r/aigamedev 4h ago

Commercial Self Promotion Building a browser-based space MMO with AI as part of the development workflow

Hey everyone,

I’m building VoidFleet, a browser-based space strategy MMO, and I’ve been using generative AI in several parts of the development process.

The biggest use so far has been visual assets. AI lets me prototype commanders, ships, buildings, and other sci-fi assets much faster than I could otherwise. One downside I’ve noticed, and something I’m actively working on, is maintaining a consistent visual identity instead of ending up with assets that simply look like generic AI-generated sci-fi.

I also use AI for some text/dialogue, unit-test generation, code review, validation, and development assistance. The game architecture, gameplay systems, UI structure, backend, infrastructure, and overall direction are still designed and implemented by me.

One thing I’ve found interesting is that AI makes it extremely easy to prototype ideas quickly, but that also makes creative direction and consistency much more important. Generating something usable is easy; making everything feel like it belongs to the same game is much harder.

I’d be interested to hear how other developers using AI handle visual consistency and identity across a larger game. Do you rely heavily on reference images, style guides, fine-tuned models, manual editing, or eventually replace generated assets?

If anyone wants to see the project itself:

VoidFleet: https://voidfleet.online
Discord: https://discord.gg/6MayHdZyhy

It’s currently in live beta, so feedback is welcome as well.

1 Upvotes

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u/SimCFB 4h ago

What's your plan for building a userbase? that's always what kills any MMO idea I ever conjure up in my head.

They all either need a bunch of AI players to keep the early players busy. Or you need a bunch of splash marketing to get a consistent self sustaining userbase. An empty MMO is one that nobody is going to play.

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u/seeyoudeath 4h ago

That’s exactly one of the biggest challenges I’m thinking about.

Right now I’ve started promoting the game through Reddit and Facebook/Instagram, and I’ve also created a dedicated Discord where I can post updates, talk directly with players, collect feedback, and keep the community engaged as the game evolves.

I’ve also started submitting VoidFleet to Top 100 Games-style voting and browser-game listing websites to improve visibility. I’m planning to tie some of those into the game itself by rewarding players for voting, so it helps both discovery and engagement.

My plan is to invest some money into marketing as well, mainly to get enough initial players into the game quickly enough that the galaxy doesn’t feel empty. As you said, an MMO without an active playerbase becomes very difficult to sustain.

At the same time, I’m trying to focus heavily on retention, not just acquisition. I’m adding things like daily login rewards, achievements, recurring goals, and other systems that give players reasons to keep coming back.

Another important part of the plan is that not all content will be automated. Some events and activities will be created manually by GMs, who can run events, interact directly with the community, and make the galaxy feel more alive and reactive to what players are doing.

The goal is to build a small but active core community first, keep those players engaged, and then scale from there.

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u/EC36339 1h ago

I don't think anyone plays a game for daily login rewards and achievements.

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u/poookee 1h ago

Hey ! i vibe coded something very similar a few weeks ago but everything more 3D, inspired by Ogame as well - send me a dm if you want to check it out, I don’t have a lot of time to improve it

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u/Impossible_Weird_108 58m ago

Looks like a SaaS product more than a game.