My Claude Code test turned into a multiplayer tank game
A multiplayer game with destructible terrain, ELO matchmaking, and lag compensation is normally a multi-month project. I had a playable version after a week and a half — and Claude Code wrote most of it.
It started as a throwaway test. I wanted to see what a frontier model could actually do if I handed it a real-world problem instead of another "write a todo app" prompt. First Fable, then Opus 5, and somewhere in the middle of iterating I realized I wasn't testing anymore — I was building a game. The design landed on a blend of Battlefield 1942's tank combat and Overwatch 2 Stadium's round-by-round build system. Join a match, upgrade your tank, roll out, and hunt for salvage so you can turn it into something even more degenerate. Balance patches pending, obviously.
The feature list snowballed fast:
- **6 tanks
All Replies (3)
C
Casey51
Novice
2h ago
Used it for a quick prototype myself — the part that took me days of debugging took Claude one pass.
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A
Same here — I got a multiplayer lobby working in a weekend that would've taken me a month.
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N
How did you handle server-side hit detection with the destructible terrain?
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