
Clanbound
Free · play online in your browser, no download
A fantasy roguelike deckbuilder where creatures hold your battle line: ten heroes, seven clans and three acts to the final boss.
Official site assetsmithy.itch.io, verified Nov 3, 2026. Linked from the developer's own Reddit post on r/aigamedev; the itch.io author is AssetSmithy.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- Play free — itch.ioitch.ioReleasedFree
Plays in the browser on itch.io. No download.
Browser (no download) · Official link verified Nov 3, 2026.
About Clanbound
A free fantasy roguelike deckbuilder in the browser. You pick one of ten heroes, each with a starting deck, a relic and cards of their own, and fight through three acts to the final boss on a branching map of 15 floors per act, with merchants, campfires, treasure and events. Cards come from seven clans; creature cards are summoned onto a battle line where they attack on their own at the end of your turn and take enemy hits in front of you, while spells and attacks work at once, and creatures with Taunt pull attacks that would strike past the line. Per the itch.io page there are 224 cards (88 of them creatures), 99 enemies including 27 elites and 11 bosses, 44 relics, 12 potions, card upgrades at the campfire, 28 events with voiced characters who react to your choices, an optional hard mode and automatic saving after every room. The developer, AssetSmithy, who makes and sells 2D game asset packs, says every line of code was written by Claude Code, including the fire, heat-shimmer and depth-of-field shaders, while the developer set the direction, played every build and gave feedback; the art and music come from the developer's own asset packs, made with AI tools and reworked by hand, and the voices and sound effects were generated with ElevenLabs. The developer names Monster Train and Wildfrost as the models for the creature combat and calls the map-and-relic frame the Slay the Spire template. Free in desktop browsers on itch.io, mouse only; not made for phones.
How it was built
Partially verifiedIn a post on r/aigamedev (20 Sep 2026, UTC) the developer writes: “Every line of code was written by Claude Code. I set the direction, played every build and gave feedback, from ‘the shadow is in the wrong place’ to ‘make the campfire look more real’.” Per the post, the fire, heat shimmer and depth of field in the backgrounds are shaders Claude wrote, and when the first build (Unity WebGL) took close to a minute to load, Claude ported the whole game to plain HTML5 and PixiJS, 1:1 including the shaders and particle effects; the developer says both builds were run side by side on the same seeds and the combat came out identical. In replies the developer puts Claude's coding time at about six hours over two evenings, including testing, with the asset packs themselves taking weeks to months, and describes a bug fix in which Claude reproduced a reported card-drag lock-up from a player's description. No model is named.
- Developeritch.io page: “The game runs on PixiJS and the code was written with Claude Code.” Credits: “Code: Claude Code”. The AI disclosure ticks AI Assisted, Code, Graphics, Sounds and Text. — itch.io
Built out of the developer's own 2D asset packs (backgrounds, battlers, card frames, icons, UI), which the developer says were created with AI tools and cleaned up by hand, with music from the same packs and voices and sound effects generated with ElevenLabs. Claude Code wrote the game first as a Unity WebGL build and then ported it to plain HTML5 with PixiJS and no engine, which loads in a few seconds. Balancing is done by feel, per the developer. Fonts: Cinzel Decorative and Gelasio (SIL Open Font License). No AI runs in the game.
- Engine / framework
- PixiJS
- Languages
- JavaScript
- Team size
- 1 (solo)Developer Reporteditch.io
- Initial build time
- About 6 hours of Claude coding time over two evenings (browser version; assets made earlier)Developer ReportedReddit (u/_AssetSmithy_)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- ~100% of shipped codeDeveloper ReportedReddit (u/_AssetSmithy_)
“Every line of code was written by Claude Code. I set the direction, played every build and gave feedback.”Verification notes: AI use, workflow and the Unity-to-PixiJS port from the developer's post on r/aigamedev by u/_AssetSmithy_ (20 Sep 2026, 09:52 UTC) and the developer's replies, read from the Arctic Shift Reddit archive on 7 Nov 2026; the post links the itch.io page. Features, credits, controls, the AI disclosure and the itch.io rating of 4.0 (1 rating) from the itch.io page, re-read on 7 Nov 2026 (last updated 14 Oct 2026, 08:30 UTC; status Released, HTML5, made with PixiJS); devlog dates from its feed. The post gave 156 cards (67 creatures); the 20 Sep 2026 update raised this to 224 cards with four hero-only cards each and added hard mode, and the current page says 88 creatures. Team size is recorded as one because the post is written in the first person and the credits list only AssetSmithy for game, art and music, with ElevenLabs and Claude Code as tools. The itch.io page shows no publication date, so no release date is recorded. The game's loader script and bundled PixiJS were checked and contain no calls to AI services. The developer names Monster Train, Wildfrost and Slay the Spire as the games the design builds on; no third-party names or assets are used, and the art is the developer's own. itch.io shows no download count. The game was not played.
Development history
The developer shares the browser version on r/aigamedev (10 heroes, 156 cards, 99 enemies).
DeveloperReddit (u/_AssetSmithy_)Update: 224 cards, four hero-only cards for each hero and an optional hard mode.
Observeditch.ioUpdate: fixes a card drag that could lock up the game.
Observeditch.ioUpdate: Taunt, tougher enemies and stronger creature upgrades.
Observeditch.io
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
Free in desktop browsers (Chrome, Edge, Firefox; about 8 MB on first start), mouse only; not made for phones. The page accepts optional donations, and the developer says there is nothing to buy.
Not publicly available: Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| I can't code a deckbuilder. Claude Code and my own asset packs did it anyway: 10 heroes, 99 enemies, 156 cards (r/aigamedev) Reddit (u/_AssetSmithy_) | Social post | Sep 20, 2026 | Nov 3, 2026 |
| Clanbound by AssetSmithy itch.io | Store page | Not confirmed | Nov 3, 2026 |
| Official game page (language check) AssetSmithy | Official site | Not confirmed | Nov 3, 2026 |
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