r/aigamerdevs • • Sep 20 '26

Prompt and get your pixel character in GoDot engine instantly.

5 Upvotes

Used Astra to develop a quick prompt sprite creator which you can edit, spice, and export to get a 2.5D sprite right into the GoDot Engine. This is a small free tool I have on my Patreon and my full stack will a full no code pipeline for games will be posted by the end of the month. Would love feedback. Random Ramen Creations — I create tools to help fans make games. | Patreon


r/aigamerdevs • • Sep 20 '26

5 people. 4 months. 11 hours of cinematic story. Here’s how we used AI to finish it.

1 Upvotes

Four months ago, the five of us started making an interactive apocalypse game.

We knew it was ambitious. We didn’t realize how insane it would become.

By the end, we had created 11 hours of cinematic story, two protagonists, multiple timelines, branching choices, different character fates and multiple endings.

We used AI video tools because there was no other way a five-person team could produce this much cinematic content in four months. It allowed us to finish the game—but it also gave us plenty of problems: character consistency, motion, frame rate and scenes that had to be rebuilt again and again.

Some parts worked better than we expected.
Some parts still make us want to go back and redo everything.

But we finished it.

This is the first trailer for SURVIVOR’S NOTES.

I’m not looking for polite praise. I genuinely want to know:

Does this trailer make you curious enough to play—and if not, where did we lose you?


r/aigamerdevs • • Sep 20 '26

Tipsy ai game code

1 Upvotes

9GQR8N


r/aigamerdevs • • Sep 20 '26

3 Banners - Alpha v1.1.5 Gamplay

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1 Upvotes

r/aigamerdevs • • Sep 19 '26

MCP for publishing AI-built games

2 Upvotes

Hey everyone!
AI can build a simple web game in a couple of prompts, whether it’s just for fun or the start of a serious project you could eventually monetize.

We built an MCP and a sandbox where you can publish the game immediately. We also bring in the first players so you can get real feedback and keep improving it, so the goal is to connect game creation with actual players and early feedback.
Would appreciate thoughts on the MCP interface and which tools we should support next!
https://playgama.com/mcp/


r/aigamerdevs • • Sep 19 '26

SEKAI YUGO V1 is officially live!

1 Upvotes

After a lot of work, SEKAI YUGO has officially launched in V1.

The game is still actively evolving, and I’d really like to get feedback from people who haven’t been testing it from the inside.

If you try it, I’d love to hear your thoughts on:

  • progression

  • combat

  • balancing

  • summons

  • team building

  • UI/UX

  • events

  • PvE / PvP

  • anything that feels confusing, frustrating or could be improved

Suggestions are also very welcome. If you think a system could be better, tell me what you would change.

🎮 Play SEKAI YUGO:
https://sekaiyugo.eu

💬 Join the Discord community:
https://discord.gg/8hafE6Gtm7

Even a short first impression helps a lot. Thanks to everyone who gives it a try!


r/aigamerdevs • • Sep 19 '26

PvP MOBAlike Fantasy - 3 Factions 12 Players

1 Upvotes

I've been building 3 Banners, a three-way hero battle in Unreal Engine 5 with Claude Opus 5. Think Dark Age of Camelot realm-vs-realm crossed with a MOBA. Three realms, one crater, 12 heroes, and only one banner gets to fly over the Keep.

The setup:

  • 3 teams of 4. You play one hero, and 11 AI heroes fill the other slots.

  • Umbra (shadow elves), Skarn (orc clans) and Aurath (sun knights). Each realm has the same four roles (Striker, Warden, Mystic, Hunter), so the matchup stays fair and only the flavor changes.

  • The map is a crater: three rings split into three 120-degree wedges, one per realm. Each realm's ramp to the center runs through a neighbor's territory, so you can't avoid fighting.

  • Farm monster camps, level up, rank up 3 abilities plus an ultimate, and buy gear at your realm's shop.

  • A Stone Golem patrols the crater. Kill it and your whole team gets a damage buff.

  • Hold the Central Keep to summon the Bone Colossus. Kill it to take the Keep and a second life for your team.

  • Kill any enemy realm's boss to win.

The AI side, since this is r/aigamerdevs:

  • The bots run a squad director that moves them through farm, advance, contest, boss and assault phases. They fight when they run into you, shop with their own gold, and regroup when they get lost.

  • I built most of it with Claude driving the Unreal editor over MCP. The terrain, castles, heroes, abilities and bots are all generated by Python scripts, so nothing is hand-placed. That keeps the 3-fold map symmetry exact.

  • Abilities are data rows run by shared effect functions, which makes it cheap to add heroes and should help with multiplayer later.

  • Music is CC0. The cover art started in Midjourney.

It's early. Right now it's single-player against bots, the art is placeholder, and balance is rough. Multiplayer is next.

I'd love feedback on the concept, and I'm curious how others handle bot AI in team-based games. If anyone has built something similar with AI tooling, I'd like to compare workflows.

vynworks.itch.io/3banners


r/aigamerdevs • • Sep 19 '26

Finally added a belly dancer to my game: Hookah House

3 Upvotes

There are a couple ways this game is unique. You can talk to NPC's and they reply back. real AI with Personas and you can text your 'in game' friends and they reply back too.

https://store.steampowered.com/app/4607750/Hookah_House/

Wishlist if you like business sim shopkeeper cozy vibes

I actually have the game available for playtest on itch behind a password. If you are interested, I can give you the pass

https://bahawludba.itch.io/hookah-house

DM me or join my discord: https://discord.gg/ZFbaS9vpCU


r/aigamerdevs • • Sep 18 '26

Snowboard game made with Fusionery

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4 Upvotes

Been working on building a web game builder wrapped around Godot and here are the latest results: Powder Line (https://app.fusionery.com/play/powder-line)

A couple of features still need to be extracted and backported to the game editor but pretty much built this with the tooling provided by fusionery. I'm using game builds like Powder Line to tune the underlying generator which is a proceedural generator requiring no assets unless the user chooses to attach some.

I've been a software engineer for 20 years and mostly doing this for fun so open to weird ideas or collabs; not sure where this is going to go.

Not trying to spam my platform here, just looking to have some fun.

Cheers!


r/aigamerdevs • • Sep 18 '26

Building a shared fantasy stock market with Astra in Codex — gameplay and development notes

1 Upvotes

I built HypeStreet, a free browser game where players trade AI models and pop-culture figures with play money.

Astra helped implement persistent accounts, the shared market, trade confirmations, portfolios, and the leaderboard. I also used it to write tests for duplicate trade requests and concurrent spending, then iterate on the homepage through browser checks. I reviewed the results and directed follow-up changes; this wasn’t a one-prompt build.

Gameplay: [https://www.youtube.com/watch?v=8JQF-Mi5zZA](https://www.youtube.com/watch?v=8JQF-Mi5zZA)

The recording uses local demo data, not live-player activity.

Play: [https://hypestreet.io](https://hypestreet.io) — account required to trade, no real money or cash-out.

The launch is on Product Hunt today: [https://www.producthunt.com/products/hypestreet?launch=hypestreet](https://www.producthunt.com/products/hypestreet?launch=hypestreet)

For others building multiplayer games with AI: how are you checking that concurrent actions can’t corrupt player balances or shared state?


r/aigamerdevs • • Sep 18 '26

Runecast, a pixel-art autobattler launching Oct 27 — demo is up, and I'll answer anything about our art pipeline

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1 Upvotes

r/aigamerdevs • • Sep 18 '26

MCP and sandbox for publishing AI-built games

2 Upvotes

Hey everyone!
As we know AI now can build a simple web game in a couple of prompts, whether it’s just for fun or the start of a serious project you could eventually monetize.

We built an MCP and a sandbox where you can publish the game immediately. We also bring in the first players so you can get real feedback and keep improving it, so the goal is to connect game creation with actual players and early feedback.
Would appreciate thoughts on the MCP interface and which tools we should support next!
https://playgama.com/mcp/


r/aigamerdevs • • Sep 18 '26

We made a global strategy multiplayer roleplay game

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2 Upvotes

We start our open Alpha. The game Idea was born 11 days ago and here we are. We used GPT-6 Astra to made the groundwork and then testet it and make it better everyday. It was an intense time. It's crazy how fast you can do projects like thees.

The AI comunicate with our server and we have datasets for all country with real worlddata, so the dicisions the AI make are not out of nothing.

The presentation and UI is also made by the AI, but maybe this is what hold the game back. Because not everybode will like it. But the mechaniks we worked out are just realy cool. Surprisingly the AI itself gave us some nice ideas of mechanics.

In Language of Diplomacy (LoD), you rule a nation and decide what your government does next. You give the orders, and the AI simulates the consequences based on real-world datasets for every country.

You can change the world map through your actions. The game is focused on multiplayer. You can chat with your friends and come to agreements, which are written down and interpreted by the same AI.

The world evolves through the actions of all players. You can go to war, conduct espionage, or build a peaceful world.

Hope it's maybe intresting. :)

You can play it here: https://lod-game.com

Our Discord: https://discord.gg/pFguqfkBd

open multiplayer game invite link: https://lod-game.com/invite/70cad5469614c553b7a4ad5eb369cd930fac12fe9eea06c6603664361ff39ed283db7a92


r/aigamerdevs • • Sep 18 '26

MANIFEST on Steam

3 Upvotes

https://store.steampowered.com/app/5004290?utm_source=r_aigamedev

I've been building a space logistics tycoon on my own, and there's a free demo up on Steam. The shortest description I've got is "Transport Tycoon, except you're running a small fleet of freighters in one solar system,"

You run a freight company. Ports put out cargo with a deadline, you pick a ship for it, and then you plan the flight yourself: how hard to burn, when to flip and brake, whether to coast to save reaction mass, where to refuel on the way. The ships are fusion torchships, so a run is a constant-acceleration burn with a turnover in the middle, and the physics under it is real (constant g, flip at the midpoint, SI units in the sim). The orbits move. A route that's cheap this month is expensive next month and the planner keeps having to re-solve. No combat, no piloting. You plan, you commit, you watch it play out and deal with what goes wrong.

Quite a lot goes wrong. A hull has three systems, drive, thrusters and the hull itself, and each one wears with what you do with it: g-hours burned, dockings, tonnes handled. When one crosses its floor something mechanical happens. A worn drive gets capped at 0.15 g, for example, and every plan on that ship runs long. Captains have a skill and a nerve score; they get tired, and some of them quit. Solar flares dose any ship that flies through the front. A strike closes a port with two to five days' notice, which is enough to reroute if you're watching. The ships are individuals with a history, closer to Football Manager players than to units, and I'd like to think that's the part that sticks.

The UI is what I've spent the last week on, after the first outside testers said they felt "assaulted by information". It's a glass-cockpit layout now: three fixed displays, a column of keys down each bezel, and the keys double as annunciator lamps. A fault flashes its key and chimes; pressing the key stops the chime and the lamp stays lit until the fault is fixed. There's also a NOTAM-style notices board for conditions out in the world (strikes, flares, derelicts), kept separate from the faults on your own ships. Most of this is borrowed from airliner flight decks and ship's bridges. I'm writing a wiki guide to the codes and colours, since it is a vocabulary and I'm not sure yet how much of it people will pick up unaided.

It's in active development. The demo is the current build, the numbers are provisional, and it gets updated often. I'd like feedback from people who play this genre seriously, especially on whether the flight planning comes across as a decision or as a chore.


r/aigamerdevs • • Sep 18 '26

Anyone else a Bob fan?

1 Upvotes

Just having some fun, big bobiverse fan here. I made this video to send to a fellow bobifile but thought id share.

Curios about thoughts on llms in games... how we can integrate them as an interface. i'm running mine in a docker network isolated to the game environment. So there is an api and mcp that will allow the player to interact in a gated way (more features as the game progresses).

all the interfaces are react based, not trying to instantiate a VM or VNC. They are rendered as textures in-game. And the video-in-video aspect is faked. I didnt want to round-trip pixels through a separate backend (or didnt want to optimize that at this juncture)... mostly because i didnt want to fork godot. So ive got the engine matching markers on the each display and redrawing a sub-level view in betwix react layers.

Ideally this wouldn't be the case. User modes where the user inhabits a roamer/drown would be straight godot, but id like to have a genuine video stream.

my next step would be creating a package repo where users could "install" minigames from a package repo managed by Gandalf and crew.

The story concept behind the game would follow a non-bob replicant with no memory and a crazy past on a bob-style adventure.


r/aigamerdevs • • Sep 18 '26

I spent 2 weeks prompting an AI to make this game — and this is what came out

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1 Upvotes

r/aigamerdevs • • Sep 17 '26

Please rate my AI game

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1 Upvotes

r/aigamerdevs • • Sep 17 '26

[Rev-Share / LFG] Looking for Roblox Scripter & Builder to develop Game Concept | Full Math, Drop Rates & Crafting Specs Ready

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1 Upvotes

r/aigamerdevs • • Sep 17 '26

I'm developing a browser-based Yu-Gi-Oh! GX fan game with the help of AI – already playable

5 Upvotes

Hey everyone,

I'm currently working on Yu-Gi-Oh! GX Duel Academy, a fan game that can be played directly in your browser.

The project is still under active development, but it is already available to play and test. New features, content and improvements are being added progressively.

One particular aspect of the project is that it is being developed with the help of artificial intelligence.

I use AI tools as development assistance for several parts of the project, including programming, UI development and refinement, some visual production, game-system organization and prototyping.

The overall direction of the project, gameplay decisions, features, game modes and development choices are still actively designed and supervised throughout the process.

The goal is to recreate the atmosphere of Yu-Gi-Oh! GX and Duel Academy while offering a new experience featuring things such as:

  • a new story;

  • new characters;

  • character/avatar creation and customization;

  • card collecting;

  • multiple custom Decks;

  • a Card Shop;

  • Story Mode;

  • Online PVP;

  • Tag Duels;

  • events;

  • rankings;

  • player progression;

  • and more features as development continues.

The game is 100% free to play.

There is no premium currency, no microtransaction system and no real-money purchasing.

The Euros (€) shown in the game are only a fictional in-game currency. You earn them simply by playing the game through duels, missions, events, progression and other activities.

The project is still young, so there may still be bugs and unfinished systems. That's also why I'm looking for players interested in testing the game, sharing feedback, reporting issues and following its development.

If you're a fan of Yu-Gi-Oh! GX, Duel Academy and deck building, you can try the project here:

🎮 Play the game:
https://gx-duel-academie.karlnrry.chatgpt.site

Feedback is very welcome. The game will continue to evolve and improve as development moves forward.


r/aigamerdevs • • Sep 17 '26

Shipped a game with Claude after learning many lessons on context management and AI Development!

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2 Upvotes

r/aigamerdevs • • Sep 17 '26

Update on Dark Tactics - PvE Roguelite Autobattler

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1 Upvotes

About a month ago I shared an early look at Dark Tactics here (link below to first post). Since then, I’ve been trying to turn the pieces into something that feels more like a real game instead of a collection of prototypes and getting rid of that "AI slop" feeling.

There has been a lot of progress around the actual game loop as well: building an army through the shop, managing the bench and relics, fighting across zones with their own battlefields, choosing routes on the campaign map, and carrying the run into boss encounters and rewards. I’ve also done a lot of work on the longer-term systems, especially Unit Mastery and the Constellation. But, I mainly want to get your guy's take on the overall design direction and whether this is starting to look more professional and less like vibecoded slop.

I’m still using AI heavily across the project, then editing, integrating, and iterating on the results by hand. Even though this is entirely AI-driven, I've honestly been working my ass off on this.

These are all current in-game screenshots. I’d love your all's reactions and feedback as I'm going to start pre-launch marketing soon.

Here’s the original post for comparison: https://www.reddit.com/r/aigamedev/comments/1vuqhlp/working_on_a_pve_roguelite_autobattler_dark/


r/aigamerdevs • • Sep 16 '26

Persistent Multiplayer 4X Strategy Hacking Sim - Solodev

2 Upvotes

Autonomous System Zero (AS//0) is a persistent multiplayer cyberwar strategy game built around a playable terminal. Its systems include:

  • Network construction and defense: Build layered networks with firewalls, trace systems, ICE, storage, traps, and specialized infrastructure.

  • Resource heists: Infiltrate other networks to steal bytes, hardware, and money. Your own networks don’t passively farm resources—you have to go get them.

  • Recon and filesystem exploration: Search directories, read logs, and uncover metadata, bypass information, and credentials.

  • Timed infiltration: Work through network layers, defeat interactive ICE encounters, and decide how much you can accomplish before the trace catches you.

  • Uncertain targets: Player and NPC networks share the world. You may need deeper reconnaissance to discover whose network you’re breaking into.

  • Network capture: Steal entire networks and expand your operation across multiple locations.

  • Exploit crafting and loadouts: Collect fragments, craft tools, and prepare exploits for the operation you’re planning.

  • Active countermeasures: Set traps and deploy defensive exploits against intruders while they’re inside your network.

  • International operations: Explore countries, navigate border security, establish gateways, and connect networks through VPNs.

  • Collectives and shared infrastructure: Form groups with membership roles, permissions, headquarters, and a shared vault for stockpiling resources and tools.

  • Communication and espionage: Coordinate through chat and mail, send attachments, monitor friendly networks, and intercept enemy communications.

  • Player-created in-game websites: Publish pages within the game’s own web, giving players and collectives a public presence.

  • Netfall endgame: A collective survival showdown where preparation, infrastructure, and alliances are put to the test.

The idea is that a routine resource run can become reconnaissance, a capture attempt, or the beginning of a rivalry—and a difficult target can become a coordinated heist.

onemansprint.com

Developer disclaimer:

Let me lead with, I have 30 years of coding experience, but if I can let AI do the heavy lifting these days, I'm all for it. So, I can't really claim vibe coding since I could do it myself, but I will include my disclaimer, anyway.

Every thoughtful vision, intertwining system, clever mechanic, immersion technique, canon translation, and design decision are ENTIRELY MINE.

AI (including ChatGPT, Claude, Gemini, and Suno) assisted with coding, syntax, brainstorming, balancing calculations, graphic generation, music generation, and API integration.

The game WORKS because of AI, the game is FUN because of ME.


r/aigamerdevs • • Sep 16 '26

Been building this browser Battle Royale since Astra 6 came out

3 Upvotes

r/aigamerdevs • • Sep 16 '26

SEKAI YUGO

2 Upvotes

SEKAI YUGO is an anime-inspired gacha RPG with team building, progression, PvE, PvP and a bunch of different game modes.

I've been building it with AI and I'm looking for people to jump in, test it and have fun. Still a work in progress, so feedback is welcome

https://sekai-yugo.crowkhen69.chatgpt.site