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LUMENRIFT start screen

LUMENRIFT

WhiteBlackGoose · Also known as Lumenrift

Made with Claude CodeDeveloper ReportedGitHub (WhiteBlackGoose) ↗StrategyBrowserGitHubPartially verified

A mazing tower defense in which the last light in the world holds out for thirty nights against shadows from the rifts, with five more seasonal campaigns. The README says Claude, running in Claude Code, designed and wrote the whole game autonomously from a single prompt.

Where to play

Official site lumenrift.wbg.gg, verified Nov 3, 2026. Linked as “Play in your browser” at the top of the README of the developer's WhiteBlackGoose/Lumenrift repository.

Where to play

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

  • BrowserReleased · Installable as an app (PWA); works offline once installedFree

    Runs in a desktop or mobile browser. No download.

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

    Play free — official site
  • GitHubReleased · Source code, art, music and translations dedicated to the public domain (CC0 1.0)Free

    Download from the GitHub releases page.

    Desktop · Official link verified Nov 3, 2026.

    View on GitHub

About LUMENRIFT

LUMENRIFT is a free tower defense game in the browser. Rifts bleed shadows onto a procedurally generated map and each night more of them crawl towards the Beacon, the last light, in the middle. You build walls to bend their path, since shadows follow a live flow field and always take the shortest open route (the game will not let you seal it completely), towers to burn them away and harvesters on crystal veins to pay for the next line; ascending the Beacon opens the next of five tiers. There are 13 structures with three upgrade levels each, from walls and spike traps to chain-lightning coils, prism beams that burn harder the longer they hold a target and a Sun Obelisk, and nine kinds of shadow, among them flyers that ignore the maze, wall-smashing brutes, healers and two bosses. Thirty nights end with the Eclipse, then endless night. Besides the Night campaign there are Day (a marble sky-garden against the Blight) and four seasonal campaigns, Spring, Summer, Autumn (a Halloween hill) and Winter, each with its own core, currency, structures, enemies, weather, music and an aimed power. Runs autosave even mid-night, a fallen Beacon can rewind three nights, and a sandbox mode lets you build freely. The world is dark and lit by your towers; every sprite is drawn in code and every sound is synthesised, with no image or audio files. It plays with mouse and keyboard or touch, installs as an app and works offline, in eight languages. The README says Claude, Anthropic's model running in Claude Code, designed, wrote, drew, composed and balanced the game autonomously from a single prompt, using sub-agents for parts of the work. Free in the browser, with the source on GitHub dedicated to the public domain (CC0).

tower-defensemazingprocedural-mapscanvas2dprocedural-audiopwamultilingual

How it was built

Partially verified

The README says LUMENRIFT was designed, written, drawn, composed and balanced by Claude (Anthropic's model, running in Claude Code), working autonomously from a single prompt, which it quotes in full: a request for a web tower defense game that leaves the programming, the creative part and the assets to Claude and allows it to commit, spawn agents and test. Claude asked four questions (the answers: TypeScript and Vite with no engine; art style and map layout left to Claude; sound and mobile support in scope) and then chose the name, setting, structures, enemies, art, music and balance itself. The only later human requests were renaming the game from LUMEN, adding languages and writing the README. The main agent wrote the simulation, renderer, UI and balance tooling and delegated parts to parallel sub-agents: one for the audio engine, one for the sprite set, a reviewer that found eight bugs, seven translators, and for the seasonal campaigns four artists, a landscape painter and a composer. The README does not name a model version.

Developer ReportedLUMENRIFT — README
Development approach

TypeScript on a bare Canvas2D, bundled with Vite, with no game engine and no runtime dependencies; the README gives about 2.4k lines for the simulation, 4.1k for rendering, 1k for audio and 1.1k for the UI, plus eight language files. The simulation knows nothing about the screen, runs at a fixed 60 Hz and talks to the renderer, audio and UI through an event queue, so it can run headless in Node. Enemies follow two Dijkstra flow fields computed outwards from the Beacon (one for walkers, one for wall-breakers), and placements that would cut any rift off are refused. Waves are generated from a seeded threat budget. Balance was simulated with a heuristic bot that plays hundreds of complete games headlessly. All six campaigns share one engine and differ through realm definitions. Sprites are Canvas2D paths, lighting is a half-resolution light map, and sound and generative music are synthesised with Web Audio. Browser tests ran in headless Chromium through Playwright scripts. Every push to main is deployed to GitHub Pages.

Engine / framework
None (TypeScript on Canvas2D, bundled with Vite)
Languages
TypeScript
Team size
Not disclosed
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
Not disclosed
“LUMENRIFT was designed, written, drawn, composed and balanced by Claude (Anthropic's model, running in Claude Code), working autonomously from a single prompt.”
— WhiteBlackGoose, LUMENRIFT — README

Verification notes: AI use, the quoted prompt, the human's later requests, the sub-agent split, features and tech notes from the repository README, read as a raw file on 4 Nov 2026. The README credits Claude with writing the whole game but gives no percentage, so no AI code share is recorded; it names no model version, and none is recorded here (a third-party game catalogue lists it as Claude Opus 5.5, which we did not confirm from the developer). The game page (title “LUMENRIFT — Hold the Light”, page language en) loaded on 4 Nov 2026; its bundled script contains no AI service calls, so no AI runs during play. Languages from the README, which says the game follows the system language and can be switched in Settings. The licence file is CC0 1.0. The github.com page and API were not reachable from our session, so the first publication date, commit history and stars were not read; the release date is left blank. Autumn's Headless Horseman is a folklore figure; no third-party game assets are described. The game was not played through.

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)

Released (Installable as an app (PWA); works offline once installed)FreeOfficial site

No public metrics recorded for this listing.

Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.

GitHub

Released (Source code, art, music and translations dedicated to the public domain (CC0 1.0))FreeStore page

No public metrics recorded for this listing.

Not publicly available: GitHub stars.

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
LUMENRIFT — README
GitHub (WhiteBlackGoose) · English
RepositoryNot confirmedNov 3, 2026
LUMENRIFT — Hold the Light (game page)
WhiteBlackGoose · English
Official siteNot confirmedNov 3, 2026
Verification: Partially verifiedLast verified: Nov 4, 2026OfficialDeveloperThird-PartyObservedUnverified
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