by Shellishack
A Pokémon-style adventure built with Codex, featuring AI-generated maps, NPCs, branching saves, and multiplayer. The adventure never ends.
# Add to your Claude Code skills
git clone https://github.com/Shellishack/infinite-pokemonGuides for using ai agents skills like infinite-pokemon.
Last scanned: 9/17/2026
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}infinite-pokemon is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by Shellishack. A Pokémon-style adventure built with Codex, featuring AI-generated maps, NPCs, branching saves, and multiplayer. The adventure never ends. It has 266 GitHub stars.
infinite-pokemon returned warnings in SkillsLLM's automated security scan. It has no critical vulnerabilities, but review the flagged issues in the Security Report section before adding it to your workflow.
Clone the repository with "git clone https://github.com/Shellishack/infinite-pokemon" and add it to your Claude Code skills directory (see the Installation section above).
infinite-pokemon is primarily written in TypeScript. It is open-source under Shellishack on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh infinite-pokemon against similar tools.
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⚠️ Third-Party Software Notice
This skill is third-party open-source software developed and hosted independently on GitHub. SkillsLLM is an informational directory and does not control or maintain the underlying repository.
Any security checks, ratings, or warnings displayed by SkillsLLM are automated and limited in scope. They do not constitute a security certification or guarantee that the software is safe, error-free, or free from malicious code, vulnerabilities, compromised dependencies, or prompt-injection risks.
Review the source code, permissions, dependencies, and configuration before installing or running any third-party skill. Use is at your own risk. To the maximum extent permitted by applicable law, SkillsLLM is not liable for losses arising from third-party software.
The website and browser demo are maintained in the separate Shellishack/infinite-pokemon-website repository. This repository builds the standalone local/Electron game with Vite; its entry is /game/ (the root remains a compatibility entry). Website deployment is independent of game releases.
The game reports a small public progress summary to the website leaderboard: trainer name, tutorial milestone, map/species/capture/trainer counts, explored tiles, and steps. It does not upload saves, party details, journal text, credentials, or Codex data. Reports never block gameplay and the community leaderboard is not a cheat-proof competition.
English | 简体中文 · Website & browser demo · Discord · GitHub repository · Technical report v0.4 (PDF, provisional)
npx skills add Shellishack/infinite-pokemon --skill infinite-pokemon
Then ask Codex (or your compatible AI assistant): “Use $infinite-pokemon to set up and start the game for me.” The entry skill clones any missing files, checks prerequisites, installs dependencies, builds, and launches the game.
Installing a skill does not launch software by itself. The Skills CLI requires a repository source; the bare npx skills add infinite-pokemon is not a supported global alias. Entry skill.
The adventure never ends.
Play the browser demo · Run from source · Explore the skills

Watch the 35-second intro: play, build a shared history, and let Codex help create what comes next.
Infinite Pokémon explores a simple idea: a game world can keep being written as you play. Walk toward a new horizon, and a local AI harness uses the history of your adventure to propose what comes next—places, characters, conversations, and story hooks. Return to a place you know, and it should remain part of the same world, with your progress and consequences intact.
This is a playable TypeScript prototype of that idea, presented as a Pokémon-style pixel-art creature-catching RPG powered by an AI harness. The goal is a continuing adventure shaped by play, with familiar controls and dependable game rules. Open-ended generation is the ambition; finite storage, generation time, provider limits, and the current engine's vocabulary still constrain every run.
| Explore a persistent world | Battle and collect companions |
|---|---|
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| Visit furnished interiors | Return to a world that remembers |
|---|---|
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The no-install browser demo includes five prepared areas, battles, catching, interiors, and local autosave. Full play connects the local game to Codex so the world can keep growing. Multiplayer lets friends share the host's world while only the host supplies the generation allowance.
Educational and non-commercial use only. This is an experimental fan project, not an official Pokémon product. It is not affiliated with or endorsed by Nintendo, Creatures, GAME FREAK, or The Pokémon Company.
Generated by Codex. This repository was generated by OpenAI Codex from loosely sketched ideas supplied by a human. Third-party dependencies and reference assets were incorporated into the project; they were not created by Codex and retain their respective ownership and license terms. See DISCLAIMER.md and asset credits.
The setup skill and all three generation skills are published in these registries:
| Source | Quick-start skill | All four skills |
|---|---|---|
| skills.sh | infinite-pokemon | region · NPC · interior |
| ClawHub | Infinite Pokémon Quick Start | region · NPC · interior |
| skills.re | infinite-pokemon | region · NPC · interior |
| GitHub | source folder | v0.2.0 ZIP downloads |
SkillsMP was also submitted through its documented GitHub-topic indexing route, but no listing is visible yet. It is not currently a download source. See the publication status and license notes.
In multiplayer, friends explore the same run and share its world history. Only the host connects Codex and supplies the generation allowance. Other runs and checkpoint branches remain separate worlds.
| Area | Current prototype | Direction for future development |
|---|---|---|
| World generation | Persistent template maps, generated stories, biome choices, greetings, hooks, and bounded terrain features | Richer terrain geometry and more varied environments |
| Continuity | Run-scoped history, NPC memory, neighboring edge/surface context, and stale-proposal checks | Measured long-term narrative coherence and enforced gradual terrain transitions |
| Characters | Persistent creature/NPC traits, generated species profiles, hybrid eggs, and bounded NPC intentions | More expressive agents with explicit, testable behavior contracts |
| Visuals and buildings | Classic reference art, new pixel-art recipes, distinct maps, shelters with shops/nurseries, and healing | Validated image-generated assets and customizable buildings |
| Regional progression | Route trainers, personal tutorials, and a cooperative guardian | Connected multi-block regions, service centers, and persistent Dojo masters |
| Saves and pacing | Default runs, immutable checkpoint trees, isolated branches, cached maps, and depth 0–3 preparation | Broader replay, scheduling, and player-experience studies |
The generation skill keeps its core instructions short and provides separate references for terrain, gradual transitions, buildings, regional Dojos, and visual assets. It gives the harness creative freedom within the capabilities of the current job. Hospitals/community centers are specified to provide healing, saving, and trading; trading and the full center/Dojo systems are not implemented yet. The current runtime can render new creature, item, and vehicle visuals from validated pixel-art recipes; external image-generation importing is still unimplemented.
The title has two choices: Single player and Multiplayer. Full single-player exploration uses your local Codex; a finite tutorial preview works without it. Multiplayer offers Host session and Join session; only the host needs Codex, and guests join by IP address or URL. There are no game accounts, invitation codes, or recovery-key screens. The world owner supplies the generation allowance and agrees to its token use.
This is an experimental implementation, not a finished release. Terrain comes from validated, seeded map templates; the harness supplies names, descriptions, biome choices, NPC profiles, greetings, and story hooks. It does not invent arbitrary executable gameplay. New catalog art is rendered from bounded recipes; external image generation is a separate future pipeline.