
Store Credit
A first-person sim in which you run a video game store in a 1995 shopping mall, from haggling over trade-ins to surviving a midnight launch. The developer says almost all of it was written by Claude Code.
Links go to the official store or developer page. Last verified Nov 4, 2026.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- View demo on itch.ioitch.ioDemo · Free demo covering the first three weeks; the itch.io page lists the game as in developmentFree
Download from itch.io.
Desktop · Official link verified Nov 3, 2026.
About Store Credit
Store Credit is a first-person simulation in which you run a video game store in the Valley View Mall in autumn 1995, when cartridges are king. You order stock from a wholesaler on the back-room PC, with every game rated from hot new release to bargain-bin fodder, ring up customers, buy trade-ins and haggle with customers who think their dusty cartridge is worth a fortune, pay out in store credit, check IDs on M-rated games, take pre-orders, snipe deals on an online swap meet, decorate and arrange the shop, hand out loyalty cards and hire a cashier once business picks up. The free demo covers your first three weeks in business and ends with your first midnight launch, for a fictional console called the Sonar PlayBox; the full game is to add years of releases and console launches, store expansions, kiosks, arcade cabinets, pinball machines and a repair bench. The developer, who posts as u/DudeWithASweater, says almost all of it was written by Claude Code in Godot 4.5 from their prompts: 667 prompts over 19 days, 144 agents and about 153,000 lines of GDScript, with most 3D models, textures, box art and sound effects generated in code. A free Windows demo on itch.io since 19 Oct 2026, in English.
How it was built
Partially verifiedIn a post on r/aigamedev (19 Oct 2026, UTC) the developer writes: “It's built in Godot 4.5, and almost all of it was written by Claude Code from my prompts.” Going back through the chat log, the developer counts 667 prompts and 115 pasted screenshots over 19 days, 144 agents adding up to 147 agent-hours, 4,065 file edits across 704 files, 1,766 test launches and 4,967 screenshots the game took of itself. One main Claude Code session acts as the director and hands big jobs to background agents; a test harness inside the game sets up a scenario, takes screenshots and prints pass or fail; and a short list of standing rules keeps the agents in check. Of the ideas, 125 came from the developer and 36 were Claude's suggestions the developer accepted. No model is named. The itch.io page's AI disclosure ticks AI Assisted, Code, Graphics, Sounds and Text.
- Developeritch.io AI disclosure: AI Assisted, Code, Graphics, Sounds, Text. — itch.io
Built in Godot 4.5 with Claude Code from the developer's prompts, per the developer: a director session hands larger tasks to background agents, and an in-game test harness launches the real game, sets up a scenario, takes screenshots and reports pass or fail, with a lock script so only one copy runs at a time. The game is about 153,000 lines of GDScript plus 86,000 lines of test tooling. Most 3D models, textures, box art and sound effects are generated in GDScript and baked into caches. The developer reports that the test harness was edited more than any file in the game and that the most-iterated feature was the Getting Started tutorial (52 prompts).
- Engine / framework
- Godot 4.5
- Languages
- GDScript
- Team size
- Not disclosed
- Initial build time
- 19 days to the demoDeveloper ReportedReddit (u/DudeWithASweater)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“It's built in Godot 4.5, and almost all of it was written by Claude Code from my prompts.”Verification notes: AI use and the process figures come from the developer's post on r/aigamedev by u/DudeWithASweater (19 Oct 2026, 20:07 UTC), read from the Arctic Shift Reddit archive because reddit.com did not answer our checks; the post says the developer pulled the numbers from the full chat log. “Almost all of it” is the developer's wording, so no code share is recorded. The Reddit name differs from the itch.io account LFGStudios, and neither page links the other's account, so the tie rests on the post linking the itch.io page and calling it the developer's demo. Story, features, system requirements, the English language field, the telemetry note and the AI disclosure come from the itch.io page (published 19 Oct 2026, 18:21 UTC; updated 20 Oct 2026, 19:20 UTC; checked 4 Nov 2026), which showed no rating. The console names in the game (such as the Sonar PlayBox) are fictional. The full game has no release date. Nothing in the sources describes AI used during play. Team size and location are not stated. The game was not played.
Development history
A free Windows demo is published on itch.io.
Officialitch.ioThe developer shares the demo on r/aigamedev with figures from 19 days of work with Claude Code.
DeveloperReddit (u/DudeWithASweater)
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 download for Windows 10 or 11 (64-bit) with a Vulkan-compatible graphics card; 371 MB. The demo collects anonymous gameplay data, which can be turned off in the settings.
Not publicly available: itch.io rating, Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| I built a 90s game store sim with Claude Code. Here are some stats from my process (r/aigamedev) Reddit (u/DudeWithASweater) | Social post | Oct 19, 2026 | Nov 3, 2026 |
| Store Credit [DEMO] by LFGStudios itch.io | Store page | Oct 19, 2026 | Nov 3, 2026 |



