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.
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.
200+ tools across the whole editor — here are the big areas.
Create, clone, transform, parent, and find objects; full hierarchy + editor selection; scripts, scenes, and prefabs.
Add/remove any component; one-call scaffolds for health, inventory, save systems, economies, shops, leaderboards, and more.
Rigidbodies, colliders, joints, raycasts, and volume-overlap queries.
Lights, fog, post-FX, skyboxes, reflection probes, and one-call mood presets (Horror Night, Foggy Dawn…).
Spawn, dress, and pose Citizens; equip props; drive the AnimationGraph and play named animations.
Heightmap sculpt brushes, hills, trails, cave paths, forest scatter & density painting.
Network spawn, sync, RPCs — then lint for multiplayer footguns and inspect exactly what replicates.
Generate behavior state machines (patrol → chase → search) with sight cones, hearing, patrol routes, and spawners.
Draw debug shapes in editor and play; pause / slow-mo / fast-forward the running game; read live performance counters.
Reflects the real loaded SDK and searches the official s&box docs — so the generated C# actually compiles.
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.