---
title: "Sprout Quest"
url: "https://aigamehub.app/zh-tw/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: "動作"
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: "zh-tw"
content_locale: "zh-tw"
---

# Sprout Quest

Sprout Quest 是一款可愛、針對手機設計的瀏覽器冒險遊戲，包含序章、多個區域、即時競技場戰鬥、守護者頭目、可升級工具的砍樹與採礦、四種職業的武器製作，以及一座待重建的村莊。

## Description

Sprout Quest 是一款為手機直向模式設計的瀏覽器冒險遊戲。遊戲在村莊之前先有一段序章，並以戰鬥 → 升級 → 製作的循環進行：玩家在即時競技場中與敵人戰鬥，面對阻擋進度的守護者頭目，使用分級工具砍樹和開採水晶，從四種武器職業中製作裝備，並有怪物與礦石兩條路線，管理耐力與升級，並沿著故事驅動的里程碑路徑重建村莊。該專案儲存庫記錄了遊戲程式碼、Blender 美術流程與所有 3D 模型、測試與 CI 皆由 Claude Opus 5.5 在 Claude Code 中根據自然語言提示產生，並由一位人類測試玩家在迭代之間提供回饋；開發持續以編號版本進行，並使用遊戲內遊玩報告來調整平衡。

## 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,
