---
title: "Slipface"
url: "https://aigamehub.app/en/games/i-built-a-browser-off-road-racing-game-with-claude-opus-5-5--9df850"
source: "https://www.reddit.com/r/aigamedev/comments/1x5qkwo/i_built_a_browser_offroad_racing_game_with_claude"
source_type: "reddit"
play_url: "https://slipfacegame.com/?utm_source=reddit&utm_medium=aigamedev"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude", "Claude Code", "Suno", "Meshy", "ElevenLabs"]
game_languages: ["en"]
author: "Slipfacegame"
author_handle: "Slipfacegame"
category: "Action"
categories: ["action", "casual", "simulation"]
tags: ["WebGPU", "browser game", "indie", "off-road racing", "terrain simulation"]
added: "2026-10-15T02:19:36.572Z"
updated: "2026-10-14T12:59:57.000Z"
locale: "en"
content_locale: "en"
---

# Slipface

A free browser-based off-road racing game where the terrain is simulated in real time: truck wheels dig ruts into sand that persist on later laps, and up to nine AI rivals carve the line you have to follow. It includes seven tracks, sixteen vehicles, a demolition derby, leaderboards and an in-browser level editor. WebGPU is required (recent Chrome/Edge, or Safari on current macOS/iOS), no download or sign-up.

## Description

Slipface is a free off-road racing game that runs in the browser with WebGPU (no download, no sign-up). The ground is simulated rather than painted, so wheels dig real ruts in sand that are still there on the next lap, and the ruts left by up to nine AI rivals become the line the player has to drive. The game offers seven tracks, sixteen vehicles, a demolition derby and leaderboards. It also includes an in-browser level editor built on the game's own renderer, terrain simulation and truck, with levels stored as plain JSON. It plays best on PC with a gamepad, and also runs on recent mobile browsers. Current Chrome or Edge, or Safari 26 and later, is required.

## Original post

I built a browser off-road racing game with Claude Opus 5.5, Suno, Meshy and ElevenLabs. The ground is simulated and AI trucks dig up the track as they race.

Play it: https://slipfacegame.com/?utm_source=reddit&utm_medium=aigamedev Slipface is a free off-road racer that runs in the browser (WebGPU, no download). I’m a solo dev and built it with AI tools: Platform : browser, desktop. WebGPU required : current Chrome or Edge, or Safari 26+ (macOS 26 / iOS 26). Free, no sign-up. Best with PC and gamepad. Also runs on decent mobile (Chrome on Android 12+, Safari on iOS 26+). Code: Claude Opus 5.5, Sonnet 5.5. The game, the GPU terrain simulation, the vehicle physics, the AI drivers and the level editor are all written with it. Music: Suno. Seven tracks, one per kind of level. 3D vehicles: Meshy, from a picture of the car and its tire, then cleaned up and rigged for the physics. Rival voices: ElevenLabs. Each AI driver has their own voice and callouts. What the AI did and didn’t do: it wrote most of the code and produced the raw assets, but I decided what the game is, picked and rejected the vehicle pictures, tuned how the trucks drive, and play-tested it. The skills that made it repeatable The biggest speedup wasn’t a single prompt. It was writing the boring multi-step jobs down once as Claude Code skills, so a repeat is one request and doesn’t need re-explaining: add-vehicle: takes a brief through Meshy chassis and tire pictures (I approve them), image-to-3D, remeshing to 40k and 10k triangles, compression, the physics preset, the garage entry, rendered tile art and the docs. Sixteen vehicles in, it’s the same checklist every time. add-music: writes the Suno prompts and then wires the finished tracks in, encoded, mapped to levels and recorded in the docs. compress-assets: the web build went from about 35 MB to a 13.5 MB first load (15.7 MB on Safari) because every model, texture and track goes through the same pipeline. release: preflight, commit, push, fast-forward the release branch and verify the live deploy. The part that took trial and error is that a skill has to say what a human must still approve, like the vehicle pictures, or it will happily generate things you never looked at. A level editor, so I’m not stuck with whatever the AI guesses Levels are plain JSON, and there’s an in-browser editor that uses the game’s own renderer, terrain simulation and truck. You drag a ridge or a pit into the terrain and drive it seconds later. Every field in the editor is generated from one schema file, so a new brush parameter can’t exist without showing up in the UI. The game: the terrain is simulated, not painted, so wheels dig real ruts in sand that is still there on the next lap. Up to nine AI rivals race you, and the ruts they dig are the line you have to drive. There’s also a demolition derby, 16 vehicles and leaderboards. More videos: https://www.youtube.com/@Slipface-game Happy to answer questions about the workflow: how I prompt for the physics, what Claude got wrong, how I keep AI-generated 3D models small enough for the web.   submitted by   /u/Slipfacegame   to   r/aigamedev [link]   [comments]
