
Dungeon Inn
Run an adventurers' guild beside a dungeon: adventurers explore floor by floor on their own, and you grow the guild so they can go deeper. A Unity experiment in leaving all the coding to Claude Code and Codex.
Links go to the official store or developer page. Last verified Nov 7, 2026.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- View demo on BrowserBrowserDemo · Development build (Unity WebGL)Free
Runs in a desktop browser. No download.
Browser (no download) · Official link verified Nov 3, 2026.
About Dungeon Inn
Dungeon Inn is a free Unity management simulation that runs in the browser as a WebGL build. You run an adventurers' guild next to a dungeon. Adventurers appear, explore the dungeon, come back, hand in items and materials and buy weapons and consumables before going out again, all on their own; your job is to expand the guild's facilities and support them so they can reach deeper floors. The camera moves freely through the dungeon (WASD), Q and E switch floors and the mouse selects. The developer, Lise, describes the genre as close to idle and clicker games, a loop of growth and reinvestment. The game was made as a test of whether a commercial-quality Unity game can be built while leaving all coding to Claude Code and OpenAI's Codex, written up in two Qiita articles (May 2026): after attempts with Claude Code alone and with Claude Code planning and Codex implementing, the developer settled on designing the data (master tables and domain objects) first with the AI, reviewing its code and turning the review comments into written guidelines, then letting the AI implement roadmap by roadmap. The developer says the game itself is not the subject of the articles and only briefly shows it, linking the WebGL build as playable. Built on the developer's own Lighthouse framework (MIT); the repository is MIT-licensed.
How it was built
Partially verifiedBoth Qiita articles are titled “ClaudeCodeとCodexにコーディングを全て任せて商用レベルのUnityゲーム開発を行う” (leaving all coding to Claude Code and Codex to build a commercial-level Unity game), and the first concludes: “ClaudeCode/Codexにコーディングを全て任せてUnityゲーム開発は出来る” (a Unity game can be developed while leaving all the coding to Claude Code and Codex). In the first attempt (branch dev-test/claude-code-only) Claude Code was given a written specification and asked to design, implement, test and check the game alone; the developer stopped it after it spent a long time on a black-screen bug, which the developer traced to a camera priority setting. In the second attempt Claude Code wrote the class outlines and interfaces and reviewed, while Codex implemented. In the third (branches develop and develop2) the developer reviewed the AI's domain, use-case and master-data designs, had the AI write the review comments into guideline files, and from then on had Claude Code and Codex write the code from those documents, including a roadmap that the AI drafted and the developer reviewed. The developer used unity-cli-loop so the AI could compile, run tests and check screenshots in Unity on its own.
- DeveloperSecond article (30 May 2026) repeats the conclusion, describes the docs-first workflow (design, guidelines, roadmap, self-review folders) and says both Claude Code and Codex did self-reviews whose comments were merged and fixed by the same AI; it links the WebGL build and the develop2 branch. — Qiita (archeleeds)
Codex implemented the code in the second attempt, under Claude Code's design and review, and wrote code alongside Claude Code in the third; the developer found the two produced about the same quality once the design guidelines existed. The repository's AGENTS.draft.md is a draft workflow for running design, implementation, checks and review with Codex alone.
Unity 6 (URP) on the developer's own Lighthouse framework (VContainer, UniTask, R3), with unity-cli-loop so the AI could build, test and inspect the game from the command line. The developer first designed the master tables (to third normal form) and the domain objects with the AI, reviewed the AI's code and had it record the conclusions as guideline documents, then had the AI draft a roadmap and implement each step in three prompts: detail the feature, write the ideal design against the current code, implement. Master data is hard-coded in dictionaries for now. Per the second article, the work took about 10 person-days: the Golden Week holidays (29 Apr–6 May 2026), weekend days and one to two hours on weekday evenings.
- Engine / framework
- Unity
- Languages
- C#
- Team size
- Not disclosed
- Initial build time
- About 10 person-days of work (29 Apr–6 May 2026 holidays, weekends and weekday evenings)Developer ReportedQiita (archeleeds)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“ClaudeCode/Codexにコーディングを全て任せてUnityゲーム開発は出来る”- Part 1: leaving all coding to Claude Code and Codex (Qiita, Japanese)
- Part 2: the workflow and the finished build (Qiita, Japanese)
- Source on GitHub (lisearcheleeds/DungeonInn, MIT)
- Gameplay video (YouTube)
Verification notes: AI use, the three attempts, the workflow, controls and work time come from the developer's two Qiita articles (published 8 May 2026, 08:24 JST, and 30 May 2026, 15:17 JST, the second last updated 18 Jun 2026), re-read on 7 Nov 2026 with their Markdown sources. The second article links the WebGL build (which loaded on 7 Nov 2026 as a Unity web player page titled “Client”), the repository's develop2 branch and the YouTube video “冒険者ギルド経営ゲーム” by Lise. The articles say all coding was left to Claude Code and Codex while the developer designed the data and reviewed code; they give no code share and do not say whether the developer edited code by hand, so no percentage is recorded. The repository's LICENSE is MIT (copyright 2025 Lise) on master, develop and develop2; the master README describes an inn-management game (the original specification), while the articles and the video describe the finished build as adventurers' guild management, which is what this record follows. The developer says the game is not the subject of the articles and does not call it finished; it is listed as a development build. The game's language was not checked (the Unity build was not run) and the WebGL data was not inspected for AI service calls; the articles describe no AI used during play. The name Lise and the handles archeleeds / lisearcheleeds come from the articles and the repository; team size and location are not stated. The game was not played.
Development history
Part 1 of the developer's write-up: Claude Code alone, then Claude Code with Codex, then a data-first workflow; conclusion that a Unity game can be built while leaving all coding to the two tools.
DeveloperQiita (archeleeds)Part 2 publishes the workflow, the develop2 branch, a gameplay video and the playable WebGL build.
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.
Browser (official site)
Free in desktop browsers with keyboard and mouse (WASD camera, Q/E floors, mouse select).
No public metrics recorded for this listing.
Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.
Sales & revenue (all platforms)
Browser game — there are no downloads to count.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| ClaudeCodeとCodexにコーディングを全て任せて商用レベルのUnityゲーム開発を行う【前編】 Qiita (archeleeds) · Japanese | Devlog | May 8, 2026 | Nov 3, 2026 |
| ClaudeCodeとCodexにコーディングを全て任せて商用レベルのUnityゲーム開発を行う【後編】 Qiita (archeleeds) · Japanese | Devlog | May 30, 2026 | Nov 3, 2026 |
| lisearcheleeds/DungeonInn GitHub · Japanese | Repository | Not confirmed | Nov 3, 2026 |
| 冒険者ギルド経営ゲーム YouTube (Lise) · Japanese | Social post | Not confirmed | Nov 3, 2026 |
| Official game page (language check) Lise | Official site | Not confirmed | Nov 3, 2026 |
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