World of ClaudeCraft.

A complete classic-era MMO you can play free in the browser, host yourself, or use to train AI agents. Levy Street shipped the first playable version in about 48 hours with an AI coding model, then opened it to the world.

Work4 min readUpdated 19 October 2026

Short answer

World of ClaudeCraft is a free, open-source MMO by Levy Street that runs in the browser, on desktop and on mobile. Its first playable version was built in about 48 hours in June 2026 with Anthropic’s Claude Fable 5 coding model. Since launch, 60 contributors have added close to 20,000 commits, and the public repository has more than 2,300 stars.

  • Repository created 10 June 2026; public launch 12 June 2026.
  • 2,303 GitHub stars, 732 forks and 60 contributors as of 19 October 2026.
  • 91,094 characters created on the live server by 19 October 2026.
  • Six independent creator videos in English, Portuguese and French passed 107,000 YouTube views by 20 October 2026.
  • Andreessen Horowitz partner Justine Moore called it “a fun look at the future of vibecoding real games”.
  • One deterministic game core runs the server, an offline world and a Gymnasium environment for AI agents.
Spellfire lights up a torch-lit stone dungeon hall during a group fight in World of ClaudeCraft
Spellfire in a torch-lit dungeon hall, from the game's public repository.
What
A free, open-source classic-era MMO for browser, desktop and mobile
Built by
Levy Street and 60 open-source contributors
First version
About 48 hours, 10 to 12 June 2026, with Claude Fable 5
Stack
TypeScript, Three.js, Vite, PostgreSQL, a Gymnasium RL environment
Licence
MIT for code; name and branding not licensed
Status
Live; v0.44.6 released 9 October 2026

What World of ClaudeCraft is

World of ClaudeCraft is a classic-era MMO: nine classes with three talent specialisations each, dungeons from five-player elite runs to a ten-player raid, ranked arenas, professions, guilds, a player market and a world that keeps going past the level cap. It runs at worldofclaudecraft.com in any modern browser, as signed desktop builds for Windows, macOS and Linux, and as iOS and Android apps, all in one shared online world.

It is also an unusually public piece of engineering. The full source is on GitHub under the MIT licence, every release is tagged, and the game has a companion wiki generated directly from live game content so it cannot drift from the world it documents.

A mounted guild gathering on a road in World of ClaudeCraft
A guild gathers on the road to the Riftfields. Screenshot from the public repository.

How the first version was built in about 48 hours

The repository was created on 10 June 2026. Its first commit, co-authored by Claude Fable 5, already contained a 16,589-line game with three faces sharing one simulation core: a Three.js client, an authoritative multiplayer server with Postgres accounts, and a headless Gymnasium environment for training agents. The game went public on 12 June, picked up 406 GitHub stars that day, and was released under the MIT licence the same afternoon.

The speed came from a clear architecture, not just a fast model. The rules Levy Street set for the codebase made it possible to let an AI coding agent move quickly without breaking the game:

One simulation core
A fixed 20 Hz tick, all randomness from one seeded generator, and zero browser or rendering imports in the simulation code.
Server authority
Every combat roll, loot drop and quest credit resolves on the server. The client only renders.
Architecture tests
An automated test scans every simulation file for forbidden imports, browser globals, clocks or stray random calls.
Agent instructions in the repo
Root and per-directory CLAUDE.md, AGENTS.md and GEMINI.md files tell coding agents the local conventions.

These are the same disciplines we apply to client systems: hard boundaries, deterministic cores where possible, and tests that catch the mistakes an AI coding agent is most likely to make. Our engineering notes on reliable agents go deeper.

What happened after launch

Open-sourcing the game turned a weekend experiment into a community project. Outside pull requests were merged on launch day. By 19 October 2026 the repository had:

2,303GitHub stars, from 406 on launch day
732forks of the codebase
60contributors with GitHub accounts
91,094characters created on the live server

The game was covered by MMORPG.com (“The First Vibe Coded MMORPG Is Free, Open Source, and Surprisingly Complete”), MMOHuts, WinFuture, t3n and RuntimeWire, and discussed on Hacker News. Not all coverage was kind: some reviewers called the early build rough, which was fair. The response was to keep shipping, release by release, in public.

A real environment for training AI agents

World of ClaudeCraft is also a research tool. The game core runs headless as a Gymnasium environment: a Python agent calls reset and step, chooses from a discrete action space (movement, targeting, abilities, interaction), and receives a reward built from changes in experience, damage, kills, deaths and quest progress. Because the simulation is deterministic by construction, an experiment can be replayed exactly.

That matters beyond games. Testing agents against the real system, rather than a mock, is the single biggest improvement most teams can make to their agent evaluations.

A party fights in the Hollow Crypt in World of ClaudeCraft
The Hollow Crypt. Automated five-bot raids clear it in about five minutes.

What it shows about AI-assisted engineering

World of ClaudeCraft is our most visible answer to a question clients ask often: how far can AI coding agents take a real product? Our honest summary:

  • The first 80 percent is fast. A strong model with a good brief can produce a working, surprisingly complete system in days.
  • Architecture decides whether it lasts. The rules above, written by engineers, are why 60 contributors and close to 20,000 commits later the game still runs.
  • People still own the product. Design, balance, art direction, moderation and release decisions stayed with people. Some art is commissioned or generated with image models, and the project credits it openly.

We use the same approach in custom AI development and when we embed engineers with client teams: let AI accelerate the build, and invest human effort in the structure that keeps it reliable. More in what building games with AI taught us.

Written by the Levy Street team in Wellington. Last updated 19 October 2026.

Questions people ask

Was World of ClaudeCraft really built in two days?

The first playable version was. The repository was created on 10 June 2026 and the game went public about 48 hours later, built with Claude Fable 5. Everything since, including dungeons, arenas, professions, 22 languages and native apps, came from four more months of work by Levy Street and 60 open-source contributors.

Is World of ClaudeCraft free?

Yes. It is free to play in the browser at worldofclaudecraft.com, with desktop and mobile apps that join the same world. The code is MIT licensed on GitHub, so anyone can read it, fork it or host their own world.

Can AI agents play World of ClaudeCraft?

Yes. The same deterministic game core runs as a Gymnasium environment, so a Python agent can be trained against the real game rather than a copy. Each step applies one action and advances five simulation ticks.

Who makes World of ClaudeCraft?

Levy Street, a Wellington AI engineering company, created and maintains it, and the open-source community contributes features, fixes and translations through GitHub pull requests.

Have something to build?

Tell us about the workflow. We will map where AI can change speed, margin or decision quality, and what it would take to run it in production.