
Kartifornication
A kart race along one continuous road from San Francisco to San Diego: 324 miles, 32 legs, about five hours end to end.
Links go to the official store or developer page. Last verified Nov 8, 2026.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- View on itch.ioitch.ioReleased · Early buildFree
Download from itch.io.
Desktop · Official link verified Nov 3, 2026.
About Kartifornication
A free kart racing game for Windows set on a single continuous road from San Francisco to San Diego: 324 miles in 32 legs, about five hours from end to end, with the route and terrain taken from real map and elevation data. The developer describes a persistent world in which the road changes with play: walls people keep hitting bend away, dirt shortcuts people keep taking become trails, and enough traffic gets them paved. There are 26 racers, real California landmarks with collectibles near them, and power-ups ranging from rockets to police chases, and spectators can send drones, UFOs and other attacks at the leader. The developer, StandingRoast, who says they know nothing about coding, built it with Claude Code (Opus 5.5) over about 16 days: Claude Code wrote nearly all of the game code in Godot (GDScript) and the Python tooling around it, ran the 3D asset pipeline, tested its own work with scripted test drives and cut the trailer, while the developer directed, played and said what was wrong. The karts, landmarks and props are image-to-3D models made with the open-source TRELLIS.2 and cleaned up in Blender; crowds, police cars and pirate ships come from Kenney's CC0 kits, and the placeholder music was generated with ACE-Step. An early build, free on itch.io as a Windows download of about 716 MB.
How it was built
Partially verifiedIn a post on r/ClaudeAI (15 Oct 2026, UTC) the developer writes: “I built Kartifornication, a kart racing game, with Claude Code (Opus 5.5) over about 16 days.” Under “How Claude Code helped” the post says it “Wrote nearly all of the game code in Godot (GDScript) and the Python tooling around it. I directed, played, and told it what was wrong; it built, tested and fixed.” It also ran the asset pipeline on the developer's PC, generating 3D models of the karts and landmarks with TRELLIS.2, cleaning them up in Blender and checking licences on everything that ships; tested its own work headlessly with scripted test drives that measured how often karts were launched off the road or the camera ended up inside a hill, then fixed and re-measured; simulated a 96-race season for the trailer's statistics; and cut the trailer with ffmpeg. The post also lists research sub-agents, Claude in Chrome for setting up the itch.io page, and a second Claude session on another PC that copied builds and video over. In a reply the developer adds: “I didn't pick most of these, Claude did.”
- Developeritch.io page: “Artisanal slop by one relentless idiot and Opus 5.5.” AI disclosure: AI Assisted, Code. — itch.io
Made solo in Godot 4.7.1 with Jolt Physics in GDScript, with Python for build and tool scripts, over about 16 days. The road comes from the public OSRM server's driving route, place coordinates from OSM Nominatim and terrain heights from Terrarium elevation tiles (SRTM, NED and GEBCO). 3D models were made with TRELLIS.2 through ComfyUI from reference images (Z-Image-Turbo locally, and one paid Nano Banana Pro image for the sperm whale); early Hunyuan3D-2 karts were all replaced over their licence. Textures come from Material Maker, ambientCG and Poly Haven, crowds, police cars and pirate ships from Kenney CC0 kits; the music is placeholder ACE-Step output and the sound effects are synthesised by the developer's own script. All of this was made during development; the game does not call AI services.
- Engine / framework
- Godot
- Languages
- GDScript, Python
- Team size
- 1 (solo)Developer ReportedReddit (u/Floloping)
- Initial build time
- About 16 days to the first public buildDeveloper ReportedReddit (u/Floloping)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“I directed, played, and told it what was wrong; it built, tested and fixed.”Verification notes: AI use, tools, data sources and hardware from the developer's post by u/Floloping on r/ClaudeAI (15 Oct 2026, 14:52 UTC) and the developer's replies, read from the Arctic Shift Reddit archive on 8 Nov 2026; the post links the itch.io page. “Nearly all of the game code” is the developer's phrase, so no share is recorded. Platform, file and AI disclosure from the itch.io page, re-read on 8 Nov 2026: published 15 Oct 2026 (12:31 UTC), status Released, Windows only, AI Assisted and Code ticked. Developer: the itch.io account StandingRoast, posting on Reddit as Floloping in the first person; solo per the post (“a solo endeavor”) and the itch.io line “one relentless idiot and Opus 5.5”. No name or location is given. The road evolution and spectator attacks are as the developer describes them; whether they run through an online service was not checked. The build is a 716 MB download and was not inspected or played. Two earlier posts by the same account on r/ClaudeAI (27 Sep 2026) were removed by moderators and are not used.
Development history
Published on itch.io for Windows (12:31 UTC) and shared on r/ClaudeAI after about 16 days of work with Claude Code.
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 download for Windows (kartifornication-windows.zip, 716 MB).
Not publicly available: itch.io rating, Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| I don't need robots to do my laundry, I'll take vibe coding. It's therapy/happiness. 2 weeks into persistent world racer (r/ClaudeAI) Reddit (u/Floloping) | Social post | Oct 15, 2026 | Nov 3, 2026 |
| Kartifornication by StandingRoast itch.io | Store page | Oct 15, 2026 | Nov 3, 2026 |
| Official game page (language check) StandingRoast | Official site | Not confirmed | Nov 3, 2026 |
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