Motion Design · Oct 15, 2026
I made a browser 4X game with Claude Opus 5.5, plus the editor I built to make it
I made a browser 4X game with Claude Opus 5.5, plus the editor I built to make it by Pristine_Good7326. Watch the motion design video, explore the shared…
Pristine_Good7326u/Pristine_Good7326
View on RedditOpen the original Reddit post for the version with sound.
I used Claude Opus 5.5 for almost all of this, so I'll start there. The game is called NETA-S, a turn-based Civ-style 4X game that runs in the browser. You can try it here: nothing is required: [https://neta.art/w/kingdomrushdev/neta-s-release/neta-s](https://neta.art/w/kingdomrushdev/neta-s-release/neta-s) It didn't start as a game. I first built a small editor called Cividot because I was tired of hand-editing rule data every time I changed something. It's on GitHub if you want to look at it: [https://github.com/tbj114/cividot](https://github.com/tbj114/cividot) Cividot is a bit like RPG Maker, but for 4X. You edit techs and units, paint the map, write events, hit test play, and export a standalone build without touching engine code. The rules live in a C++17 engine I called Forge4X. The Godot 4.7.2 client only draws state and sends input back. I split it that way on purpose so the map view and the rules can't drift apart. NETA-S is the first real game I made…
The prompt behind it.
Original prompt
LLM turns it into an actual playable leader with a painted portrait (`gpt-image-2.5`). The catch is that the LLM isn't allowed to make up fake mechanics. Every ability gets mapped to the 25 real effect types inside Forge4X, clamped to a max power budget of 2.5 across at most 3 effects, and validated by the engine's `check_rules` check. Ask for
Video and prompt by Pristine_Good7326. Original post ↗


