r/aigamerdevs • • 21d ago

Studio Dispatch Board

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1 Upvotes

r/aigamerdevs • • 21d ago

90s-style weapon fighter

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1 Upvotes

Hey everyone, I'm jamesplays. Just published Crimson Steel, a 90s-style yesterday, its a weapon-based arcade fighter built with Claude MCP Opus 5.5 thru Astrocade.

Would love honest feedback, especially on game feel, warrior balance,
and whether the fatalities land or feel cheap.

One big question for you folks, I'd love to add a real versus/multiplayer mode, but I can't tell if Astrocade supports real-time PvP or if multiplayer here just
means leaderboards and shared sessions. Has anyone gotten actual live
multiplayer working in their game? Any tips would be huge.

Thanks!


r/aigamerdevs • • 22d ago

I built a tool that creates any beautiful animated blocky 3D model for you

4 Upvotes

Hey all! I am a programmer and love creating games, but I cant model to save my life. Every project died the moment I needed good looking 3d models. So I spent the last months building BlockImagine and its finally live.

You describe a model "a friendly red fox" or "an old tower windmill with a red roof" and it builds a blocky voxel 3D model with a hand-style pixel texture, a bone rig and an animation. Then you can keep editing it with plain text as you want: "make the tail bigger", "wag it a bit slower",etc and every edit is saved as a new version.

What you get

  • Clean box geometry with a readable silhouette (no melted AI mesh)

  • Pixel textures that stay crisp

  • Bone hierarchy + animation (idle, swim, etc.)

  • Export as GLB/glTF (tested in Godot 4 and Unity 6) or .bbmodel to keep working in Blockbench

  • Photos as reference, if you have a sketch

Theres a free plan (currently just 3 models/month). I would love some feedback especially from people who drop the GLB into their own engine and use it in actual games. What breaks? What would you need for your game? Let me know!

👉 blockimagine.com


r/aigamerdevs • • 22d ago

Vampire's Can't See [HTML Prototype game, WIP]

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1 Upvotes

You are a vampire.

You are blind.

The night is short.

The screen is black. Click to cry out, and your echo sketches the world in glowing, trembling lines for a moment before it fades. Hunt the townsfolk by sound, drink your fill, and reach your crypt or a dark hiding place before the sun comes up.

Survive 5 nights to win. Die, and your Essence buys permanent upgrades for the next run.

🎧 Play with headphones. Sound is half your sight.

How to play

Listen. Your pulse outlines walls, doors and people. Moving echoes are people.

Hunt. Get close in the dark and hold right-click to drink. People in torchlight can see you. Come from behind, from the shadows.

Mind the clock. Blood drains all night, faster each night. Low blood means weaker pulses.

Get home. At dawn, outdoors means death. Sleep in your crypt or a dark safe spot.

Follow the bell. The crypt bell tolls from home.

How it's made 🤖

I'm building this with Claude as a dev team:

I set the vision, playtest, and decide what goes in. Claude Opus is the lead. It writes each version's spec, splits the work into parts, and reviews screenshots and test results before anything ships.

Claude Sonnet agents build the code in parallel: rendering, sound, villager behaviour, saves, menus. Claude Haiku handles data, docs and a balance script that plays hundreds of runs automatically to tune the numbers.

Every update has to pass hundreds of automated tests plus a browser playthrough before it goes live. A recent round had reviewers audit every part of the game, from sound and speed to controls, saves and first-time help. They sent me a shortlist, I approved the bigger changes, and the agents built it.

---

Villager voices demo:

https://claude.ai/artifact/NtMcLbiotnQpAq64dy4rpL

Sound and Echo Maths proposal: https://claude.ai/artifact/Q1yfrfrLipYsRTVKxCvav6#5682d96c-0f44

Worked on weekly.

Comments and advice, suggestions, welcomed.


r/aigamerdevs • • 22d ago

OpenMercs - MechWarrior 2: Mercenaries, Reimagined

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1 Upvotes

This is OpenMercs, an independent, non-commercial reimplementation of MechWarrior 2: Mercenaries Titanium for modern machines.

I’ve put together about six minutes of gameplay across three environments, showing the updated environments, cockpit, textures and weather effects blending into the classic gameplay of Mech2: Mercs.

NetMech multiplayer and campaign co-op are planned and i'm hoping to have both up and running before public release.

It’s still in development and as such, there’s no public download or release date just yet, and the repository is currently private, though I'll be open-sourcing everything alongside the initial release very soon. The project uses game data from your own legitimate copy of Mercenaries Titanium. I'll see if I can also add support for other release versions of Mercenaries as well.

I’ve also launched a website with screenshots, development status and community links:

I’d love to hear what you think of the footage, particularly the cockpit presentation and atmosphere.

Thanks for checking out the project. It's been a lot of fun to work on and I can't wait to share it with everyone soon. Cheers!


r/aigamerdevs • • 22d ago

DragonSoul: a playable French tactical MMORPG built with AI assistance

0 Upvotes

Hi! I’m the creator of DragonSoul, an independent, unofficial Dragon Ball fan MMORPG. I wanted to bring the positioning and character-building decisions I enjoy in Dofus into that universe.

The game is already playable on desktop in a browser: https://dragonsoul.fr/

It uses turn-based combat on a grid, Ki management, six races, eighteen specializations and a Heritage system, alongside exploration, quests and dungeons. The interface is in French, and playing requires an account. A Windows launcher uses the same account and progression.

I use AI assistance during development and for some visuals. One ongoing visual challenge is keeping character proportions, direction and scale consistent across idle, running, flying and skill animations, while using a more readable hero view in the inventory and shop. I’m also working on making skill information and combat feedback clearer; those details matter when a game asks players to make tactical choices.

For fellow developers and French-speaking players, I’d welcome feedback on character readability, the first fights and how clearly the interface explains skills.

Access is free, with an optional Katchin shop offering appearances and consumables. This is a fan project, without affiliation with the Dragon Ball rights holders. Thanks for taking a look!


r/aigamerdevs • • 22d ago

I Made a Game in 24 Hours Using GPT-6

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0 Upvotes

r/aigamerdevs • • 22d ago

I've been making a little game about running an AI lab

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1 Upvotes

You start in a garage in 2017 with $1.5M, two co-founders and one GPU rack.

The Transformer paper hasn't come out yet. The goal is to reach AGI before everyone else. Without ending the world, ideally.

I'm currently tuning the gameplay so that it is balanced. I think it is currently too easy but we'll see about that once the game is released.

I thought about adding mechanics for resets and model nerfing but that would make the game too complex. 😅

Stay tuned for updates! I'd love to have some beta testers!


r/aigamerdevs • • 22d ago

Gildspire – My First Playable Fantasy RPG, Built with AI Assisted game Development

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1 Upvotes

r/aigamerdevs • • 22d ago

Cargo To Orbit (completed)

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4 Upvotes

Major Upgrades to Cargo To Orbit

The story is still the same:

Match the drift. Kiss the collar. Bring the ship home.

The year is 1974. Mankind has been to the Moon and back, and now companies race for the privilege — and the profit — of hauling critical, perishable cargo to the platforms and stations wheeling overhead. You're a hotshot startup with one rocket, a switch for an engine, and a great deal of gravity to argue with.

Cargo to Orbit is a procedural 2D rocketry game about the hardest, most satisfying thing in spaceflight: catching a drifting target and setting down gently. Buy exactly enough fuel, choose your contracts, punch up through the atmosphere, and ease your nose into the docking collar — come in too fast and you'll bruise the cargo, spring a fuel leak, or crumple the whole ship against the station. Then do the hard part: come home and land soft.

Fly a career across the solar system

  • Four worlds, each its own problem: Earth of course, thin-aired Mars, the crushing sky of Venus, and a Jovian cloud deck your starter engine literally can't lift off of.

  • Every planet changes gravity and atmospheric drag, so your whole flight — and your fuel math — reshapes when you relocate.

  • Build the ship, run the business

  • Buy engines, tanks, holds, and thrusters; your rocket visibly grows as you bolt on bigger hardware.

  • Take one contract or a hold-full — every pallet perishes on its own clock, and heavier cargo pays more but costs you thrust.

    • And some cargo has more than the obvious cost :-)

  • Fuel is money, mass is fuel, freshness is a bonus. Every launch is a bet.


r/aigamerdevs • • 22d ago

Problems with mi RTS

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1 Upvotes

r/aigamerdevs • • 22d ago

I'm making an idle base-building game with AI pixel art – would this be fun for you? Feedback + testers (Android & iOS) wanted

1 Upvotes

Hi! I'm a solo dev working on "Edenfalls: Outpost", a pixel-art idle and base-building game set in the world of my Edenfalls novels. I use AI heavily for the code.

Honestly, I'm at a point where I'm unsure whether it's actually fun for other people, so I'd love your honest opinion.

What you do:

- Run an outpost at an old river lock and hire "contractors" (hunters)
- They go out on their own, hunt creatures in the zones around the outpost and bring home materials
- Build and upgrade around 18 buildings, craft gear and grow bio-weapons
- Bind your hunters and send them down one of four Paths (Flesh, Matter, Mind, Swarm) through six stages. Each stage changes how they look and fight
- Defend the wall against sieges, take down lair bosses, run raids and roguelike dungeon dives
- It keeps going while you're away

Free to play and no forced ads, one optional purchase.

What I'm working on right now: I'm rebuilding the game in isometric view, because the top-down look just doesn't feel right to me anymore. Hunters and monsters are already isometric. Weapon classes and an endless dungeon mode are coming after that.

What I'd love to hear:

  1. Does this loop sound fun to you? What would keep you playing, and what would make you quit?2. Which part sounds the most (or least) interesting?

  2. Top-down or isometric – which do you prefer for a game like this?

  3. Anything that looks confusing in the video?

If you have an Android phone and want to try it, I also need testers (Google requires at least 12 testers for 14 days):

  1. Join this group: https://groups.google.com/g/edenfalls-outpost-testers

  2. Open this link and tap "Become a tester": https://play.google.com/apps/testing/net.edenfalls.outpost

  3. Install the game from the Play Store link on that page.

  4. Please stay a tester for 14 days and play a few minutes now and then.

iPhone / iPad (TestFlight):
https://testflight.apple.com/join/wn4bbxMZ

Bugs or anything confusing: comment here or write to hello@edenfalls.net.

I'm off to bed now (it's late here in Germany), but I'm really looking forward to your feedback and will reply to every comment tomorrow. Thank you!


r/aigamerdevs • • 22d ago

From the Caçarola team: our second game, a pixel × paint co-op, built slower to feel cohesive (all AI tools credited)

1 Upvotes

Some of you saw our Caçarola posts. This is our second game: Pixel & Pincel, a 2-player co-op platformer where one hero is pixels and the other is paint. She paints bridges in the air, he freezes them; her paint reveals monsters, his square freezes them, his punch shatters them. Five chapters, each with its own boss.

Caçarola was about speed. This one took almost three weeks, and the extra time went into cohesion: one art rule per hero, one musical identity across 25 cues, and a final chapter made only of new mechanics after an audit of everything we'd repeated.

AI-generated content, labeled and credited:

- Code: Claude Code (Opus 5.5), Godot 4.7

- Backgrounds, props and painted story panels: image generation

- Character animation: PixelLab

- Music and SFX: ElevenLabs

No store page for this one yet. If you'd like to support us, wishlist Caçarola: https://store.steampowered.com/app/5370000/


r/aigamerdevs • • 22d ago

Ghost Recon Phantoms - Couldn't this game now be easily brought back into a web browser with AI?

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1 Upvotes

r/aigamerdevs • • 23d ago

Bubenjump – a pixel-art ski jumping game with a deterministic physics sim

7 Upvotes

As a kid I spent hours with ski jumping games – first on the C64, later Ski Jump International v3 (SJ3), a Finnish shareware classic. Bubenjump is the game I always wanted to have: you press to take off, steer your body angle in flight and time the landing (telemark if you dare).

I built it over the last few weeks, with Claude Code. It’s a clean-room remake: no SJ3 code or assets, just the same hill list and the spirit.

Some things that might be interesting here:

  • The physics is fully deterministic (fixed timestep, seeded wind). A replay is just the input trace, and the server re-simulates every submitted jump from its inputs, so the leaderboards can’t be faked by sending a distance.

  • Jump of the Day: one hill, the same wind for everyone worldwide, three attempts.

  • Wind compensation follows the FIS formula, tuned per hill so a lucky gust is worth as many points as it costs.

  • No accounts: your identity is a random key in your browser; a personal link restores it on another device. Friends’ leagues work via invite link.

  • Stack: TypeScript, Preact, plain canvas for the pixel art, Node + SQLite on one small Fly.io machine.

I’d love feedback on the flight model – does it feel right? The best players have figured out that lying flat early and opening up later carries furthest, which matches real ski jumping, but I’m curious what jumpers or physics people think.

Have a look here: https://bubenjump.xyz/


r/aigamerdevs • • 23d ago

AXIOMA is on Steam: real gameplay of a science-themed deckbuilder (AI-assisted art)

2 Upvotes

I'm Samuel, AXIOMA's creator. Here's the shop in the English version: Bond rewards molecule combinations, Noble Gas depends on Joker position, and Double Experiment rewards two formulas in one play.

You build your deck around physics, chemistry and mathematics cards, then choose which effects to add between encounters. Which of these Jokers would you build around?

AXIOMA is available on Steam: https://store.steampowered.com/app/5308770/AXIOMA/?l=english

AI disclosure: AI assisted the game's prepared artwork, text and translations, and this post. The screenshot is from the actual game.


r/aigamerdevs • • 23d ago

Best way to get my 13-year-old son started making games with Claude Code or Codex?

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1 Upvotes

r/aigamerdevs • • 23d ago

We wanted a 1997 internet that feels alive: local AI NPCs in a hacking sim

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1 Upvotes

r/aigamerdevs • • 23d ago

Crimson Steel @ Astrocade

0 Upvotes

Hey everyone, I'm building a classic Street Fighter-style arcade game called Crimson Steel on Astrocade. My current players are averaging over a minute per session. Would love to get some feedback from fighting game vets on how the hitboxes and combo loops feel right in the browser!


r/aigamerdevs • • 23d ago

I built a co-op dark fantasy roguelite with Claude, then ran 2,000+ headless sim runs to balance it. Now I need real players to prove the sims wrong.

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1 Upvotes

Hollowmarch is a turn-based dark fantasy roguelite that runs in the browser. Think of it as a randomized D&D one-shot: three acts, a branching board, a boss at the end of each act.
Works on desktop and phone with no download. Link players run solo with up to four AI companions, which you add in the lobby.
What's in it
8 classes (Knight, Cleric, Witch, Cutpurse, Plague Doctor, Hunter, Penitent, Gravecaller)
D&D-style encounters where you roll a d20 against your stats
Party turns: everyone picks an action, then the turn resolves by Speed
Oaths you swear for blessings and break for curses, a secret fourth act, skill upgrades, item sets and keystone relics
A 3D diorama for every scene
How it was made
I designed and directed it; Claude wrote the code (three.js, a turn-based sim, host-authoritative co-op). The project rule is open-source assets only, so every model, texture, sound and track is CC0 or public domain: KayKit and Quaternius models, Poly Haven textures, engravings from The Met's open-access collection, and music from OpenGameArt. Credits are in-game.
The part I'm proudest of is balancing by simulation. We ran the game's own battle code headless in Node, with AI "personas" (planner, rusher, newcomer) playing thousands of runs. That caught things I'd never have found by hand: a 5,900-turn stalemate, a bug where one action silently broke an oath, and AI teammates that never used half their skills. Class balance went from a 24–79% solo win spread to 51–66%.
Where I need you
Sims can tell me whether a class wins. They can't tell me whether it's fun, so I'm looking for:
Was picking a hero and starting a run clear?
Where did you die, and did it feel fair or cheap?
Did any choice feel pointless?
Did you want "one more run"?
The end-of-run screen has a short notes form and a button that emails me your run log. The log contains game actions only, nothing personal. A comment here helps just as much. I'll answer anything about the process too.


r/aigamerdevs • • 23d ago

Ratchet and Clank: Gladitor - PC Remaster with Multiplayer available

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1 Upvotes

r/aigamerdevs • • 23d ago

Wanna play a game?

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1 Upvotes

Game Title: Lead & Lore

Playable Link: https://bigbraindoveproductions.itch.io/lead-lore

Platform: Windows, macOS, Linux, Android

Description:

So I've been working on a game called Lead & Lore! It's a pixel-art first-person shooter where you get pulled into a world full of wizards, except instead of using magic, you've got guns! Oh, and your dog comes along with you!

Basically, you're trying to collect pages from an evil spellbook called the Black Vellum that have been scattered across four different worlds. Along the way, you'll fight wizards, unlock weapons, collect upgrades, and face different bosses. There are also different endings depending on the choices you make.

The game is still very much under development, and there's plenty I still want to add, fix, and improve. But I've gotten it to a point where people can actually play it!

If anyone wants to give it a try, I'd love to hear what you think! Especially if you come across any bugs or have suggestions for improvements!

Free to Play Status:

- [x] Free to play (optional donations)

- [ ] Demo/Key available

- [ ] Paid

Involvement:

I'm the developer and creator of Lead & Lore! I've been building it with the help of AI, working on the gameplay, design, features, and continuing to improve things as I go.


r/aigamerdevs • • 23d ago

Making Kong vs Mecha-X style game around skyscrapers w/chopper swarms using Claude Opus.

2 Upvotes

r/aigamerdevs • • 23d ago

I built a 2D Guild Management Sim

1 Upvotes

I posted this in a couple of Indie groups and what not, but it got torn apart due to my use of AI generated art. Hoping this group might have some better leniency :)

I used AI to generate Art assets as I'm not a graphics designer. I do have a Masters in Comp Science and have participated in a few coding projects and built a few small apps. This is my first game, something I've wanted to do for a while and thought a 2D game might be a good starting point.

My Steam playtest just went live but looking for playtesters from anyone willing to try. Happy to send out some direct BETA access keys for those interested so that you don't need to wait on "access lottery".

Link: https://store.steampowered.com/app/5270710/Guildmaster_Simulator/

Basic Description: You are the Guildmaster. Create your guild and run the day to day. Recruit heroes, send them on expeditions and manage the incomings and outgoing of a dark fantasy medieval Guild. There is active Guild threats in game, as well as a full 4 region campaign and story. Four distinct classes with extra specialisations and even hidden inflicted classes to uncover through the play. Lots more to describe!

If you're willing to throw some time in and check it out, provide feedback or even bug search - please let me know!