World of ClaudeCraft has gone live on Steam. The classic-style micro-MMO published its store listing and is asking players to add it to their wishlists while the team waits on final approval from the platform. The listing sits in Steam's free-to-play category, developed and published by Levy Street Games.

The store page lays out the scope. World of ClaudeCraft is described as a classic-style micro-MMO with nine vanilla-flavored classes, real classic-era combat formulas, a hand-built quest world across three zones, 5-player elite dungeons, a ranked 1v1 arena, parties, trading, and duels, all running on an authoritative server with persistent characters. Its Steam genres span Action, Adventure, Casual, Indie, Massively Multiplayer, and Free To Play.

What the game offers

The design leans hard into old-school MMO fundamentals rather than modern conveniences. Players pick one of nine classes, each built on classic-era mechanics implemented from first principles, and learn ranked spells across levels 1 through 20. Higher-band abilities such as Early Grave, Low Blow, Urgent Prayer, Ancestral Strike, and Skyfall unlock near the top of that range.

The world is hand-built rather than procedurally generated, and the seed is fixed so it is the same place on every visit. Characters start in Eastbrook Vale, a market town covering levels 1 to 7, ringed by six hubs including wolf runs to the north, boar meadows to the east, the Webwood to the west, Mirror Lake to the northwest, a copper dig to the southwest, and a ruined chapel to the northeast, with a bandit camp to the southeast. The north road climbs a mountain pass into Mirefen Marsh, covering levels 6 to 13 around the hub of Fenbridge, then rises to Thornpeak Heights for levels 13 to 20, based at Highwatch.

Beyond leveling, the endgame content includes five-player elite dungeons and a ranked one-versus-one arena, alongside grouping, trading, and dueling. Persistent characters on an authoritative server mean progress carries over between sessions, which is what separates it from a browser demo.

From a weekend experiment to a Steam page

The game's origin story is what first drew attention. World of ClaudeCraft was generated over roughly two days in mid-June 2026 using an AI coding model, then open-sourced by Levy Street, a Wellington-based AI company in New Zealand. Chief executive Max Polaczuk had been using classic MMOs as a testing ground for reinforcement-learning research and pointed the model at the task of generating a faithful MMO sandbox to train inside.

What followed was not part of the plan. After launch, the project spread quickly through gaming and technology communities, drawing thousands of upvotes on Reddit and lively debate across the web. More than a thousand people starred the project on GitHub, and roughly three hundred forked it to build their own versions. Lead developer Reuben Horne noted that most AI-built games "end at the reveal," framing the community contributions as the more meaningful result. The reception was not universally positive, with parts of the gaming audience pushing back on the vibe-coded approach, but the codebase kept growing.

The model used to build the original foundation was publicly available only briefly, and the team has said newer content now runs on other frontier models. The Steam listing marks the project's step from an open-source curiosity into a distributed game with a storefront presence.

The WOC token and Claudium

World of ClaudeCraft is web3-native around WOC, its community token on Solana. Importantly, the studio has been explicit that none of it is required to play. Wallet linking is optional and non-custodial, there is no pay-to-win, and the entire game works without ever connecting a wallet. Linking a Solana wallet simply displays a player's WOC balance and a cosmetic holder badge.

The economy runs through a separate in-game currency. The WOC Store sells Claudium, a one-way cosmetic currency that can be purchased with fiat, SOL, USDC, or WOC, with the WOC payment rail receiving a service-quoted discount. Claudium is then spent in the Season 1 Armory on cosmetic weapon-skin collections. The studio has stated plainly that store purchases do not add stats or combat power, keeping the shop strictly cosmetic.

A Daily Rewards system adds another layer for token holders. Eligible verified holders can earn points through a daily spin and rotating tasks, then compete for a share of a daily prize pool. As with everything else on the web3 side, participation is optional.

WOC itself launched as a pump.fun fair-launch memecoin, with the mint renounced, liquidity locked, and no presale. Circulating supply sits at roughly 999.98 million tokens, and because the mint is renounced with supply fully circulating, fully diluted value closely approximates market capitalisation. At the time of the Steam announcement, WOC traded around 0.000154 USD, down about 4.87 percent on the day, giving the token a valuation in the low six figures. Its main trading venue has been the WOC pool against SOL on PumpSwap.

A game and a research environment

One unusual feature sets the project apart from most onchain games. World of ClaudeCraft doubles as a reinforcement-learning environment, reflecting its origins in Levy Street's research work. It ships a headless mode with a documented protocol and Python bindings, exposing a discrete action space covering movement, targeting, attacking, the full ability kit, interacting, and eating or drinking, alongside an observation space covering the player, abilities, target, nearby mobs, the nearest interactable, and quest progress.

Rewards are computed as a weighted sum of per-tick counter deltas including experience, damage dealt and taken, kills, deaths, quest progress, and level-ups, all tunable per reset. Each step applies one action and advances five simulation ticks by default, giving roughly four decisions per simulated second. The whole thing is deterministic by construction, with no wall clock and no random calls, so seeding a reset replays an episode exactly. That makes the game a training ground for AI agents as much as a place for human players.

For now, the immediate ask is simple. The Steam page is live, wishlists are open, and the team is waiting on final approval before the game reaches the platform's storefront properly. Players who do not want to wait can already run the world in a browser, since the project remains free and open source.