RichardAtCT/cc-idle/tree/main/plugins/cc-idle

Claude Code 自身のターン、ツール、セッションイベントを動力に、トランスクリプトの隣のペインで放置ゲームを動かす Claude Code モッドです。
RichardAtCT/cc-idle/tree/main/plugins/cc-idle

cc-idle はトランスクリプトの隣のペインで放置ゲームを動かす Claude Code モッドです。Claude Code 自身のイベント(turn.start、turn.step、tool.call、turn.complete、session.end)だけを使い、tmux、デーモン、フックの shim は必要ありません。要件は Claude Code v2.1.287 以降です。/plugin marketplace add RichardAtCT/cc-idle の後に /plugin install cc-idle@cc-idle を実行してインストールするか、クローンから claude --plugin-dir ./plugins/cc-idle で試せます。幅が少なくとも 144 列あるターミナルではペインが自動で開き、それ以外では /idle を使います。/idle close で閉じ、Esc でキーボードをプロンプトへ戻します。ゲームでは GPU、ラック、データセンターを購入し、インシデントを確認し、研究者を雇い、実験を実行し、世代を出荷し、ブレークスルーツリーを進めます。Haiku を使う取締役会メンバーが(自分の Claude Code セッション経由で)仕組みを説明し、ルールの質問に答え、大きな出来事に反応しますが、呼び出しは 1 分に 1 回までです。すべてのセッションが $.store の 1 つのセーブデータを共有します。モッドはファイルシステム、ネットワーク、プロセスを呼び出さず、ツール呼び出し、プロンプト、ターンを拒否または書き換えません。
まず作者の README で marketplace とプラグイン名を確認してください。コマンドはリポジトリの構成によって変わる場合があります。
claude plugin marketplace add RichardAtCT/cc-idle claude plugin install cc-idle
CC Idle as a Claude Code mod: the game runs in a pane beside the transcript, fed by Claude Code's own events. No tmux, no daemon, no hook shims.
Requires Claude Code v2.1.287 or later.
/plugin marketplace add RichardAtCT/cc-idle
/plugin install cc-idle@cc-idle
Or try it from a clone for one session: claude --plugin-dir ./plugins/cc-idle.
To pick up new commits from main inside Claude Code, refresh the marketplace, then load the new
version into the running session. No restart is needed.
/plugin marketplace update cc-idle
/reload-plugins
If the new version does not appear, type /plugin, open cc-idle under the installed plugins, choose
update, then run /reload-plugins again. From a shell, the same update is:
claude plugin marketplace update cc-idle && claude plugin update cc-idle@cc-idle
plugin.json sets no version on purpose. Claude Code then uses the commit SHA as the version,
so every merge to main is an update. claude plugin validate warns about the missing version;
ignore that warning.
/idle. It works mid-turn, so you can play while Claude works. Until you
have played once, a toast tells you so.→ line under the header names the next useful move when there is one./idle also gives the pane the keyboard. Esc hands it back to the prompt. /idle close
closes the pane.| Key | Action |
| --- | --- |
| g / r / d | Buy a GPU / rack / datacenter in the focused region |
| a | Acknowledge the region's incident (the post-mortem pays engineering) |
| n | Next region |
| h | Hire a researcher |
| e | Run an experiment |
| s | Ship the generation (asks y / n first) |
| v | Breakthrough tree (1–6 buy, v back) |
| c | Talk to the board (Enter on an empty line goes back) |
| i | How to play (i back) |
The original TUI's tab and P became n and s, because a mod's hotkeys must be a single
lowercase letter or digit, and Tab and the arrow keys stay Claude Code's.
A board member of your lab lives in the pane. It is Haiku, run through your own Claude Code session, so each line it says is one small Haiku call on your account.

c to open the board, type a short line (80 characters at most) and press Enter. It
answers in one line. The text field takes every key, so Enter on an empty line goes back to
the game. Esc hands the keyboard to the prompt, as on every screen.| Claude Code event | Becomes | Economy |
| --- | --- | --- |
| turn.start (main loop) | UserPromptSubmit | the region is hot; the turn's accrual starts |
| turn.step (every model request, subagents too) | TokenUsage | output tokens → Compute, live |
| tool.call succeeded | PostToolUse | Edit/Write/Bash → engineering, Read/Search/Fetch → research data |
| tool.call errored | PostToolUse (failed) | an incident |
| turn.complete (subagent) | SubagentStop | a training run |
| turn.complete (main, answered) | Stop | milestone shipped: completion bonus and reputation |
| session.end | SessionEnd | the session leaves its region |
The mod builds the same v1 envelopes the shell hooks wrote, so the engine in packages/game, its
balance constants and the replay/backtest tooling are unchanged.
One economy for all your sessions. Every Claude Code session running the mod shares one save
in $.store. Each session applies events locally at once, then about a second later re-reads the
save, replays its queued events on top and writes it back. Every 5 seconds it picks up the other
sessions' writes. Only a write that lands between another session's read and its write is lost.
What it touches. claude plugin validate plugins/cc-idle lists every call the mod makes:
$.store, $.state, $.ui, $.clock, $.model.complete, $.command.register, $.session.id
and $.session.cwd. Its only model calls are the board's Haiku calls. It makes no filesystem,
network or process calls. It never denies or rewrites a tool call,
prompt or turn: every hook passes its event on unchanged.
hooks/register.js is generated. Its sources are in packages/mod/src, bundled with the pure
game engine and zod by pnpm --filter @ccidle/mod build. A mod loads no packages and has no Node,
so everything it needs travels in that one file.
pnpm --filter @ccidle/mod build # regenerate hooks/register.js
pnpm --filter @ccidle/mod test # sync, telemetry and view unit tests (vitest)
pnpm --filter @ccidle/mod typecheck # against the mods API types in packages/mod/types
claude plugin validate plugins/cc-idle
claude plugin test plugins/cc-idle # hooks and pane tests in Claude Code's own test engine
packages/mod/types/claude-code.d.ts is the mods API declaration file that Claude Code 2.1.287
writes. When Claude Code updates, copy in the new one; don't edit it by hand.