3D & Generative · Oct 13, 2026

3D Vampire Survivors style arcane game with Claude Code, Higgsfield 3D and ElevenLabs. Full process and costs inside.

3D Vampire Survivors style arcane game with Claude Code, Higgsfield 3D and ElevenLabs. Full process and costs inside. by Bonelessgummybear. Watch the 3d &…

Bonelessgummybearu/Bonelessgummybear
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206 net upvotes on Reddit, checked Oct 15, 2026

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From the creator’s post · Bonelessgummybear on Reddit
Play it here (desktop, keyboard and mouse): [https://hearthworks-chi.vercel.app](https://hearthworks-chi.vercel.app/) I play Deadlock and the queue and loading downtime was killing me, so I wanted something to play on my second monitor between matches. Five minute runs, WASD to move, aimed spells, a boss at the end. I'm a former personal trainer turned indie dev. I don't write any of the code myself; I direct, playtest and make the calls. **The process** 1. **First attempt was an idle game, and it was bad.** Claude wrote a design doc, built it, deployed it. I played it once and said "really unfun, I need something that takes all my attention." Scrapped the same day. Lesson: between matches I want to be locked in, not watching numbers go up. 2. **Pivot to a survivors game, plain shapes only.** Before any art, we built the feel: movement, an auto missile, Fireball on Q, Frost Nova on E, Blink on right click, a boss at 4:00. Capsules and spheres. I played, gave blunt notes ("screen…
From the creator

The prompt behind it.

Original prompt
3. **Only then, art.** Higgsfield for concept images, then Meshy 7 (through Higgsfield) to turn each concept into a 3D model, then auto rigging plus walk clips. The player mage, four enemy types, a Lich King boss, three props. The enemy walks got baked into vertex animation textures so hundreds of them animate on screen cheaply.
4. **Audio.** ElevenLabs for about 60 sound effects plus a run track and a boss track. Claude also built an in-game sound lab (F9) so I can audition pickup and level-up sounds live and pick the most addictive one.
5. **Map and VFX.** A walled moonlit courtyard with real shadows, braziers and fog, a free CC0 stone floor from Poly Haven, then a full particle kit for every spell and enemy.
6. **Design doc, then build in stages.** I dumped every idea I had (evolutions, combos, meta progression, UI) into a brief. Claude turned it into a versioned design doc, I approved it, and it was built in five stages: spell evolutions (Inferno, Absolute Zero), synergies, a scripted five minute difficulty curve, a two-phase boss, icon slots, a results screen, an unlock shop and achievements.
7. **Playtest, break it, fix it.** I found a cheese: twin missiles + Pierce + Power + Haste let me win standing still in the middle. Claude wrote a bot that stands still and turreted, made

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