
Lane Siege
Free · play online in your browser, no download
Knights against a goblin warband on one sand lane: spend gold on summon cards, hold the line and burn the goblin camp before time runs out.
Official site saiss.itch.io, verified Nov 3, 2026. Linked from the developer's own Reddit post on r/aigamedev; the itch.io author is Saiss.
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) · Mobile · Official link verified Nov 3, 2026.
About Lane Siege
A short lane battler for the browser, played in portrait so it works on a phone. Your knights and a goblin warband face each other across a single sand lane. Gold comes in on a timer, you spend it on summon cards along the bottom of the screen, your units walk out and fight wherever they meet, and you win by burning down the goblin hut before the clock runs out; lose your tower first and it is over. There are five classes that work more like rock-paper-scissors than a ladder: Warriors screen, Archers fire from behind them, Monks heal the front, Lancers strike over it and Pawns are cheap tempo, with eight units allowed on the field. The goblins answer with torch-goblin hordes, rolling barrel bombs and TNT goblins that lob dynamite over your front line at the archers. Each of the eight hand-tuned battles has its own place, weather and music, from a riverside with a rubber duck to the goblin camp at night, and is rated out of three swords by how much of your tower survived; the gold you earn buys permanent training in the Barracks, which the last battle requires. The developer, Saiss, says it was written in vanilla JavaScript and Canvas 2D with no engine, framework or build step, and that every line of code was written with Claude Code running Opus 5. The art is Pixel Frog's free Tiny Swords pack, and all sound is synthesised in the browser. Free on itch.io; tap or click the cards, with speed and pause controls.
How it was built
Partially verifiedIn a post on r/aigamedev (28 Jul 2026, UTC) the developer writes: “Vanilla JS and Canvas 2D. No engine, no framework, no build step. Every line of code written with Claude Code running Opus 5.” The post explains design decisions such as the field cap of eight and the TNT goblins added to counter massed archers, but does not describe the AI workflow further.
- Developeritch.io page: “Code: written from scratch in vanilla JavaScript and Canvas 2D, with no engine, no framework and no build step, in collaboration with Claude Code.” The AI disclosure ticks AI Assisted, Code and Sounds. — itch.io
Vanilla JavaScript drawing to a 2D canvas, with no engine, framework or build step; the published build is thirteen plain script files. The art is Pixel Frog's free Tiny Swords pack, which the developer describes as licensed pixel art, not generated; because the pack has no audio, all sound is synthesised with Web Audio oscillators. Progress is saved in the browser. No AI runs in the game.
- Engine / framework
- None (vanilla JavaScript, Canvas 2D)
- Languages
- JavaScript
- Team size
- Not disclosed
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“Every line of code written with Claude Code running Opus 5.”Verification notes: AI use, stack, art and audio sources from the developer's post on r/aigamedev by u/Saiss00 (28 Jul 2026, 03:55 UTC), read from the Arctic Shift Reddit archive on 7 Nov 2026; the post links the itch.io page and calls the game shipped, which is used as the release date. Battles, controls, credits and the AI disclosure from the itch.io page, re-read on 7 Nov 2026 (status Released, HTML5, genre Strategy); the page shows no publication date. The post says every line of code was written “with” Claude Code, and the itch.io page says “in collaboration with” Claude Code, so no AI code share is recorded. The itch.io “Made with” field says Phaser, but the developer says no framework was used and the thirteen scripts in the published build contain no Phaser code (see conflicts). The developer compares the game to The Battle Cats as a genre model; the units and art come from the Tiny Swords pack, not from that game. The developer is the same Saiss who made Komachi; no team size is stated for this game. The build's scripts make no network requests and call no AI services. itch.io shows no rating or download count. The game was not played.
Development history
The developer announces the game as shipped on r/aigamedev, free in the browser.
DeveloperReddit (u/Saiss00)Devlog: 13 bugs fixed, including TNT goblins that were “firing blanks”.
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 the browser (HTML5), in portrait on phones or with a mouse; Space cycles the speed and P or Esc pauses.
Not publicly available: itch.io rating, Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| Shipped a lane battler built with Claude Code + Opus 5 - Lane Siege (r/aigamedev) Reddit (u/Saiss00) | Social post | Jul 28, 2026 | Nov 3, 2026 |
| Lane Siege by Saiss itch.io | Store page | Not confirmed | Nov 3, 2026 |
| Official game page (language check) Saiss | Official site | Not confirmed | Nov 3, 2026 |
- Framework
- The itch.io “Made with” field lists Phaser, while the developer's post and the page text say the game uses no engine or framework; the published scripts contain no Phaser code. (Reddit (u/Saiss00), itch.io)
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