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Solhex

Free · play online in your browser, no download

Kraig Adams · Solo · Also known as Driftworks

Made with ClaudeDeveloper ReportedKraig Adams ↗StrategySimulationBrowserVerified

Wake a derelict station by building it into a hex-grid factory, and fly its mining frigate like a unit in a real-time strategy game. Part One plays in a desktop browser; every line of code written by Claude.

Where to play

Official site kraigadams.com, verified Nov 3, 2026. Play address linked from the game's page on kraigadams.com, the developer's own site.

Where to play

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

  • BrowserEarly access · Early playtest build (version 173, Part One complete); updated oftenFree

    Runs in a desktop browser. No download.

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

    Play free — official site

About Solhex

Solhex is a free space factory builder in an early playtest. A derelict station drifts far out in the dark; it never flies, and it is where your factory grows. You are the AI aboard a small frigate with a hold and a battery, and you fly it like a unit in a real-time strategy game: select it, right-click a rock, and it flies there, mines it, hauls the ore home and docks at the station's heart to unload and recharge. At the station you build on a hex grid around the dock; each module gets one job for good, such as a burner for power, a smelter for iron or copper, or a constructor for plates, wire or data cards, and belts dragged between modules keep the factory running while you are away. A sensor finds copper far out, data centres turn data cards into research, and research upgrades the frigate up to a mind of its own for mining. Part One has ten chapters and about four hours of play with an ending, from waking as a seed pod in near-darkness through power, research, attacks from hostile machines and their nest, dust storms, a comet caught for fuel and moving the station, to a siege at the station after salvaging the gate core from a wreck; chapters 11 to 25 are drafted. The look is thin geometric outlines on black, with colour only for cargo, jobs and status. Kraig Adams designs and playtests it; the site says Claude, Anthropic's AI, writes all the code, turning each of his notes into a new version that it tests and publishes, and a devlog records every round in his own words. It began as the second version of his earlier game Jumpgate (working name Driftworks) and borrows its outline art and music. Free on kraigadams.com in a desktop browser with mouse and keyboard; saves can reset between versions.

factory-builderspacehex-gridrts-controlsminingearly-builddevlogbrowser

How it was built

Verified
ClaudePrimary

The game's page on the developer's site says: “I'm designing it and playtesting every version; Claude, Anthropic's AI, writes the code.” It counts “3,777 lines of code, every one written by Claude” and “171 versions in the first 184 hours, from the first message at 10:34 am”, and describes the division of work: the developer decides what the game is, plays every version and sends notes; “Claude, Anthropic's AI, turns each note into a new version, tests it and publishes it, often within minutes. It also asks questions and suggests a default when a decision is open.” The devlog opens: “I'm designing this game and playtesting it as it's built; Claude, Anthropic's AI, writes all the code.” Neither page names a Claude product or model.

Supporting evidence
  • DeveloperDevlog (165 entries, from 16 Oct 2026): each entry pairs the developer's notes, quoted as typed or dictated, with what Claude proposed or built; the first playable build is dated 16 Oct 2026, 12:18 pm New York time, after a first message at 10:34 am. — Kraig Adams
Development approach

The developer designs and playtests by sending notes, typed or dictated while playing; Claude turns each note into a new version, tests it and publishes it, and the devlog keeps the developer's words, the changes and screenshots for every round. The game runs in a single page in the browser with outline graphics and a generative score. The build records anonymous playtest summaries (the page says recordings showed where newcomers stop); no AI service is called during play. In the story you play the AI aboard the frigate, a scripted role, not a live AI.

Engine / framework
Not disclosed (web app)
Languages
JavaScript
Team size
1 (solo)Developer ReportedKraig Adams
Initial build time
First playable build under two hours after the first message (16 Oct 2026)Developer ReportedKraig Adams
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
~100% of shipped codeDeveloper ReportedKraig Adams
“I'm designing this game and playtesting it as it's built; Claude, Anthropic's AI, writes all the code.”
— Kraig Adams, Making Solhex: the devlog

Verification notes: AI use, counts, contents and status from the game's page and devlog on kraigadams.com, both read on 8 Nov 2026 (version 173, updated 24 Oct 2026, 3:00 am; 165 devlog entries). The figures (171 versions in 184 hours, 3,777 lines, 27 notes) are the site's own and are recorded as reported. Devlog times are New York time. The play page (read on 8 Nov 2026) was checked: it loads no outside scripts, calls no AI services and sends playtest recordings either to the site or, when run inside Claude, to Claude's artifact storage. The first message is dated 16 Oct 2026; the date the build became public is not stated, so no release date is recorded. The game began as the second version of Jumpgate, an earlier game on the same site that is not recorded here; the devlog says it then became its own game under the working name Driftworks. In a design note the developer compares the frigate to the Rocinante; the game uses no such name. The game was not played.

Development history

  1. First message (10:34 am New York time) turns Jumpgate's second version into a new game; the first playable build follows at 12:18 pm.

    DeveloperKraig Adams
  2. Version 173 closes Part One with an ending and a guided opening.

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)

Early access (Early playtest build (version 173, Part One complete); updated often)FreeOfficial site

Free in a desktop browser with mouse and keyboard; on a phone the game says it is made for a computer. Saves can reset between versions.

No public metrics recorded for this listing.

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

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
Solhex: a game I'm making with Claude
Kraig Adams
Official siteOct 24, 2026Nov 3, 2026
Making Solhex: the devlog
Kraig Adams
DevlogOct 24, 2026Nov 3, 2026
Play Solhex (early build)
Kraig Adams
Official siteNot confirmedNov 3, 2026
Official game page (language check)
Kraig Adams
Official siteNot confirmedNov 3, 2026
Verification: VerifiedLast verified: Nov 8, 2026OfficialDeveloperThird-PartyObservedUnverified
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