
Neuralnx
A hard, fully deterministic retro monster-taming RPG on Steam, built around a battle AI that plans several turns ahead.
Links go to the official store or developer page. Last verified Nov 3, 2026.
Rights holder / original work: Pokémon (Nintendo / Game Freak / Creatures)
The game follows Pokémon's look and battle system closely (creature taming, four moves per creature, PP, held items, abilities). The store page presents its creatures as original designs based on real animals, but a commenter on the developer's launch post said a character sprite and text strings were copied from Pokémon, and a Steam reviewer wrote that most creatures copy the base stats of real Pokémon. We could not confirm or rule out these claims. No source shows a licence from the Pokémon rights holders. (Reddit (via reddit.sentinel-team.org archive))
VibeGameDB lists this game only to document that it was made with AI coding tools. We do not host it, we do not represent the rights holder, and listing it does not mean it is licensed.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- View on SteamSteamReleased$3.99
Download through the Steam app. A free Steam account is required.
Desktop · Steam
- View demo on BrowserBrowserDemo · Free browser demo (Godot web build); the build ends by asking players who enjoyed the demo to wishlist the gameFree
Runs in a desktop browser. No download.
Browser (no download) · Official link verified Nov 3, 2026.
About Neuralnx
Neuralnx is a retro pixel-art monster-taming RPG that its store page sells as brutally difficult and "not for everyone". On the island of Koral people battle creatures called Lnx through a neural chip, the Neuralnx; the store page says there are more than 300 creatures, each based on real-world wildlife, and 78 boss fights. Battles have no randomness at all: no critical hits, no accuracy rolls and no damage ranges, and you can see the opponent's moves, items, abilities and stats during a fight. The opponent, Alphalnx, picks its moves by running simulations through the game's own battle engine several turns ahead; the developer says most of the development effort went into it, and it is handicapped through its team choices early on so that the player can win, with the handicap shrinking as you progress. Limited PP (move uses) is the main tool for beating it. Alphalnx is ordinary game logic, not generative AI, and the Steam disclosure says no content is generated at runtime. The developer, Okydonki, calls it a vibe-coded game and says Claude helped most with the coding, while Gemini was used for the pixel art, which the developer then edited by hand. The game's look and battle system closely follow Pokémon, and a commenter says a character sprite and text strings, and a Steam reviewer says creature stats, were taken from it (see the IP note). Paid on Steam for Windows and macOS, released 21 Jul 2026; a free browser demo runs on the official site.
Screenshots and art
Neuralnx key art · Steam store artwork
How it was built
Partially verifiedIn a launch post on r/aigamedev the developer calls Neuralnx a vibe-coded game and writes that for coding, Claude is the one that helped most, adding that they have a software development background but no prior Godot experience. Whether Claude was used as a chat assistant or through Claude Code is not stated, no model is named, and how much of the code Claude wrote is not stated. The same post says Gemini was very useful for the pixel art, which the developer still edits by hand. The developer's Steam AI disclosure covers only assets: AI tools generated base textures, visuals and sound assets, which were edited and refined by hand; it does not mention code.
Made in Godot, per the developer's launch post; the official site runs a Godot web build of the demo. The developer describes coding with Claude's help, with no earlier Godot experience but a software development background. Art and sound started from AI-generated base assets (Gemini is named for the pixel art) that were edited by hand. The store page says most of the effort went into Alphalnx, the battle AI, which forecasts outcomes by running hundreds of simulations through the actual battle engine rather than using weights or fixed if-else rules; the developer cites AlphaGo as the inspiration.
- Engine / framework
- Godot
- Languages
- Not disclosed
- Team size
- 1 (solo)Developer ReportedSteam
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“For coding, Claude is the one that helped me most. I have a software dev background but zero Godot experience.”Verification notes: The AI-coding claim rests on one developer post: the r/aigamedev launch post by u/Okydonkigg (archived copy of 24 Jul 2026), which links the Steam page, calls it a vibe-coded game and says Claude helped most with the coding. The developer does not say how much of the code Claude wrote; the developer's Steam AI disclosure mentions only AI-generated base art and sound assets, refined by hand, and says no content is generated at runtime. The Reddit user is tied to the Steam developer Okydonki by the post itself (it links app 4190860) and by the name. Solo: the store page says "Solo developed" and the disclosure speaks of "a solo developer". Release date, price, platforms and English-only from the store page; on 4 Nov 2026 the store page and the Steam store API both list Windows and macOS (the API had returned nothing at an earlier check); review figures from the store page. Alphalnx, the battle opponent, is described on the store page as search over simulated battles, which is game logic, not generative AI. The official site neuralnx.org hosts a 132 MB Godot web build (file dated 17 Apr 2026, before the Steam release) whose text ends with "If you enjoyed the demo, you can wishlist our game", so it is listed as a demo; whether it matches the current Steam version is not stated. The launch post says 17 people had bought the game three days after release (developer reported, not recorded as a metric). IP: in the comments on the launch post, one user wrote that a character sprite was "ripped right from pokemon" and text strings were copied from Pokémon, and others said it resembles Pokémon closely; a Steam review of 28 Jul 2026 says most of the creatures copy the base stats and stat distribution of real Pokémon. We could not check these claims ourselves: the strings we could read in the demo's files contain no Pokémon names, but most game data in the build is compressed. The developer's store page presents the creatures as original designs based on real-world wildlife. Location is not stated.
Development history
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.
Steam
US$3.99 on the store page (US region) on 3 Nov 2026. Windows and macOS (store page on 4 Nov 2026). The developer's launch post on 24 Jul 2026 gave a price of $2.39.
Not publicly available: Concurrent players, Estimated owners, Copies sold, Gross revenue.
Browser (official site)
No public metrics recorded for this listing.
Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
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No player reviews yet.
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Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| Neuralnx on Steam Steam | Store page | Not confirmed | Nov 3, 2026 |
| My vibe-coded game launched! (r/aigamedev, u/Okydonkigg; mirror snapshot with comments) Reddit (via reddit.sentinel-team.org archive) | Social post | Jul 24, 2026 | Nov 3, 2026 |
| Neuralnx - Monster Catching Game (official site with browser demo) Okydonki | Official site | Not confirmed | Nov 3, 2026 |
| Neuralnx — user reviews Steam Community | Store page | Not confirmed | Nov 3, 2026 |





