
Woodrail
Free · play online in your browser, no download
Build a wooden toy railway, piece by piece or by drawing it with your finger, and keep the little towns supplied.
Official site dwfennell.itch.io, verified Nov 3, 2026. Linked from the developer's own Reddit post on r/aigamedev; the itch.io page is published by the account dwfennell.
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.ioEarly access · itch.io status: In development (version 1.1.3 on 7 Nov 2026)Free
Plays in the browser on itch.io. No download.
Browser (no download) · Mobile · Official link verified Nov 3, 2026.
About Woodrail
A cozy railway builder in the browser that looks like a wooden toy train set. You lay track piece by piece or draw it with your finger or mouse, add switches, bridges and slopes, then put engines and wagons on the rails and watch them run. Sandbox mode gives you every piece and every train with no rules; the Game mode, in beta, asks you to connect towns and keep them supplied one goal at a time, carrying logs, grain and passengers, growing the towns and unlocking new pieces. The developer, dwfennell, a software developer of more than 15 years, says the game was “entirely vibe-coded, with heavy guidance/direction from me”, with Claude Code (Opus 5.5) on the Mac desktop and mobile apps: one orchestrating agent delegates to up to ten sub-agents, cloud agents do most of the development, and tests have to play the game the way a player would. Per the developer, the project has over 186,000 lines of TypeScript and 2,500 commits, and every 3D model is code, either a Blender Python script or a small TypeScript kit of toy parts, with no AI image generation; the developer describes it as a Brio-style automation game and says Claude was told to take inspiration from Brio sets without copying anything directly. Free on itch.io with no signup, on desktop and on phones with touch controls; the railway is saved in the browser. It is in early development, and the page warns to expect changes and the odd bug.
How it was built
Partially verifiedIn a post on r/aigamedev (7 Nov 2026, 20:54 UTC) the developer, a software developer with 15+ years of experience, writes that “this game was entirely vibe-coded, with heavy guidance/direction from me”, on a stack of three.js, Blender and Claude Code. The setup: Claude Code in the Mac desktop app plus the Claude mobile app (the first couple of days were done almost entirely on mobile), with Opus 5.5; a “chief of staff” agent orchestrates and delegates to up to ten sub-agents in parallel, keeps a work board and a planning document as Claude artifacts, and makes sure non-trivial work gets end-to-end testing; cloud agents do most of the development, with one local session kept for computer control, reached from the phone through Claude Code's /remote-control command. The project started with a long planning session; Claude mocked up assets to set the style, and an overnight run of about 12 hours produced over 100 assets (now closer to 500). The developer changed the tests so they must play the game as a player would after Claude “was cheating on the tests at the start”, and switched from one long QA session to a fresh QA agent per feature after that long, looping session almost single-handedly brought the developer to the usage limit three days into the week.
- DeveloperThe itch.io page lists Three.js under Made with; the AI disclosure ticks AI Assisted, Code, Graphics, Sounds and Text. — itch.io
TypeScript with three.js in the browser. Per the developer, the project has over 186,000 lines of TypeScript and more than 2,500 commits (up to 250 in a day). There is no AI image generation: every model is code, either a Blender Python script or a small TypeScript kit of toy parts, written by Claude. Track placement was reworked after playtests: rails shift and give a little slack as they are placed, an “auto” straight piece fills gaps, and a draw tool lets players doodle track. Automated performance checks run before deploys, and after a crash on a Pixel 10 the game cuts its memory use and recovers when the browser drops the WebGL context. The developer says the first idea came almost a month before the post. The game sends only opt-in anonymous play statistics; nothing in the sources says it calls AI services while it runs.
- Engine / framework
- Three.js
- Languages
- TypeScript
- Team size
- Not disclosed
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“I'm a software developer with 15+ years of experience (RIP my career, only half joking), but this game was entirely vibe-coded, with heavy guidance/direction from me.”Verification notes: AI use, workflow and project numbers from the developer's post on r/aigamedev by u/DatabaseNearby5 (7 Nov 2026, 20:54 UTC), read from the Arctic Shift Reddit archive on 8 Nov 2026; the post links the itch.io page and had no comments. Modes, devices, saving, the opt-in statistics, the engine and the AI disclosure from the itch.io page (published 2 Nov 2026, 04:40 UTC; status In development; English; devlogs for versions 1.1.2 and 1.1.3 on 7 Nov 2026), read on 8 Nov 2026. “Entirely vibe-coded” is the developer's wording; together with the description of agents doing the development it is taken as the code claim, but no share is stated in numbers, so none is recorded. Line and commit counts are the developer's and were not checked (the source is not public). The developer calls it a Brio-style automation game and says Claude was told not to copy Brio sets directly; the itch.io page does not use the Brio name, so no IP notice is recorded. Developer: the Reddit account DatabaseNearby5 links the itch.io account dwfennell; no name, team size or location is stated. Sound sources are not described. The game was not played.
Development history
Published on itch.io (04:40 UTC).
Observeditch.ioVersion 1.1.3 (“fewer stuck trains”) follows 1.1.2, which added signals and boats.
Observeditch.ioThe developer shares the game on r/aigamedev as entirely vibe-coded with Claude Code.
DeveloperReddit (u/DatabaseNearby5)
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 the browser with no signup, on desktop (keyboard and mouse) and on phones (touch). The railway is saved in the browser. If the player agrees, the game shares anonymous play statistics (progress and errors); this can be changed in the menu.
No public metrics recorded for this listing.
Not publicly available: itch.io rating, 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 |
|---|---|---|---|
| Woodrail: a cozy woodblock train sim (r/aigamedev) Reddit (u/DatabaseNearby5) | Social post | Nov 7, 2026 | Nov 3, 2026 |
| Woodrail by dwfennell itch.io | Store page | Nov 2, 2026 | Nov 3, 2026 |
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