claude Code implementing and Opus reviewing.

What was critical was me focusing first on building a "harness" as in a lightweight CLI + leveraging devtools mcp https://github.com/ChromeDevTools/chrome-devtools-mcp + leveraging /chrome integration so the agents can "see" the game and what they produced. I am quite happy with the results.

On my day-to-day basis I build bit more complex stuff - and I do confirm - agent self-verification is becoming a clear divisor between projects that are successful or not.

Free to try, no install, no sign-up: open tiltanic.com on your phone (it works on a computer too).

u/freechoice — 7 days ago
▲ 325 r/ClaudeGameDev+1 crossposts

kal's valley, a solarpunk-inspired game, built almost entirely with opus 5.5 + blender cli + music/sfx with elevenlabs

u/yajiv — 11 days ago
▲ 88 r/ClaudeGameDev+1 crossposts

7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu

So for the past few weeks I have been working on a custom 3D engine in Rust/wgpu.

Quick background

I'm a software engineer and I can use Blender, but I gave myself the challenge to not write a single line of code and to build an engine from scratch using Claude Code exclusively, just to see how far I could push it, and as a means to learn more about graphics pipelines and effects. What better training ground than underwater graphics!

The engine

The video was captured in realtime on a Mac mini M6, and the engine is also benchmarked on my Windows PC with an RTX 3070. I intend to support both Windows (Vulkan) and Mac (Metal) first, but who knows, maybe Linux too (it already ran headless on Linux during development).

One of the most interesting things about the approach I took, I think, is that everything is parameterised and exposed via a built-in MCP server. This opens up some potentially interesting emergent gameplay, or even a way for people to use Claude to populate and tune the look of an underwater scene. It's actually crazy how much control each subsystem's set of parameters gives over the look of a scene (the great white shark alone has 100+ parameters that can change its look and behaviour in realtime, but I've saving this one for a future video).

It is early stage, and yet so much has been achieved in that time, in just evenings and weekends. I'm pretty happy with the performance so far but always trying to find ways to optimise. My aim is 60fps at 1080p as a bare minimum.

What it can do today

Three render modes, switchable live: a rasteriser that runs on any GPU, a hybrid mode that adds hardware ray-traced sun shadows, and a full path tracer.

Path-traced stills and videos: pause the scene and the frame keeps accumulating samples and is denoised; the same path tracer renders videos offline (if you're patient), with a camera model that has aperture, blades and focus distance.

Fully procedural content: no model, texture or audio files in the repo. Meshes, textures, animation and ambient audio are all generated in Rust and WGSL.

An underwater look built from separate systems: caustics, god rays, the water surface seen from below, depth-dependent water colour and haze, marine snow, wakes, bloom, colour grading and sensor grain.

A living reef: schooling fish, rays, turtles, reef and tiger sharks, garden eels, anemones, seagrass and corals, plus a hero great white with animated jaws, gills and eyes.

Everything is a live dial: 439 parameters in 37 groups, editable in an in-game overlay while the scene runs, with presets you can save and load.

A built-in MCP server: 22 tools over stdio or HTTP, so Claude can take screenshots, add and remove creatures, change any parameter, move the camera and save or restore the scene.

Built-in capture: a guided camera tour and a free swim camera, one key to record a lap of the tour as a 1080p 60 fps video, and supersampled stills and videos from the command line.

Cross-platform and headless: Metal on Mac, Vulkan or DX12 on Windows, and it runs without a window for automated renders and tests.

Tested like software: roughly 4,300 tests, including golden-image comparisons and determinism checks.

Tech stack

Rust 1.95, wgpu 30, winit, egui and the official Rust MCP SDK. The project is a Cargo workspace of 23 engine crates and 4 game crates, about 480k lines of Rust (tests and comments included) and 48k lines of WGSL across 118 shaders. It started about seven weeks ago as two separate engines (a space one and an underwater one); the current consolidated repo has 1,564 commits over 27 days, alongside 91k lines of design notes, 83 builder briefs and 48 blind-critic reviews (each round of work gets reference pictures and a blind critic to iterate against).

I am so excited about the direction this project is taking. Every new model released by Anthropic also allows me to improve the engine and its subsystems.

I hope you find this interesting and inspiring, and I'm always happy to answer any questions.

u/ForgotTheSnare — 11 days ago
▲ 126 r/ClaudeGameDev+1 crossposts

First experiment with local generative models

Everything you see in the video was generated locally on a laptop with an RTX 3070, in a single night, on the first try. The only things I regenerated were models that came out clearly broken.

Then Claude assembled it all into a demo level in Unity.

Assets Studio tool: https://github.com/kvladsrc/gym/tree/main/assets_studio

u/zjgkkn — 11 days ago
▲ 59 r/ClaudeGameDev+1 crossposts

Claude and old games

One of the interesting things about old games is just how small their code and binaries were.

Take Elite, my favorite game of all time. The whole thing fits into roughly 42 KB. And even some of that isn't really game code: there's copy protection, the screen buffer, and simple things like lookup tables used for fast calculations.

The result is that a complete Spectrum game can fit into Claude's context window.

I've been experimenting with the Claude coding agent, and it turns out that:

- Claude can directly read and understand compiled machine code for old computers.

- It is possible to make a very precise port of an old ZX Spectrum 48K game, even something as complex as Elite, to a modern platform.

- You can untangle the original highly optimized game logic and study long-forgotten secrets and outstanding bugs.

- With some guidance, you can even *improve* the original game and bring it closer to modern gaming standards.

Take Elite. I managed to port it to Java, move it to a modern 60 FPS engine, improve the controls and save system, and fix a number of original bugs.

If you want to dive into a modernized classic, you can play my version of Elite online:

https://scf37.me/tools/games/elite

reddit.com
u/Scf37 — 11 days ago
▲ 27 r/ClaudeGameDev+1 crossposts

Calling all vibecoders and devs…

Let’s make a Frankenstein game.

Everybody works in the same repo. No grand vision. No single engine/style/tool requirement beyond whatever we can reasonably glue together.

You’re good at Blender? Add some weird assets.

Godot/Unity/Three.js/web dev? Build a mechanic.

Pixel artist? Make a UI.

Music/SFX? Add it.

AI/vibecoder who barely knows what the hell they’re doing? Perfect. Make something and submit it.

The idea is that everybody contributes whatever they have and we keep stitching it together until we somehow end up with a playable game.

One shared repo. Branches/PRs so we don’t immediately destroy it.

Very few creative rules. If somebody adds a fishing minigame and somebody else adds a mech and somebody else builds a haunted gas station, now those things exist in the same universe and we figure out how to connect them.

Basically open-source game development as an exquisite corpse.

First contribution: fork the repo, add one small thing, and open a pull request. It can be a mechanic, asset, sound, room, character, item, dumb joke, whatever. Don’t overthink it — just add one piece to the monster.

No idea what the final game is. That’s the point.

Who wants in?

https://github.com/jalapenoseed/frankenstein-game

u/EffectNo2152 — 11 days ago
▲ 22 r/ClaudeGameDev+1 crossposts

I used Claude to create a Chess simulator "Scacelith"

Hi, so basically, I asked Claude to create the perfect Chess simulator/game, with incredible graphics without assets, only code for OpenGL 4.6 (with shaders, ...).

(In the video, the game and the text-to-speech are in French, but the game supports several languages (text and voice). The voice uses a small local AI that dynamically generates the speech)

I think this is the most impressive thing I've done with Claude:

- Explanatory coaching mode with multilingual text-to-speech (it still has a few bugs when interpreting Stockfish).

- Offline mode = playing against Stockfish 19.

- Chess game in “OTB tournament” conditions, with the pressure of the clock (can be automated).

- Custom 3D graphics engine built by Claude, based solely on OpenGL 4.6, incredibly beautiful and optimized, written in C++.

- Multiplayer mode with MFA support, ... capable of handling tens of thousands of games, or even hundreds, depending on the settings and the performance of the dedicated server (written in Rust; otherwise, direct IP connections are possible, as is the option to use a dedicated server).

(I’ll improve it once my quota is restored in a week since I’m a perfectionist, but I’m releasing it for free and open-source under the GPL-3.0 license. I think it showcases what Opus 5.5 is capable of, and it lets me see what can be achieved in just a few weeks for my next ideas).

https://github.com/DarkCenobyte/scacelith-chess

( https://github.com/DarkCenobyte/scacelith-chess/releases/tag/v1.0.0-beta.2 )

+ https://github.com/DarkCenobyte/scacelith-chess-server

u/darkcenobyte_1 — 11 days ago

I built a game, Drink Tea Fight Monsters, with Claude as the lead AI and 5 more to support (Codex, Gemini, KlingAI, Suno & ElevenLabs)

I've been building a rogue-like deckbuilder for ~60 days and cut this trailer.

It's 100% vibe code but I've worked in the industry for decades before getting laid off, so I know my way around things.

Some thoughts:

  • A lot of using AI to build games is really having a clear direction and then understanding AI well enough to direct its work
    • And eventually, a lot of it is getting AI to talk to AI.. you do your best communicating a vision or desire or what you want, and then tell it to draft a prompt for another agent
  • Working with AI is a lot like working with humans -- communication is vital, they need context, bad things happen, you don't get exactly what you want
    • It's all about working with constraints and innovating
    • AI can also sometimes produce things that surprise you
    • You don't get camaraderie but that's the solo dev life
  • If your game is complex and visually heavy, I'm not convinced that a single AI today is sufficient to get the best results
    • Claude is the primary thinking partner and does all my heavy engineering lifting
    • Codex/Astra is spectacular visually, solving lots of problems Claude could not around shadows, VFX placement, VFX orchestration
      • This may be changing with Opus 5.5 -- it looks like it can do many jobs now similar to Astra, but I haven't pit them against each other enough to tell the difference
      • While both Claude/Codex can do research, there's a lot less boundaries/safeguards on Codex, so it's my research main
    • Gemini/Nano Banana Pro was the main for 2D visuals, but I've since switched to Codex's Imagegen as the lead with NBP focusing on upsampling
    • None of them can animate, and as far as I can see, there's no American AI/LLM that can do good animation, so I use KlingAI
    • Suno for music, ElevenLabs for SFX
    • Godot is the base game engine

If you want to seriously ship a title with AI today, it's still a lot of real, diligent work (70-90 hrs/week from me). And yet, it's an amazing experience because what would take a team of 5-10 maybe 12-18 months, you can probably do in 2 if you have a clear enough direction and time.

I wanted to share my experience and hope it's helpful for some of you, especially those who want to ship commercially, to deal with visuals first thing.

If you have Steam, consider Wishlisting my title - https://store.steampowered.com/app/5154800/Drink_Tea_Fight_Monsters/

u/DrinkTeaFightMonster — 13 days ago
▲ 74 r/ClaudeGameDev+1 crossposts

I’m using svelte for everything. Even game dev.

It’s a habit by now to just create a new svelte project no matter what I’m building. And so far it was never anyhow in the way. Nothing but a smooth experience.

This specifically is a demo of a game I’m working on. I was playing with some flocking algorithms and thought “this is so freaking satisfying”.

Curious what you think, if you give it a try!

Link: https://nohope.io

u/levmiseri — 12 days ago