NOW BUILDING: RUINBOUND

A tiny studio,
with Claude on the team.

Siokan Games is an independent studio making RuinBound, a co-op game about exploring an endless, procedurally generated megastructure. We build it in Godot with Claude Code: gameplay code, automated playtesting, procedural art and even the music.

See RuinBound How we use Claude

Godot 4

Engine

60+

Automated playtest bots

Claude Code

Daily dev partner

Our first title

RuinBound

Co-op exploration of an endless, procedurally generated megastructure. Hack, salvage, survive.

RuinBound logo: Hack, Salvage, Survive

Step off the balcony and the structure just keeps going. RuinBound's world is a megastructure with no edge: corridors, shafts and halls generated chunk by chunk from a seed as you walk, thirteen levels deep, cut by canyons kilometres long and spanned by bridges.

Every kilometre the region changes, from the core to industrial sectors, archives, ruins and the abyss, and with it the interiors: hangars, factories, data vaults, reactors and habitation blocks. Between them rise megashafts, hanging cities, sinkholes and pillar halls you can see from three kilometres away.

In development
  • Endless world, generated as you explore
  • 13 stacked levels joined by shafts and ladders
  • Every chunk verified walkable before you reach it
  • Online co-op: the whole crew walks the same world
  • Bio-weapon creatures stalking the structure
  • English and Korean

What lives in the structure

Bio-weapons sculpted for RuinBound in Blender and Houdini.

Ivory Seraph
Ivory Seraph
MycoReaver
MycoReaver
ChoirMaw
ChoirMaw
Ossuary Reaper
Ossuary Reaper
Building with Claude

How Claude Code fits into our studio

We're a very small team. Claude Code is how we keep up with the scope of a 3D co-op game set in an endless procedural world.

Gameplay code & refactors

Claude Code works across our GDScript codebase: the chunk generator, its pathfinding validator, deterministic co-op world sync, enemy systems, and large multi-commit refactors.

Automated playtesting

Together we built 60+ headless bots: they generate and verify the world across hundreds of seeds, walk it chunk to chunk on autopilot, compare co-op checksums between host and guest, and fight, fly and climb.

Procedural art pipeline

Claude Code drives Blender, Houdini and Substance headless: sculpting our bio-weapon creatures, building bosses and props from parts, and baking textures, including the RuinBound logo.

Music & visuals in code

Glitch artcore tracks composed, synthesized and mixed entirely in Python, exported as stems, MIDI and Reaper projects, plus audio-reactive 3D visuals in three.js.

In-house tech

Tools we built along the way

Let's talk

Playtests, partnerships, or curious how a tiny team builds a co-op game with Claude? We'd love to hear from you.