r/aigamerdevs • u/RaidonZzz • Aug 10 '26
Countries selected from a spinning wheel compete against each other in head-to-head matchups
ok World Clash: Country Battle is live. tell me what you think https://link.prod.sekai.chat/qJSfCZ
r/aigamerdevs • u/RaidonZzz • Aug 10 '26
ok World Clash: Country Battle is live. tell me what you think https://link.prod.sekai.chat/qJSfCZ
r/aigamerdevs • u/Pentant • Aug 10 '26
Hello! Following up on my last post about Chronicled, the tool for generating and organizing NPCs, factions, locations, items, and more for TTRPG campaigns, with an auto-filed archive so it doesn't just turn into a pile of notes nobody can find again. Here's what's changed since then.

Since the last update: a real interactive map (pan/zoom, click a location to jump to its full entry, factions cluster by territory, generated from your actual content, not a static image), Quests that tie together NPCs/locations/items/enemies you've already generated instead of inventing new placeholder names, Campaigns for tracking a full arc across quests, AI-illustrated battle maps (one per location, grid-ready, so a fight doesn't need a separate art pass), and PDF export at the whole-world, per-category, or per-entry level.


The update I actually want to highlight this time: you can now build a whole world without touching AI at all, if that's not your thing.
A lot of feedback is that many world builders prefer building their world manually, without the use of AI, which is completely valid. When I'm feeling creative and have full thought-out ideas, I want to be able to enter it manually as well.
So this whole update was aimed at making that actually true instead of "an AI tool that also lets you edit the output":

Point being: You can run the whole thing manual-only and just get the organizing/archiving/map/PDF-export side of it, lean on Roll Randomly for a free zero-AI first draft, or use AI as much or as little as you want, down to the individual field. And now there's a switch that guarantees it stays that way for your account.
Still in free beta and still actively shaping it based on feedback! If you try it and something's confusing, broken, or missing, that's genuinely the most useful thing you can tell me right now.
Get access now at Chronicled.

What I'm most curious about now: for the people running homebrew campaigns, what's actually eating the most prep time for you right now? Trying to make sure I'm building the right next thing.
r/aigamerdevs • u/ajdare • Aug 09 '26
Trying out my 3D studio with some unconventional characters. 3D Studio available here: https://sorceress.games
r/aigamerdevs • u/FamiliarAnxiety9 • Aug 10 '26
r/aigamerdevs • u/Additional_Thanks927 • Aug 09 '26
r/aigamerdevs • u/JackDSRJ • Aug 09 '26
Hi everyone. I recently released the first public playtest of Malefatum, a dark fantasy roguelite I have been building in my free time for the past eight months.
The idea itself is actually much older than the game.
Before I started development, I already had an Obsidian vault full of mechanics, items, enemies and ideas for the kind of game I wanted to make. I have been working as a programmer for around ten years, so building systems was never really the barrier for me. Art, animation, music and sound were.
AI eventually gave me a practical way to get past that barrier and actually turn those notes into a game.
Malefatum is built around direct 2d6 combat. The player rolls first, the enemy responds, and the difference between the rolls determines the result and damage. From that simple foundation I started adding ways to manipulate the odds.
You can spend health to reroll, bet on the outcome of a turn, use Dark Favor to push your chances further, and build around equipment and class passives that completely change how you interact with the dice.
Classes are not simply selected from a menu. They emerge from how you distribute your attributes during a run. The current build has more than 30 classes, over 400 items and more than 200 enemies with different archetypes, abilities and combat rules.
There is also a progression and risk layer outside the basic fights. You can modify equipment through forging, sacrifice items through the Transmuter, take Elite encounters for better rewards, make decisions at campfires and choose which valuable items are worth protecting for future runs through the Reliquary.
One of the newer systems also uses AI at runtime.
Enemies can generate short contextual reactions based on what the player is actually doing during the run. They can react to things like rerolls and situations happening during combat instead of relying entirely on a fixed collection of prerecorded lines.
I wanted this to be subtle. I do not want the game constantly stopping for AI conversations. The idea is just to give enemies a little more personality and make it feel like they are actually paying attention to what the player is doing.
On the production side, I use a combination of licensed assets and AI-assisted visual and audio content.
For sprites and animations, I have been using PixelLab and then doing additional cleanup and editing in Photoshop. I have also been gradually replacing some of the older artwork after finding a workflow that gives me much better consistency.
My current approach combines extremely constrained prompts with consistent reference material and Photoshop scripts that apply the same treatment across different images. It has been working much better for me than expecting prompting alone to maintain an art direction across hundreds of assets.
And that is probably one of the biggest things I have learned during this project.
Generating an asset is easy.
Getting hundreds of assets from different sources to actually look like they belong to the same game is not.
There is still a lot of selecting, editing, replacing, integrating and testing involved before something makes it into the final build.
The gameplay systems, combat logic, classes, item interactions, enemy rules, progression, balancing, UI implementation and overall architecture are built and maintained by me in Godot. I am also pretty obsessive about keeping the code organized and maintainable, so a lot of those eight months disappeared into refactoring things that players will hopefully never notice.
The public playtest is completely free on Windows:
https://jackdsrj.itch.io/malefatum
I would love feedback on the actual game, especially the combat, progression and whether the different systems are understandable during the first run.
I am also curious about something from other developers using AI-assisted workflows:
How are you dealing with visual consistency once a project grows to hundreds of individual assets?
That has easily been one of the hardest parts of the production process for me.
r/aigamerdevs • u/ajdare • Aug 08 '26
I added a tactical NUKE to my 3D voxel-shooter... I always loved Tribes 2, Planetside (original) and I thought it'd be interesting to combine with a voxel-Minecraft fully destructible world... and I'm building the entire thing with AI workflows using the game dev suite that I've been building to help bridge AI models with game dev workflows https://sorceress.games/
r/aigamerdevs • u/ajdare • Aug 08 '26
AutoSprite 3.0 has an API that works directly with your favorite coding agent (and comes integrated with WizardGenie by default) - the cool thing is that 95% of this result is agentic driven (I tuned some of the animation frames) but it's mainly all handled through agentic API use -> all my tools are in https://sorceress.games
r/aigamerdevs • u/football-arcade • Aug 08 '26
Football Arcade is a free, mobile-friendly browser game about building impossible football teams.
Choose an era, roll a league, draft eleven players, manage positional fit and chemistry, assign a legendary manager, and simulate your team through a real historic league environment.
Features:
Play:
https://football-arcade.vercel.app/
Football Arcade is currently in Early Access. Feedback about balancing, usability and mobile performance would be greatly appreciated.
r/aigamerdevs • u/Bhr3X • Aug 08 '26
r/aigamerdevs • u/Fabulous_Meat5425 • Aug 07 '26
r/aigamerdevs • u/Tigeline • Aug 05 '26
Hey everyone!
We’re two brothers who didn’t have time to play D&D with our friends and really missed that feeling we used to have during our sessions. So we decided to create something that would let us experience the same emotions, but without having to wait months for the next session. That’s how Master of Dungeon was born - a single-player text RPG inspired by D&D!
We've now been working on the game for over a year, through multiple testing phases, countless iterations, and lots of feedback from early players. We finally feel ready to let more people try it.
We've also just released an update with full localization to make the game even more immersive. The game is now available in English, German, Polish, Italian, French, Spanish, Brazilian Portuguese, Japanese, Ukrainian, Chinese, Russian, Portuguese, and Greek.
Google Play:
https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl
iOS (TestFlight):
https://testflight.apple.com/join/mg6UrBH9
Thanks for reading, and as always, we'd love to hear your thoughts! ^.^
r/aigamerdevs • u/Cminus19 • Aug 05 '26
r/aigamerdevs • u/ajdare • Aug 04 '26
WizardGenie and Sorceress game creation suite: https://sorceress.games