Build a playable horror game level in Godot in four days

A solo developer with little coding background had Claude Code build a walkable Godot horror level in four days, with no manual code edits and about $90 of API-rate usage for the core build.

Done withClaude Code· Nov 2, 2026

What they did

The poster, who knows 3D tools and game engines but not much programming, set out to make a short horror level in the mood of Silent Hill and Fatal Frame. They ran Opus 5.5 in the Code mode of Claude Desktop with Auto turned on, pointed at a Godot 4.5.1 project. Pinterest boards gave the visual direction. Claude edited the project files, launched Godot, took screenshots of the result and iterated, building the larger structures in code and helping place props. The poster then walked the scene and moved things by hand. Small props came from a separate pipeline: Nano Banana drew sheets of ten props, Meshy turned each sheet into low-poly models, and Blender split them apart, about 100 props in ten batches, each batch sharing one texture atlas.

How it went

The level was close to its final look by day two; the rest of the four days went on polish and experiments, some dropped. The poster made no manual code edits. They put the core build at about $90 in usage at API rates, and about $180 counting the later experiments, all covered by a Claude Pro subscription rather than paid separately.

Worth knowing

This is a walkable scene, not a finished game, and commenters said so: the world is static, the player clips through a fence, and the hard part is still ahead. The 3D assets did not come from Claude; they came from Nano Banana and Meshy, and a commenter who tried having Claude model from references in Blender called the results poor.

Try it

With Claude Code· 4 parts to fill in

You are working in my Godot [version] project at [project path]. I want a small explorable level in the style of [references or mood board]. Build the large structures (rooms, corridors, terrain) in code, then place the props in [assets folder] where they fit the mood. After each change, launch Godot, take a screenshot of the scene and compare it to the references before your next edit. Keep materials simple: one material per prop batch. Do not write gameplay systems yet. Stop after each area is built and show me a screenshot so I can walk it and give notes.

Square brackets are the parts to fill in. The prompt is ours; the story is theirs.

Where they said it

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