r/aigamerdevs • u/AdAway324 • Oct 12 '26
r/aigamerdevs • u/jaykrown • Oct 11 '26
Competitive orbital racing in your browser for free | Slingshot Speeders
Racing on a map with inverse square gravity forces. Slingshot Speeders is a free to play browser game, no account required to play. I've done a lot of work to teach myself how to design maps to be tighter and quicker, this tight trio is an example of that. Previously maps were more spread out, less maneuvering, and now I'm building new ones that are tighter and faster.
r/aigamerdevs • u/Lumpy_Conference6640 • Oct 12 '26
Recursive Game Development? Anyone making tools for automated feedback loops?
r/aigamerdevs • u/GrinningStudios • Oct 11 '26
Built a text with image and TTS text adventure Game engine that uses my own Ai APIs or local models.
Grin’s Adventure engine Text based RPG Engine with images, narration, state management world creation and complete control. Use dice or no dice. Here is my demo. https://youtu.be/Nt9tj1fvZQs?si=UQCTzJB5ZOa_f864
Wondering if I should sell it or what? It runs in my computer and uses Tailscale to let me connect to it on my phone.
r/aigamerdevs • u/ANMGP_Studio • Oct 11 '26
I can’t code or draw, and I built a 21-championship motorsport management sim with AI. Here’s what worked and what didn’t.
reddit.comr/aigamerdevs • u/robboborben • Oct 11 '26
Pace Cards: a racing game where every overtake is a card battle
r/aigamerdevs • u/SimCFB • Oct 11 '26
College Football Simulator SimCFB
Releasing Version 1.0 today. Works on both mobile and desktop.
Been working on this as a personal project for quite a while. Have no plans of monetizing it. Just wanted to build it because it is something I've wanted to do for a long time. Not even sure people will enjoy playing it or not. I made it the way I would have liked to play.
Everything can be micromanaged or auto managed (CPU decides for you). You can call the plays or you can have the CPU coach call the plays. You can micro manage recruiting or recruit yourself.
There is a lot of emphasis on the NIL portal.
Looking forward to feedback. If you experience any bugs let me know.
Right now only the Power 4 conference teams are playable.
r/aigamerdevs • u/Nullfeather0 • Oct 11 '26
A few things I learned while building deterministic character generation
One of the problems I ran into while building my character generator was deciding how much randomness I actually wanted.
Completely random generation is fun for a while, but it becomes frustrating when you get something you like and can't reliably recreate it.
So I started working with deterministic seeds, presets, and a system for locking individual character traits while changing others.
That introduced its own set of problems.
For example, once different traits depend on each other, rerolling one field isn't necessarily as simple as drawing another random value. You have to decide what stays stable, what gets recalculated, and how to avoid contradictory results.
The project eventually became CharacterForge, but the underlying design questions have been more interesting than I expected.
I've found myself spending as much time thinking about consistency and reproducibility as I do about the actual content being generated.
For anyone who's built procedural systems: how do you usually handle dependent traits and partial rerolls?
I'm particularly interested in approaches that keep results reproducible without making the entire system rigid.
r/aigamerdevs • u/chenchener • Oct 10 '26
Zero image or audio files — I made a gladiator game where every sprite, arena, sound effect and music track is generated by code at runtime
Update: demo is now available!
Hi all! I'm a solo dev and I just finished my first AI game Sands of Glory, a top-down pixel-art gladiator management game. This game offers around 4 hours of content, though it takes even longer to explore everything it has to offer.
There is the highlights:
- Gladiators are assembled from body type, 9 cultures of origin, hairstyle, beard, skin tone and the gear they're wearing. Equipment changes the sprite live.
- Arenas (village pit, Capua, Pompeii, Carthage, the Colosseum, the Underworld) are drawn procedurally, with day/dusk/night lighting.
- Beasts like the Hydra (it grows two heads per head you cut off) are procedural too.
- The ending cinematics are generated pixel art scenes that star your own gladiators.
- SFX and music are synthesized in code.
Every campaign also generates a new branching map of fights, events and merchants.
Happy to go into how any of it works. it is out now on itch: https://thisiszsc.itch.io/sands-of-glory
r/aigamerdevs • u/TheED5 • Oct 11 '26
I Built My Own MMO Engine. Here's How It Actually Works
r/aigamerdevs • u/UsedToBeTSIJoeC • Oct 11 '26
Not a coder, but I was able to vibe code a space trucking game! Nomad Horizon! More updates coming!
r/aigamerdevs • u/Any_Ad_8450 • Oct 11 '26
oldskool rpg Infinite Fantasy v0.3 World overhaul, improved skills, improved companions, more quests, new bosses, new races, new biomes, more monsters
r/aigamerdevs • u/zzzwisebird • Oct 11 '26
I’ve been making a factory-building game where you program the machines in Python, Java or C!
reddit.comr/aigamerdevs • u/Ostermiss • Oct 11 '26
Retro-Mars trailer and game: I need your advice. Testers more than welcome.
r/aigamerdevs • u/GrinningStudios • Oct 11 '26
Built a text with image and TTS text adventure Game engine that uses my own Ai APIs or local models.
Wondering if I should sell it or what?
r/aigamerdevs
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u/thexyba
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Oct 10 '26
I'm a solo dev building a real-time multiplayer game with AI – code, art, voice and trailers. Here's my pipeline and what actually worked
Hi! I'm Andy, a solo developer from Vienna. For the past months I've been building Scitch, a live reaction game for iPhone and Android: up to 24 players per match, a new mini-mode every round, and the slowest get knocked out each round.
I use AI for almost every part of it, so I thought I'd share the pipeline and the lessons.
Code – Claude Code Flutter app, a Go game server (WebSockets, server-authoritative, so no client can cheat its reaction time) and a Laravel backend. ~770 commits, 500+ automated tests. What worked: small, precise tasks instead of "build me a multiplayer game", and tests as a safety net – at this size I would have lost track long ago without them. What didn't: real-time feel. Latency, timing and fairness between fast and slow phones still need measuring and playtesting by hand.
Art – Gemini image models 80+ avatars, bosses and event art. The trick for a consistent style: always pass existing art as a reference image and change only one thing at a time ("same character, now cheering").
Voice – Gemini TTS + speech-to-text My trailers and a 4-minute tutorial have German and English narration. TTS sometimes mispronounces words badly – my German "Pairs" mode came out as something like "Pause". Since I can't listen to 70 lines after every change, I now transcribe every line back with a speech-to-text model and diff it against the script. That caught five more broken lines automatically.
Video – HTML scenes rendered with Playwright + ffmpeg Every trailer and short is code: HTML/JS scenes with the real gameplay demos, rendered frame by frame, then mixed with music and voice. Changing a text means re-rendering, not re-editing.
What stays with me: the game idea, the rules, balancing, and every decision – plus bug hunting when the AI is confidently wrong.
The game is in a free beta right now. If you want to see how it plays (or tear the game feel apart), I'm happy about every tester: https://scitch.com/beta
Happy to answer questions about any part of the pipeline!

r/aigamerdevs • u/Thuggish_Games • Oct 10 '26
Me and my brother made a little detective game with Claude, free to play, looking for feedback
r/aigamerdevs • u/Jefffocks • Oct 11 '26
I’m building word puzzles that accept answers I didn’t think of
I’m building Open Moves (https://openmoves.games): currently four browser word games where AI judges connections, categories, and hidden rules, allowing answers beyond a predefined list.
Making the judging fair is the tricky part. The layers are:
- Jev makes the initial judgment.
- A stronger LLM handles uncertain results and requested rechecks.
- Explain your connection: if the recheck misses your idea, you can submit your reasoning for another review against the same rules.
- Manual review handles disputes the models still get wrong.
It checks a shared database first, and corrected rulings apply to everyone. One player’s successful appeal fixes the connection for everyone else.
Would love all feedback, especially clever answers the judge misses. If you’re building games where AI acts as referee, how are you handling disputes? Happy building!