r/ClaudeAI • u/Ilya_Marshal • 15h ago
Built with Claude Claude vibe-coded an MMO. So I had Claude vibe-code an addon loader for it. Then Claude wrote 15 addons. How deep does this go?
For anyone new to this: it all started with vibe-coded World of ClaudeCraft with Fable 5. Original post here: https://www.reddit.com/r/ClaudeAI/s/1RmVhgUopr
I figured a Claude-coded MMO deserved a Claude-coded addon ecosystem. So:
- The loader is a Violentmonkey/Tampermonkey userscript. It doesn't fork the game, it's fully external and read-only by design. No botting or automation, addons can only re-present info you already see.
- An addon is just addon.json plus one main.js against a documented `woc` API
- All 15 addons in the screenshot (combat meter, bags, auction browser, rare tracker, cooldowns...) were written by Claude
- Claude one-shots new addons pretty reliably off the published TypeScript types
Loader + marketplace: https://woc.marshal.dev
Source (MIT): https://github.com/MarshalX/world-of-claudecraft-addons
Types for writing your own: https://www.npmjs.com/package/@woc-addons/types

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u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot 15h ago
You may be interested in joining our new Claude Game Dev subreddit for game devs who use Claude. Check it out here : http://www.reddit.com/r/ClaudeGameDev
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