---
title: "Slopocalypse"
url: "https://aigamehub.app/en/games/i-posted-my-vibe-coded-game-here-2-days-ago-claude-read-all--e61f39"
source: "https://www.reddit.com/r/vibecoding/comments/1x6vqos/i_posted_my_vibecoded_game_here_2_days_ago_claude"
source_type: "reddit"
play_url: "https://slopocalypse.app/"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude Code"]
game_languages: ["en"]
author: "Bonelessgummybear"
author_handle: "Bonelessgummybear"
category: "Action"
categories: ["action", "casual"]
tags: ["3d", "boss-fight", "browser", "claude-code", "survivors", "vibe-coding"]
added: "2026-10-16T02:13:48.067Z"
updated: "2026-10-15T19:52:59.000Z"
locale: "en"
content_locale: "en"
---

# Slopocalypse

A browser-playable 3D survivors game by an independent developer, formerly named Hearthworks. It features a mage and a Spellblade hero, multiple difficulties, controller and mobile support, and a Lich King boss.

## Description

Slopocalypse（舊名 Hearthworks）是一款可在瀏覽器直接遊玩的 3D 生存類遊戲，由個人開發者製作。玩家可選擇法師或 Spellblade（金屬矮人）兩名英雄，在普通與困難兩種難度下遊玩，並擊敗 Lich King 等首領。遊戲支援鍵盤滑鼠、控制器與手機（浮動搖桿），並持續依玩家回饋更新，例如調整首領尋路、HUD 與特效可讀性。作者表示以 Claude Code 輔助開發，並使用 Higgsfield、Meshy、ElevenLabs 等工具製作素材。目前可於 https://slopocalypse.app 遊玩，舊版可在 https://slopocalypse-og.vercel.app 體驗比較。

## Original post

I posted my vibe-coded game here 2 days ago. Claude read all 61 of your comments and shipped the fixes while I designed a new hero. Here's the whole loop, with costs.

Two days ago I posted Hearthworks here, a 3D survivors game I built with Claude Code without writing code myself: original post . 36 of you left 61 comments (not counting my replies), and what happened next was the wildest stretch of dev I've done. This post is about that loop, not just the game. Where it was at the first post: one hero (a mage), one difficulty that most people died on around 2:30, keyboard and mouse only, no idea how many people played. That exact build is still playable (I only added a banner) so you can compare: https://slopocalypse-og.vercel.app Where it is now: https://slopocalypse.app (the old link still works and brings your save with it) Renamed to Slopocalypse , with its own domain. A second hero, the Spellblade : a heavy metal dwarf with a rune greatsword, his own spells, 4 evolutions and his own industrial metal soundtrack (that's the music in the video). Unlock him by killing the Lich King once. Normal and Hard. Normal is the default now; Hard is the original tuning with bonus Embers. Controller support across play and every menu, and mobile (floating stick that follows your thumb, left-handed layout, lighter settings on low-end phones). Readability passes: dimmer effects, a bottom-centre HUD, a clearer aim reticle, an arrow that points to the Lich King when he's off screen. 396 people have played 1,087 runs, with 113 wins. The loop Read every comment. Claude pulled the whole thread (through Reddit's RSS feed) and turned it into a roadmap: died too early, can't read the screen, wants controller, wants mobile, wants more heroes. Count, don't guess. Before deciding anything about the game's future, we added anonymous play counts: a visit, a run start, a run end with time, difficulty and build. No accounts, no personal data, an opt-out in settings. Free tier database. Now "is anyone playing this" is a SQL query. Fix in parallel. Claude runs one lead session that plans and reviews, and hands each fix to a separate agent working in its own copy of the repo. This morning I asked for the play count and the overnight comments, then said "my PC is yours for a few hours." Four agents ran at once: a boss bug, the menus, mobile controls, and enemy readability. The lead reviewed each one, merged them, ran 1,745 tests and every browser check, and deployed. I mostly played. Players find the bugs, data proves them. Someone posted a clip of a 60 minute run where the Lich King never showed up. The play counts had two runs like it (one over an hour, one 32 minutes). Claude reproduced it in a headless simulation: the boss is 6 m wide and walks straight at you, and in about 1 in 5 spawn and player positions he wedged between two pillars and sat there forever, off screen. Now he floats over the rubble, rises next to you if he gets lost, and there's an arrow pointing to him. There's a test so it can't come back. Bots play every build. Balance changes get checked by bots that actually play the game, including one that stands still and has to lose. When I found a cheese build, it became a test. My role I'm not writing code. My job is the stuff only a player can do: Play it and give blunt notes. The dwarf started with a parry. I played it and said "the parry mechanic is very boring", so it became Sundering Strike, a cone fissure that clears a lane out of a corner. Add content and taste: the second hero, the heavy metal direction, the name, picking his music and his rune colours. Make the calls: what ships, what waits, when to post. Record the runs (this video is my winning run). Costs Item Cost Higgsfield (concepts, Meshy 7 models, rigs, icons), whole game so far about 460 credits of my 1,000 a month for $33, so about $15 (the whole Spellblade, model, rig, slash animation and 16 icons, was about $2) ElevenLabs (about 70 SFX, 4 music tracks), whole game about 6,000 credits, roughly $1.20 of my $6 a month plan Domain (slopocalypse.app) $11 Hosting (Vercel Hobby), database (Supabase free), textures (Poly Haven) $0 Claude Code (Max plan, $100 a mont
