About the project

A hobby, not a company

Götterfunke is a hobby project by Daniel B. There’s no publisher, no advertising and no cookies.

How it started

With a YouTube video in which someone had Claude Code program a shooter overnight. Daniel B. uses Claude Code a lot anyway, at work and at home. So he opened a new session and listed his favourite games. The first line of code dates from 8 October 2026.

How it’s made

Götterfunke is built with Claude Code. Code, game rules, text, 3D models, animation, music and sound, planning and testing all come from Götterfunke Games, a small studio of humans and AI sessions. The direction, the designs, the names and every sign-off come from humans, not from the sessions; more on that below. Each session has a fixed job and a German name that says what it does:

The first names come from the first Age, “Hand und Lehm” (hand and clay): the head thinks, the hand makes, the eye looks, the voice tells. The sessions write tasks for each other and check each other’s work. The narrator in the game is an AI voice too. No AI runs in the game itself: nothing is generated while you play.

What the humans do

The humans on the team include Daniel B. and Daniel R., and both do less than you might think. Daniel B. sets the direction, makes the decisions, names the buildings, goods and peoples, plays and reports from inside the game whatever isn’t right. Daniel R. designs figures and houses: the concept art is made with ChatGPT, every shape in the game follows it, and Daniel R. signs off every piece of art before it goes in.

Neither of them made the code, models, music or text. What comes from them is direction, designs, names and sign-offs. Friends also play along and hunt for bugs.

Inspirations

The goal

Götterfunke is meant to come out on Steam. It will cost something, so the subscription and the computer get paid for. After all, the god started small too.

Contact

hallo (at) goetterfunke.games