Single SourceStudios Engage SSS
A cozy side-scroller that teaches Claude Code

The lamps went dark, one by one. Then Cluu woke up.

CLUU is a clockwork adventure where every mechanic doubles as a real Claude Code lesson. Lamps are commit checkpoints, wardens ask real prompting questions before you can pass, and the Keeper's gramophones speak actual guidance as you explore.

Ten levels, ten wardens
Full soundtrack, per level
Mobile, touch, and PWA
CLUU title screen
The world

The Boilerworks of Cluuhaven, one Engine, one Great Bug.

A small clay-and-brass automaton called Cluu blinks awake on a dusty workbench: the last machine still running. Ten wardens hold the works. Learn the Keeper's words. Relight them all.

Cluu at the workbench, Level I: The Cold Boot Yards
A commit checkpoint teaching toast
What's in the world

Every mechanic is a lesson wearing a costume.

A full run crosses five distinct painted biomes across ten levels, each ending in a dramatized boss duel with its own destruction cinematic.

Lamps as commit checkpoints

Relighting a lamp is framed exactly like making a commit: a deliberate, named checkpoint you can return to, not just a light switching on.

Wardens who ask real prompting questions

Ten wardens gate progress with genuine prompting and Claude Code questions. Getting past one means actually understanding the practice, not memorizing a quip.

Teaching signs and the Keeper's Echoes

Voiced monologues at gramophones scattered through the world, each one grounded in a real Claude Code practice, commits as checkpoints, /help, and more.

A collectible economy off the critical path

Cog armor and rare brass moths reward players who go looking, layered behind secondary planes, pits and crawl-spaces set behind the main walk-line.

The long game

What you write in the puppet world doesn't stay there.

The Library thesis

Every strong prompt becomes a real, exportable tool.

The long-term goal is bigger than the puppet world: a strong prompt a player writes inside an encounter should become something they can carry into Cursor, Claude Code, or Cowork, not something that stays locked inside the game.

The grading pipeline for that already exists: encounter contracts authored as .logic.md files, graded live against NVIDIA NIM (z-ai/glm-5.2) with a local deterministic fallback grader, in lib/encounters and app/api/encounter. Wiring it fully into the world is the next major milestone.

Under the hood

A real game engine, not a slideshow.

Next.js hosts a self-contained HTML5 canvas game at the root route, with one API route grading player prompts through NVIDIA NIM and falling back to a local deterministic grader when it's unavailable.

LayerTechnology
Application shellNext.js 16, App Router
Game runtimeSelf-contained HTML5 canvas game at the root route
Grading APINode API route, grades player prompts against NVIDIA NIM (z-ai/glm-5.2), with a local deterministic fallback
Auth and stateNone in this repo; Supabase present only as gitignored local CLI state

The Engine is waiting. So are the wardens.

Ten levels. Ten real lessons. One clockwork automaton with the lamps to prove it.

Play it now, cluu.vercel.app
Single Source

Every number on the dossier and whitepaper pages traces to a file path or command output in the source tree.

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