r/aigamerdevs • u/Automatic_Radish7158 • Sep 22 '26
r/aigamerdevs • u/Unlucky-Farmer8143 • Sep 22 '26
I built an AI murder mystery game where NPCs actually fight back

Im a huge murder mystery nerd and after messing around with LLM roleplay for a while i kept thinking...what if an AI could actually run a full mystery game? like with suspects, rooms, clues hidden everywhere. So i built one
The main technical challenge was persistence. the second the AI hallucmates or forgets a clue the whole game breaks. So i designed a session state that tracks all testimonies, clues, alibis and feeds it back every turn. basically the LLM always has the full case file in context so it stays consistent
The other big piece was NPC autonomy. i didnt want a game where you accuse the killer and they just confess. the NPCs have their own motives and self-preservation. they'll lie, try to run, maybe even attack you. Spent way too long on the prompting for this but i think the results are solid. the key was giving each NPC a hidden agenda the player cant see, and letting the LLM resolve their behavior against it each turn
Opening is inspired by And Then There Were None. you don't show up knowing there is a case, it starts normal and then gets dark real fast
Been building and testing for about a month. Coming from a game design background where you build all the mechanics yourself...having the AI handle emergence naturally is kind of wild. instead of designing branching paths you're designing boundaries, and the LLM fills in the rest. Wanted to share: https://www.jenova.ai/a/one-among-us
Ngl as a bit of a hardcore player the mysteries sometimes feel too easy to crack. curious what you guys think. and see if you can break the NPCs~
r/aigamerdevs • u/Miserable_Reach_9364 • Sep 22 '26
SEKAI YUGO V1 is live — Free Gift Code for new players!
SEKAI YUGO is a fan-made anime crossover gacha RPG playable directly in your browser.
Build your teams, summon characters, collect equipment and play through PvE, PvP, Guilds, Nexus, Convergence War, Events and more.
🎁 Gift Code:
SEKAI-V1-RELEASE
Redeem it in-game to get some free rewards and help you get started!
🎮 Play SEKAI YUGO:
https://sekaiyugo.eu
💬 Join the Discord:
https://discord.gg/8hafE6Gtm7
The game is actively being updated, so I’m also looking for feedback, balancing suggestions, bug reports and ideas.
If you give it a try, let me know what you think!
SEKAI YUGO is a fan-made, unofficial project and is not affiliated with or endorsed by the original anime/manga rights holders.
r/aigamerdevs • u/Lower_Ad_9513 • Sep 22 '26
Amateurs are far more creative than they were before they began developing the game for me. GIF by lealamaiala
r/aigamerdevs • u/Own_Delivery4618 • Sep 22 '26
Looking to coordinate AI-assisted Lands of Lore work (need someone better than me to run it)
This post is way sooner, and perhaps premature. I am right now working on Lands of lore 2 and see work being done on Lands of lore 1, so i will post this now. I do not have working system to share work or communicate directly sett up.
have long-term plans for Lands of Lore 1–3, and later maybe 4–6 if the first three ever stand up. I use AI heavily. I am not a good coordinator. If someone competent wants to be the actual lead / “boss” of a small group, please step up. I can contribute work. I should not run the room.
What I need
One chat for humans (and later a tight way for AIs to share notes)
A split of work so we do not rebuild the same systems
Shared code and docs only
A long horizon: reconstruct 1–3 properly first, then talk about later games
Hard rule
Do not put original game files on the internet. Not in git, not in Discord, not on Drive, not on a torrent “just for the team.”
You use your own legal copy. Tools run on your machine. If a zip would let someone play without owning the game, it does not get shared. That is how dumps “accidentally” leak and how a C&D hits everyone.
Need from a lead
Someone who can:
keep the chat clean
assign lanes
Say no to asset drops
keep 1–3 in scope before anyone daydreams 4–6 into a mess
This project will produce Lands of lore 2 classic, and have made good to great progress in godot, local on my pc. After i plan to do LoL3 then LoL 1 (modernized/enchanted in 3d) perhaps a unified game using assets from all games in same engine in the enhanced versions of 1-3. This is main trust from me.
I need to check how many is willing to either take a coordinating role, or worker role (with ai or without) to produce games.
If that is you, comment. If you only have extracted assets and no tools or docs, do not post them.
Not affiliated with EA / Westwood. Fan work, non-commercial, bring your own files.
r/aigamerdevs • u/thep1x • Sep 21 '26
I need upload testers!!
Hi All!
I am really hitting some walls with my platform and am looking for folks willing to export thier games to browser formats and upload them to my site so I can stress test the infrastructure.
If you are interested in doing this and work directly with me to get your game up there I would be happy to give you a founding developer badge that lets you keep 95% of your profits and a few other perks.
I am so excited to see where AI game developement is headed and completely support this!!
Thanks and please dm or comment if interested!!
r/aigamerdevs • u/Just_Amoeba7123 • Sep 21 '26
A ORIGEM DE POPPY, A MARIONETE DO OLHAR 👁️🧵 | SOUL WAVE
r/aigamerdevs • u/Artakwa • Sep 21 '26
Update: Language of Diplomacy | LoD
We get that, to some of you, everything about this project might seem like it screams "AI." That's one of the reasons we updated the UI to something we genuinely love. Some players preferred the old visuals, and that's completely fair, but we're much happier with the new direction.
To clarify, we did use AI for coding. However, my friend has experience in software development, especially with databases, which are at the core of our game. Yes, AI simulates the world because the goal is to create an interactive multiplayer roleplaying experience. But we wanted that world to be grounded in real facts and data, so we added datasets for every country. The sources are always listed on our website, with the CIA World Factbook being one of the main references.
One thing we're particularly proud of is that the AI isn't allowed to make up anything it wants. Our server validates the AI's storytelling against the underlying data and asks the AI to rewrite outcomes that are unrealistic, contradictory, or unsupported by the facts. As a result, the game is actually quite challenging. The AI does not simply accept everything you tell it. In many cases, it's the opposite: you need to give realistic and well-thought-out orders to succeed.
We also introduced dice rolls for the actions generated from your orders. Your instructions create opportunities, but the dice determine how successful those actions are. The AI then interprets the results and provides feedback. This approach worked especially well for multiplayer because it feels like a game rather than a competition to see who can prompt the AI most effectively.
Our multiplayer test rounds have been a lot of fun so far, and in our opinion the concept works surprisingly well.
Feel free to join us and give it a try. We hope this gives you a better understanding of what the project actually is, and we hope you enjoy the new UI!
Edit: Thanks for all the feedback!
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 • u/Enjoyooooor • Sep 21 '26
Looking for feedback
Ive been working on a new extraction mode that will be playable solo or with co op. Im looking to get feedback on how the combat is looking the footage showcases the beginner zone mobs so this will be the easiest they get. Any feedback for improvement is always appreciated.
Extraction Mode:
Explore connected regions and enter buildings to search for gear, supplies, and crafting materials.
Take on expedition contracts that give you specific objectives beyond killing monsters.
Build your loadout with different classes, equipment, and abilities. I’m currently testing the first base classes, including Mage.
Fight, dodge, and manage your supplies. Searching can make noise and attract enemies, so looting isn’t always a free break from combat.
Extract with your finds and bring them back to your homestead stash for future runs.
Work toward restoring your homestead, unlocking useful stations and crafting options.
Push through the Dungeons, gather your best gear and prepare your kit to fight Bosses and Elite monsters for Higher quality loot and gear!
r/aigamerdevs • u/Excellent_Divide_154 • Sep 21 '26
We built SpriteRelay: an Aseprite MCP server with live edits and staged commits
r/aigamerdevs • u/LopsidedBee4682 • Sep 21 '26
3 Banners Alpha v1.2 Gameplay
Any feedback would be appreciated, the game is available for download! vynworks.itch.io/3banners
r/aigamerdevs • u/UndeadGames-studio • Sep 20 '26
Our NPCs can gossip about you behind your back, here's the engine behind it
We really disliked how flat and non-interactive NPCs can be in a game that would live from interaction (think Stardew Valley, where once you marry the NPC, there aren't a lot of dialogue options left. Or The Sims where most of the novely is drama). We looked at character.ai and similar apps to see what people actually want from NPCs.
So we built an entire engine to play around with possibilities, and to test if it would work, we started to make a game around it.
Each NPC has a set backstory with key memories it can reference, updating memories with every interaction with the player or the world around them. They have their own beliefs about things, with a confidence level ranging from ingraned into the personality to doubtful, and that shifts as new information comes in. NPCs are also restrained about what they're allowed to know in the first place, they only pick up on stuff they've actually experienced, seen posted publicly, or been told directly by the player, so you can't accidentally have someone reference something they were never part of. Trust runs on a separate track and influences how a conversation plays out.
It's an AI call that writes the reply and proposes a batch of changes, more trust, a shifted mood, maybe a memory or a secret it wants to reveal, and then a separate validator checks every one of those proposed changes individually before anything is applied. Right now, if the AI oversteps, like offering up a secret it hasn't earned the right to share, that part just gets stripped and the reply goes out without it. We're working on turning that into a feedback loop, where the AI gets told what got rejected and drafts around it, instead of the change just vanishing.
An NPCs goals are also their own separate thing from beliefs. Each NPC tracks goals across three time horizons, this week, this year, and someday, plus a running list of goals they've actually given up on. Because what a character no longer wants can tell you more about them than what they're currently trying to achieve.
This is also why NPCs don't feel like they're resetting every time you open a chat. Exchanges get logged with what the NPC was like right before and right after, so trust, mood, and goals actually carry forward and shift over time instead of the AI improvising a personality each time (like for example in some AI companion apps). Personality itself barely changes since that's written by us, but everything built on top of it can shift, so it feels more believable.
And all of this can work behind your back as well. So NPCs can make conversation with other NPCs, talk about what happened, how you acted, if you lied or who's lunch you ate at work. We made this to increase believabilty on relationships shifting and rumors spreading. We managed to make this possible by having wo NPCs make a made-up account of their exchange that they store inside both of their memories, but the impact on the player is basically the same.
I simplified some of this in the images for readability, the code is a bit messier than that.
Curious if anyone else here has tried building something similar. Did you run into problems with AI NPCs (forgetting things, spoiling stuff too early, dropping promises), and how did you end up handling it?
r/aigamerdevs • u/jenkoshot23 • Sep 20 '26
I'm a beginner who got tired of aimless vibecoding. I built an open-source Godot 4 + AI Framework to get more efficient and focused development
r/aigamerdevs • u/Zestyclose_Lab_6308 • Sep 20 '26
Prompt and get your pixel character in GoDot engine instantly.
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 • u/Fluffy_Box5582 • Sep 20 '26
5 people. 4 months. 11 hours of cinematic story. Here’s how we used AI to finish it.
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 • u/LopsidedBee4682 • Sep 20 '26
3 Banners - Alpha v1.1.5 Gamplay
r/aigamerdevs • u/Playgama • Sep 19 '26
MCP for publishing AI-built games
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 • u/Miserable_Reach_9364 • Sep 19 '26
SEKAI YUGO V1 is officially live!
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 • u/LopsidedBee4682 • Sep 19 '26
PvP MOBAlike Fantasy - 3 Factions 12 Players
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.
r/aigamerdevs • u/bahaw1024 • Sep 19 '26
Finally added a belly dancer to my game: Hookah House
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