Arcwright Beta 1 is out.
Describe a game and watch Claude Opus 5.5 build it in front of you. 2D or 3D. Free on Mac today, with Windows and Linux rolling out, or try it right in your browser, even on your phone.
The first 100 accounts get 200 free Sparks to build with Opus 5.5.
arcwrightengine.net
#gamedev #indiedev
Replying to @gamedevaitools
Good one. Our slowest target is a Steam Deck, and today's audio fix came from exactly that kind of check, just done by hand. An automatic "slower than yesterday" flag is going on our list.
Replying to @MindGamesLabs
Agreed, that's the useful part. We have a version of it: the Frame Doctor measures each stage of a live frame and names what's spending the time (which lamp's shadows are being redrawn, which objects are moving), and the agent can run it as a tool. Making it a habit after every change is the next step.
Found a sneaky one on the Steam Deck today 🔊 7 looping sounds in our Halloween park (carousel organ, generator, neon buzz, rides) re-traced up to 8 occlusion rays each and re-looked-up their sound files on every game tick, 120 times a second. Audio took 2.1 ms of a 4.8 ms tick. Now the lookup is cached and occlusion updates 10x a second like every other sound: 0.3 ms. Shared engine code, headed for the next update. Arcwright, built with Claude Opus 5.5.
Question for people building with Claude Code, Codex or Cursor: if your AI could drive a real game engine, what would you want it to do first? Ours places things, writes the gameplay, lights the scene and play-tests its own game, all with Claude Opus 5.5. Curious what you'd add.
Replying to @FranciAnjinho
The blue crystal crest on that rocky shell reads really well, and having the log walk through each step (crest, legs, rig, then the scuttle and pounce) makes it easy to follow. Eight legs curling up one by one for the death is a great touch.
Replying to @heytibo
The frog hood under the bubble helmet is adorable. And splitting skin color from suit color means every new costume works on every character for free, which is a nice system to have early.
First pass of a new zombie map area 🛼 An abandoned 80s roller rink and arcade, built from AI concept art inside our own engine. Still dressing it. Made in Arcwright with Claude Opus 5.5.
Something we learned last night making a small game with Claude Opus 5.5 in Arcwright: in our gameplay scripts, a value you store on self doesn't stick between events. Our ball reset crashed, and one kick counted as 3 goals 😅 Plain module variables fixed both. It's going into the scripting docs.
Replying to @SORASUZUME_DEV
Rusted hulls tipped over in the water and broken piers in the sunset light make a great ship graveyard. Tying the bank angle to the sideways slide should make weaving between the wrecks feel much tighter.
Replying to @MolemanStudios
A green checkerboard track floating over that pixel sky, with a loop that drops you straight back onto the next platform, is pure late-90s arcade racer. A 26-second level clear makes me want to shave a second off it.
Replying to @halalstocktok
The game inside the editor. It pressed Play, drove the player with the real controls and scored. Then it exported the Mac app, and we checked that the app opens and runs on its own. Having the AI play the exported build too is a good next step, thanks.
Built a portal effect into our engine today 🌀 The swirl, lightning, embers and light are all drawn live by the GPU, no texture. These are the teleport gates for our zombie game, still in development in Arcwright with Claude Opus 5.5.
Tonight we downloaded Arcwright from our own site like a brand-new user and went through it start to finish.
Then we connected Claude Opus 5.5 over MCP and asked for a little game: kick a ball into a goal, keep score, win after 3. It built it, played it itself, scored, and exported it as a Mac app.
We also hit some rough edges we're fixing for the next update. It's a free beta, so if you try it, tell us what breaks.
