---
title: "NETA-S"
url: "https://aigamehub.app/en/games/i-made-a-browser-4x-game-with-claude-opus-5-5-plus-the-edito-bbb873"
source: "https://www.reddit.com/r/aigamedev/comments/1x6fwt2/i_made_a_browser_4x_game_with_claude_opus_55_plus"
source_type: "reddit"
play_url: "https://neta.art/w/kingdomrushdev/neta-s-release/neta-s"
platform: "desktop"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude"]
game_languages: ["en"]
author: "Pristine_Good7326"
author_handle: "Pristine_Good7326"
category: "Simulation"
categories: ["simulation", "text-ai"]
tags: ["4x", "browser", "leader-forge", "strategy", "turn-based"]
added: "2026-10-16T02:15:30.405Z"
updated: "2026-10-15T08:12:02.000Z"
locale: "en"
content_locale: "en"
---

# NETA-S

NETA-S is a browser-based turn-based 4X strategy game with three ages (Antiquity, Exploration, Modern), a persistent leader, and a Leader Forge where you describe a leader in plain English and an LLM turns it into a playable leader.

## Description

A turn-based Civ-style 4X game that runs in the browser. Players go through three ages (Antiquity, Exploration, Modern); the leader stays for the whole run while the civ changes each age. At 60 percent of an age a crisis occurs, Builders are removed, and new settlements start as towns that produce gold. The title screen features a Leader Forge: you type a plain-English description of a desired leader and a "Court Scribe" LLM converts it into a playable leader with a generated portrait; abilities are mapped to the engine's 25 real effect types, capped at a power budget of 2.5 across at most 3 effects, and validated by the engine's check_rules. Art uses CC0 packs (Kenney, Quaternius) re-graded with a Python script. Map controls include cursor-locked ground dragging, 80ms release inertia, and right-click multi-turn marching.

## Original post

I made a browser 4X game with Claude Opus 5.5, plus the editor I built to make it

I used Claude Opus 5.5 for almost all of this, so I'll start there. The game is called NETA-S, a turn-based Civ-style 4X game that runs in the browser. You can try it here: nothing is required: https://neta.art/w/kingdomrushdev/neta-s-release/neta-s It didn't start as a game. I first built a small editor called Cividot because I was tired of hand-editing rule data every time I changed something. It's on GitHub if you want to look at it: https://github.com/tbj114/cividot Cividot is a bit like RPG Maker, but for 4X. You edit techs and units, paint the map, write events, hit test play, and export a standalone build without touching engine code. The rules live in a C++17 engine I called Forge4X. The Godot 4.7.2 client only draws state and sends input back. I split it that way on purpose so the map view and the rules can't drift apart. NETA-S is the first real game I made with it. There are three ages (Antiquity, Exploration, Modern). Your leader stays with you the whole run, and your civ changes each age. At 60 percent of an age a crisis hits, Builders are gone, and new settlements start as towns that make gold. Those were my attempts to fix the usual late-game snowball. My favorite part is the Leader Forge on the title screen. You type a plain-English description of a leader you want to play, and a "Court Scribe" LLM turns it into an actual playable leader with a painted portrait ( gpt-image-2.5 ). The catch is that the LLM isn't allowed to make up fake mechanics. Every ability gets mapped to the 25 real effect types inside Forge4X, clamped to a max power budget of 2.5 across at most 3 effects, and validated by the engine's check_rules check. Ask for "flying ships" and the engine gives you faster naval units, plus a note from the scribe explaining why. All the 3D art is CC0 packs (Kenney, Quaternius) re-graded with a Python script to match a slate, brass, and parchment UI. I also spent the last update obsessing over map feel: cursor-locked ground dragging, 80ms release inertia, and right-click multi-turn marching. Since our whole build pipeline runs in a Linux sandbox on software rendering ( llvmpipe and headless Chrome + SwiftShader), we tested it with automated click-through runs ( --ages-autotest ) and full AI-vs-AI games, but I'm curious how the web build runs on different real GPUs.   submitted by   /u/Pristine_Good7326   to   r/aigamedev [link]   [comments]
