
Released a game on Steam two weeks ago. Vibe-coded the whole thing with Claude Code. I just designed and told it what to do.
Head's been all over the place since launch, so I'm posting to talk to people doing similar stuff.
It's a 2D roguelite. Bullet hell with permanent upgrades, lots of weapons, lots of bosses. I'm Korean so my native language is Korean but shipped in 7 languages. Claude did all the localization too.
Workflow is dumb simple:
• Write design docs with planning Claude (web)
• Throw the docs at Claude Code
• Build, test, swear, tell it to fix it
Splitting those two was huge. Trying to do everything in one instance trashes the context.
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What worked:
• Clear system design = insanely fast implementation. 48 weapons? Just fill in the data
• Refactoring is stupid fast
• 7 languages. Would've cost a fortune in translation otherwise
• It even wrote my Editor tools so I barely had to touch the engine myself
What didn't (this list is longer):
• Claude doesn't know if a game is fun. Like, genuinely doesn't know. I still had to playtest 50+ hours myself for balance
• Once the project got big it started forgetting its own code patterns. I had to maintain CLAUDE.md and a code map by hand
• It can't tell if UI looks good. Colors, fonts, layout — that part is on you
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What I'm working on now:
• Starting Korean marketing push (already global, doing Korea separately)
• Tearing down the whole UI. Initial tone was too heavy
• Adding a new character
• Considering a mobile port
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Stuff I want to ask:
For PC codebase → mobile, did you fork or go monorepo? What worked?
Should "made with AI" be part of marketing or hidden? Genuinely don't know
Would love to hear from anyone who's actually shipped. Reading every comment.
For anyone curious about the game: https://store.steampowered.com/app/4545400/
(Not trying to plug — just figured you'd need to see it to give useful feedback)