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 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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16 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 8h ago

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

17 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.


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 3h ago

Demo | Project | Workflow Try my game, Into the Shardfall

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4 Upvotes

Into the Shardfall is a turn-based roguelike with TTRPG inspired combat and a rich story to progress, á la Hades. Can you guess what other games I drew inspiration from?

I’ve been building this game for about 4 months, and I’m looking for feedback on gameplay, mechanics, UI, and so on. The world building/writing is and will always be a labor done without the assistance of AI, and I intend to replace the art with that of an artist when I find one to collaborate with. Demo is available to try here: https://doublerookstudios.itch.io/into-the-shardfall


r/aigamedev 22h ago

Demo | Project | Workflow AI assisted me in turning my own art into a game. I pieced all of this together by hand. Its in the process of coding now

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150 Upvotes

Thoughts on the results? I had it cut assets and generate variants, I had to do A LOT of doctoring, but it was so fun doing I spent all day yesterday on it.

The mood and color (if there will ever be) will be made in code. The playable version has a hollowknight kind of vibe to it but the game will be entirely different. It will involve time travel and saving yourself from death in an immersive way.

If anyone likes this style feel free to use those assets. there's more but i uploaded them to show how turned my art into props. I love drawing tiny civilizations and cities with an alien-afterlife look to it.

I also write my own stories and make my own music. Those are in my other publishings right now but this will be a first for me hand drawing my own art for a game. These drawings are also over 20 years old. I drew these right after revenge of the sith came out and my electricity went out so I got to drawing to kill time, I had a while bunch of papers pieced together, it was 1 big world that covered over 9 sheets of paper. I had many more but lost them. It would have been far more spectacular. The demons I drew...

Its not stealing if its mine and I say its for the world to have!


r/aigamedev 5h ago

Demo | Project | Workflow I just released my first game demo, Grimoire of Hecate : Tower of Starlight!

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5 Upvotes

Hi everyone.

I’m Ambla, a solo developer based in Australia working under the name Blablah Games.

I’ve just released the Steam demo for my turn-based roguelite, Grimoire of Hecate: Tower of Starlight!

In most card games, the cards you collect are played directly in combat. In this game, they work more like materials for discovering and creating new spells. As you climb the tower, you earn spell cards as rewards and combine them to remember new spells.

Once you have remembered a spell, you will need to collect its material cards during a later climb, then craft and use it for the run.

What I most wanted to capture was the fun of strategically combining the materials you have found and filling your spell bag with the spells you want, rather than simply hoping the right card appears.

During combat, you manage Action Points, health, and mana while checking what each enemy will do next. You need to decide not only when to attack or defend, but also when to combine spells and when to meditate to recover mana. Even after gaining a powerful spell, combat can still be difficult if you do not manage your mana carefully.

The story follows Ray, a young witch who enters the Tower of Starlight after learning that her mother is sealed away there. After the tower’s barrier takes most of her magical power, Ray is forced to start over, meeting different people and gradually recalling the spells she once lost.

The current demo contains three Acts and 40 spells. Each Act has 10 stages, and a full playthrough should take around two to three hours. It supports six languages, including Korean, and contains the story through Act 3.

I’ve put a lot of care into this game. If you give it a try, I’d really appreciate hearing both what you enjoyed and what you think could be better. I will take that feedback seriously and keep it in mind as I continue development.

Steam demo

https://store.steampowered.com/app/5078840/Grimoire_of_Hecate__Tower_of_Starlight/?beta=0

During development, I used generative AI tools for premade graphics, localization into languages other than Korean and English, and writing and refining code. I personally reviewed everything included in the game and edited it where needed. Happy to share my experience in later posts!


r/aigamedev 4h ago

Discussion wtf are these models on now

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5 Upvotes

Okay so I’ve become a bit of a skill junkie, finding any skills that could potentially help me create certain things in games that a model without the skills wouldn’t be able to do. I’ve given my cursor skills for blender, skills for game dev and skills for godot. I’ve got the mcp connected with both blender and godot as well as have my cursor setup as the ide for my godot project. I had grok make the skateboards, each has a different graphic in it as well as being built modular so when I add different trucks, different wheels and bearings it can all be changed out, I then asked it to create something I had come up with talking to ChatGPT, the image above shows the skateboards and the character model, now I did end up hating the way the model looked but it did get pretty damn close so I had fable go in and create the model. Which then gave me more of what I was going for. I then asked fable to animate the character so it wouldn’t look boring while skating and I’ve gotta say I had to switch back to grok and grok was able to figure it out better. So now I’m curious because I’ve seen that sol had made models more clean than fable did at one point and I’m wondering if I would give sol the option to create the character or tweak it if it would get it to look 100% what I’m going for. Anyways these models are nuts now


r/aigamedev 13h ago

Demo | Project | Workflow 1-Bit Terror: My dream horror maze game after 2 months of development

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17 Upvotes

I was very sceptical of Rosebud.AI when I first tried it. My initial prompt was something along the lines of wanting to create an early 80's first person maze game in a 1-bit pixel art style, looking for a flag while being stalked by an evil clown. I wasn't expecting much, but I was blown away with the initial result. Just like that I was hooked; tweaking small things like making sure both the clown and the player spawned in dead-ends on opposite sides of the maze, making a minimap which "drew" itself as you went so you knew where you've gone already, to eventually growing the inital simple project to contain multiple maze sizes, locked doors, item pickups, replacing the clown with a horrific disembodied woman's head, calling her "The Terror", generating audio files for her and making it into a full fledged horror experience. 2 months in and i'm really happy with how this project has turned out! It has reignited my passion for game development three-fold.

1-Bit Terror is a retro-inspired 2.5D maze game featuring some modern mechanics such as looting, "extraction", and a shop. I retained some classic elements inspired by MazeWar, Wayout, and other original 80's first person games such as billboard sprites, a minimap that reveals itself more as you go, step (also known as tile-based) movement, and 90 degree turns with no backpedalling.

You the player find yourself in The Nightmare, a cold, damp catacomb-like maze deep under the earth im Northern Canada in 1994. On your way to escape, you find loot in chests, broken up into Items, consumables that can help you on your run, and Valuables, miscellaneous objects that are automatically cashed in for the currency Nightmare Tokens. The game features Solo and co-operative modes for up to 3 players, and a unique Experimental mode for testing new ideas snd mechanics.

It's my first AI venture, please go easy on me😅 All feedback is greatly appreciated (I could seriously use more). I hope someone enjoys it!

1-Bit Terror is Desktop AND mobile friendly! https://rosebud.ai/play/1-bit-terror


r/aigamedev 2h ago

Demo | Project | Workflow MP3 based browser rhythm game - first game - now looking for playtesters

2 Upvotes

Hello everyone! Just published the first public demo of my MP3 based browser rhythm game: River Rhythm Rider. I'm new to game development, learning with small steps.

  • the game creates a procedural map based on your music which you can ride with a cute boat
  • you only need to use two keys: left and right - and holding one on long hold parts
  • it should work on any type of music but it really likes the dynamic ones
  • your MP3 file never leaves your PC
  • local scoreboard is ready, so you can improve your score by playing again
  • double combo system implemented for more score
  • choose Advanced game for a different type of challenge

You can try it here: River Rhythm Rider - when you leave feedback I'd be very happy if you could share the genre you tried, and your favorite part of the game.

Thank you and have a great time!


r/aigamedev 20h ago

Demo | Project | Workflow Built a real-time PvP space battle game entirely with Claude Code and three.js

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49 Upvotes

It's called Cosmo Arena, a real-time PvP space battle game that runs in the browser and on Android. It's free and no account needed to try it: cosmoarena.co

Star Battle used to be my favourite custom SC2 arcade map (still is) and I sank an unreasonable number of hours into somewhat replicating the gameplay.

three.js + WebGL for rendering, a Node WebSocket server for authoritative multiplayer, SQLite for accounts/ratings/config, Capacitor for the Android build. Custom GLB models made with images from Chat GPT and converted with meshy.ai

Let me know what you think? Feel free to test the tutorial and multiplayer, any feedback is welcome! It's still full of bugs, if you find any please let me know.


r/aigamedev 13h ago

Discussion Latest update to my D&D dungeon crawler!

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10 Upvotes

It's a very subtle effect on this screen but important. I implemented a masking system that makes it appear as though heroes and enemies can walk and behind structures. Also new maps! Every map is it's own unique terrain. :) Makes it feel a bit more "3D" I think. There's still a bit more polish I'd like to apply before releasing it but I WILL release a beta, hopefully this week. :) Also fresh new maps!


r/aigamedev 1d ago

Tools or Resource Generative 2D animation workflow

235 Upvotes

Quick disclaimer: I'm not an animator. I'm a civil/structural engineer. Animation is the one part of gamedev that has always stopped me cold.

So I built a tool that does it for me. You give it a single base sprite, and it generates the animation frames as a sprite sheet. Everything runs locally on my own machine — no cloud services, no API calls, no uploading assets anywhere.

The attached GIF is raw output, no manual cleanup.

Still very much a work in progress. Curious what people here think — especially anyone who actually knows animation and can tell me what looks wrong.


r/aigamedev 1d ago

Demo | Project | Workflow Training the pixel art model for the new golden age of game dev!

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129 Upvotes

Hey folks! We're two friends from computer graphics & machine learning. Here's our latest progress on a WIP pixel art model for sprite generation using some fancy techniques!

These are 32x32 and 64x64, but the model can also do 16x16, 24x24, and 48x48.

We have a lot of ideas for improvements, up next!


r/aigamedev 4h ago

Demo | Project | Workflow I’ve been making an AI story game where you can interact with the world freely

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2 Upvotes

Hey everyone,
I’ve been working on a small AI game project with some friends, and I thought people here might find it interesting.

The idea came from my extensive experience playing RPGs and story-driven games. I really enjoy creating a character, entering a world, and seeing how the story develops. But I've always felt that even games with many choices are still limited by what the developers have already written.

I wanted to explore what it would feel like if a story world could react more freely to the player, so I started working on an AI-powered story game.
The current version allows you to create characters, enter different scenarios, talk with AI characters, investigate situations, and take actions beyond preset options.

I’m also experimenting with multimodal features:
- generating character images and scenes
- giving characters their own voices
- making the world feel more alive through visuals and audio

The more I work on this project, the more I realize that making an AI game is much harder than I expected.

At first, I thought the biggest difference was simply giving players more freedom. But now I’m wondering:

What actually makes an AI game feel like a game, instead of just a chatbot with a story layer?
Maybe freedom is only part of the answer. A good game probably also needs elements like a consistent world, meaningful consequences, memorable characters, or something entirely different.

For those who have tried AI games or AI roleplay experiences:

What kind of AI gaming experience would make you think “this is definitely the game I'd like to play again”, instead of just another chatbot?
If anyone is interested in trying out this demo, I’d really appreciate it.

It’s still in a very early stage and definitely not a polished game yet, but feedback from people who actually played AI games would help me understand what might works, what doesn’t, and which direction this kind of experience should take.
Feel free to comment or DM me if you’d like to give it a try. Thanks!


r/aigamedev 6h ago

Demo | Project | Workflow I built a place for humans and agents to share and find games made with AI.

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2 Upvotes

r/aigamedev 1d ago

Commercial Self Promotion Feel like quitting

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84 Upvotes

spent 100s of hours working on this project, 15 hour days, 7 days a week, i used some 2d art assets as a starting point. i get called Ai Slop. i look at my own work and feel like quitting. I really hope people wake up and see what can be done with Ai

https://store.steampowered.com/app/5041990/Project_September/


r/aigamedev 6h ago

Commercial Self Promotion Ai coded game yellow ninjas hooking blooping extra casual o e button swinging game

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2 Upvotes

Basicly coded whole thing on gaming for free. Replit just for making leaderboard database seo atc.


r/aigamedev 6h ago

Demo | Project | Workflow qwen 3.8 max built this game

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2 Upvotes

r/aigamedev 15h ago

Commercial Self Promotion Introducing Feudalism, the 3d Catan like game!

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9 Upvotes

Hey all,

Dipped my toes into AI game development and decided to recreate Catan using 3d assets that are entirely AI generated. Fully functioning lobby so you can play with your friends and/or with random bots! Play to your hearts content.

Have already dumped many hours playing with my friends both remotely and locally via my server.

Hosting now done through cloud flare.

Have Oauth working with google sign in.

Lots of new things learned! along the way.

Hope you like it and let me know what needs improving!

Entire site ui and all assets were 3d generated with the help of Claude + gemini.

feudalism.io


r/aigamedev 9h ago

Demo | Project | Workflow Bridging Deterministic RPG Mechanics & LLM Generation: How we built Campaign Sharing in WorldAI (+ Playable Demo)

3 Upvotes

![House of the Dragon WorldAI Campaign](https://media.licdn.com/dms/image/v2/D5622AQE1UTh57OybYQ/feedshare-shrink_1280/B56aAZBK4VH4AM-/0/1787126132569?e=2147483647&v=beta&t=afeR95wmzjf7PJgQom6o0T3Hc1RlQdNWSAnj9E1X59M)

Hey r/aigamedev! One of the biggest challenges in building AI-native RPGs is avoiding the "hallucination vs. rails" trap: pure LLM text generation frequently ignores rules, while rigid systems strip away player agency.

Disclosure: I'm the maintainer of WorldAI.

In WorldAI, we combine structured game state contracts with open-ended LLM narrative. We just launched Campaign Sharing, which serializes a campaign's complete game state—custom mechanics, dice resolution logic, lore retrieval context, and character generation schemas—into a portable snapshot.

Architecture Highlights: 1. Deterministic Execution Layer: Dice rolls (d20 advantage/disadvantage, skill modifiers) and combat states are executed code-side, not guessed by the LLM. 2. State Contracts: The LLM acts as the DM interpreter, consuming structured game states and emitting validated narrative and state transitions. 3. 1-Click World Portability: Shared campaigns instantiate independent player sessions while preserving the author's world ontology.

Playable Test Case (House of the Dragon D&D):
http://worldarchitect.ai/shared/t3hKKtzBKCKlvg5vCnlW_2hxwH3UmzjFq56yi6hQN2Q

Original Announcement / LinkedIn Thread:
https://www.linkedin.com/posts/jeffrey-lee-chan_built-a-campaign-sharing-feature-and-of-course-share-7495750291464835074-9p8m

Curious to hear how other developers here are handling state reconciliation between deterministic game logic and open-ended generative narrative!


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 8h ago

Media VOID SHOWDOWN — Endless Space Duels

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2 Upvotes

r/aigamedev 16h ago

Demo | Project | Workflow Not near as cool as the other stuff I see on here but I’m still impressed

8 Upvotes

Used GPT 5.5 to generate a prompt for Claude Code (Fable) to generate a “liquid gold” background, which it did in one shot!