Lowpoly Lads

Two developers and Claude are building a living city game.

Lowpoly Lads is a two-person studio. We build CityHunt, a multiplayer hide-and-seek game set in a real city, with Claude as our full-time development partner. We started on 8 October 2026.

Isometric view of the whole low-poly Vienna map: old town, Ringstrasse, parks and the Danube Canal
The whole Vienna map, generated from OpenStreetMap. A real render from our build, not concept art.

A city you can hide in.

CityHunt is an asymmetric multiplayer game for PC. A few hunters track a group of players through a living city. The hunters only see delayed location pings. Everyone else blends into the crowd, takes the underground, sits down in a café and hopes nobody looks twice.

St. Stephen's Cathedral with its yellow and green zigzag roof between old town houses

A real city, not a level

Streets, alleys, squares and passages come from OpenStreetMap. The first city is Vienna: 5,637 houses and 11 landmarks close to where they really stand.

The same city at night with lit windows and a floodlit cathedral

Life on the streets

Pedestrians, traffic with working lights, and a day-night cycle: one real hour plays four in-game days.

The State Opera on a square next to a tree-lined boulevard

Choices with a cost

Hide in a bush, a doorway or a passage through a building. Pay for a coffee or a taxi and the hunters learn where you are.

How we work with Claude.

We don't use AI for a feature. We use it to build the game. Claude writes most of the code, the city generator, the 3D models and the sounds. We decide what the game should be and check every result.

We decide

  • Game design, rules and what makes it fun
  • Look, feel and sound direction
  • Playtesting and the final call on every change
  • Reviewing pull requests before anything reaches the main branch

Claude builds

  • Engine code in Godot: pedestrians, traffic, lighting, controls, tests
  • The city from OpenStreetMap, checked by its own validation scripts
  • 3D models built in Blender by script: landmarks, vehicles, street furniture
  • 31 sounds synthesised from scratch, from tram bells to the cathedral bell
  • Balancing analysis, documentation in our shared notes, and the pull requests
Lineup of Viennese vehicles: taxi, police, ambulance, post van, garbage truck, bus, tram and a horse carriage
Vehicles, built by script in Blender in one session.
Eleven pedestrian characters: tourists, a waiter, a coachman, police officers, a construction worker and others
Pedestrians with outfits on a shared skeleton, all animations kept.
Heat map of the city: green where hiding spots are close, yellow and red where streets are open
Hiding-spot heat map. We used it to place fair start points.

What exists today.

Every date and number below comes from our repository and test runs.

  1. The idea, and the first build that evening

    • Concept on Discord, first prototype started the same night.
  2. A living city prototype

    • Click-to-move player with sprint and stamina, isometric camera.
    • Pedestrians on a sidewalk network that cross at zebra crossings.
    • Traffic that stops for pedestrians, red lights and the car ahead.
    • Real sun and moon path, street lights at night.
    1,000pedestrians at about 100 FPS10automated test modes
  3. Vienna, generated

    • The whole city from OpenStreetMap, baked into one scene with collision and navigation.
    • Landmarks, vehicles, pedestrians, street furniture and sounds in a Viennese look.
    • Game data for actions like hiding, the underground, bike rental and taxis.
    • Fair start points: hunters need 80 to 108 seconds to reach any of them.
    5,637houses893places to use75walk-through passages31sounds

Where we honestly stand: the city and its systems run. Roles, pings and multiplayer are next, so there is no playable match yet.

What we're looking for.

We're applying to startup programmes to turn a fast prototype into a game people can play together.

Capacity to keep building

Claude is our third team member. Credits and higher limits let us keep this pace through multiplayer and the first playtests.

Exchange with people who know

Feedback on AI-driven development, and on using models inside the game, for example witnesses you can question.

Early players

Groups who want to test hide-and-seek in a real city and tell us what works.

Who we are.

Two friends who have been AI enthusiasts for years. At some point we asked ourselves: why not point all of it at something we'd love to play?

Kenny had the idea: take Manhunt, the chase game you play on real streets, and turn it into a proper video game. It started as a fun side project. A few days in, we're hooked on making games, and Claude is how two people get to build at the pace of a whole studio.

The idea, the city, art and sound

Kenny

Came up with CityHunt. Builds the Vienna map, the look and the sound of the game together with Claude.

Engine and systems

Dave

Builds the engine: pedestrians, traffic, time and lighting, and next the multiplayer.

Development partner

Claude

Writes code, generates the city, models and sounds, and documents the work. Every change goes through review.

Let's talk.

Startup programme, partnership or playtesting: write to us and we'll reply personally.

Angaben gemäß § 5 DDG

Lowpolylads GbR
Prof. Hegenauer Straße 9
86570 Inchenhofen
Deutschland

Vertreten durch die Gesellschafter

Kenneth Sattler
David Redka

Kontakt

E-Mail: dev@lowpolylads.com

Verantwortlich für den Inhalt nach § 18 Abs. 2 MStV

Kenneth Sattler, Anschrift wie oben

Kartendaten

© OpenStreetMap-Mitwirkende, verfügbar unter der Open Database License (ODbL).

Datenschutzerklärung

Verantwortlicher

Lowpolylads GbR, vertreten durch Kenneth Sattler und David Redka, Prof. Hegenauer Straße 9, 86570 Inchenhofen, Deutschland. E-Mail: dev@lowpolylads.com

Aufruf dieser Website

Diese Website wird bei ALL-INKL.COM – Neue Medien Münnich, Inhaber René Münnich, Hauptstraße 68, 02742 Friedersdorf, Deutschland, gehostet. Beim Aufruf der Seite verarbeitet der Anbieter technisch notwendige Daten (IP-Adresse, Datum und Uhrzeit, aufgerufene Datei, Browser-Typ) in Server-Logfiles, um die Seite auszuliefern und ihre Sicherheit zu gewährleisten. Rechtsgrundlage ist Art. 6 Abs. 1 lit. f DSGVO. Die Server stehen in Deutschland, die Logfiles werden nach kurzer Zeit gelöscht.

Keine Cookies, kein Tracking

Diese Seite setzt keine Cookies und verwendet keine Analyse- oder Tracking-Dienste. Schriften und Bilder werden von unserem eigenen Server geladen, es werden keine Daten an Google oder andere Dritte übertragen.

Kontakt per E-Mail

Wenn Sie uns schreiben, verarbeiten wir Ihre Angaben, um Ihre Anfrage zu beantworten (Art. 6 Abs. 1 lit. b bzw. f DSGVO). Wir löschen sie, sobald sie dafür nicht mehr nötig sind und keine gesetzlichen Aufbewahrungspflichten bestehen.

Externe Links

Der Link zu GitHub führt auf eine Seite der GitHub, Inc. Erst wenn Sie ihn anklicken, gelten dort deren Datenschutzbestimmungen.

Ihre Rechte

Sie haben das Recht auf Auskunft, Berichtigung, Löschung, Einschränkung der Verarbeitung, Datenübertragbarkeit und Widerspruch (Art. 15–21 DSGVO). Außerdem können Sie sich bei einer Datenschutz-Aufsichtsbehörde beschweren, zum Beispiel beim Bayerischen Landesamt für Datenschutzaufsicht.