
Underbloom
Free · play online in your browser, no download
Raid monster nests, tear off the parts their guards fight with and graft them onto your own small, hungry body.
Official site motawe3.itch.io, verified Nov 3, 2026. Linked from the developer's own Reddit post on r/aigamedev and from its official DreamLayer Jam submission page; the itch.io credits name Mohammed Motawea.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- Play free — itch.ioitch.ioReleasedFree
Plays in the browser on itch.io. No download.
Browser (no download) · Official link verified Nov 3, 2026.
About Underbloom
A top-down action roguelite for desktop browsers. You play a Glim, a small, hungry jelly with a glowing heart, alone in a bioluminescent sinkhole jungle. Stepping into a nest's ring wakes it and sends wave after wave of guards until you destroy its heart. Every guard is built from body parts, and the parts it fights with are the parts it drops: a beetle's legs, a toad's spitting head, a moth's lantern or a flytrap's jaws can be grafted onto the Glim, where they show and move with its body. Legs give speed and an ability, arms are weapons that strike on their own, and heads and backs add health, reach and passive effects, so the player's job is where to stand, when to use the legs and when to run. Every part also makes you hungrier; grow enough and you molt into a bigger body with a new socket, and destroying enough nests opens the Hollow, where the Brood Queen waits. Each run ends with a specimen card of the creature you became. The developer, Mohammed Motawea, says the code and art are “100% made with AI”: Claude Code with Claude Opus 5.5 wrote the code under the developer's direction, while the developer did the game design, code architecture, art direction and QA. The creatures were generated with DreamLayer and the environments and clean-up done with Magnific. Made solo in Unity 6 in eight days for the DreamLayer Jam, where it ranked 1st of 61 entries. Free in the browser on itch.io, with keyboard and mouse (gamepad in beta); phones are not supported.
How it was built
Partially verifiedIn a post on r/aigamedev (11 Oct 2026, UTC) the developer writes: “Code & Art are 100% made with AI. My role: game design, code architecture, art direction & QA”, and lists Unity 6, Claude Opus 5.5, DreamLayerAI and Magnific. In replies under the post the developer explains that, after writing the design document and preparing art references, they set up a stage-by-stage process in which Claude Code (Opus 5.5, high effort) ran each stage as an orchestration session with sub-agents, wrote and ran edit-mode and play-mode tests after each update, wired up the audio and effects assets, and drove the DreamLayer and Magnific MCP servers to generate the creature art and fit it into game objects within a capped credit budget; the developer did QA on each stage and did not start the next one until it was accepted. The developer adds: “I didn't write a single line of code or craft a piece of art manually”, and, in another reply, that Opus “handled most of the code” while other models made the art. Per the developer, the project used a Claude Max 5x plan, about 1.3 weeks of Opus 5.5 usage limits, plus about 80 DreamLayer and 20,000 Magnific credits for art and audio.
- Developeritch.io credits: “Underbloom by Mohammed Motawea: design, architecture, art direction, testing & QA. Code written with Claude Code under his direction.” Tools: “DreamLayer CLI, Magnific, and Claude Code.” The AI disclosure ticks AI Assisted, Code, Graphics, Sounds and Text. — itch.io
Made solo in eight days for the DreamLayer Jam in Unity 6 (6000.6) with URP 2D, the Input System and Cinemachine, as a WebGL build. Every creature is a puppet of separate body parts moved by a procedural rig (legs placed with inverse kinematics, arms swinging from the shoulder, a swaying body), so there are no animation frames. DreamLayer generated one top-down reference per species from a style frame the developer made, and every other creature image (elites, critters, projectiles, nest stages, adaptation bodies) was an edit of that reference; Magnific did background removal, part clean-up and the environment art, and GPT Image and Nano Banana Pro (through Magnific) filled gaps. Music comes from a free asset-store album (Woodland Music Album by GWriterStudio), with boss music and stings generated with Google Lyria 3 Pro and ElevenLabs Music through Magnific; sound effects come from Unity Asset Store libraries plus a few ElevenLabs effects. Feel and Master Audio 2024 from the Unity Asset Store handle game feel and audio. All of this was made during development; the game does not call AI services.
- Engine / framework
- Unity
- Languages
- C#
- Team size
- 1 (solo)Developer ReportedReddit (u/Certain_Ad9908)
- Initial build time
- 8 days (game jam)Developer ReportedReddit (u/Certain_Ad9908)
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- ~100% of shipped codeDeveloper ReportedReddit (u/Certain_Ad9908)
“Code & Art are 100% made with AI. My role: game design, code architecture, art direction & QA”- 12 year game dev, and this is my first AI game (r/aigamedev)
- DreamLayer Jam submission (How did you use DreamLayer?)
Verification notes: AI use from the developer's post on r/aigamedev by u/Certain_Ad9908 (11 Oct 2026, 12:21 UTC) and the developer's replies under it, read from the Arctic Shift Reddit archive on 7 Nov 2026; the post links the itch.io page. Credits, tools, engine, controls, the AI disclosure and the art pipeline from the itch.io page; jam answer, placement and dates from the official DreamLayer Jam pages; all re-read on 7 Nov 2026. The 100% AI code share is the developer's statement for code and art together (“Code & Art are 100% made with AI”), backed by “I didn't write a single line of code”; in a reply the developer adds that Opus “handled most of the code” without saying what wrote the rest, so no second tool is recorded. The jam's own rule only required DreamLayer in the visual process and is not evidence about code. Developer: the itch.io credits name Mohammed Motawea (itch.io account motawe3, display name Mo); in an itch.io comment reply the developer says they are based in Egypt. The post says “Built solo”, and the credits list one playtester (Gabriel Menezes); the itch.io art section and the jam answer use “we”. C# is assumed from Unity and not stated by the developer. itch.io: published 9 Oct 2026, 16:52 UTC, last updated 20 Oct 2026, 21:27 UTC, status Released, HTML5, English; no rating or download count shown. Jam: entries 2 Oct, 16:00 UTC to 13 Oct, 03:59 UTC, voting until 18 Oct, 16:00 UTC; the submission was made 3 days and 11 hours before the deadline. Results (9 ratings): 1st overall of 61 (3.972), 1st in Gameplay & Fun and Creative Use of DreamLayer, 2nd in Visual World & Art Direction and Originality; the jam page lists $100 for 1st place. The Unity framework script of the web build was checked and contains no AI service addresses; the data file was not inspected. The post had a score of 384 on Arctic Shift (observed; not a metric). The game was not played.
Development history
The DreamLayer Jam opens (16:00 UTC); the developer says the game was built in eight days.
Published on itch.io (16:52 UTC) and submitted to the DreamLayer Jam.
The developer shares the game on r/aigamedev, saying its code and art are 100% made with AI.
DeveloperReddit (u/Certain_Ad9908)Voting closes: 1st overall of 61 entries (9 ratings), 1st in Gameplay & Fun and in Creative Use of DreamLayer.
Officialitch.io
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 in desktop browsers (Chrome, Edge, Firefox; Unity WebGL, first load about 54 MB) with keyboard and mouse; gamepad support is marked beta. Phones are not supported.
Not publicly available: itch.io rating, Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| 12 year game dev, and this is my first AI game (r/aigamedev) Reddit (u/Certain_Ad9908) | Social post | Oct 11, 2026 | Nov 3, 2026 |
| Underbloom by Mo itch.io | Store page | Oct 9, 2026 | Nov 3, 2026 |
| Underbloom by Mo for DreamLayer Jam ($200 + Free Credits) itch.io (DreamLayer Jam, hosted by ytmack7 and karan047) | Official site | Not confirmed | Nov 3, 2026 |
| DreamLayer Jam ($200 + Free Credits) itch.io (ytmack7, karan047) | Official site | Not confirmed | Nov 3, 2026 |
| Top ranked games in the DreamLayer Jam ($200 + Free Credits) itch.io | Official site | Oct 18, 2026 | Nov 3, 2026 |
Get your badge
Made this game? Add a “Featured on VibeGameDB” badge to your site, GitHub README or itch.io page.
<a href="https://vibegamedb.com/en/games/underbloom" target="_blank" rel="noopener" title="View Underbloom on VibeGameDB – the database of AI-built games">
<img src="https://vibegamedb.com/badges/featured-light.svg" width="250" height="54" alt="Featured on VibeGameDB – Underbloom, an AI-built game" />
</a>




