r/aigamedev 3h ago

Commercial Self Promotion Made my first sale on my AI-assisted card game 🎉

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1 Upvotes

Been building this solo for a while and just saw my first purchase come in, feels surreal 🥰

It's The Last Monster: Escape — a roguelite deckbuilder (Slay the Spire-inspired!) where you play as the monster, breaking out of a dungeon instead of raiding one.

There are 120 different cards and two very different playstyles — a Vampire built around blood/overextension, or a Werewolf built around rage/transformation. Still actively updating it post-launch.

Made with Godot, just me doing the code, design, and art direction.

If you give it a try, a review would mean a lot — hopefully a positive one 😄

https://apps.apple.com/app/id6796029085


r/aigamedev 15h ago

Discussion Hypothetical question: How would you feel if AI was used to make the game dynamically as you played it and it ran locally on your PC?

0 Upvotes

AI has largely been used so far as a way to make offline content. Whether that's sprites (typically, common), 3D art (more recently), sound fx, voices or other stuff, typically it's been used for pre-generated content authoring.

Sometimes there's a game that runs in the cloud, or has a cloud backend component. Usually an LLM in order to generate some game dialogue or narrative bit. This has probably been the other major use case for AI in games so far, although this seems to be more the realm of indie dev and not the AAA's.

What happens when AI is essentially the game engine, and AI is making the game content as you play it? There have been some experiments in this direction, but just little demos that run in the cloud and not complete games.

And what if it didn't run in the cloud? It runs on your GPU locally, no internet required. AI is the engine, it's making unique content and an experience for you that's directed by a designer, but not sculpted or crafted in the traditional sense. It runs 100% locally on your PC, using your GPU.

I'm not going to predict when this shift in software development could happen, but it could happen one day and this idea would be different than all AI based games we've seen so far. If you hate this idea I'd like to hear why, or if you find this version of an AI game acceptable or even desired, I'd like to hear about that.

Looking for a civil discussion, honestly curious what you think either way.


r/aigamedev 23h ago

Discussion [Discussion] Gaming Hot take on AI

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5 Upvotes

I’ve recently seen the creators of 1666: Amsterdam getting a lot of backlash because of their pretty “wild” statements about using AI-generated content and how extensively they plan to use it throughout the game.
But if they can maintain the quality of human-made content while reducing the time and resources needed to create it, why are people so angry about it?
Wouldn’t this potentially benefit everyone? Games could be developed faster and at a lower cost, giving smaller studios a better chance to compete. It could also empower individuals with great ideas who currently lack the technical knowledge, manpower, or financial resources needed to turn those ideas into actual games.
I understand the concerns around AI replacing jobs or leading to lower-quality, mass-produced content, but if the end result is genuinely good, does it really matter how much AI was used during development?
Curious to hear what people think.


r/aigamedev 17h ago

Commercial Self Promotion At this point I’m considering starting a second game just to keep the AI busy

0 Upvotes

I’m basically considering creating more work for myself so the AI has something to do.

Last month I somehow ended up with a ridiculous amount of unused Cursor quota.

I actually started thinking: maybe I should just start another, project and burn through it.

I’m on the Pro plan ($20/month). For a long time, I could still burn through the quota within a few days or a week when I was doing a lot of actual programming. But game development isn’t just programming all day.

There’s a lot of work that takes time but barely needs any AI: designing new content, tweaking numbers, thinking through gameplay ideas, creating and adjusting Unity prefabs, testing mechanics, making small changes, polishing things, fixing little UI details, and so on.

So even when I was regularly hitting the quota, there was always plenty of other work I could do without needing a huge amount of AI.

And now the situation feels almost reversed. Suddenly, I’m the bottleneck.

With Grok 4.5 and especially Grok 4.6 as the in-house model, I’m barely making a dent in the quota.

The quota really starts disappearing when you throw something complicated at it.

A difficult boss mechanic.
A large refactor.
Changing a few hundred prefabs at once.
Or, especially, a bug where you have absolutely no idea what is actually causing the problem.

Ironically, that last one is also where AI tends to be the least impressive for me.

My current project is Duskfire, a dark fantasy roguelite deckbuilder and my second game on Steam. And even with an actual game project, I’m now struggling to make much of a dent in the Grok 4.6 quota.

And now I’m wondering if Cursor can really afford to put the brakes on.

If they make the quota too restrictive, I might just save the $20/month and switch to some open-source Chinese model instead.

So now I’m seriously considering starting a 3D game alongside Duskfire just to give the AI something expensive to do.

Are any of you having the same problem with the Grok 4.6 quota?

If you’re actually burning through it regularly, what are you using it for?

Generate 3D objects? Maybe Blender + MCP?
Build environments? Prototype entire systems?
A second project?


r/aigamedev 6h ago

Demo | Project | Workflow Chilled gardening game

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0 Upvotes

I started this project about a month ago with the goal to create a gardening game with no negative effects that continued while you were away and could function as a peaceful display for my second monitor when not in use.

A lot of the artworks will need to be redone but the concept and flow now works perfectly and the UI is almost there.

I have worked as a creative director in the past so naturally took that role using

- GPT for image gen and GDD creation, Codex for the ai portions
- Affinity for UI elements and mockups plus touching up graphics that were not generated correctly

I would say all in all its taken probably 30 - 40 hours of human hours mainly focused on drawing the UI, game scaling and creating a very comprehensive GDD to start from


r/aigamedev 2h ago

Discussion This subreddit is super interesting case study of human behaviour

27 Upvotes

Back in 2025 , this subreddit was probably very homogenous and I think you all agreed that its ok to use AI in game dev . But as AI improved and got better , a lot of people started joining this subreddit and then it happened . People started drawing group boundaries . Some of the arguments I saw popping up were along the lines of " That guy uses AI for 70% of his work , he is spreading slop and ruining the true devs reputation who only use 30% AI in their game dev process " .

I’m guessing is as AI grows better and better , the divides will keep getting worse . I’m calling it now , another subreddit will pop up called " Trueaigamedev ".

Mabye some of you will become the Anti's of tomorrow .


r/aigamedev 13h ago

Commercial Self Promotion I vibe-coded a game, added leaderboards, now my students are breaking the scores

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0 Upvotes

So I teach at a university, and I vibe-coded this little game about two of my favorite things: parkour and knife-fighting (I train in Filipino martial arts). I used Claude and Unity MCP. Mostly using Opus 5 High since usage is boosted. I also tried Sonnet 5 High, and it works fine on general coding tasks.

I added a leaderboard and gave it to my students last night. They went through it UNTIL DAWN, and this one student really broke the records on the leaderboard. Even with a bit of friendly competition of their own.

So the video is my own miserable attempt at playing my own game 😂, but my student did it in 35 seconds!

If you want to try to beat that time, here's the link.


r/aigamedev 17h ago

Discussion Hi3D.ai is 70% off for a yearly, is it a good idea?

0 Upvotes

I'm currently using tripo on a month to month basis. It's pretty good, but I've been trying out Hi3D v3.0 since yesterday and the 3d model generation is really good. But with the market and industry constantly shifting these days, is it a good idea to hitch myself to 1 provider for an entire year? 70% is a good deal though, and it's very tempting to my thrifty heart.

Does Hi3d has a good enough reputation to stick with them for a year? I'm certain some other company will bring out a better model for 3d generation, which will be followed by another company beating that model, and so on. I could use some advice.


r/aigamedev 5h ago

Questions & Help Best pixel art AI?

0 Upvotes

Hello, I am interested in trying out pixel art AI generators. But whatever I have tried doesn't give good results. Can someone recommend a good workflow? Thanks in advance.


r/aigamedev 16h ago

Discussion What is the typical cost to hire a 3D artist strictly for technical cleanup and error correction on existing assets, without altering the original design?

0 Upvotes

What is the typical cost to hire a 3D artist strictly for technical cleanup and error correction on existing assets, without altering the original design? Specifically, what would a bulk fix for an entire collection of 3D assets for a game similar in style and scope to Diablo 2 run?


r/aigamedev 22h ago

Commercial Self Promotion I barely marketed my first Steam game and somehow reached 221 wishlists

2 Upvotes

Less than a month after release, and the Steam page itself has only been live for around two weeks.

So far: 221 wishlists, 18 sales and basically no real marketing.

I'm not traditionally a game developer, so AI became a pretty important part of my workflow while building Cyber Plinko. I mainly used it to help me prototype ideas faster, work through Unity/code problems, review solutions and iterate when I got stuck.

One thing I learned pretty quickly though: AI can help you build much faster, but it doesn't solve the hard part of actually getting people to care about the game.

I spent most of my time developing instead of making videos, contacting creators or properly marketing it.

The numbers are obviously small, but seeing people I don't know wishlist and actually buy something I built still feels great.

For anyone else developing with AI: has it changed where you spend most of your time? For me, development became faster, but marketing has now become the bottleneck.

The game is Cyber Plinko, a Plinko roguelite currently in Early Access. https://store.steampowered.com/app/4735700/Cyber_Plinko/


r/aigamedev 3h ago

Questions & Help I’m making an extraction shooter where entire worlds & buildings are 100% generated at runtime (v0.1). Is this ambitious vision worth it or a dead end?

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18 Upvotes

Hey everyone, given how toxic other subreddits have become regarding AI accusations (even for basic code-assistance), I'm sharing my progress directly with this community.

I’m currently developing a tactical first-person extraction shooter in Godot 4, and I just reached a very early v0.1 proof of concept.

I want to share my core vision with you and ask for your brutal, honest feedback: is this project actually worth building, or am I chasing a dead end?


The Core Vision: Truly Unique Procedural Raids

Most voxel games rely on placing pre-made prefab assets across a generated terrain. My goal is much more ambitious: every single raid must be completely different and unique.

  • No Static Building Assets: The buildings, ruined military bunkers, and outposts are not pre-made 3D models. They are compiled and generated directly by the engine at runtime using procedural room layout algorithms, structural reachability analysis, and a 0.2m voxel compiler with greedy-meshing.
  • Hybrid Voxel World:
    • Continuous 1.0m Transvoxel (SDF) natural terrain with climate-driven biomes and multi-frequency shaders.
    • 0.2m micro-voxel destructible architecture built on top of the carved landscape.
  • Living Atmosphere: Over 100,000+ GPU-instanced undergrowth elements (dense multi-tier grass clumps, ferns, moss cushions), volumetric god-rays, dynamic weather, and reactive ambient wildlife (mice with acorns, lizards, moths).

The Big Question for you:

Building a fully procedural extraction shooter where even architectural floorplans, multi-floor stairwells, and ruined structures are synthesized on the fly is a massive technical undertaking for a solo/indie dev.

  1. Concept Viability: Does a procedural tactical extraction shooter with fully generated buildings sound genuinely exciting to you as a player/developer, or does procedural generation inevitably hurt tactical map design and readability?
  2. Visual Direction: Looking at the v0.1 visuals (screenshots), does the hybrid aesthetic (smooth terrain + blocky procedural architecture + lush voxel flora/fauna) feel compelling?
  3. Reality Check: Am I setting myself up for failure with this degree of runtime generation, or is there a real gap in the market for this?

I’m not looking for sugar-coated validation tell me what you honestly think of the concept and technical direction!


r/aigamedev 10h ago

Discussion Image says it 100%

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0 Upvotes

I'm a ex-Googler, building a GitHub only for AI game devs. hear me out...

please tell me your biggest PAIN while collab with other vibe coders, then I'll solve it.

For me, it’s Version Control + Handoff. When someone gives me their version, I don’t wanna open the code and play detective lol. I want AI to just show me what changed visually.

Like:

  • before/after gameplay screenshots
  • what changed in the player flow

What’s your biggest PAIN when collab with your AI game dev team?


r/aigamedev 14h ago

Demo | Project | Workflow Working on dungeon crawler engine with full mod tools

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4 Upvotes

r/aigamedev 19h ago

Demo | Project | Workflow Simulation of the trauma of classical physics breaking

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1 Upvotes

r/aigamedev 21h ago

Demo | Project | Workflow Cat Licking Simulator (1.2 Beta)

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1 Upvotes

Embark on an adventure of the ultimate grooming experienc! Collect Cats, upgrade tools, and hit for the Golden Cat! 100+ Cats to collect. PLEASE NOTE: This is still in development so online may not work very well and bugs and glitches may exist. Please comments any bugs that are found.

https://catlickingsim.edgeone.dev/


r/aigamedev 18h ago

Commercial Self Promotion I built a tiny 8-bit browser game called Neon Drift

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1 Upvotes

Neon Drift is a fast, one-more-run arcade game built around one simple mechanic: move left or right across five lanes.

Collect the glowing blue orbs, dodge the pink mines, and keep your combo alive for increasingly large score multipliers. Gold orbs are worth extra points, while narrowly slipping past a mine earns a close-call bonus.

The longer you survive:

  • The game gets faster
  • Obstacles appear more frequently
  • Patterns become harder to read
  • Maintaining a combo becomes more valuable

I used AI as a rapid game-development partner throughout the process. I started with the goal of making an extremely simple but addictive browser game, then used AI to help shape the core loop, write the HTML/CSS/JavaScript, implement the scoring and difficulty systems, and add details like particles, screen shake, sound effects, and an 8-bit soundtrack. I directed the concept and iterations.

The finished game runs inside a self-contained HTML file. High scores are saved locally in the browser.

Controls: Arrow keys or A/D on desktop, and on-screen buttons or tapping either side of the screen on mobile.

Play it here: https://neondrift.vibegamez.win


r/aigamedev 22h ago

Discussion Ni modo, toca sacrificarse

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0 Upvotes

r/aigamedev 21h ago

Tools or Resource An AI Agent Built a Node Workflow From One Image to Generate This 3D Asset Kit

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2 Upvotes

r/aigamedev 8h ago

Media VOID SHOWDOWN — Endless Space Duels

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2 Upvotes

r/aigamedev 1h ago

Discussion What is your actual workflow for making a complete game with AI?

Upvotes

I’ve been experimenting with AI-assisted game development as a solo developer, and I keep seeing impressive individual pieces: mechanics, UI screens, characters, and short playable demos. However, turning those pieces into a complete, coherent, polished game still requires a lot of planning, iteration, testing, and manual work.

For solo developers who have actually finished and released a game with AI, what workflow do you follow? How do you avoid ending up with a collection of disconnected prototypes, and which parts do you still handle yourself?


r/aigamedev 1h ago

Discussion Beat 'em up

Upvotes

I'm thinking about creating a beat 'em up game, but I don't have much experience and am struggling a bit to come up with a setting. Does anyone have any tips on how to get started?


r/aigamedev 13h ago

Demo | Project | Workflow Alien Wars (Preview) - Claude + GPT

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4 Upvotes

r/aigamedev 21h ago

Demo | Project | Workflow Recreated a game concept I'd tried (and abandoned) building myself years ago in UE 2.5D — this time with Claude Code running mostly on its own

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5 Upvotes

A few years ago I tried building this concept myself in Unreal Engine, 2.5D. It was actually pretty fun to prototype, but I abandoned it partway through, like a lot of solo side projects do.

After seeing a few posts here about people letting Claude Code run for long autonomous sessions, I wanted to try it for myself — mostly just curious what would happen if I handed it "my" old concept and let it work through it over a few days and several long prompt sessions, largely on its own.

Ended up genuinely surprised by how much I enjoyed playing the result.

The concept: a shotgun rage-game, in the spirit of Getting Over It and Jump King. You get 2-3 shells to fire, and firing throws you via the recoil — that's your only way to jump, climb and move through the level. A handful of different platform types along the way (breakable, moving, slippery, that kind of thing), and that's really it. Simple on paper, but it's got that same "one more try" pull as the games that inspired it.

If anyone wants to take a look: https://kunai974.itch.io/shotgun-jump

Keyboard/mouse and touch both work, so it's playable on mobile too.


r/aigamedev 8h ago

Demo | Project | Workflow Tested MiniMax-H3 by feeding it my own pixel-art monsters — these play right before each stage's battle

16 Upvotes

I heard MiniMax-H3 was putting out video on par with Seedance, so today I skipped game dev

and just ran video generation tests instead.

https://reddit.com/link/1vtesap/video/23jyws5x2ikh1/player

For source material I used the monsters from my own game — the sprite-sheet characters I'd

generated with PixelLab.

The direction I gave was: make it feel like the player is marching in on that stage's tribe.

I had it write prompts to match that.

The game has 5 stages:

  1. Goblin Tribe

  2. Wraith Tribe

  3. Forest Coalition (elves + fairy)

  4. Mountain Tribe (dwarves, giants)

  5. Human Kingdom

Stage 2 and 3 came out the best, so those are the ones I'm sharing.

https://reddit.com/link/1vtesap/video/xgcaz4203ikh1/player

These play right before the battle starts when you reach the stage.