---
title: "Slipface"
url: "https://aigamehub.app/ja/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: "アクション"
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: "ja"
content_locale: "ja"
---

# Slipface

地形がリアルタイムでシミュレートされる、無料のブラウザベースのオフロードレースゲーム。トラックの車輪が砂に掘った轍は後のラップでも残り、最大9人のAIライバルがあなたが辿るべきラインを刻みます。7つのトラック、16台の車両、デモリッションダービー、リーダーボード、ブラウザ内レベルエディタを備えています。WebGPUが必要です（最新のChrome/Edge、または現在のmacOS/iOSのSafari）。ダウンロードやサインアップは不要です。

## Description

Slipfaceは、WebGPUでブラウザ上で動作する無料のオフロードレースゲームです（ダウンロード不要、サインアップ不要）。地面は描画ではなくシミュレートされるため、車輪は砂に本物の轍を掘り、次のラップでもそれは残ります。そして最大9人のAIライバルが残した轍が、プレイヤーが走るべきラインとなります。ゲームは7つのトラック、16台の車両、デモリッションダービー、リーダーボードを提供します。また、ゲーム自身のレンダラー、地形シミュレーション、トラック上に構築されたブラウザ内レベルエディタも含まれ、レベルはプレーンなJSONとして保存されます。PCでゲームパッドを使って遊ぶのが最適ですが、最新のモバイルブラウザでも動作します。最新のChromeまたはEdge、あるいはSafari 26以降が必要です。

## 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]
