Skip to content
VibeGameDB
Abduction Run preview image

Abduction Run

Free · play online in your browser, no download

2026 · Lurking Horrors · Solo

Fly a hungry UFO over a procedural world, beam up people, livestock and cars, and see how far you get before the army brings you down.

Where to play

Official site lurking-horrors.itch.io, verified Nov 3, 2026. The developer's own itch.io page, which is also the entry linked from the official AI Browser Game Jam 2 submission page.

Where to play

Every platform this game is on. Links are checked against official sources; we never host or mirror games.

  • itch.ioReleased · itch.io status: In development (post-jam updates continue)Free

    Plays in the browser on itch.io. No download.

    Browser (no download) · Official link verified Nov 3, 2026.

    Play free — itch.io

About Abduction Run

Abduction Run is a free top-down UFO action roguelike that runs in the browser. You fly a saucer over a procedurally generated open world and use its tractor beam to pull up civilians, livestock, vehicles and anything else it can grab, while police, SWAT teams, humvees, tanks and military bases escalate the response. Keeping a steady rhythm of abductions builds a combo multiplier; pushing too deep ends the run in a crash, and each run goes further into hostile territory. The developer folded progress, health, score and ability fuel into a single resource, Mass: you eat to grow, spend it on dramatic moves and lose it when you are shot. It was made for AI Browser Game Jam 2, where it tied for 4th overall of 42 entries. The developer, Lurking Horrors, says all of the code was written by AI, with Claude Code as the primary driver and Codex CLI as a second-opinion model, while the design, playtesting and tuning were their own. The 3D models are Synty Studios packs and a UFO model by Kokori, and the sound effects are licensed libraries; the music was made with Suno. Built with Three.js through react-three-fiber in TypeScript. The itch.io page lists it as in development.

ufoaliensdark-comedyprocedural-generationtop-downthree-jsreact-three-fiber

How it was built

Partially verified

In the devlog “Built With Claude Code and Codex CLI” (published 8 May 2026) the developer lists what was “Made by AI: all the code, all the in-engine 3D scene composition, the procedural world generation, the UI, the shaders, the music (Suno)”, and what was not: the design, the playtesting and tuning calls, the 3D models and the sound effects. Per the post, the game took nineteen days and 1,373 commits and has 91k lines of TypeScript and TSX (25k of them tests), and “100% of those lines were created by AI”. Claude Code was the primary driver; the workflow used written specs before each feature, the Beads issue tracker so agents could pick up work across sessions, git worktrees for isolation, parallel review agents on every diff, and the developer's own open-source tool Timbers to record the reasoning behind each commit. In a reply on the jam page the developer adds that Claude built the whole FBX to Blender to GLB pipeline for the Synty models in Python.

Supporting evidence
  • DeveloperAnswer to “AI Tools Used” on the jam submission: “Claude Code with Opus 4.6/4.7, Codex CLI with GPT-5.4/5.5, and Suno.com.” In a reply under the entry the developer describes “~40k lines of 100% agent-written code, 1500+ commits, usually 4-5 parallel Claude/Codex sessions going”. — itch.io (AI Browser Game Jam 2, hosted by Focaccai)
CodexSecondary

The devlog says “Two CLIs do the editing: Claude Code as primary driver, Codex CLI as a second-opinion model”, and that Codex catches things Claude missed in the parallel reviews “because of cross-model coverage”. The jam answer names Codex CLI with GPT-5.4/5.5.

Development approach

Made for AI Browser Game Jam 2 (11 to 30 Apr 2026). Built in TypeScript with Three.js through react-three-fiber, with strict type checking, lint-enforced size limits per file and function, and type-check, lint and test gates on every change, per the developer. The world is generated procedurally in chunks; the developer had Claude build a headless Blender pipeline that converts Synty Studios FBX models into GLB files, and audio runs through a Howler sprite pipeline. Civilians run a state machine (notice, watch, flee, hide, scream, panic each other) and the response escalates from police to the military. The 3D models are from Synty Studios' Simple packs plus a UFO model by Kokori, the sound effects from Shapeforms and Dillon Becker's SDAP libraries, and the music was made with Suno. After the jam the developer worked on performance (shader and texture warm-up at load time, lower default resolution scaling, culling and caching) and planned objective chains called the Calling. All of this was made during development; the game does not call AI services.

Engine / framework
Three.js (react-three-fiber)
Languages
TypeScript
Team size
Not disclosed
Initial build time
19 days (game jam)Developer Reporteditch.io devlog (Lurking Horrors)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
~100% of shipped codeDeveloper Reporteditch.io devlog (Lurking Horrors)
“Made by AI: all the code, all the in-engine 3D scene composition, the procedural world generation, the UI, the shaders, the music (Suno).”
— Lurking Horrors, Built With Claude Code and Codex CLI

Verification notes: AI use, code share, commit and line counts and the workflow from the developer's devlog “Built With Claude Code and Codex CLI” (dated 3 May 2026 in the post, published 8 May 2026, 14:28 UTC) and the developer's replies on the jam submission page; game description, credits and status from the itch.io page and the devlog “How a 19-Day UFO Got an Appetite”; performance work from the devlog “The Game Got Faster; The Plan Got Bigger” (8 May 2026); all re-read on 7 Nov 2026. The two figures for AI-written code differ because they were given at different times: about 40k lines during the jam, 91k lines (including 25k lines of tests) in May. Developer: the itch.io account Lurking Horrors, whose profile links gorewood.games; the devlogs are written in the first person and the developer says the jam build was their first 3D game and first game jam. No name, location or team size is stated, so team size is left blank. Jam: AI Browser Game Jam 2, hosted by Focaccai, entries 11 Apr 2026, 03:00 UTC to 30 Apr 2026, 03:00 UTC, voting until 7 May 2026, 03:00 UTC; the jam's core rule asks for development that is at least 50% AI generated (not code-specific, so not used as evidence). The entry was submitted 8 minutes 47 seconds before the deadline. Results (5 ratings): 4th overall of 42 entries (4.000, tied with three other entries), 3rd in Graphics (tied), 5th in Audio, Fun and AI Usage. The itch.io AI disclosure ticks AI Assisted, Code, Graphics, Sounds and Text; a comment reply says the people and town models are by Synty and that the developer had not tried AI for 3D models. The game's script bundle (checked 7 Nov 2026) contains no calls to AI services. No rating or download count is shown on itch.io. Comparisons to other games made by the developer and by the jam host are not repeated here. The game was not played.

Development history

  1. AI Browser Game Jam 2 opens (03:00 UTC).

  2. Shipped to itch.io and submitted to the jam just before the deadline, per the developer after a 19-day build.

  3. Voting closes: tied 4th overall of 42 entries (5 ratings), tied 3rd for Graphics.

  4. The developer publishes devlogs on the build, saying all of the code was written by AI with Claude Code and Codex CLI, and on post-jam performance work.

Game performance

Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.

itch.io

Released (itch.io status: In development (post-jam updates continue))FreeStore page

Free in the browser (HTML5, Three.js). Players and the developer reported frame-rate stutter on weaker hardware after the jam; the developer's later devlogs describe performance fixes.

No public metrics recorded for this listing.

Not publicly available: itch.io rating, Gross revenue.

Sales & revenue (all platforms)

Downloads
Not disclosed

Browser game — there are no downloads to count.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
Built With Claude Code and Codex CLI
itch.io devlog (Lurking Horrors)
DevlogMay 8, 2026Nov 3, 2026
How a 19-Day UFO Got an Appetite
itch.io devlog (Lurking Horrors)
DevlogMay 8, 2026Nov 3, 2026
The Game Got Faster; The Plan Got Bigger
itch.io devlog (Lurking Horrors)
DevlogMay 8, 2026Nov 3, 2026
Abduction Run by Lurking Horrors
itch.io
Store pageNot confirmedNov 3, 2026
Abduction Run by Lurking Horrors for AI Browser Game Jam 2
itch.io (AI Browser Game Jam 2, hosted by Focaccai)
Official siteNot confirmedNov 3, 2026
AI Browser Game Jam 2
itch.io (Focaccai)
Official siteNot confirmedNov 3, 2026
Official game page (language check)
Lurking Horrors
Official siteNot confirmedNov 3, 2026
Where sources disagree
Build time
The itch.io page says the game was “built in 14 days for AI Game Jam 2”; the developer's devlogs say it shipped “after a 19-day build” and give “Nineteen days” (the jam ran from 11 to 30 Apr 2026). The record uses the devlogs' 19 days. (itch.io, itch.io devlog (Lurking Horrors))
Verification: Partially verifiedLast verified: Nov 7, 2026OfficialDeveloperThird-PartyObservedUnverified
Are you the developer? Claim this profile

Get your badge

Made this game? Add a “Featured on VibeGameDB” badge to your site, GitHub README or itch.io page.

Featured on VibeGameDB – Abduction Run, an AI-built game
Style
Format
<a href="https://vibegamedb.com/en/games/abduction-run" target="_blank" rel="noopener" title="View Abduction Run on VibeGameDB – the database of AI-built games">
  <img src="https://vibegamedb.com/badges/featured-light.svg" width="250" height="54" alt="Featured on VibeGameDB – Abduction Run, an AI-built game" />
</a>

itch.io doesn't accept custom HTML: upload or link the PNG image in the page editor, then add a link to this page.

The badge links to this page's address. Please keep the link as it is.

Similar games

Comparable games by genre, gameplay, AI tool and platform.