Götterfunke is young, and it’s being built with Claude Code: first as a browser game, now in Unity. The god first walked across the map on 8 October 2026. What has happened since, in stages:
Journey
The Clayling: first a few pixels, then modelling clay, and now this.
The hut: from a square on the map to a house of clay.
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Pixels in the browser
A god as a small pixel figure on a map without edges, desert all around and a single green patch. He gathers, builds and shapes the first Claylings. On 11 October someone who doesn’t know the game plays it for the first time. Whatever confuses them gets rebuilt.
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Clay in 3D
The same world gains depth, and the figures turn round like modelling clay. The next day the first Age is in place: the people shape themselves, and for the first time the god is redundant. On 15 October, music and sounds join in.
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Moving to Unity
The browser gets too cramped. The game moves house, rule by rule and shape by shape. No new content, just the same game on new ground. On 18 October the same saved games run identically in both versions, step by step, without the slightest difference.
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A new face
The god, the Claylings and the clay huts are rebuilt from Daniel R.’s designs, along with grass, water and light. The other houses follow bit by bit.
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An entrance
The god no longer just turns up. A short film shows his spark flying through space and crashing onto the bare planet. A few days later a narrator joins in. His voice is an AI voice, designed from a written description.
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The world turns round
The map without edges was always a sphere; now you can see it. Zoom out far enough and the whole planet hangs in space, with the Claylings walking over it as if nothing had happened.
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The second Age
After the first Age, the game carries on. At the spring a second people wakes up: the Treelings, made of wood instead of clay. They fell trees and replant right away, and without water nothing works for them. The same day, the team page goes online, where the AI sessions introduce themselves.
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New Claylings
The Claylings get a new look from a new design by Daniel R., and the quarry a new model. The other figures and houses are in the works.
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Mountains and a goal
The first test build for Mac. There are mountains on the horizon now; nobody gets inside yet. And the second Age gets a goal: thirty creatures, fed and happy.
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A god walks on water
The camera can now turn and tilt: hold the mouse wheel and drag, Home brings it back. The god walks on water; his people stay on dry land. Idlers no longer hold anyone up: if two free workers stand about for half a minute, the reserve stops blocking buildings. And if everyone is already hauling, the game says so plainly: shape more Claylings. Haze on the horizon is built, but not in the game yet.
The website now says right at the top who builds Götterfunke: a small studio of AI sessions, and two humans who decide, design and play. Test builds come almost daily, each with its own patch notes.
A village between river branches. The people built almost all of it themselves.
A green patch in the middle of the dust. The god likes to stand right in the middle of it. -
The wooden cart rolls
Packhouses now build wooden carts. A caravan takes one along, carries twice as much and pulls it back empty, with the sacks sitting visibly on the bed. The top bar now shows who is “on the way”, so “free” means free again.
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Bridges on their own
Rivers now run under the paths: where water flows over a path, it becomes a bridge, and you build a bridge like any other path. One click and the god gathers until nothing is left, and the crater overflows after just over two minutes instead of ten.
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Q knows where
Q now takes goods where they're needed: first to a workshop or shrine nearby, then to the storehouse, and a frame shows beforehand which house will get them. Click the sign over a stalled house to open its window, a path being built says what it's waiting for, and the top bar explains water and stone before they run out. Every new world has clay and deadwood close to the landing spot, and there's a lot more to hear: footsteps, and workshops sounding in time with their work.
In the middle of the village lies the crater where it all began. By now it’s a lake.
From high above: the village has grown into a small town on the globe.
A mountain by the river. For a while now, something has been knocking inside.
Underground: the throne hall by torchlight. Down here you don’t build, you take away. From an empty crater to a village: the same spot after half an hour and after just over three hours of play. Claylings at the Pottery and the Simmer Circle, then Treelings in their Grove: everyone has a job, the god just watches. -
Under the mountain
The third age is open. The river keeps knocking at the river mountain until a crack opens, and the boulder in front of it is a Stoneling. Below, you don't build, you take away: hew rock, place torches, turn tunnels into rooms. New Stonelings are sung into being in the Echo Chamber, and the Mountain Gate sends bread down and brings up whatever is hewn below, until in the end a cart rolls on stone rails. Up top, the game now asks before you quit unsaved, and when you build it tells you which house is in the way.
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The way up
Down in the mountain, a bright frame with a light now shows where the way up is: around the cave in the Throne Hall and every Mountain Gate. Drag a room and you see green or red, and on red the reason right away. The goals “On rails” and “Standing still” are in the wish list from the start and say what the mine cart still needs, and you upgrade the Mountain Gate without research. The Stonelings carry the rubble in the Ancestors' Hall to the Rubble Heap themselves.
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A look into the workshop
No new build today. Instead, the game page now shows four new clips straight from the workshop: the Echo Chamber under the mountain, where new Stonelings are sung into being, a wooden cart on the move, Treelings in the grove and a Clayling being formed.
Underground in the Echo Chamber: the god stands glowing among the Stonelings, and one of them rolls past as a ball. A Clayling pulls the wooden cart along the path through the green, all the way down to the Treelings' Grove. In the Grove the Treelings are in charge: they stomp about between trees, log piles and the plank fence while a Clayling drops by. The first Clayling: the god shapes it from clay at the crater's edge, and no sooner is it standing than it hops off to work. -
Faster below ground
A new build came out late in the evening. The Stonelings now live in their own mountain, and Mountain Gate II and the Dining Hall each bring one more Stoneling. A rail now costs just one stone block, and the game tells you more often why something won't work. Up top, no house walls a creature in any more, and tired carriers deliver their load before they rest. During the day, two small website bugs that Google had reported were fixed.
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Nobody starves at the edge any more
A new build came out in the morning. Claylings working at a house on an edge of the planet used to stop a little too far in front of it and never reached their food. Now the same measure applies everywhere when they arrive. The Packhouse orders berries and water for its trail rations itself and tells you when they're missing. Distant houses and creatures cost less computing time, and the picture stays the same.
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The builders lend a hand
A new build came out in the morning. A lot of what tripped up newcomers in the first age now goes more smoothly. If a site is missing material and all carriers are busy, the builders fetch it from the Storehouse themselves. The god places buildings outside the ring himself once he gets there, and Q only hands a building what it needs. The Clay Pit and the Reed Cutter work without a path too, and V tells you what's missing. There's a new map view for pollution, and below ground for noise and light. The trek reliably sets off, eight buildings and the rooms below ground have a new look, and digging can cut into water pockets. The download is smaller too.
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The camera stays with the god
A second build followed in the evening. The camera follows the god again, even after a click in the planet view and with a tool open. The ensouled altar tells you how many beds it's missing, and a garden without water names the way out. An empty Builders' Lodge speaks up, the top bar no longer contradicts itself, and signs cover less. Under the mountain, the crack at the entrance looks more natural. That same evening, Daniel B. played the first age himself and left his notes. That's what we're working on now.
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The game says what it's waiting for
We spent the day working through the notes from the previous evening's playtest, and several builds came out along the way. The screen is calmer: everyday messages no longer pop up, and the build menu only shows what can already be built. Digging now goes through the build menu, buildings turn with the period key while building, and no building stands in the water at the crater any more. With the evening build, locked research says what it's waiting for, down to the good that's still missing and where to get it. Above sites there's a row of goods with numbers, and what the people carry is easy to see from above. Loading is faster, and the download has got smaller.
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Today
In development.
From dust to here went faster than the god could keep up with. Then again, he didn’t do any of it himself.