Spielerando Beta

Your AI builds the game, we give it the workbench.

The companion for Claude, ChatGPT, Cursor and every other coding assistant. Your AI looks up tested game recipes, has your story and rules checked before it builds, and saves your project, version by version.

Connect your AIGet a game ideaRead the wiki

A small airship with teal and coral sails crosses towards floating islands with waterfalls, each its own world: a snowy peak, a jungle terrace, a pink mesa and a glass-domed garden.
Kestrelmere, an invented sky-sailing adventure · invented game, AI image
  • 3,257 wiki entries
  • 113 blueprints
  • 46 code recipes
  • English and German

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What is not working in your game?

Same AI. Once with a note, once at the workbench.

Every page here has a text to paste. That is a note for your AI: good for one task. Connected to Spielerando, your AI works at the workbench instead.

With a text to paste

  • You have to know what to look for.
  • It asks your AI to be careful.
  • It knows nothing about your game.
  • It is gone in the next chat.

At the workbench

  • Your AI finds the right entry from how you describe the problem.
  • Our checker walks every path through your story and shows the one that breaks.
  • Your AI checks whether the parts of your game clash, before it builds.
  • Your story bible and models stay, in versions.

A real check

An invented story with a hole in it: on one of its four ways through, a dead man talks. This is what our checker sends back, word for word:

Found 1 problem.
Walked 10 states and 4 paths. Limit used: 20,000 states, 200 steps from the start.
The whole story was walked, nothing was cut off.
Rule broken: A dead person never speaks (dead-do-not-speak)
  Path: harbor > [Wait out the storm] storm > [Walk to the lighthouse] lighthouse > [Ask Tomas about the letter] confession
  Facts there: mira is alive, mira is at lighthouse, tomas is at lighthouse, storm happened, mira holds letter, mira knows secret, tomas knows secret
Rules that held: letter-in-one-hand
Goals that stayed reachable: an-ending
Ending sea: harbor > [Walk to the lighthouse now] lighthouse > [Ask Tomas about the letter] confession > [Set sail with the letter] sea
Ending home: harbor > [Walk to the lighthouse now] lighthouse > [Go home] home

In plain words: if Mira waits out the storm, the old keeper dies, and she still asks him about the letter. Your AI shows you this path and fixes the story before you play it.

Connect your AI

Learn it in the order that works

A tree sorts, a path leads. Each path is a handful of steps in an order that works, with the reason every step comes where it does. Your AI can follow them too.

All learning paths

How it works

  1. 1

    Add Spielerando

    Give your AI our address, in Claude, ChatGPT, Cursor or Claude Code.

  2. 2

    Sign in

    With Google or e-mail, then press Allow. It takes a minute and it is free.

  3. 3

    Keep building

    Your AI looks things up, has its work checked and saves your project while it builds.

Find your topic

Game logic and odds

State machines, odds and checks your AI can use to show that something really works.

Game data

Real player data that makes the game better: where people quit, die and get bored.

Animation math

Ready-made math for smooth motion. Your AI gets the code.

Combat

Fights that work and feel fair.

Progress

Levels, skills and energy.

Levels and AI characters

How things find their way around your world.

When things break

What to tell your AI when the game falls apart.

Law and history

What you may use, and where ideas come from.

A few of the entries

Each one with steps, values, pitfalls and tested code for your AI.

Let clouds drift in layers and loop around without ever popping in view

A calm sky behind a puzzle is mostly clouds crossing slowly. The trouble starts at the edge: a cloud that jumps back to the other side while still half visible, wide clouds that vanish early, and drift that reverses badly when the wind changes. Here is a loop that wraps clouds exactly when they are out of sight.

Are some deaths caused by the game stuttering and not by the player?

A freeze at the wrong moment can kill a player who did everything right. This entry shows how to compare deaths with stutters while allowing for the fact that stutters overlap, so you know whether performance is hurting your difficulty.

Split an area's ore into veins so the total comes out exactly right

If every vein in an area rolls its own size, one area has far too much and the next too little, and the world economy drifts with luck. Fixing the total per area and dividing it up keeps the economy steady, but splitting a number into whole parts is where ore quietly goes missing.

Recognise a shaped recipe wherever the player puts it on the crafting grid

A recipe shows two planks on top of each other, but the player puts them in the corner, in the middle, or flipped left to right, and the game says nothing happens. Another player leaves a stray item in a far square and still gets a result. This entry matches by shape, not by position.

Set the "beat the target time" number from what testers really did

A designer plays their own level in a minute and sets that as the target. Nobody else gets near it. Another level has a target so loose it means nothing, because one tester walked away and left the game open. Here is a way to choose it from real times.

Hand out story fragments across runs in order, without dry streaks

In a game where every run starts fresh, the story comes in pieces that drop by chance. Players get the ending piece before the beginning, or go a dozen runs with nothing new. Here is how your AI keeps the pieces in story order and guarantees that a long dry spell ends.

Game ideas

Story help

Give your AI the workbench

One address in Claude, ChatGPT, Cursor or any AI with MCP, and a sign-in. It looks things up, has its work checked and saves your project while it builds. Free to start.

Connect your AI