Fable moved 628 million tokens through the system in about three and a half hours—and turned a blank folder into a polished multiplayer Spades game you can play right now. The interesting part isn’t only the result. It’s how little I had to specify to get there.
Play Spades: https://spades.metal-sole.com
Build designs with Claude: https://claude.ai/design
In this video, I walk through the exact two requests behind the build: the spoken brief I used to create the visual direction in Claude Design, and the build request I handed to Fable in Claude Code. I show how I used /goal to set an objective instead of micromanaging tasks, how the first imperfect build turned into a screenshot-based defect pass, and how the final game works across phone, tablet, and desktop-sized browsers.
The finished project includes cross-device multiplayer, AI players with personalities, music and sound effects, 24,000 lines of code, 64 files, 83 tests, and six commits. Total Fable build time was roughly 3.5 hours; 96.8% of the 628 million tokens were served from cache.
CHAPTERS
00:00 From a design to a finished game
00:49 Designing Spades with Claude
03:37 Moving the design into Claude Code
05:26 Starting the Fable build with /goal
07:46 The exact design request
10:24 The exact build request
13:53 First look: impressive, but buggy
15:18 Fixing defects with screenshots
16:18 The finished multiplayer Spades game
18:51 628 million tokens: the build receipt
Channel: Matt Maher
Published: 2026-07-16
Video URL: https://www.youtube.com/watch?v=DVQ-Y6poojY