r/ClaudeGameDev • u/khyrichan • 1d ago
Alpha 2.5 months, ~1,900 commits: my MMORPG built with Claude Code opens its closed alpha on Nov 26. Testers wanted!
I'm a solo dev making **Death Leaves a Trace**, a free old-school isometric MMORPG (Unity 6, Windows and Linux), with Claude Code as my co-developer. The second closed alpha opens on **November 26** and I'd love some of you to come and break it.
**The game**
An island with two towns, hamlets and around ten dungeons with 12 bosses (the Rat King, Urzog the orc warlord, a vampire count...)
No classes: stats and gear make your style (sword and shield, two-handed, bow, crossbow, mage)
26 spells across 6 schools, all with hand-made effects; each school has its own temper, fire fast, earth slow and heavy
Enemies that adapt (casters switch to melee when you close in), masters who teach skills, 40+ quests, 367 items
Death is not the end: the Stone of the Temple calls you back. PvP with a criminal reputation, later in the test
**Join the alpha (Nov 26 – Dec 10)**
Sign up (free): https://deathleavesatrace.com/alpha2/en
100 spots, around 40 still open
---
**For those who want to go further: the setup**
**DLT Studio.** Before any content, Claude built me an in-house editor so I could design the game myself :
The Cartographer** (map editor): paint the ground, place buildings and props piece by piece, brush vegetation, drop monster spawns, portals and ambience zones; the game imports the map as is.
The Workshop (bestiary): 165 creatures and NPCs with stats, resistances, weapons in hand, look and loot tables.
The Forge (items): damage, armor, requirements, bonuses for every piece of gear.
The Studio (quests, merchants' stock).
(The tools are in French, my native language.)





**How the work is split**
I direct: game design, lore, art direction, decisions. Claude writes most of the code and drafts a lot of the content, which I review.
Claude drives the Unity editor through the Unity MCP: it enters Play mode, runs scripted tests, captures the game view and checks its own work before telling me it's done.
Spell effects and icons are modeled in Blender through the Blender MCP, then turned into particle effects in Unity.
Several Claude agents often work in parallel (spells, lighting, the launcher...) and take turns on the Unity editor through a simple lock file.
**Keeping it under control**
A private tracking site with a **Validation** tab: I test each new feature in-game, grade it out of 10 and leave a comment. Claude reads it and fixes whatever I marked "to review".
A small Python model simulates fights for each level bracket and playstyle, so balance changes are checked before they ship.
A decision log, so a choice I made is never reinterpreted later, and a lore bible for the canon.
One script rebuilds the Windows client, the Linux client and the dedicated server, checks the combat rules, then publishes the update through the launcher.
Happy to go deeper into any part of it in the comments.