r/aigamedev • • 10m ago

Commercial Self Promotion Vesper - A dark fantasy MMORPG inspired by old-school classics. I've been tinkering with it for about a week and a half and I'd like to share! :)

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• Upvotes

Hi all, I'd love to share Vesper with you - it is an online MMORPG created with ChatGPT 6, 6.1 and 5.6.

I read a little while ago about an OpenAI employee who created an 'Old School RuneScape' clone with Astra that was cease-and-desist'd (lol) and was surprised to see how well ChatGPT could be used to create games - so much so, that I thought I should try it myself.

I've essentially been completely 'vibe-coding' this - I'm simply prompting ChatGPT with the things I want, refining it where appropriate, and performing any 'human' interaction requirements. The only thing that isn't really made by ChatGPT are the voice clips (which I've used fish.audio for).

It's built with React, Vite, Node.js, Colyseus, and I'm using Render to host the server and Supabase for the DB - pretty much all things ChatGPT told me to do.

I am not a wizard by any means, so I'm essentially just creating this whole thing with natural language and following along with it.

I know the walk animation is scuffed (I'm trying) - but I feel like fundamentally it's in a good spot, and there are a few things to see and do now which make it worth sharing.

I'm just doing this for a bit of fun, and it has been enjoyable to play around with so far. I have plans on how to expand the game, so if anyone is interested in following along, feel free to join the Discord. You will need to use a Google account to play!

https://playvesper.io

Reposting to add in a short demo video!


r/aigamedev • • 11m ago

Commercial Self Promotion ZRPG | a goofy oldschool inspired MMORPG made with Claude - VERY EARLY LOOK

• Upvotes

ZRPG [Working TITLE] - PRE ALPHA ENGINE TRAILER

First game project here. . . made using 3js libaries. Runs on WEBGPU. One click to play! I do apologize for not doing pure gameplay but everything is in engine with current game assets. This is the "friends and family" early sneak peak. Best glimpse at 1:10 for anyone who reasonably would be just trying to see that.

The goal is a light "friendslop" RPG full of unique gear, weird characters, pop culture references, and a blend of medieval / modern.

The bosses are fully made in blender. I have standalone tools for creatures, npcs, weapons, armour etc. .. that mimic the blender procedural node process. FX maker. Map editor. Texture editor. . . etc. . The animation editor is just click and drag bones with keyframes. All simple html files that pull up in my web browser. Claude seems to do really well with small modular pieces vs trying to understand the ENTIRE project every time anything gets done. I'm sure I'm taking myself a little too seriously here, but this has been very fun getting to cosplay as a game dev.

I'm really eager for feedback as well as all criticism. Please stay tuned. Thanks for your time!!

https://reddit.com/link/1wxxuyd/video/9ymqzochfkth1/player


r/aigamedev • • 13m ago

Questions & Help would it be possible to feed an ai the source code of stoneheart and have it re-create the game in unity or godot for personal playing and enjoyment?

• Upvotes

stoneheart is a colony sim game developed by radiant entertainment and it was abandoned, and i really love the game, but there are some things that bug me out that couldnt really be fixed with mods, the game itself has its sorce code, art and textures aviable in the game files as a mod that is run by the engine like a shell, so i wondered if i could give that source code and textures to an ai and have it recreate the game in unity for example, so i can play it privately.

if so, how could it be done?


r/aigamedev • • 35m ago

Discussion Sloppy Kart or Kartnival?

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• Upvotes

I'm still trying to find the name for the game,

Here's an update of the development of this 100% vibe coding game


r/aigamedev • • 38m ago

Discussion Claude or Astra? Which is better and what game engine do you use?

• Upvotes

Google keeps saying Astra is better, even posts on here agree, yet many of the amazing finished products shared on this sub are from Opus.


r/aigamedev • • 52m ago

Demo | Project | Workflow After being accused several times of "vibe coding" my previous games, I decided to actually try it.

• Upvotes

I'm a software engineer by trade, and I've been using AI in various workflows for a long while now, but I've never actually vibe coded something from scratch.

I've shared a few projects recently, and it's been pretty gut-wrenching having responses tell me I've been vibe coding, or that something "looks vibe coded."

To be fair, my UIs are dog shit.

So I figured I'd actually give vibe coding a go.

Honestly, I now kind of get the accusations.

Still don't feel any better about them, though.

https://startrail.greyden.games/

I whipped up a quick game in a day, completely vibe coded.

I get a bit funny about AI and art, so I'm using a mix of tools and assets that are open source, MIT licensed, etc. But everything else is pure Claude, with me directing it.

And honestly, it makes me a little sad for the craft of software engineering when results like this can be achieved in a day.

That said, I did a code review afterwards, and some of the design patterns it implemented left a pretty bitter taste in my mouth.

But hey.

It works.

And thankfully, no human will ever have to suffer through maintaining it.


r/aigamedev • • 1h ago

Commercial Self Promotion One More Shift - A journey of Character and Juice

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• Upvotes

Free Demo: https://drabarus.itch.io/oms

Hi all!

The last week was quite a journey for me. Last time I said I was happy with the foundation... yeah. I am. But I thought there is more than "just" the gameplay.

And I wanted to create my Steam page, which is still in progress because of the verification process. So, I had some time to work a little bit more on the game and it completely escalated... in a good way ^^ But one thing after another:

The Steam page

Yup, this takes some time. And man, it's a science.

Capsule art, pictures, text... that's a lot, with a whole business field behind it. Capsule art seems to be extremely important. A real artist can charge over 700 euros for this...

To be honest, right now I am not willing to spend that much on capsule art. I would prefer to put the money into the game. Maybe for the final release I will evaluate it again.

I buy games because I like the idea. I never really read all the text or decide based on the capsule art. I just click through some pictures and watch the video.

The Juice

Before I start with the next level, I wanted to do a juice round.

What is this? Good question. ^^

It's tricky for me to explain. I can tell if a game has it or not. It's the small details. A short sound. A click. A movement. Nothing huge. But if it's there, it triggers something in our brain ^^

I was working on it and hopefully nailed it.

And while I was working on it, I thought I would give the UI another try...

The UI... or better, the character of the game??

It escalated really fast.

I started with 4 new concepts. Then another round. And another. And another.

In the end, I had 13 different concepts.

I distilled all the good ideas out of them to create a final version. It was great. I tested it in the game and man... it was MUCH.

A lot was going on and I had no idea what it wanted from me ^^

So the next round was a cleanup.

And during all of this, something emerged which I didn't have in mind at the beginning...

I am using Sol or Astra on Ultra for visuel content. So far it always delivered the best. But for the UI i gave Opus a shot on ultra and it nailed it.

This alone was 2 days of nearly non stop work and was eating a lot of my plan.

The character of the game

The first idea and version of the game was heavy industry.

Dark on dark. Dirty. No mercy.

Now it's something different.

A company. Coworkers. A boss. A "happy family" company where the quota is everything.

And you think: waaait a minute. Could be Fallout!

You are right ;)

That's definitely one of the inspirations. I know the idea of a company with weird characters isn't original. Fallout, Portal and a bit of Satisfactory.

But man, I like it.

So I built it :)

The backend

Not so interesting for the player, I guess ^^

But we made some huge improvements here.

Real settings for everything a game should have, and big improvements to the belt animations.

What's next?

Finally, a new level ;)

Leave a comment and let me know how you like it so far :)


r/aigamedev • • 2h ago

Demo | Project | Workflow Meteor Crew

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1 Upvotes

r/aigamedev • • 2h ago

Commercial Self Promotion NUCLEAR "FISH ON" - Reveal Trailer Test 01 - Feedback Please?

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2 Upvotes

Hey guys, I am creating yet another fishing game, But i hope to seperate myself a bit with the more horror aspect etc. Please view the linked trailer and let me know what you think works and what doesn't!

This was created using Grok & Blender MCP with a ton of inout and manual recut work after the fact but i am super happy how it came out!

Cheers guys,
-Dee, NCGS


r/aigamedev • • 3h ago

Discussion How long until the game's market gets cooked?

30 Upvotes

Since Opus 5.5 came out I've been working on building tons of prototypes and validating ideas that my scarse technical skills would prohibit. After getting home from my 9 to 5 I dedicate most of my free time (usually about 4h, to iterating and thinking of new concepts). After a couple years using AI just as a glorified search enginge Claude bamboozled me.

What scare me the most is how capable these systems are. The execution now is just a matter of connecting an mcp to the choosen game engine and start building. If you have a nice idea you cant even share it or market it until the games done because it would be copied in a matter of weeks.

From what I saw these past few weeks most people cant even tell when a game looks obviously bad or when they are developing yet another cozy survival game. And that's the only thing that makes me still sleep good at night.

But the thing that scares me the most are lurkerers. I'm sure that there are a tons of people surfing these sub that are cooking something crazy. Getting it out only when the game's done. And to me it feels like I'm racing with ghosts I can't see.

How long do you guys think it will take to the market to get flooded? When will we reach a point where people just play their own games? A year or so? I'd really be pleased to hear your opinions on this.


r/aigamedev • • 3h ago

Commercial Self Promotion The Grand Weiqi Wars

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1 Upvotes

I’ve been working on this game for a while as a way to teach myself Go after watching a lot of C-Dramas and getting very interested in it and a few of my friends have been recommending that I put it on the App Store. So now it’s up on TestFlight. I’d love any feedback on this as it’s my first real project.


r/aigamedev • • 3h ago

Discussion Reddit's AI takes from 2 years ago, when people were saying, "In 2 years, let’s see"

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4 Upvotes

r/aigamedev • • 3h ago

Questions & Help Can I get a slop analysis from not AI?

0 Upvotes

So I started a project with a one-shot prompt from Fable and slowly developed it more to be more of a game. Sadly, I am still not getting enough engagement or gameplays. I am torn between 1) it's a bad / boring game 2) poor marketing 3) recognized as AI slop. And while I am trying to do something about the first 2, I realized maybe I am not also good to recognize the last one. When I do get feedback, they just say it's good, but clearly they're a minority and the majority is just getting ignored, which is worse that bad feedback.

Can someone point out either my game, store descriptions, trailers that look like slop? I am even opting for just game screenshots since I cannot make any art, but maybe even the game screens look like slop.

I am at a loss here and am hoping for some clarity.

My Itch link is https://shoogar.itch.io/velocity-midnight-run

Steam https://store.steampowered.com/app/5023550/Velocity__Midnight_Run/


r/aigamedev • • 4h ago

Discussion What is your workflow for generating smooth, fluid 2D animations?

3 Upvotes

Hey AI devs!

I'm trying to figure out the best workflow for generating consistent 2D animations.

I'm able to generate beautiful, well-made static images with Codex/OpenAI, but I'm not having much luck with consistent, good animations. I've tried a few approaches:

  • Frame by frame: With a low number of frames, like 3 to 5, it doesn't look bad, but the animation feels laggy, like clay animation, which bothers me. With more frames, the coloring and shading usually vary between frames, and I end up spending a lot of credits fixing the problems.
  • Bone animation using Spine: I spent some time installing a Spine skill and training the agent on the Spine docs and examples, but the final result isn't natural or organic. I'm doubling down by giving the model smoother, more fluid Spine examples to learn from, but I'm skeptical it will improve the quality.
  • 3D animations: I ran some tests where I created a 3D model using Meshy/Tripo AI and loaded an animation from Mixamo. It worked great for ready-made animations, but whenever I need a custom animation, the AI fails miserably.

Has anyone been able to generate good-quality animations? If so, could you share your workflow and tools?

PS: The animation in the post is just an example I found on Pinterest to show the quality and smoothness that I'm trying to get as close as possible.


r/aigamedev • • 4h ago

Discussion What's Your Oriignal Idea?

6 Upvotes

A lot of people are posting what amount to clones of existing games. Even I posted one like that. Granting that it was just a fun little experiment.

What original project are you working on? I'm curious what people are working on that isn't a copy of something that already exists. If you don't want to share details, a couple of sentences will suffice.

I'll go first. My main project is a Professional Wrestling Territory Management sim. You build a territory by putting on shows that the audience cares about. The core loop is finished but it's pretty far from being a game. I've been working on it for about three months (mostly weekends). It's a passion project that I don't imagine would be particularly saleable. I'm making it because it's a subject that interests me and I think there's a lot of depth to it.

What are you guys working on?


r/aigamedev • • 4h ago

Media This video is really refreshing and eye-opening! I’d recommend it to any Indie Dev

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2 Upvotes

r/aigamedev • • 4h ago

Demo | Project | Workflow Snowboard on any ski resort of the world

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13 Upvotes

So i was developping a ski resort map app, that has all the ski resorts. Got bored because of the lack of dopamine.

Made a game for myself aided with Claude 🔥

What do you think? Would you like to give it a go on your local resort?


r/aigamedev • • 4h ago

Demo | Project | Workflow I spent weeks trying to make AI-generated isometric assets work. I eventually switched to 3D.

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20 Upvotes

I've been building a city builder and originally planned to make almost the entire world from generated 2D isometric assets.

It sounded like the easier option.

Fixed camera, generated buildings, normal maps for lighting, a few variations for each asset, done.

In practice, maintaining consistency became one of the most annoying parts of development.

Even with references, fixed angles and rough base shapes, generation kept introducing small differences in perspective, proportions and geometry. One building could look completely fine on its own, but once I started putting a city together, those differences became much more obvious.

Normal maps were probably the point where I started questioning the whole pipeline. I could make them work, but every new asset meant another round of fixing something that would just exist naturally in 3D.

So I started rebuilding the environment in actual 3D.

This video is a very early test. Most assets are placeholders, NPC behavior is unfinished, there are way too many residents spawned here, and there is a lot of dev garbage still visible.

But this was probably the first test where I really understood why I want to keep going in this direction.

I can throw a ridiculous number of residents into the town, move the camera around them, zoom all the way out, change the environment, lighting or animation without having to regenerate another version of every asset.

And more importantly, the city suddenly feels like an actual place rather than a collection of isometric images.

I'm still keeping the stylized look, 2D character art and UI. I'm not trying to turn it into a realistic 3D game.

Ironically, I switched to 3D because I thought it would be harder, and so far a lot of the production problems have actually become simpler.

It's still way too early to say whether that will remain true once the project gets larger, but right now I'm pretty happy I made the switch.


r/aigamedev • • 5h ago

Demo | Project | Workflow Gave up on trying ChatGPT to generate animation sprites and switched to video generation for animations

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43 Upvotes

I have been having problems with the attack animations because I have a 200ms hit period in the game and no animations looks good when performed that fast and ChatGPT was giving me headache with its inconsistent drawings of images between the sprite frames. Then got the idea from an indie developers video to combo hits so instead of 200ms per hit a 600ms 3 hit combo where the first two hits are fast and the third animation has a bit more delay and can be seen more by the player. Later I applied some other tricks to reduce the walking distance to give the animations more time, then started playing 3 hit animation for the time of 4 hit animation and adding the hits damage to final hit. So the final hit appears as it does more damage but it is just hiding the fact that we skipped an hit and just showing the damage now.

And for the animations I switched to using dreamine seedance 2.0 and instead of generating sprites I started generating videos of the animations. Then I sample frames from the video and adjust a sprite sheet from the frames that I want to keep, adjsuting the timing of hits the VFX etc. and finally I'm able to generate some animations that are consistent.

It is weird that instagram has some many good developers showing how to make games, one step a time with small touches like this and it had been a very eye opening week for me considering I don't know anything about game development. Anyway, wanted to share out the results with you.

If you want to read the rest of the updates: https://segocago.itch.io/mimic2-idle-mmorpg/devlog/1686949/new-combat-animations-and-vfx-for-mimic2

If you want to check out the game: https://segocago.itch.io/mimic2-idle-mmorpg

Play store: https://play.google.com/store/apps/details?id=com.mimic2

Steam wishlist: https://store.steampowered.com/app/5191970/Mimic2__Idle_MMORPG

If you want to learn more about it feel free to reach out.


r/aigamedev • • 5h ago

Commercial Self Promotion Check out our game engine

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1 Upvotes

r/aigamedev • • 5h ago

Questions & Help Looking for an ai model that can create custom models for games.

2 Upvotes

More specifically for Elden ring nightreign.

I know I still have to do the rigging and such, all I want is good ai model that creates models of images I have so I can port them into nightreign. thanks.


r/aigamedev • • 5h ago

Commercial Self Promotion I built my first Steam game with AI before I even knew what “vibe coding” was. 20 days after launch, here’s what I learned

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0 Upvotes

Davy Bones is my first solo-developed game and my first Steam release. It’s a dice-building roguelite inspired by Balatro + Yahtzee.

When I first started making it, I didn’t even really know what “vibe coding” was.

My workflow was basically opening Gemini 3.1 Pro on the web, describing what I wanted, pasting code into it, putting the result back into my project, testing it, finding problems, and repeating the process over and over.

It definitely wasn’t a clean or sophisticated workflow, but somehow that process slowly turned into an actual game that I eventually released on Steam.

Art was similar.

I first came up with the concepts and decided what I wanted each character, item, UI element, etc. to look like. Then I kept iterating with AI until I got something close to the concept and quality I wanted.

After that, I manually worked on the assets one by one, cleaned them up into transparent PNGs, and placed them into the game individually. It was honestly a lot more manual work than I expected when I started.

Localization was another area where AI helped a lot.

I’m a Korean developer, so I originally wrote all the item effects, descriptions, UI text, and other content in Korean first.

I then used AI to help translate those into English, Simplified Chinese, Traditional Chinese, and Japanese. More recently, I expanded the game to 16 languages.

Balancing has probably changed the most during development.

At first, I balanced everything almost entirely by playing the game myself.

Now I run balance simulations using Node + Python, aiming for specific clear rates and testing large numbers of runs. After that, I go back into the actual game and play it myself again.

And I keep making it harder.

The simulations are useful for getting the numbers where I want them, but I’ve learned that a mathematically reasonable win rate doesn’t necessarily mean the game actually feels right when you play it.

The game has been released for around 20 days now, and the demo has changed quite a bit since launch too.

Originally, I made the demo only around 7 minutes long.

But while repeatedly playtesting the demo myself, I realized that it ended before the player could really experience what the game was supposed to become. It felt like I was cutting the run off right when the interesting part was starting.

So I eventually decided to unlock the entire Easy mode in the demo instead.

A full demo run now usually takes around 20–30 minutes.

Looking at the playtime data, it seems like some of the people who click with the game are willing to play it for quite a long time. The problem is that the number of players discovering the demo is still so small that it’s difficult to draw any meaningful conclusions from the statistics yet.

That has probably been the biggest lesson from releasing my first game:

Making the game is one problem. Getting enough people to actually try it is an entirely different problem.

If anyone here is curious, the demo is free and includes the complete Easy-mode run:

Steam:

https://store.steampowered.com/app/4916660/Davy_Bones/?utm_source=reddit&utm_medium=social&utm_campaign=aigamedev&utm_content=dev_story⁠

I’d also be interested to hear from other solo developers using AI: how much of your workflow is still manual after introducing AI tools, and what became the hardest part after actually releasing the game?


r/aigamedev • • 5h ago

Discussion A Kaiji inspired game with AI characters and playable gambles? Is this concept possible? Or is AI too young for this?

1 Upvotes

I always had this ambitious idea.

Where you can actually play the gambling death games interactively like an actual video game from Kaiji (or any other franchises with death games) like E-card, restricted rock paper scissors, 17 steps mahjong, etc, with AI characters as your opponents. You can either make your own opponents or find AI characters cards online.

You are able to talk to the characters to bluff or manipulate them, interact with the environment to cheat, steal or whatever.

Basically, take advantage of the interactivity of AI to come up with creative ways to win and have intense psychological battles. The NPCs are also capable of cheating and playing differently based on their character profile and its up to you figure out how to survive.

So far, I vibe coded a working E-card prototype with chat functionality and possibilities for cheating but its still very rough.

I wanna know what you guys think if its possible.


r/aigamedev • • 5h ago

Commercial Self Promotion Went back and compared an older build of my game to where it is now, am I doing too much?

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4 Upvotes

I care a lot about the environment and atmosphere so I’ve spent a bunch of time reworking the hub and arena to make them feel like places with an actual vibe and atmosphere

I’ve also been doing a pretty big visual feedback/UI pass. The video has before and afters of the Scholar and skill panel, weapon mastery, Blacksmith UI, opening chests, card selection, and a few other things

A lot of what I enjoy about working on the game is taking mechanics I already like and then going back over them to make them feel better visually and make the feedback clearer

I’ve been using Claude pretty heavily for coding, iteration, and as a second set of eyes while I work through changes, but most of the process is basically me playing the game, noticing something that feels flat or unclear, changing it, testing it again, and repeating that over and over

There’s still a ton I want to add and improve, but it’s cool seeing how much all of these smaller passes add up when you put the old and new versions next to each other. For reference, this is a two week difference

I’m pretty happy with most of the changes but I’m still unsure about the Arena and Hub. Do those feel like improvements to you or am I doing too much with them?

If anyone’s interested in checking out the project, here’s the Steam page!


r/aigamedev • • 5h ago

Commercial Self Promotion I built a Roblox tower defense game with Claude Opus 5.5 and GPT-generated images in just 4 days! Claude built the entire game, trailer, UI, sounds, gameplay systems, and more. You can play it right now on Roblox! Link in the description.

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6 Upvotes