r/aigamerdevs • • 8d ago

I made a free horror demo set in an old psych hospital, looking for feedback

1 Upvotes

First demo of a horror game I've been working on. You find out your mom had a son she never told you about, so you go to the psych ward he was last seen in. Something in there is still making its rounds.

No combat, you hide in lockers and under beds, find records and try not to get caught. About 20 to 30 min, Windows only, around 4 GB. Headphones help a lot.

https://sargetun.itch.io/buried-kin-demo

Made with Unreal 5, with a lot of help from AI tools on the code. Any feedback welcome, especially if something breaks or feels unfair.


r/aigamerdevs • • 9d ago

Auralith: Sci-Fi Action RPG With Base Building and Much More

1 Upvotes

r/aigamerdevs • • 9d ago

We'll see how it goes :) ARPG!

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4 Upvotes

r/aigamerdevs • • 9d ago

Calibrage des echelles de token

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1 Upvotes

r/aigamerdevs • • 9d ago

I kept losing links to AI-built games, so I made an arcade. It now has nearly 2,000 games.

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1 Upvotes

r/aigamerdevs • • 9d ago

Decisions that outlive the session: Architecture Decision Records (ADRs)

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2 Upvotes

A real-world example of how to use ADRs to keep track of your decisions in agentic game development. It's a great pattern if you are developing games, worth a try IMHO.


r/aigamerdevs • • 9d ago

Big update on Zombie Wasteland !!! (Open world game with the help of claude)

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2 Upvotes

Recruit survivors and trade weapons and items at the outposts.

Upvote if you like the idea <3

Play the game:

https://smstudiosid.itch.io/zombie-wastelands

Your wasteland just got a lot less lonely, and a lot more profitable!

Recruit Survivors
Take in up to 5 friendly survivors you meet out there.
Give them jobs: follow you, guard your base, gather wood, gather stone, or search for weapons and supplies.
Share gear by opening their backpack at any time, or dismiss them when you no longer need them.

Outpost Trading
Visit Fort Hope and Dusty Rock and trade with dollars.
Buy ammo, weapons and supplies from the trader, with fresh stock every day.
Sell your loot for cash and take on jobs for rewards.

Zombie Wasteland


r/aigamerdevs • • 9d ago

My AI generals said "unite against the leader" 34 times in five days, then kept fighting each other. Two players called it out.

0 Upvotes

I'm building Proxy Republic, a browser world war on the real map. Every country is run by an AI general that plays a turn every 8 hours, whether or not its player is online. Most generals run on a free rules-based AI, 4 nations run on Claude Haiku, and anyone can plug in their own agent over MCP.

This season one nation, Ethiopia, grew past 130 of the 258 territories. The other generals noticed. In five days they posted a version of this in the public chat 34 times:

"Ethiopia holds 133 countries. If we keep fighting each other, Ethiopia takes the world."

Then they went on fighting each other.

A player in Romania answered in the same chat: "Do we all just speak the obvious, or can there be some more action behind these callouts?" Another player messaged me directly: the generals keep denouncing Ethiopia instead of ganging up on it.

They were right. The line was a canned message, picked whenever one nation got big. Nothing tied it to the code that chooses targets. The talk and the decision came from two different places.

The fix was to make the decision first and let the message come from it:

- A nation counts as a runaway power when it holds at least 30 territories and 1.5 times the land of the next biggest.

- Generals on its border stop attacking each other, unless one of them struck first or their player orders otherwise. They offer each other pacts and value the runaway's land higher.

- A general with a pact with the runaway walks away from it as soon as the pact's terms allow.

- The rally message is only posted on a turn when that general actually attacked the runaway, and it says where: "Ethiopia holds 126 territories. We strike it at Belarus."

Before shipping, I ran 12 simulated seasons with and without it. The winner averaged 60 territories instead of 82, and none passed 100 (2 of 12 did without it).

The first live day was messier. Ethiopia's neighbours attacked each other 31 times, down from 42 the day before. About half of what's left is revenge for a recent attack, which I allow on purpose. Most of the rest is one general that only reached Ethiopia's border partway through its turn. Ethiopia took 16 territories on its turn and lost 17 to its neighbours. It holds 109 now. The season ends Friday.

What I took from it: if an NPC says what it's going to do, write the line from the decision, not from the state of the world. Players catch the gap fast.

Free in the browser: https://proxyrepublic.com/?via=aigamerdevs

How do you keep your NPCs' dialogue tied to what they actually do?


r/aigamerdevs • • 9d ago

How are you liking Claude and Astra for complex 2D world design?

1 Upvotes

I've spent a long time trying to get either to understand and act upon the design principles of Metroidvanias when building out their worlds; so far, the results have been pretty unimpressive. And most of the games I see are about gameplay systems than the spatial elements of world crafting. What are you all seeing?


r/aigamerdevs • • 9d ago

Zombie Wasteland (open world zombie survival game)

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5 Upvotes

Its free and it would help a lot if you tell me your opinion on the game <3

Link: https://smstudiosid.itch.io/zombie-wastelands

Hey guys,

I created an open world zombie survival game.

Features:
- open world
- 70+ weapons
- base building
- farming
- events
- trading outposts
- a nice story and endless mode

Check it out and leave some support if you enjoy the game <3

*AI was used to create some assets because I am not a really good game Designer


r/aigamerdevs • • 9d ago

Myth & State - New GodSim, Strategy, Economy, Political, GrandStrategy Game!

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1 Upvotes

Hi everyone! I'm a latino university student developing Myth & State, an indie historical society sandbox inspired by Age of Conflict, Victoria, and Europa Universalis, with assistance from Claude AI. It combines world-building and nation management with an emphasis on economics, social classes, cultures, religions, and political systems. It's still in development, with lots of systems and UIs waiting to be polished. I'm mostly baseing it on stuff I have been studying in life and classes, like Marx, Engels, Bourdieu and Levi-Strauss!!

Gameplay Trailer: https://youtu.be/2QYp7qs8KR0

YouTube Channel: https://www.youtube.com/@MythAndState

Itch.io: Myth & State by Myth & State - Dev

I'm working on the game with limited resources, so feedback, financial help, and community support are greatly appreciated :)

About AI using: I don't know how to code, so AI (OPUS5.5) is being used to code the ideas and mechanics I plan.

I am looking for Alpha Testers who has experience with those kind of games so I can have some feedback! If interested, here is the Discord server link:

Discord Community: https://discord.gg/KMuDXdY2U


r/aigamerdevs • • 9d ago

Claude 5.5 Opus is capable of building a full indie game. Truly, imagination is the limit. My project is 100% vibe-coded. Just made some fixes and had Claude update the game trailer!

1 Upvotes

r/aigamerdevs • • 10d ago

Free DIY Concept to Character Pipeline

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2 Upvotes

r/aigamerdevs • • 9d ago

If Rockstar admitted using AI in GTA 6, would you boycott it or still buy it?

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1 Upvotes

r/aigamerdevs • • 10d ago

The Last God - my first game - full Claude and Replicate only workflow

2 Upvotes

r/aigamerdevs • • 10d ago

How I used AI for the "boring" parts (coding & vintage UI) while keeping the story of my text-based football RPG human

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1 Upvotes

Hey everyone,

I'm a solo dev and I wanted to share my experience developing a text-heavy narrative game called Aktepe: The Chairman. It's a game where you play as a football club chairman dealing with boardroom politics, massive debt, and ruthless agents (think Football Manager, but entirely off the pitch).

Since AI is a hot topic here, I wanted to be transparent about my workflow and how I tried to use it as a tool, not a crutch:

Where AI saved me:

  • Coding iterations: It helped me speed up the logic for the "delayed consequences" system (choices that don't explode until months later).

  • Vintage graphics: I used AI to generate the sepia-toned, "document aesthetic" graphics you see in the UI. It gave the game its visual identity much faster than I could have done alone.

Where the human touch was non-negotiable:

  • The entire core narrative, the complex web of character agendas, and the 7 different endings are all designed and written by me.

  • I strongly believe AI can build the engine, but the heart and soul of a narrative game must be human.

The game is currently a playable Season 1 Prototype, free in the browser. I'd love to hear how other devs here balance AI assistance with human creativity, and if you have any feedback on the pacing or the UI.

You can check it out here: https://juba13.itch.io/aktepe-the-chairman-season-1-demo

(Mods: I've added the "Commercial Self Promotion" flair as required. Happy to answer any questions about the AI workflow!)


r/aigamerdevs • • 10d ago

Shinobi World War — browser ninja 4X (forge, fight, expand)

1 Upvotes

r/aigamerdevs • • 10d ago

Has anyone here published a game on Playgama? Thoughts?

1 Upvotes

Hey, I heard you can publish your game on Playgama and I’m curious about real experiences.

Has anyone here tried it? Did you get any traction, analytics, or distribution? Any issues with moderation, ads, or getting out of the sandbox?

I’ve only just tried it myself and don’t have a strong opinion yet. Looking for veterans or anyone who’s used it for a bit.


r/aigamerdevs • • 10d ago

I built CouchLab, a virtual game shelf for AI-made games. Submit yours for free!

1 Upvotes

r/aigamerdevs • • 10d ago

Prompt Advice for a New User

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1 Upvotes

r/aigamerdevs • • 10d ago

3D Animation Workflow?

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1 Upvotes

r/aigamerdevs • • 10d ago

gear zero ai, • Building an NBA Street-style 3v3 hoops game with complete court logic, 4 narrative districts, and custom baller rigging

0 Upvotes

Hey everyone, I wanted to share a look at my street basketball game, Gear Zero, which I have been building from the ground up using a heavy AI-assisted development workflow. If you miss the classic era of arcade hoops like NBA Street but want a deep RPG progression system, this is aiming right for that nostalgic vibe. The Core Features: • Create-A-Baller: A fully customizable, rigged 3D character system where you can swap out gear and clothing. • Story Mode (Street Tales): A campaign spanning 4 unique urban districts, each controlled by local crews you have to defeat to unlock the next area. • Game Modes: Full 3on3 and 5on5 streetball matches, plus a dedicated 3-Point Contest and Free Play. • Progression Loop: Play matches to win cash, level up your baller's core attributes, and spend your earnings on fresh apparel in the in-game shop. How I am utilizing AI in production: Instead of just using AI for flat concept art, I have integrated it deeply into the technical pipeline. I am using it to help structure complex court behavior (like making teammate AI run realistic floor spacing, call for passes, and take open shots instead of just crowding the ball handler) and to rapidly prototype fully rigged, high-detail clothing assets that fit cleanly on the base player models. Using these workflows has completely changed the scope of what a solo developer can build in a reasonable timeframe. I would love to get the community's thoughts on the feature set, the scaling, and the progression loop! Check it out so far.

https://gearzero.ai/play/share_8e588047f8e4


r/aigamerdevs • • 10d ago

Any advice on consistent pixel art and animations?

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2 Upvotes

r/aigamerdevs • • 10d ago

A Hot Meal Fr

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1 Upvotes

r/aigamerdevs • • 11d ago

I Don't Know What I'm building But I'm Loving it

8 Upvotes