---
title: "Sprout Quest"
url: "https://aigamehub.app/en/games/sprout-quest-d6707f"
source: "https://github.com/aibengineering/sprout-quest"
source_type: "github"
play_url: "https://aibengineering.github.io/sprout-quest/"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude", "Claude Code"]
game_languages: ["en"]
author: "aibengineering"
author_handle: "aibengineering"
category: "Action"
categories: ["action", "adventure", "simulation"]
tags: ["boss-fight", "crafting", "mobile-portrait", "real-time-battle", "vibe-coded", "village-building"]
added: "2026-10-16T17:18:36.926Z"
updated: "2026-10-16T17:18:36.926Z"
locale: "en"
content_locale: "en"
---

# Sprout Quest

Sprout Quest is a cute mobile-oriented adventure game played in the browser, with a prologue, multiple areas, real-time arena battles, guardian bosses, woodcutting and mining with tool tiers, weapon crafting across four classes, and a village to rebuild.

## Description

Sprout Quest is a browser adventure game designed for phones in portrait mode. It starts with a prologue before the village and runs on a fight → level → craft loop: players battle enemies in real-time arenas, face guardian bosses that gate progression, chop trees and mine crystal with tiered tools, craft gear from four weapon classes with monster and ore tracks, manage stamina and level-ups, and rebuild a village along a story-driven milestone path. The repository documents that the game code, the Blender art pipeline and all 3D models, tests and CI were produced by Claude Opus 5.5 in Claude Code from plain-language prompts, with a human playtester giving feedback between iterations; development continues in numbered releases with an in-game play report used to tune balance.

## Original post

A cute mobile adventure game built end to end by Claude Opus 5.5 on release day: real-time arena battles, crafting, village building and Blender-rendered 3D art.

Topics: blender, bun, claude, game, mobile-game, typescript

# 🌱 Sprout Quest > **Sprout Quest has been built entirely by Claude Opus 5.5, starting on the model's release day (22 September 2026).** > > Everything here (the game code, the Blender art pipeline and every 3D model, the tests, CI and this repo) was written > by Claude Opus 5.5 in [Claude Code](https://claude.com/claude-code) from plain-language requests. A human plays it on > their phone and gives feedback between turns; no code or art has been written by hand. **▶ Play it: https://aibengineering.github.io/sprout-quest/** (best on a phone, in portrait) <p align="center"> <a href="https://aibengineering.github.io/sprout-quest/"><img src="docs/teaser.webp" width="300" alt="Sprout Quest gameplay: the title, a sword fight, chopping a tree, mining crystal, and the Emberwyrm boss"></a> </p> ## How it was built ### Release day: a playable game from a handful of prompts (0.1.0) The first version was built in one conversation on release day, and was a complete, playable game by the first push: a prologue, four areas, real-time battles, guardian bosses, a village to rebuild and gear to craft. Measured from the Claude Code session log, up to that first push: | | | | --- | --- | | Human prompts to build the game end to end | **11** (plus 3 more to set up GitHub and this repo) | | Wall-clock time | ~4 h 25 min, from first prompt to published repo | | Model calls | ~230 | | Tool calls (shell commands, file edits, Blender renders, headless browser tests…) | ~245 | | Output tokens | ~565K | | Input tokens | ~99M total: ~450 uncached + ~716K cache writes + ~98.4M cache reads (the conversation is re-read from cache on every call) | The prompts, roughly: *make a cute mobile adventure game with a fight → level → craft loop* · *use Bun* · *give me a link to play it* · *fix clipped menu text* · *install Blender and make cute 3D art; make weapons feel different and powerful* · *add story, bosses and milestones that gate progression* · *make the first-time experience less overwhelming* · *start with a prologue before the village* · *move the bag near the thumbs* · *let me close the menu from the bottom* · *fix two bugs with the forge quest*. ### Since then: playing it and iterating (0.2.0 onward) Since the first release, development has been a loop: play the game on a phone, describe what feels off, and have Opus 5.5 rework it. Some of the bigger rounds so far: - **Progression overhaul (0.2.0):** a new area, woodcutting and mining with tool tiers, four weapon classes with monster and ore tracks, weapon handling, stamina, level-up screens and gear that stays a mystery until you reach its level - **Playtest data:** an in-game play report (fights, stamina, deaths, time per area) exported after a playthrough and handed back to Opus 5.5 to tune the balance against real play, not just the balance model - **Engineering:** splitting the largest modules, an end-to-end browser test, CI, a `dev` → `main` release flow and in-game patch notes - **Visual pass (0.2.1):** a sharper,
