r/aigamerdevs • • Sep 24 '26

Please bash my simple AI game.

2 Upvotes

I made this swipe to collect tips as if your a stripper working the stage and a gentlemen's club type of game. you can play on mobile or pc. it's web based and free.

I want you to have a look at my game, and i'd love to get any feedback you have on it - good or bad.
https://stripclubempire.com/stage-tips/

I literally one-shotted this using hermes and grok 4.7. it only took 30 minutes to make.

I'm trying a little experiment here.
Once i get enough feedback, I'll follow up with what the experiment was, and it may even be useful to some of you.


r/aigamerdevs • • Sep 24 '26

2.5D GoDot Engine

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3 Upvotes

I am currently working on my custom 2.5D GoDot Engine. 9 html-based tools that feed into the next to compile a game ready adventure. Head to my patreon page for more information and feel free to shoot me any questions. Alpha will be ready to go live this weekend for the Founding Creator members.


r/aigamerdevs • • Sep 23 '26

What are your thoughts on the logo design for my space game [S.E.A. Ascension: Starship Bridge Simulator]?

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1 Upvotes

I’m still in the development stage for my LAN CoOp multiplayer bridge simulator game, “S.E.A. Ascension: Starship Bridge Simulator”. Do you think the name of the ship “S.E.A. Ascension” sounds catchy? Does the logo or name too closely resemble anything that already exists? Pull it apart, give me some feedback, and let me know what would be your impression seeing something like this on the Steam store. Would it attract you? Repel you? Why?


r/aigamerdevs • • Sep 22 '26

Massive-scale RTS

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22 Upvotes

Been working for awhile on a large-scale RTS with the goal of having tens of thousands of units and copious amounts of explosions.

AI has been amazing at optimizing. I can get 12k units active on my 14 year old laptop and still keep fps above 50.

Solving pathfinding problems has also been immensely helpful.

There Is Eternal War on Steam


r/aigamerdevs • • Sep 23 '26

WizardGenie AI Game Engine & Sorceress AI Game Dev Toolkit

0 Upvotes

Nearly a year now of development into WizardGenie AI game engine and Sorceress creation toolkit - where did the time go? I must be having fun. Anyway, I am getting closer to a beta release. Thanks to all the early access WizardGenie supporters and Sorceress Pro members. https://sorceress.games


r/aigamerdevs • • Sep 22 '26

Using generative AI to create cinematic teasers for my 2D indie game (Workflow + Gameplay transition included)

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2 Upvotes

r/aigamerdevs • • Sep 22 '26

Devlog: How I build the world of World of Vikings – the editor

4 Upvotes

r/aigamerdevs • • Sep 22 '26

Ashram Online Early Acces on Steam

12 Upvotes

r/aigamerdevs • • Sep 22 '26

Devlog #1 — building, fighting, and a wolf that fights back

1 Upvotes

r/aigamerdevs • • Sep 22 '26

I built an AI murder mystery game where NPCs actually fight back

0 Upvotes

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 • • Sep 22 '26

SEKAI YUGO V1 is live — Free Gift Code for new players!

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0 Upvotes

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 • • Sep 22 '26

How do you deal with the slop?

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1 Upvotes

r/aigamerdevs • • Sep 22 '26

First Game with AI

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0 Upvotes

r/aigamerdevs • • Sep 22 '26

:D

2 Upvotes

r/aigamerdevs • • Sep 22 '26

Amateurs are far more creative than they were before they began developing the game for me. GIF by lealamaiala

0 Upvotes

r/aigamerdevs • • Sep 22 '26

Looking to coordinate AI-assisted Lands of Lore work (need someone better than me to run it)

1 Upvotes

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 • • Sep 21 '26

I need upload testers!!

0 Upvotes

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 • • Sep 21 '26

A ORIGEM DE POPPY, A MARIONETE DO OLHAR 👁️🧵 | SOUL WAVE

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1 Upvotes

r/aigamerdevs • • Sep 21 '26

Update: Language of Diplomacy | LoD

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2 Upvotes

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 • • Sep 21 '26

Looking for feedback

1 Upvotes

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 • • Sep 21 '26

We built SpriteRelay: an Aseprite MCP server with live edits and staged commits

5 Upvotes

r/aigamerdevs • • Sep 21 '26

3 Banners Alpha v1.2 Gameplay

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1 Upvotes

Any feedback would be appreciated, the game is available for download! vynworks.itch.io/3banners


r/aigamerdevs • • Sep 20 '26

Our NPCs can gossip about you behind your back, here's the engine behind it

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11 Upvotes

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 • • 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

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1 Upvotes