
PolyRoll
A low-poly 3D marble game for phones and desktop with endless procedurally generated levels; the poster says Claude Code with Sonnet built it in about 6–8 hours of prompting after planning with Gemini Pro.
Official site polyroll.neocities.org, verified Nov 3, 2026. Linked from the poster's own Show HN post.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- Play free — official siteBrowserReleasedFree
Runs in a desktop or mobile browser. No download.
Browser (no download) · Mobile · Official link verified Nov 3, 2026.
About PolyRoll
PolyRoll is a free 3D marble game in the browser. You roll a marble through low-poly levels, rotating the camera, tilting the map with the mouse and jumping when the marble is on the ground; on a phone, an on-screen d-pad and jump button take over. The levels are entirely procedurally generated, so no two are the same, and the run is technically endless, with levels that get very difficult. There are no saves: reloading can give you easier levels but starts you again at level 1. The poster, macwhisperer on Hacker News, says it was inspired by games like Super Monkey Ball and Marble Blast and calls it “basically their evil clone”; the poster also says it was left messy and low-poly on purpose, that it can be frustrating, and that some levels get glitchy. By the poster's account it was made about three months before the October 2026 post, at a friend's house: after brainstorming and a plan made with Gemini Pro, the two let Claude Code with Sonnet build a working but buggy game in an hour or two, then used more prompts to fix bugs, tune the feel and camera, optimise for mobile, add animations and design the d-pad from a photo of a mock-up, about 6–8 hours in all. Built with three.js and cannon-es. Free, hosted on Neocities.
How it was built
Partially verifiedThe Show HN post says the poster's friend showed them his Claude Code setup and they decided to make a game; after planning with Gemini Pro, “we set sonnet off on his merry way and went for a swim”, and an hour or two later they had a working, buggy game. More prompts fixed bugs and tuned the play feel and camera physics, and the pair added mobile optimisations and animations and designed the d-pad by sending Sonnet a photo of a mock-up of the buttons. The poster puts the total at about 6–8 hours and says they had never tried agentic coding before. The exact Sonnet version is not given, and whether any code was written by hand is not stated.
The post says the game began with brainstorming and a plan developed with “gemini-pro” before Claude Code built it. Gemini is not said to have written code. The exact Gemini version is not given.
Planned with Gemini Pro, then built in a few sessions of prompting Claude Code (Sonnet) at a friend's house, about 6–8 hours in total by the poster's account. The game uses three.js for rendering and cannon-es for physics, served as plain JavaScript modules, with a fixed 60 Hz physics step so the marble behaves the same at any refresh rate (per a comment in the game's script). Levels are generated procedurally by the game's own code.
- Engine / framework
- three.js with cannon-es physics
- Languages
- JavaScript
- Team size
- 2 peopleDeveloper ReportedHacker News (macwhisperer)
- Initial build time
- About an hour or two to a first working game; about 6–8 hours in totalDeveloper ReportedHacker News (macwhisperer)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“After some brainstorming and developing a plan with gemini-pro, we set sonnet off on his merry way and went for a swim... About an hour or two later we had a working game”Verification notes: The AI claims come from the poster's Show HN post of 6 Oct 2026 (10:41 UTC): Claude Code with Sonnet built the game after planning with Gemini Pro. Team of two: the post describes the poster and a friend working together (“we”), using the friend's Claude Code setup; the poster says they do not have Claude Code and does not think the friend has much interest in developing the game further, so who maintains it is unclear. The post says the game was made three months earlier, about July 2026, but gives no publication date, so no release date is recorded. Controls come from the game page, and the use of three.js and cannon-es from the post and the game's script. Super Monkey Ball (Sega) and Marble Blast (GarageGames) are named only as inspiration: the game has its own name, and no source names any of their assets, so no IP note is recorded. The game was not played through.
Development history
- About July 2026
The poster and a friend build the game with Claude Code in about 6–8 hours, three months before the Show HN post by the poster's account.
DeveloperHacker News (macwhisperer) The poster shares the game on Hacker News as a Show HN.
OfficialHacker News (macwhisperer)
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 the browser; no payment or account found.
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 |
|---|---|---|---|
| Show HN: PolyRoll – A 3D Marble Game for Mobile/Desktop Hacker News (macwhisperer) | Social post | Oct 6, 2026 | Nov 3, 2026 |
| PolyRoll PolyRoll (Neocities) | Official site | Not confirmed | Nov 3, 2026 |
| Official game page (language check) PolyRoll | Official site | Not confirmed | Nov 3, 2026 |





