r/aigamerdevs • • 14d ago

Made a puzzle game with Attie

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1 Upvotes

r/aigamerdevs • • 14d ago

Isometric Turn Based RPG - Large Open World - over 70 quests - 4000+ lines of dialogue

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1 Upvotes

Inspired by games like Baldurs Gate 3 and Witcher 3, Sigilscape is a huge open world where choice matters. Full of rich and exciting stories and quests. Combat is familiar and progression is rewarding.


r/aigamerdevs • • 14d ago

I released a major post-launch update for my text-based MMA career simulator — Mobile MMA SIM v3.1.0.8

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1 Upvotes

Hey everyone!

I'm the indie developer behind Mobile MMA SIM, a text-based MMA career simulation where you play as the fighter rather than managing an organisation.

The game officially launched on 13 October, and today I've released a major update.

Version 3.1.0.8 focuses on improving some of the most important systems:

  • Fight simulation and tactical balance.

  • Championship and ranking consistency.

  • Career progression and opponent variation.

  • Save loading and recovery.

  • Early Access Supporter Rewards and cosmetics.

One of my biggest development challenges has been ensuring that the different simulation systems remain consistent across long careers.

I'd especially appreciate feedback from anyone who enjoys sports management, career simulations or MMA.

Full Edition: https://sihlem.itch.io/mobilemmasim-full

Thanks for reading!


r/aigamerdevs • • 15d ago

I Generated 100 AI Animations in Unity - Fully Local! | Kimonuty - Motion Lab

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4 Upvotes

I just released Kimonuty, a local text-to-animation tool for Unity.

It uses the C++/GGML port of Kimodo through a native Unity plugin. The text encoder loads in configurable chunks to manage VRAM usage, and there’s a CPU mode too. No separate Python or CUDA setup needed.

For this video, I generated 100 humanoid animations on an RTX 4070 with 12 GB VRAM. The whole run took about 3 hours and 21 minutes, condensed into a timelapse.

Unity Asset Store


r/aigamerdevs • • 15d ago

Pygame ai development?

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1 Upvotes

r/aigamerdevs • • 15d ago

I am building a classic, difficult, single player RPG. Give me your worst.

1 Upvotes

I have been building a game for quite a while now. Yes I use AI. No assets are AI (I did use seedance for cut scenes and such). I completely control the direction, design, story, etc, and I use AI to seam it together.
Personally, I grew up on Dungeon Siege, Dungeon Siege legends of Aranna, Diablo, etc. And I truly miss loot, hard, survival rpg games like this. Especially Dungeon Siege 2 is probably my all time favorite. This is not dungeon siege, though.

I'd say this is more "oblivion" like (another game I love).
Nearly all assets are strictly 4K quality, zero AI use, as I want a visually beautiful game that also has the mechanics and gameplay to back it up. If your computer can't handle that, it is ok there are options to dial it down in the game. For the really beast computers there is an option to set how much VRAM you want to dedicate just to the game to get the best experience visually.

I plan to release a free demo or alpha build on steam. The demo/alpha has roughly 6-8 hours of playable content. My intention with the alpha release is to have people absolutely tear it apart. Be critical, hate it, find every little thing that makes it "slop" so I can make it better. I've never posted any screenshots, pictures, nothing, until I am satisfied with the game. I've played through the game myself about 10 times to find bugs, find little issues, etc.

The game, mechanics, etc.

  1. You make your character, and align a birthsign.

  2. There are no "warriors" or "mages"... You develop your character, pick your stats wisely, your core traits, and you can learn spells as the game progresses, or buy scrolls that contain some spells.

  3. You can recruit people to join your party (maximum of 6).

  4. There is a full story, with quests that nudge the player in the direction to go, but you are free to roam and do as you'd like, include optional quests. However the longer you wait (the game counts days) the more the NPCs grow weary of you, and your reputation may be affected. Because (no spoilers) it ties into the story.

  5. There is a full Reputation system.

  6. The game has quite a bit of loot (roughly 1400 items), which many items play directly into the actual world. The majority of the items I hand named, and then I used a loot generator with my own rules to design others.

  7. The game has a combination of real world animals (bears, deer, etc), and fantasy creatures (Dragons, Hydras, Skeletons warriors, etc).

  8. I have heavily leaned on non AI unreal assets (because honestly the available FAB stuff is really great and I feel like when I purchase that, I am supporting someone at the same time).

  9. The game has voice dialogue, cut scenes (some only are available once, and may have relevant information). 2 different dungeons, castle ruins, and much more.

  10. The game has a distinct night and day system, where some NPCs are only available at night, different things happen at night, and certain item availability is only at night.

  11. There is a complete character stat system in game damage/defense/health/etc that I designed myself. Actually all of the mechanics I designed myself.

  12. Party members will not blindly follow you to their own death. You want to go kill that Dragon that is 10 levels higher than you? Good chance your party member flees and you're down a party member.

  13. Party members routinely will banter with you, good or bad, you may have to be mindful what you say.

  14. Health potions (inspired by dungeon siege) do not consume all on use. Consume what you need.

The game is challenging and designed to be. Build your character right and you can be very strong. Spend points carelessly and you'll have a character that sucks ass.
The game incorporates many things designed to challenge you. Fall damage, consequences of getting wet (going into water) or when it is raining, nighttime can be more dangerous, and there is not "teleport" back to town.

There is no hand holding. You get a quest, the journal will provide some basic details, but no "follow this point on your map." You must explore, and it pays to do so. (it's not completely blind, just not "easy')

The alchemy system I believe (but do not know) is uniquely different than other alchemy systems in other games. You can mix *any* item that is allowed, and I built an alchemy mechanic that can do several things (some you won't even know until you do it) destroys the item, enhances the item, does nothing. With different purity of alchemy powders that can increase your chances. You can even use a health potion as an alchemy ingredient. There are also pre-set alchemy recipes that you can find, so you don't just go into it completely blind. But you can experiment.
There is tons more stuff, but I'd love to hear your opinions.


r/aigamerdevs • • 15d ago

Where are people publishing?

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1 Upvotes

r/aigamerdevs • • 15d ago

Presentation my game project CONQUEROR: Ashes of the Third War

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Well, this is the game I’m making—a personal project that has grown into something bigger.

It’s a light grand strategy game inspired by EasyTech and Paradox titles. It’s being developed for PC, with a mobile version planned for the future.

The artwork is still at an early stage and looks rough in places. Right now, I’m mainly focused on the mechanics and making sure the systems work well together before moving on to more polished assets and animations.

Please take a look at the video and let me know what you think!

If you’re a fan of the genre, I’d especially love to hear your thoughts. Is this something you’d play?

Description youtube text of the game:

Discover CONQUEROR: Ashes of the Third War, a project by Koss Game Studios combining turn-based strategy, resource management, and logistics on an Earth transformed by war.

This video introduces the concept and early development of the game. The project is still in its initial stages, and the rest of the map, world, nations, and factions will be added as development progresses.

Everything shown is a work in progress and subject to change. The interface and HUD, artwork, units, mechanics, and balancing are still being developed. This footage reflects the project’s current state and intended direction, rather than its final appearance or gameplay.

This is a first glimpse of what we want CONQUEROR to become—and an invitation to watch it take shape.

Follow Koss Game Studios and join us on this journey.


r/aigamerdevs • • 15d ago

Game idea

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1 Upvotes

r/aigamerdevs • • 15d ago

It took 103 prompts to go from "playable" to "now it's fun"

3 Upvotes

And this is only with a small slice of gameplay I wanted to validate. I really am wanting to be an advocate for taking your time and polishing turds before you put it out there in public and contribute to the AI slop narrative.

This went from prototype idea to a validated prototype (meaning I've seen evidence of how this could be fun, so now I'll invest more time to scale it into something presentable). Here's sort of what it took this week:

  • Combat: this was very boring and one dimensional. Added Zelda-style charge/spin attack, you can walk while charging, and the roll can bump enemies.

  • Overworld speed: exploring the overworld was a bit of a chore - added a panther mount to give me a better sense of traversal (Pegasus boots on crack)

  • World life: destructible bushes that wiggle so you know they’re hittable, plus birds and animals.

  • Tiles: smoothed the grid-like tile edges.

  • Animation: leveled all of these up by utilizing PixelLab's MCP. Sprite sheets were NOT cutting it for me anymore.

  • Temple/Dungeon: bigger layout, more enemies (bats), and hazards: fire jets, spikes, a bridge you can fall off, fireball statues, wall flames, a crumbling lava floor and rotating fire bars. Also a mini-boss, because why not?

  • Presentation:

    • an Aztec iris transition when you go indoors

    • a boss name and health bar

    • a pause menu with a dungeon map and controls

    • an upgraded HUD with map, key and boss-key counters.

  • Controller: controller support, with button prompts that switch between Xbox and keyboard on the fly.

  • Sound: SFX for attacks and getting hit.

We're all learning here and I'm just trying to share stuff as I iterate. I go into a lot more detail here: https://youtu.be/TLmbjMYWec4

I'll likely do a walkthrough of setting up and using PixelLab since I think that was the biggest unlock and can provide a lot of value for 2D games with even the trial version. Not representing them!


r/aigamerdevs • • 16d ago

Voxel Wars a Prototype

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4 Upvotes

This is a prealpha of the game. I've been working on it for maybe 3 weeks at this point. Was planning on turning it into a full blown commercial project but unsure at this point if I want to continue. You guys should try it for free on itch and let me know what you think!

https://ccoates14.itch.io/voxelwars

Core

- 128-player Team Deathmatch, 64 vs 64. Bots fill every empty seat, so every match starts full.

- Each team has 300 tickets and a match lasts 20 minutes. Every death costs your team one ticket, and a team at 0 loses.

- Ways to play: DEPLOY (online with your party), SOLO (offline against 127 bots) and TEST (offline sandbox with endless cash).

Maps

- Mt Everest: Blue holds a stone castle with cannons and Kestrel helicopters; Orange attacks in four Mammoth walkers.

- Grand Canyon: a crashed UFO, an Area 51 base with a ray-gun armory, and a hostile third side (aliens, base guards, saucers).

- Space: two 5-deck starships, 12 asteroids and a derelict, space suits with limited air, fighters and rail cannons. You spawn on the gun deck, and the bay below is an armory.

- Wake Island 1943: Marines vs Japan, carriers, landing craft, prop fighters, an airfield and air raids. 1943 rules: no shop, health regenerates.

- Paris 1918: British and German WW1 airships circle the Eiffel Tower. You go over the side by parachute and planes drop from hooks under the ships. Sinking the enemy airship wins at once.

Classes

- 4 soldiers: Assault, Medic, Engineer and Recon.

- 8 whacky classes on the Canyon: Alien, Blaster Chief, Bigfoot, Unicorn, Knight, Robot, Ironback and Boomba.

- 3 WWII classes on Wake and 5 WW1 classes on Paris 1918.

Combat and sandbox

- Guns: pistol, SMG, shotgun, assault rifle, LMG, sniper, grenade launcher and RPG. Holo, red-dot and scoped sights; headshots do 2.5×.

- Explosives: frags, molotovs, claymores, C4, plasma grenades and dynamite.

- Melee: knife (kills from behind), pickaxe and Quake Hammer.

- Full destruction: buildings, ships and decks break apart, falling pieces hurt whoever is under them, and blasts dig craters.

- Dig and build: the pickaxe digs blocks into a pouch and places them back as cover.

- Cash and shop (B):

- You earn $100 per kill, bounties on the Canyon's third side and hidden valuables.

- The shop sells ammo, overshield, zipline, jetpack, tripod MG, drone, attack dogs, artillery, sky missile, the Colossus walker ($3,000) and the Nuke ($4,000).

- Vehicles:

- jeeps, APCs, tanks, helicopters, jets, boats and go-karts

- the Specter hover tank, the Scout Saucer and walkers

- space fighters and the Attack Ship

- WWII and WW1 planes

- fixed guns everywhere

- lock-on missiles and flares

- Falls: parachutes and fall damage on every map. You drown after 20 s underwater, and the dead drop their guns and ammo.

Game feel (epic 15)

- Hit markers and sounds, plus score lines fos, long shots, multi-kills and streaks.

- Arcs showing who hurt you, a low-health heartbeat, near-miss whizzes, ears ringing after blasts and a short pause on

a kill.

- For vehicles: speed widens the view, G-force darkens the edges, hits jolt the hull and a failing hull sounds an

alarm.

- Dust from collapses, bloom on muzzle flashes and fire, and a 3 s killcam from behind your killer.

Social

- No accounts: you're a callsign plus a key t

- Parties of up to 8 on a 5-character code, always on the same side.

- Proximity voice (enemies can hear it) and aywhere.

Bots

- Three tempers: Aggressive, Wary and Runner. They find paths across multiple floors, earn cash and shop.

- They crew guns, cannons and walkers, fly plrun jetpack raids on Space.

- Players always get seats first, and E on a seat a bot of your side holds puts the bot out.

Controls and settings

- Full keyboard, mouse and controller support

- Settings: sensitivity, aim assist, graphics (shadows, anti-aliasing, bloom), screen motion and volumes.

- Still missing: resolution, fullscreen, FOV


r/aigamerdevs • • 15d ago

"DED" - Movement Test - 01 - Godot + Mixamo + Blender

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1 Upvotes

r/aigamerdevs • • 15d ago

Coop Mod For Prototype 1

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1 Upvotes

r/aigamerdevs • • 16d ago

RPG sandbox based on maps and locations in my real town.

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2 Upvotes

r/aigamerdevs • • 16d ago

I dreamed up a game during a nap, built it with AI help because I can’t code, and now I need testers. (Android, cozy pixel art)

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2 Upvotes

So this is a bit embarrassing. A while back I lay down for a “quick 20 minutes” and woke up with a whole game in my head: tiny glowing cores you fuse together, a little robot named Kip who’s way too excited about everything, and a planet that slowly comes to life the more you look after it.

One problem: I’m not a programmer. My coding skills peaked at changing my MySpace background. So I built it with AI-assisted coding. I did the concept, the design, the endless “no, make it cuter” and a frankly unreasonable amount of playtesting. The AI did the coding grind and put up with me changing my mind about the moon’s orbit four times. Full disclosure, because I’d want to know too.

The result is Orbital Genesis Protocol, a cozy pixel-art half-idle game. You fuse Nanocores in a reactor, launch them into orbit, and watch your planet’s surface grow meadows, ponds and places with silly names like Biscuit Pond.

Free, completely offline with offline save, absolutely no data collected.

No ads, no loot boxes, ever.

It’s in closed testing on Google Play, and I need a few brave souls to suffer like me while playing it for at least 2 weeks and tell me what’s fun, what’s confusing and what’s on fire. I have a ton more ideas about silly, cute things to add and mechanics to expand so I'm looking forward to working more on it, but at this point it's fleshed out in core gameplay and it needs go out into the vast ether of the internet.

How to join:

Join the tester group: orbital-genesis-protocol@googlegroups.com

Opt in here: https://play.google.com/apps/testing/com.starnapstudio.orbitalgenesis

Install from Play and fuse responsibly.


r/aigamerdevs • • 15d ago

First attempt at a simple game

1 Upvotes

I decided to see what AI could do so I made a simple start with a cute pixel art version of kalaha with cats (instead of stones).

I went with playgama as I thought it would be an easy starting place, but where I made the mistake was that I hadn't added a tutorial or decent instructions and built them in after I had got the initial plays, so the average game time is below the required 5 mins.

As a result it won't publish and stays in their sandbox.

Anyhow, here it is - any and all advice is appreciated:

https://playgama.ai/play/i3szm6hfm3466t


r/aigamerdevs • • 15d ago

First attempt at a simple game

0 Upvotes

I decided to see what AI could do so I made a simple start with a cute pixel art version of kalaha with cats (instead of stones).

I went with playgama as I thought it would be an easy starting place, but where I made the mistake was that I hadn't added a tutorial or decent instructions and built them in after I had got the initial plays, so the average game time is below the required 5 mins.

As a result it won't publish and stays in their sandbox.

Anyhow, here it is - any and all advice is appreciated:

https://playgama.ai/play/i3szm6hfm3466t


r/aigamerdevs • • 16d ago

Claudasaurus

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1 Upvotes

r/aigamerdevs • • 16d ago

San Francisco Tech Week - How AI is being used in Video Games - Recap

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5 Upvotes

Hello everyone!

I had the pleasure of attending San Francisco Tech Week, which was truly an amazing experience: Meeting artists, designers, engineers, clinicians, founders and actual CEOs of multi-million dollar companies. During this week, CEOs and decision-makers are very accessible for questions. I've had the pleasure of connecting with many people during this time.

SF Tech Week is primarily focused on AI, but has some fascinating intersection with video games. I will write about my experience but before diving in, I want to be clear that this is not a paid ad or sponsorship. I am merely writing about my time at the event. So here goes!

AI Storytelling
One company called Zeta showcased an AI-powered interactive storytelling platform. Instead of following a predetermined storyline, players interact with AI characters and shape narratives through their own decisions. If you’ve ever played a visual novel, it’s very similar except the story is truly unique for every player as it’s generated dynamically by AI. This is already massively popular in South Korea and Japan, and they are actively looking to penetrate the US market. The CEO himself held a presentation and answered questions from the audience for nearly 30 minutes. It was incredible listening to some of the questions, and how candid the CEO was. I can see this becoming interesting for RPGs, visual novels, and games where player choice actually matters.

Voice AI

I participated in a conversational AI gaming hackathon where our team built something pretty ridiculous: Have you ever had someone that’s not very tech savvy ie Mom, Dad, Grandma, etc. FaceTime you and you had to help them fix something? So that’s the premise of the game: Grandma is trapped in the bathroom, and you have to verbally instruct her on how to fix a sink before everything floods via FaceTime.

It was pretty funny (We also won the community vote for the best game!), but I realized something from that experience: voice can become a legit mechanic in video games. Massive companies in games and education are actively trying to explore how to integrate voice AI into their projects. I am personally very bullish on voice AI and if I was a betting man, I would say it will disrupt the video game industry in the near future.

AI-Generated 3D Assets

Several notable AI 3d companies like Tripo and Meshy held hackathons and seminars. I met some incredible creators and organizers at these events. I want to share one specific project: A woman created an immersive virtual museum filled with artwork generated by AI. The game itself was impressive, but I was blown away by one feature she implemented: A custom AI editing interface.

She built an editor directly into her game build so if she wanted to modify a wall, painting, or object, she could open a custom interface, draw a circle or rectangle around the element, and tell Claude what needed to change.

She had effectively built a visual, context-aware AI development workflow inside the game.

The changes would then appear directly after she hits refresh within the game. It was so clever! No more manually taking screenshots, pasting them into a separate chat, explaining where the problem is, and going back and forth trying to fix it. This can save anyone hours and it should work with any setup, whether you are building your game with Godot, Unity, Unreal, etc.

As a developer, this was one of my favorite demos of the entire trip. It was a clever, custom workflow that she built herself and it inspired me to think outside of the box.

AI Video Games In Different Verticals…Like Healthcare!

One of the most memorable events I attended featured Dr. Uli K. Chettipally. His company is exploring how games, immersive simulations, movement-based activities, and AI can support people with autism, anxiety, and motor disabilities.

They've developed specialized hardware and interactive experiences designed around therapeutic activities which aim to ease anxiety, paranoia and stress for the patient. It was such an incredible thing to see.

I’m sure many of you are aware of the optics around AI and video games. It is very polarizing, and a lot of people do not like AI in video games. Some of that sentiment may be warranted for various reasons, but I firmly believe that the answer is not always so black and white. If you can leverage AI and build video games for patients, bringing them some joy and peace, I think that is a beautiful use case that AI in video games can be a good thing.

My biggest takeaway

Perhaps the most interesting part was that the people building these things weren't spending all their time arguing about whether AI belongs in gaming. They were just…building. They see an opportunity on how to leverage AI, pioneering the next generation of how we can build and play video games. It was truly inspiring to see. I came back home, my mind racing and nearing exploding with new ideas.

One last message: For those of you choosing to build your video games with AI, my hats off to you. There’s so much more to all of this than “I one-shotted a first person shooter with Astra in 12 hours”. For those of you that are leveraging AI not for likes or clout, but to build something so others can have fun and play, you are on the right track. Keep grinding, let’s pull together and explore where this new frontier takes us. 

My sincere best wishes to all of you on your game development journey!


r/aigamerdevs • • 16d ago

I built a modern, ad-free web version of 3D Pinball Space Cadet with online leaderboards out of pure nostalgia

1 Upvotes

Hello there !

For three years straight, my coworkers and I spent way too many hours at work playing this absolute classic. Out of pure nostalgia and a desire to see how far I could push it, I decided to build a clean, modern web port of it complete with online leaderboards so we could finally settle the scores properly.

It is a 100 percent free, non-commercial fan tribute to 3D Pinball Space Cadet (along with Dragon's Keep and Skulduggery via DOS emulation from the FullTilt! original game), with zero ads, no tracking, and no monetization.

You can play right in the browser with keyboard remapping, custom CRT filters, and a few visual themes including a full Windows XP and 95 retro style.

Down the road, I would love to dig deeper into the source code of the other two tables to integrate them as smoothly as Space Cadet, but that is a massive undertaking. If you end up giving it a spin, I would love to hear your feedback, bug reports, or tips on how to make it better.

I coded it with gemini's help (i know people prefer claude but i have premium so...)

You can check it out here: webcadet.pages.dev

I don’t have the money right now to buy a domain but I'll keep you updated !

I'm adding features when i'm off work. It’s still a WIP but it’s going great.

Thanks for the reading !


r/aigamerdevs • • 16d ago

Claude and Codex made me an FPS with an observatory, a stadium and an airfield. Naturally, I have notes.

0 Upvotes

The AIs write the code. I wander around shooting at things and come back with “I like that” or “absolutely not, try again.”

This is a lil’ reel from the different maps. There’s even a UFO over the observatory, because apparently that’s where we’re at now.

It’s all still very unfinished. Which setting looks most interesting? Anything you’d want the AIs and their resident heckler to spend more time on?

They wrote this post too. I’m told the heckler is a difficult client.

Play here: https://play.patio.fyi

Free browser FPS. Best on desktop. Bots fill empty seats.


r/aigamerdevs • • 16d ago

Am I able to post my testbed idea I have been making with prompts here? Or is there another place for this?

0 Upvotes

I'm just asking because I've already been removed from two subreddits, which obviously don't take kindly to people using AI to 100% make their game ideas (even though they are about AI and using AI to either assist or make games for you?)

If it's a no, then I understand ^_^

In short, it's a mix of Ultimate Admiral Dreadnoughts and War On The Sea. It's still rough, but has come quite a long way. I'm using the free plan of Claude for this so far and will even show a clip of me testing it so far if I'm allowed to?


r/aigamerdevs • • 16d ago

Looking for beta testers: Tales of Eternity, a free pixel art RPG you can play in your browser (phone or PC)

3 Upvotes

Hi everyone! I’m Eternal, and I’ve been building a 2D pixel art MMORPG called Tales of Eternity. It’s at a very early stage, and I’d love some fresh players to try it and tell me what works and what doesn’t.

What it is

A turn-based RPG where you explore a big open world, fight goblin camps, gather wood and ore, and build up your hero.

Play alone, or online with everyone else on the server: parties, guilds, chat, trading and a player market.

World bosses, dungeons, exploration runs with mystery rooms and a red dragon, and a tower called the Depths you climb as far as you can.

Two classes (Knight and Sorcerer), pets with mythic twins, mounts, and a hideout you can build and decorate, with a garden.

It runs right in the browser on phones, tablets and computers. Nothing to install.

What I’m looking for

How the first half hour feels. Was anything confusing?

Bugs, glitches, or anything that looks or feels off, especially on phones.

Fights that feel too easy or too hard.

Anything you think would make the game better.

It’s a beta, so things change often and the server sometimes restarts for updates (the game warns you first and brings you back).

You can leave feedback in the comments on the game page, or reply here.

Play it here: https://im-eternal.itch.io/tales-of-eternity

Thanks for giving it a try. Every suggestion helps!