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Building our dream games

New makers are using AI to build the games they always wanted to play. This is a space for celebrating their innovation and discussing how they did what they did.

Seen in the wild

Just Dying

A survivors-like that runs in a browser tab, and a post that is really about the part nobody shows: months of staring at flame charts without being able to read them. The maker's fix was to feed Claude profiler screenshots plus a per-system frame breakdown they built into the game, and ask what they were looking at. Out of that came four changes: the enemy swarm became one batched particle container, collision moved to a web worker, spatial hashing got pooled result sets because per-frame allocation was causing the GC hitches they had blamed on the browser, and the unglamorous rest, culling and dirty flags. Naive build: 200 enemies. Now: 1,500 at a steady 60fps on a laptop. The honest line is that the model did not write code they could not write; it read data they could not interpret. There is a browser build on itch and a Steam demo, and the maker wants to know if it falls apart on integrated graphics. If this is yours, claim it and tell the rest.

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Seen in the wild

Cart Legends

A multiplayer cart builder in Godot: bolt thrusters, pistons and hammers onto a frame wherever you think they belong, then take the thing racing and find out. Ten circuits, a working damage system, battle arenas still in progress, no builder tutorial yet, nothing balanced. It is a playtest and it says so. What makes it worth a look here is the maker's own account of the workflow: designed with GPT 5.5, then 5.6, then 6, in vibe-coding sessions guided by a senior developer and some artist friends, and, in their words, far from a one-shot. The thread has the usual heat in it; the game underneath is a real thing with a free Steam playtest you can join today. If this is yours, claim it and tell the rest.

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Seen in the wild

A browser battle royale, ten days in

No name and no link yet, just a video and a week and a half of work, but the video is the point: a browser battle royale where the maker's own itch for speed shows in wall-running and routes that keep you off the ground entirely. They started the day GPT-6 Astra came out and had it playable enough for a crowd of testers within days. The guns and characters are all their own models out of Meshy; the houses are downloaded for now. Plenty left to add, by their own account. If this is yours, claim it, give it a name and a place to play, and tell the rest.

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Seen in the wild

Realm of Seratari

The pitch its maker had been waiting years for someone else to build: you are the dragon, and the world underneath you keeps going. Hunt animals, humanoids and gold across generated maps from small to huge, while cities grow, strike alliances, fall out with each other, and send knights after you when your reputation sours. Burn too many and stranger cities take their place. It is plain JavaScript and HTML5 in a browser tab, and the maker says they cannot code: about two hundred rounds of ideas and feedback into GPT-6 Astra did the code, the art and the hosting, all inside a week. The thread's fair note is that the UI still looks like everyone else's and the pixels are not on one grid, and the maker has taken it on board. Steam is the dream, hate is the fear. If this is yours, claim it and tell the rest.

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Seen in the wild

Portal Beasts

A monster-catching RPG with the one change its maker always wanted: you steer your beasts yourself in real-time fights instead of picking attacks from a menu. You step through portals into other worlds, build a team of up to six, and work toward becoming a Portal Ranger. Lasse Valentin started two or three years ago with very little code and built it solo in Godot with GDScript, using Codex in the desktop app pointed at the project folder to write and edit scripts, then testing and reworking in the editor. The art is a mix, and the Steam page says so: their own drawings, sprites and animations generated in PixelLab and finished in Aseprite, and purchased packs, pulled into one consistent world. A free demo runs up to the first ranger exam, Windows only for now with a Mac build “possible”, and the thread is full of people asking for a walkthrough of how the art stays consistent. If this is yours, claim it and tell the rest.

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Seen in the wild

Galaxy Genome Quest Editor

Not a game but a toolkit for one, and a good example of what a coding agent can ship for a game it did not make. Galaxy Genome is a mobile space sim by SKV Games; this is a fan project that writes side quests and star systems for it on a phone, checks them against what the game actually loads, and plays them through before they ever reach the device. Beside it, an interactive map of all 5,340 catalogued systems plus the millions the game generates around them, reproduced from the game's own seeds, and a wiki built from the game's own data. MIT-licensed and, in the maker's words, “100% written by Claude Code”. React, TypeScript and Vite. Published with the developer's permission, in alpha, and asking for bugs, ideas and mods. If this is yours, claim it and tell the rest.

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Seen in the wild

Lythravel

A free 3D voxel MMORPG that runs in a browser tab: two factions, six classes, a level cap of 50, dungeons, a twelve-player raid and 10v10 battlegrounds. The maker, a developer of ten years but not in games, built it in about two months with Claude Code on Babylon.js, with Colyseus for multiplayer and a custom editor for tweaking assets and animations by hand. The character models, animations, sounds and music were generated, and the part that took longest was optimisation, profiled with Claude and Chrome's MCP. Shaiya is the stated inspiration, and it shows. If this is yours, claim it and tell the rest.

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