Working on things with Claude Code
VR mods for flat-screen games. A quick look at where each one stands, newest state only; the full story is in each repo. Each game sits in the group that matches its status.
🥽 works in a headset · 🔧 being built · 🔍 studying the game · 🏆 breakthrough · ⭐ promising find · ⏸ paused · 📦 finished
| Game | Engine | Where it stands | Updated | Repo |
|---|---|---|---|---|
| Psychonauts (2005) | Double Fine engine | 🥽 Fixed the head-turn glitch; the picture now turns with the head on the pretend headset. | 10-29 | psychonauts-vr |
| Alice: Madness Returns (2011) | Unreal Engine 3 | 🥽 The picture now reaches the headset simulator through OpenXR. | 10-26 | alice-madness-returns-vr |
| Visceral — RE2 VR | RE Engine | 🥽 Rebuilt clean up to the guns: the body as it worked, and the gun code rewritten neatly, every reload path tried on the simulator; a headset pass is next. | 11-07 | visceral-re2-vr |
| Visceral — RE3 VR | RE Engine | 🥽 Rebuilt clean on the same gun code as RE2, with RE2's newer VR fixes: magazines, racking and the shotgun by hand all tried on the simulator; a headset pass is next. | 11-07 | visceral-re3-vr |
| Visceral — RE8 (Village) VR | RE Engine | 🥽 The LEMI pistol by hand keeps getting better in the headset; the stray gun noise near the gun turned out to be an accidental block, so blocking now needs the left trigger, and pressing grip with nothing to hold leaves the hand alone; next, Tefa tries those and a hand pose per gun for each grab area. | 11-09 | visceral-re8-vr |
| Ashes 2063 (2018) | GZDoom | 🥽 The guns' look is settled: the game's own pictures in solid cubes, carved and scratched; the JackHammer is next in it. It now also runs on the pretend headset on the home PC, for tests with nobody wearing one. | 11-08 | ashes-2063-weapons |
| Hard Reset (2011) | Road Hog Engine | 🥽 The running game now answers Claude live: pictures, pose, log, keys, console. | 10-23 | hard-reset-vr |
| Far Cry 3: Blood Dragon (2013) | Dunia | 🥽 Head tracking built and its headset code tidied; first test next. | 10-15 | far-cry-3-blood-dragon-vr |
| Silent Hill 2 (2024 remake) | Unreal Engine 5.1 | 🥽 Head and gun shadows work and the hand sits solid on the gun; next: shadows cast by the flashlight beam, the shotgun racked by hand, a two-handed shake. | 11-07 | silent-hill-2-remake-vr |
| The Darkness (2007) | Starbreeze engine | 🥽 Played in the headset with the lighting fixed and the frame rate better (68 per second); the Darkness powers look great in VR; next: buttons, the menu in the world, a real headset view. | 11-07 | the-darkness-vr |
Reverse engineering: taking the game apart to find its camera and drawing code, before it can run in a headset.
| Game | Engine | Where it stands | Updated | Repo |
|---|---|---|---|---|
| Prototype (2009) | Titanium | 🏆 Connected the headset to the head turn; tested without the game. | 10-14 | prototype-vr |
| Mad Max (2015) | Apex Engine | 🔧 Worked on driving with your head turned: the ground no longer goes missing on small turns. | 10-15 | mad-max-vr |
| Enslaved: Odyssey to the West | Unreal Engine 3 | 🔧 Tidied the head-tilt log so it shows the game's real camera angle. | 10-15 | enslaved-vr |
| Prince of Persia (2008) | Scimitar | 🔧 Found where the follow camera sets its distance and height. | 11-01 | prince-of-persia-2008-vr |
| Heavy Rain (2010) | Quantic Dream engine | ⭐ Built the code that sends the game's picture to the headset. | 10-29 | heavy-rain-vr |
| Bulletstorm: Full Clip Edition (2011) | Unreal Engine 3 | 🔍 Worked on sending the picture to a headset, each eye with its own view. | 10-16 | bulletstorm-vr |
| Visceral — RE4 VR | RE Engine | 🔍 Restarted from scratch as our own VR mod, planned around both eyes drawn in one frame. | 11-04 | visceral-re4-vr |
| Game | Engine | Where it stands | Updated | Repo |
|---|---|---|---|---|
| XIII (2003) | Unreal Engine 2 | ⏸ Paused for now. | 11-04 | XIII2003-vr |
| Condemned 2: Bloodshot (2008) | Xbox 360 static recompilation (ReXGlue) | ⏸ Paused for now. | 11-04 | condemned-2-vr |
| Brutal Doom (Doom 1 and 2) | GZDoom | ⏸ Paused for now. | 11-04 | brutal-doom-3d-guns |
| The Witcher 2 (2011) | REDengine | ⏸ Paused for now. | 11-04 | witcher-2-vr |
| Metro Exodus (2019, and the Enhanced Edition) | 4A Engine | ⏸ Paused for now. | 11-04 | metro-exodus-vr |
| Tomb Raider (2013) | Foundation | ⏸ Paused for now. | 11-04 | tomb-raider-2013-vr |
| Death Stranding Director's Cut (2022) | Decima | ⏸ Paused for now. | 11-04 | death-stranding-vr |
| Burnout Paradise (Remastered) | Criterion engine | ⏸ Paused for now. | 11-04 | burnout-paradise-vr |
| Unreal Gold (1998) | Unreal Engine 1 | ⏸ Paused: a VR mod already exists (Unreal Revived) | 09-26 | unreal-gold-vr |
| Far Cry 2 (2008) | Dunia | ⏸ Paused: another Far Cry 2 VR mod is in the works | 09-26 | far-cry-2-vr |
| Dead Space 2 (2011) | RenderWare-based | ⏸ Paused: chortdev is making a Dead Space trilogy VR mod | 09-26 | dead-space-2-vr |
| DOOM (2016) | id Tech 6 | ⏸ Paused: a DOOM VR mod already exists (KHARVOX) | 09-26 | doom-2016-vr |
| Portal (2007) | Source | ⏸ Paused: a Portal VR mod already exists (BowmanFox's portal1vr) | 09-26 | portal-vr |
| Prey (2017) | CryEngine | ⏸ Paused: fholger is making a Prey VR mod | 09-26 | prey-2017-vr |
| Manhunt (2003) | RenderWare | ⏸ Paused: someone else is making a Manhunt VR mod | 11-02 | manhunt-2003-vr |
| Alan Wake (2010) | Remedy engine | ⏸ Paused: fholger is making an Alan Wake VR mod | 10-25 | alan-wake-vr |
| Deus Ex: Mankind Divided (2016) | Dawn Engine | ⏸ Paused: someone else is making a Deus Ex: Mankind Divided VR mod | 10-27 | deus-ex-mankind-divided-vr |
| The Evil Within (2014) | id Tech 5 | ⏸ Paused: a VR mod is being worked on | 10-27 | the-evil-within-vr |
| Borderlands GOTY Enhanced (2009) | Unreal Engine 3 | ⏸ Paused: a VR mod already exists (Mastersellz's BL1GOTYVR) | 09-26 | borderlands-goty-vr |
| Game | Engine | Where it stands | Updated | Repo |
|---|---|---|---|---|
| RE Village — VR scope | RE Engine | 📦 Finished: v1.1.5 released on GitHub on 2026-10-14 — the scope works as it should. | 10-14 | re-village-scope-vr |
| Arcade Controls for RE2 VR | RE Engine | 📦 Closed. Shipped on Nexus to v1.5.0, replaced by Visceral | — | arcade-controls-re2-vr |
All dates are 2026. Almost everything above is one person, one machine, often one launch, and each repo's notes say so.
Tools for working with Claude Code itself, not tied to any one game.
| Plugin | What it does | Where it stands | Updated | Repo |
|---|---|---|---|---|
| Lanes | A growing collection of tools, skills and programs for Claude Code, primarily meant for flat-to-VR video game modding. Optional and modular as much as possible, and it ships with a rule to not say "You're right!" :) | 🔧 Several no-game sessions can now run at once, each on its own game, and two sessions can no longer edit the same game at the same time. Latest release 0.106.1. | 11-06 | lanes-plugin |
Pixel-style cube models for games, built in Blender by script.
| Tool | What it does | Where it stands | Updated | Repo |
|---|---|---|---|---|
| blender-cubekit | A framework for making game models out of little cubes, like pixel art with depth: one cube size for everything, every number named, no lights, stop-motion animation, straight into the game. Comes with a Blender add-on (buttons and keys) and the write-ups on how it is done. The game models made with it stay in their own projects. | 🔧 A one-zip download, no Lanes needed; adding and carving can keep a model's colour pattern, or use one chosen colour. | 10-27 | blender-cubekit |
Give your session a fresh look with one of these custom themes.
| Theme | What it looks like | Where it stands | Updated | Repo |
|---|---|---|---|---|
| Green monitor, Lanes banner | The same old green screen, with the Lanes Plugin banner behind the text in one dim, striped green, so the letters stay easy to read. The look the Lanes plugin ships with. | 🔧 A still version added: same look, no rolling light, lighter on the PC. | 11-01 | terminal-themes |
| Green monitor, starburst flower | An old green computer screen for Windows Terminal: sharp glowing letters, dark corners, and a faint striped flower behind the text, its petals placed like the rays of the Claude logo, with a light that slowly runs down the screen. | 🔧 A still version added: same look, no movement, so the terminal stops redrawing every frame. | 10-31 | terminal-themes |
| Ocean | A calm pixel-art view under the sea: daylight sky over a still surface, light blue water, swaying plants, fish swimming near and far, a school of silver fish turning together, and now and then a passing whale. | 📦 Day and night added: three minutes each, stars by night, rare sunbeams by day. | 10-24 | terminal-themes |
| Frequency | A pixel-art background that keeps changing station like a spun radio dial. The first station runs from fish bones and diagonal skulls to a 1930s cartoon on an old TV and a flight through glitching, wildly coloured cubes. The second, where nothing is quite right, runs from a black hole swallowing a suburb to eyes, laughing lips and a night city made of letters. | 🔧 Worked on glitches in patches all over the window and the cartoon running back the other way. | 10-23 | terminal-themes |
| Halloween | A pixel-art graveyard night: moon, witches on brooms, a witch's hut, candle-lit pumpkins and spiders on the glass. The sky darkens, a big sheet ghost rises in the wind, and lightning keeps flashing while it stays, lighting up the zombies shuffling towards you. | 🔧 Worked on the ravens, now a very dark grey, and a 12-minute video of the night. | 10-23 | terminal-themes |
Things that universally remove an unwanted feature or a fault from a video game. Each cure comes as a toolkit for modders, human or AI, and as drop-in fixes for specific games.
| Cure | What it removes | Where it stands | Updated | Repo |
|---|---|---|---|---|
| Occlusion Drift BeG0nE | In VR, a two-handed weapon's aim drifting because the front hand hides the back controller. The cure: hold the weapon with the left controller just above the right. First game: Resident Evil Village (REFramework). | 🔧 Worked on the Village grip: a reload is no longer cancelled by the block gesture, and a grip now needs the hand near the gun. Shipped inside the RE Village scope mod. | 10-28 | BeG0nE |
| Camera Jitter/Shake BeG0nE | The stepped, jittery camera so many AI-written VR mods have. First find out why; then a tool for modders and a jitter-free camera for specific games. | 🔧 Built the ride-along: a mod logs when it reads the pose and writes the camera, and a background rider names the cause of any stepping and grows a jittery-versus-smooth knowledge base; Lanes starts it at every session. | 10-08 | BeG0nE |
| Ghost Hand BeG0nE | In VR, the gaps between your real hand and the player's hand: lag, offset, jumps and lost tracking that make hand gestures like racking a slide miss. It records both controllers and the game's hands, then points at where they part. | 🔧 In daily use: the recorder and its report maker ship in Lanes, and the background rider has filed over 400 reports. | 11-07 | BeG0nE |
| Flickers BeG0nE | In VR, parts of the picture flashing wrong for a single frame, like the grass in Resident Evil 4 with REFramework. It catches the flash and shows what it is, then shows the frame before in its place. | 🔧 Built the catcher and its reader as one REFramework plugin file; it found every fake flicker on the headset simulator. | 10-26 | BeG0nE |
| Eye Difference BeG0nE | In VR, anything that differs between the left and the right eye: plants or objects drawn in one eye only, one eye darker or tinted, one eye more jagged, the eyes out of line. It reads the Flickers catcher's pictures, takes out the normal 3D shift between the eyes, and says what is left, which eye has it and where. | 🔧 Built and tested on made-up eye pictures; first real job: Resident Evil 4's plants seen in one eye only. | 11-02 | BeG0nE |
Small programs that make working in a headset easier, for any game.
| Tool | How it works | Where it stands | Updated | Where it lives |
|---|---|---|---|---|
| Hand Freeze | A desktop app that holds the VR controllers still in any OpenXR game, left, right or both. Press the snowflake, hold the controllers where the hands should be, and after a countdown they stay put while the game keeps running, so hand poses can be tuned with the mouse. | 🔧 v4: a click of the right thumbstick freezes or frees both hands, and the game never sees that click. | 10-25 | hand-freeze-vr |
| VR Bench | A robot player for VR games. With the OpenXR Simulator as the headset, it moves the head, both hands and every button by itself, takes a picture after each, and writes down what the game did, so VR work can be tested with nobody wearing anything. | 🔧 v0.1.2 out: answers the short button names some games use, such as Resident Evil Village's. | 11-01 | vr-bench |
| Window View | A desktop app plus an OpenXR layer that hangs any open window in front of your eyes inside the game, like an in-game menu that turns with your head. Add as many as you like, set how see-through each is, drag them by their header, resize them by their corner. Page Up hands your mouse and keyboard to the floating windows (the game sees nothing and is played with the controllers); Page Down hands them back. | 🔧 1.10 built and installed: A is a left click, and the right stick works the helper windows' sliders (not yet a download). | 11-09 | window-view-vr |
| Hand Poser | A compact window of sliders that poses the player's hands in RE Engine games: add any bone, turn it, see which bones move with it, undo, redo, and keep named pose builds. Meant to hang inside the headset through Window View while Hand Freeze holds the controllers. Inspired by alphaZomega's EMV Engine poser. | 🔧 New controller buttons (right stick steps, Y undo, B redo, X untick), the thumb tip's curl beside the fingers', a spot's pose keeps the other hand's grip; installed, tests pass. | 11-09 | hand-poser-vr |
| Animation & Timing | Hand Poser's sister for things that move: freeze the player's animation, step it a frame at a time, slow it down, and turn any joint on top of it with keys that fade into each other; with Visceral RE8 it also holds the mod's finger movements on a frame, adds or removes frames, moves the whole hand on the gun, and tunes the mod's named timings live. Inspired by alphaZomega's EMV Engine. | 🔧 The new controller buttons (right stick steps, Y undo, B redo, X untick); installed, tests pass. | 11-09 | animation-timing-vr |
| Grip Zones | A small window of sliders that moves and resizes every place the hand can grip a gun in VR: the magazine, the well, the slide, pump or bolt, the front grip. Each zone moves on the gun in the game at once, for one gun or all. Hangs inside the headset through Window View. Works with Visceral RE8 for now; more games as we mod them. | 🔧 The new controller buttons (right stick steps, X untick); installed, tests pass. | 11-09 | grip-zones-vr |
| Gun Poser | A small window of sliders that aims and moves the gun in the right hand in VR: up or down, left or right, roll, and forward, up or sideways in the hand, for one gun or all. Hangs inside the headset through Window View. Works with Visceral RE8 for now; the idea is to make it work across many games. | 🔧 The new controller buttons (right stick steps, X untick); installed. | 11-09 | gun-poser-vr |
Tools that let a game get itself from launch to gameplay, so testing a mod does not start with the same menus by hand every time.
| Tool | How it works | Where it stands | Updated | Where it lives |
|---|---|---|---|---|
| Menu‑o‑matiC | Records the way through a game's menus once, as key presses plus small screen checkpoints, then replays it by itself. A replay looks at nothing: each checkpoint is a small patch of the screen compared by numbers. Only when something unexpected appears does it save a small picture for someone to look at. Plain Python, usable by anyone; also the /lanes:menu command in the Lanes plugin. |
🔧 Its screen reader, State-o-matiC, now finds each game's taught screens by itself and never pulls a game to the front. | 11-06 | flat-to-vr-RE-toolkit |
| Move‑o‑matiC | Moves a character or car along a route. The player drives or walks it once while every key and how long it was held is recorded, and marks where to check it arrived; after that it repeats the route by itself. Each game is first set up together with the player: save point, menu buttons, controls, and a check that inputs reach the game. | 🔧 Uses Menu-o-matiC's busy-keys check, so a walk or a turn never presses into another session's game; the shared folder was tidied. | 11-06 | flat-to-vr-RE-toolkit |
| State‑o‑matiC | Tells whether a game is in a menu, loading, a cutscene, or gameplay, from signs that work outside almost any game: black bars, how much of the picture moves, a lone spinning icon, how hard the game reads its disk, and whether the picture answers a key. Screens that fool it are shown to it once during setup. | 🔧 Says "minimised" instead of failing, finds a game's taught screens by itself, and calls a game that stops answering frozen. | 11-06 | flat-to-vr-RE-toolkit |
One repo per game. Consolidated on 2026-08-30 from the earlier six-repos-per-game layout — every folder below used to be its own repo and keeps its full git history. Inside each game repo:
| Folder | What's there |
|---|---|
mod/ |
Release packaging and player-facing docs — the releases themselves are on the repo's Releases page |
dev-archive/ |
The live mod source plus the full messy in-progress history: snapshots, probes, dead ends |
modding-notes/ |
Readable field notes / progress ledger, one dated entry per session |
engine-research/ |
Distilled current truth: the engine dossier (the shared VR-RE playbook it follows lives in the toolkit, linked below) |
external-research/ |
Public-research leads (prior art, techniques) gathered separately from hands-on modding |
Work-in-progress that isn't ready for browsing lives in one private staging
repo, a folder per game. Release notes always carry a disclaimer of what the mod
is/isn't, plus a motion-sickness caution while a project is unfinished.
Since 2026-08-26 the whole account also runs on a one-writer-per-file rule. Several of my
sessions can work a project at the same time — hands-on modding, per-game public research, and a
cross-project research sweep — so every folder above has exactly one session type that curates it,
and anything one lane finds for another travels as a dated, create-only file in the receiving
lane's inbox/ folder; the owning session folds it into the curated docs and deletes it. So if
you see an inbox/ folder with files in it, that's knowledge in transit between sessions, not
clutter. The full playbook text lives only in
flat-to-vr-RE-toolkit (each project's
PLAYBOOK.md is a pointer to it), and cross-game engine knowledge is unified in the library's
per-engine family pages
— one page per engine family, linking every sibling project's dossier.
- flat-to-vr-cross-engine-research — a public, engine-agnostic library of publicly-available flat→VR modding knowledge: an engine landscape index, per-engine family pages tying my sibling projects on the same engine together, generic-driver options (vorpX, geo-11), engine-agnostic core patterns, and worked case studies. Every source credited in its
ATTRIBUTION.md. - flat-to-vr-RE-toolkit — battle-tested tools, skills, and the canonical copy of the reusable VR reverse-engineering playbook every project above follows.
All reverse-engineering here targets legitimate copies of each game (owned, or free from the official source) for personal,
non-commercial modding. No original game assets or engine source are redistributed in any
repo above. Corrections/removal requests from actual rights holders are honoured promptly —
open an issue on the repo (each repo's CONTRIBUTING.md says how).

