Primordium: a Spore-inspired evolution game in Godot 4
Because coding agents can't model creatures in Blender, the maker had them generate everything in GDScript: skeletons, skin meshes, horns, tails and wings, with IK foot planting and a living ecosystem.
Credits
Earliest dated source:
The full story
Primordium is a Spore-inspired evolution and tribe game in Godot 4. Because coding agents can't model creatures in Blender, the maker went fully procedural: each creature's skeleton and single skin mesh are built from its design at runtime, with IK foot planting, Bézier horns, tail clubs, gliding wings and shader eyes that blink.
The maker shares what kept a 3D game from breaking as agents changed it: strict CLAUDE.md and HANDOVER.md files when switching between Claude Code and Antigravity, a script that boots the game headless and takes screenshots from several angles so the agent can see its meshes, and more than 690 headless checks plus five bot playtesters. A free demo is available.
How it was done
Tools
Themes
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Sources
From a short post by the maker, so the details are as they tell them.
- Reddit: Vibe coded a Spore-inspired evolution and tribe game in Godot 4Reddit poster: OuvolkPosted
The maker's post in r/vibecoding describing the procedural approach and testing setup.
- Reddit: Building a Spore-inspired evolution game in Godot 4 with Claude - Some UpdatesReddit poster: OuvolkPosted