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  • Claude Bridge
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v1.16.0 · 200+ tools · 190 handlers · AGPL-3.0

Claude Bridge for s&box

Build s&box games by talking to Claude — or any AI. It works insideyour s&box editor: writing scripts, creating GameObjects, wiring components, and building whole systems. You describe what you want; Claude builds it, screenshots it, and fixes it.

Get started View on GitHub

🧠 It ships with a brain

The tools aren't the real story. The companion plugin bundles sbox-cookbook— a code-grounded knowledge base of how to actually build games in s&box, mined from real, shipped, open-source s&box games plus the modern engine source. So the AI reaches for proven, shipped patterns — real inventories, economies, save systems, shops, gacha, progression, multiplayer netcode, whole genre playbooks — instead of guessing.

Ask for a system by name(“build me a host-authoritative shop”) and it routes to the grounded recipe for that problem.

What it can do

200+ tools across the whole editor — here are the big areas.

Scene & GameObjects

Create, clone, transform, parent, and find objects; full hierarchy + editor selection; scripts, scenes, and prefabs.

Components & scaffolds

Add/remove any component; one-call scaffolds for health, inventory, save systems, economies, shops, leaderboards, and more.

Physics & spatial

Rigidbodies, colliders, joints, raycasts, and volume-overlap queries.

Lighting & atmosphere

Lights, fog, post-FX, skyboxes, reflection probes, and one-call mood presets (Horror Night, Foggy Dawn…).

Characters & animation

Spawn, dress, and pose Citizens; equip props; drive the AnimationGraph and play named animations.

Terrain & world-gen

Heightmap sculpt brushes, hills, trails, cave paths, forest scatter & density painting.

Networking & inspection

Network spawn, sync, RPCs — then lint for multiplayer footguns and inspect exactly what replicates.

NPC AI

Generate behavior state machines (patrol → chase → search) with sight cones, hearing, patrol routes, and spawners.

Debug & playtest

Draw debug shapes in editor and play; pause / slow-mo / fast-forward the running game; read live performance counters.

Live API & docs

Reflects the real loaded SDK and searches the official s&box docs — so the generated C# actually compiles.

How it works

You: “Make a player controller with WASD, mouse look, double-jump, and a flashlight.”

Claude: writes the script, adds the component, wires the input, sets up the spotlight — then aims a camera, screenshots it, and checks its own work.

You: “Build me an inventory system with a hotbar.”

Claude: opens the cookbook's inventory recipe, builds it the way real games do (host-authoritative, networked, drag-and-drop), then runs networking_lint to confirm it replicates.

Self-verifying. For anything visual, Claude aims a camera, screenshots its work, and reads the result back before showing you. For multiplayer it lints networking and inspects what replicates. It reads its own logs and compile errors — even when the editor stalls — so it closes the build-and-check loop instead of hoping.

Keep reading

Plugin & setup →
Install it and learn how to drive it.
Changelog →
Every release, newest first.
Troubleshooting →
Fixes for the common failure modes.
FAQ →
Quick answers to common questions.