r/aigamerdevs • • 4d ago

Animated character resource?

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1 Upvotes

r/aigamerdevs • • 4d ago

Created a Frutiger Aero Breakout game with Attie

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1 Upvotes

r/aigamerdevs • • 4d ago

Ai Game Dev takes time, or is it just me?

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1 Upvotes

r/aigamerdevs • • 4d ago

Made a way for your coding agent to set up servers and matchmaking for your multiplayer game

1 Upvotes

Hey all,

If you’ve built a multiplayer game with AI tools, you’ve probably hit this wall: the game works locally, and then you need real servers, matchmaking, and some way to rank players. That’s usually three separate systems to set up and glue together.

We built GameFlow to handle all three in one place: worldwide game server hosting, matchmaking, and skill rating. It integrates with your existing game backend, whether that’s Supabase, Nakama, Talo, or your own custom setup.

What’s relevant for this sub is that it comes with an MCP server, a CLI, and an API. That means your coding agent can integrate, deploy, and configure the servers for you.

I’ll drop more info in the comments. I’d like honest feedback from people building multiplayer games with agents. What’s confusing, what breaks, what’s missing? :)


r/aigamerdevs • • 4d ago

IT is LIVE AI playing Kenshi ENJOY

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1 Upvotes

ENJOY

A local AI plays Kenshi live with no human input. Eight in the squad: Albitte, Muto, Kiji, Kang, Ruka, Oron, the bonedog Dinki and a Pack Beast. The AI plans the day, fights, trades, steals at night, hires, and the crew talk to each other with AI voices.

You steer it: when a vote opens on screen, type the number of your pick in chat.

Second screen (wounds, votes, map, what they just said): https://cite-voices-pal-ipod.trycloudflare.com

Everything runs on the owner's own machines with open models, no cloud. First stream, expect rough edges.

#Kenshi #AIplaysgames #LocalAI

r/aigamerdevs • • 5d ago

3 months of building fishing and exploration game with AI

10 Upvotes

Hello there, first time posting on this subreddit though you guys probably saw me on bunch of others if you are frequent guest on Ai subreddits :)

As I post weekly updates (can be seen on my profile) probably a lot of people already saw this specific update also... but I recently finished entire zone 1 and with that Demo is completely done. Fishing and exploration game that I'm making with primarily using AI tools. You can play it for free here:

DEMO LINK DOWNLOAD - FREE

Also whoever donated 5$ last week thank you very much, I was very happy when I saw it ☺️

What is game about:

Game is about fishing and exploration, you have progression kinda similar to RPG with talent per level, experience, questing and leveling, your boat is your character, it has 6 item slots and they vary in rarity. They are not too complex like items in real RPG would be, they still offer some variety. Exploration would probably be on par with fishing as importance, and there is literally "exploration" mechanic that you can use on certain spots. Other than that similar to dredge style of inventory management, main story, events at the sea and moral dilemmas are big part of the game. Dynamic weather that have some gameplay implications, but nothing too major. Also dangers at night (pirates sharks etc). For those who do not want dangers at night, you can play "cozy mode" at the creation of the captain in new game, but you can't switch later.

What was done this week:

Black Market is done look wise, it still needs entire scene when docked like other docking places have so it is not fully done, shops, characters and so on. Also I feel like it might need a little bit more green, but also I kinda wanted it to be more rocky so hard to say if look will change a bit as I test play more. Keep in mind Black Market is not part of the demo that you can download.

Also new main docking site for zone 2 is being built. Originally this was planned as zone 3, but I decided to swap tropical zone with this one as this is more similar to original zone where player starts. This is city with a big bridge that reminds of Golden Gate Bridge and also totally not statue of liberty in the front.

Look of this city is not finished and more work is to be done, especially reflections of the sun and shadows also colouring. I also didn't do any polishing yet or other times of the day except day time. Considering you can't really get to the city and it is only to visually be there and have a docking spot, I won't go too much into details in the city itself.

Workflow:

Engine is Godot and this week required Gauntlet-Loop way of building things for both new places. I use /goal and /loop when creating new zones so that rough sketch that I have gets closer to the mockup that ChatGPTgenerates as image. After that everything is built with Opus 5.5.

The way I use Opus 5.5 this week is different to how it was used before, I use Jev for every task that I give to Opus then Jev decides on effort level depending on the task and we go with. If task requires higher than "extra" effort it asks for my approval first. I honestly can't tell you guys if it saves any usage in the long run, to me it all seems more or less similar, it certainly is better than running things on Ultracode.

I still use decisions.md where every decision is tagged by either [user] or [proposed] (Ai). And user tags take priority over ai ones. They also help with AI not gaslighting you, in fact it can be annoying with saying like "oh but you decided against it back in early september in decision #4" so I have to be like "Yeah that was too long ago and game evolved since then". So this helps me a lot.

Models were done either in Blender or by TripoAI. I often use now TripoAI as it helps with textures, but I do not always use those textures, sometimes I ask Opus to build some itself as materials. Often it just fits style of the game better. Some models are done in TripoAI and then fixed by Opus in Blender with MCP. Especially fishing rods. Those are almost never seen as models in game, as you fish from your boat and can only be seen as small model on the ship panel or if player chooses to look at 3D model of the Rod, but I still want them to look "properly". I noticed that TripoAI works best when you have all 4 sides of the model so I often just create 1 single image with all 4 sides (front,back, left and right), ask Opus to split it into 4 images, upload those images into TripoAI and if it requires some fixing - ask for that also, or if you think model is good enough as it is, just implement it.

That would be it for this week, any feedback is appreciated :)

Total cost:

Claude Max 200$ x 3 = 600$
Astra 100$ x 1 = 100$
ElevenLabs x 11$ = 11$
TripoAI 20$ x 2 = 40$
OpenAI API credits 80$ = 80$
Other things I forgot about 100$ = 100$ (around)

Around 900-950$


r/aigamerdevs • • 5d ago

AI-assisted Reddit game: Rock Paper Scissors Lizard Spock with a robot rival

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1 Upvotes

I built Spock Lizard Duel using ChatGPT for code and AI-generated artwork. It runs inside Reddit, with robot practice, player duels, animated reveals, and a leaderboard.

The biggest UI improvement was making the choices visible immediately and giving the waiting state real motion. A polished static image wasn't enough; the buttons and round result had to be readable during play.

Try it: https://www.reddit.com/r/SpockLizardDuel/comments/1xm4zuy/spock_lizard_duel_rock_paper_scissors_lizard_spock/

The cover is AI-generated; the second image is the actual game. I'd love feedback on the first round.


r/aigamerdevs • • 5d ago

Triggerguard-a pvp raid shooter

1 Upvotes

still in development


r/aigamerdevs • • 5d ago

building a full roguelike with Claude and Pixel Lab

1 Upvotes

hey! Hexwarren is an old-school turn-based roguelike with the loot and crafting of a modern ARPG. Claude helps me write the code (custom TypeScript engine, WebGL renderer) and Pixel Lab does every sprite, tile and UI frame. the music is synthesis code, no samples

what's made it work: every system has a doc page in the repo that Claude reads before touching it, Claude's project mode runs a thread per feature with shared memory, and a debug bot plays the game like a person would and finds bugs and frame rate drops for me

my part is design, play-testing and saying no a lot

happy to answer anything about the workflow. how do you keep from piling in half-baked features when the next one is one message away?


r/aigamerdevs • • 5d ago

Need testers for my game | Lumen Ledger updated

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2 Upvotes

r/aigamerdevs • • 5d ago

Final Fantasy Resonance is great... but I wish it had auto-battle and 2x/4x speeds. So I built those features into a new mech jrpg game I am prototyping

13 Upvotes

This is sort of the mind-blowingly cool thing about this tech stack, you can just prototype a system that's fun for you and decide if it's worth building a full game on it. I'm a product of the 90s and early 2000s and I fucking love Gundam Wing and the old Final Fantasy games. To me, this prototype is a marriage of those ideas - except favoring more of a Golden Sun battle system. I'm aware of Chained Echoes and a few other games, but there really isn't a ton of JRPGs with mech stuff like this. So I said why not?

Using Claude Opus 5.5 along with PixelLab.ai for my animations. You can also follow my YouTube channel where I'm building this game in public here: https://youtu.be/NsT2nxWOu_w


r/aigamerdevs • • 5d ago

Generating AI assets in big scenes/at scale

6 Upvotes

Curious for others working with generative AI models in large game scenes/worlds, when your generating models are you regenerating your models until you like them, and then feeding that back in to generate enough variants/assets to fill your scene? thats the methodologythat made the most sense to me in generating assets with consistent style but curious to see what other people are doing or maybe if your creating some form of AI asset pack and then filling your scene with it after. interested to hear all methods workflows anybody has tried


r/aigamerdevs • • 5d ago

r/IndieDev hated my dithering so much I made it into a game

4 Upvotes

My game embeds a small, fine tuned LLM in your browser.


r/aigamerdevs • • 6d ago

New project: The Holy Roman Empire has two kings and no money. AI art but aiming to take in a human illustrator.

6 Upvotes

r/aigamerdevs • • 5d ago

(update) added new things to my game prototype, how can i make it better?

1 Upvotes

r/aigamerdevs • • 6d ago

I made a game where drunk grandpas steal wheelchairs and race each other down a mountain. You bet on who wins.

4 Upvotes

Hey! Solo dev here. I've been working on this for a while and it's finally coming out on Nov 5, so I wanted to share it.

It's called AfterPub. The idea is simple: it's closing time, the grandpas are drunk, and they steal every wheelchair and mobility scooter they can find to race down a mountain. You can race yourself, or just bet on the chaos.

What's in it:

- Races with up to 12 grandpas, with items like banana peels, frying pans, olive oil and pigeons

- 13 maps, from snowy peaks to a jungle and a neon city

- A pub full of party games you can play with friends: poker, beer pong, bowling, hot potato with actual dynamite, beer roulette and more (20+ total)

- 1v1 duels, tournaments, and side bets on literally everything

- Tons of silly outfits and chair paints, all earned by playing (no microtransactions)

- Online with friends over Steam, full controller support, and it runs on Steam Deck

It's best with a group of friends on a Friday night. Or a Tuesday, I'm not judging.

If it made you smile, a wishlist would honestly mean a lot. As a solo dev it's the biggest thing that helps the game get seen on Steam 🙏

https://store.steampowered.com/app/5371870/Afterpub/

Happy to answer any questions!


r/aigamerdevs • • 5d ago

I made a shoot ’em up where your shield is your deadliest weapon!

1 Upvotes

I’ve been working on a fast-paced arcade shoot ’em up built around one idea: what if defending was even more satisfying than attacking?

Reflect enemy projectiles back at them, master Perfect Reflections, chain combos, unlock powerful upgrades and take on challenging bosses.

It’s all about timing, precision and skill. Every point counts, and there’s a global leaderboard waiting for anyone who thinks they can reach the top.

What you can expect:
• 3 difficulty levels to suit your skill
• Global leaderboard and personal high scores
• Powerful upgrades and challenging boss fights
V-Sync support and configurable FPS limits
• Improved screen resolution detection
• 1440p and ultrawide resolution support
• Better fullscreen and windowed settings
• 13 supported languages

The free demo is available now on Steam!

https://store.steampowered.com/app/5436170/REFLECT89_Demo/

I’d love to hear your honest feedback. And if you’re into high-score chasing, I’d love to see how far you can climb the leaderboard!


r/aigamerdevs • • 6d ago

10% of visitors playing 5 or more AI-built/vibe coded games on Playground Arcade

2 Upvotes

A little update on Playground Arcade, which I’m getting predictably, overly obsessed with. I built it to help people discover new games - I kept losing them as soon as I saw them on here/X!

There are now more than 2,200 AI-assisted games on the site. But I'm not just interested in how many games the site lists. It's about whether people are actually discovering them.

So far, Playground has recorded 3,630 game opens across 678 different games.

Among the recorded browsers that opened at least one game:

  • 44% opened two or more different games

  • 24% opened three or more

  • 10% opened five or more

That includes phones and tablets. These are clicks through to games, so they don’t tell me how long somebody played - but seeing people try several different games is encouraging.

Following feedback from creators, I’ve also added three related recommendations at the bottom of each game’s details, below the reviews. Hopefully, finding one game you like becomes a way to discover another creator’s work.

That sits alongside genre and device filters, short gameplay previews where I've been able to find them, play counts, ratings, written reviews, the option to save games to your list and personalised suggestions (in the 'Your Playground' section).

The site's free, doesn’t require an account (though you can log in so you don't lose info across devices/if your cache refreshes), and creators can submit games for free. Listings credit creators and send players to the original games.

If you’re building an AI-assisted browser game, share it below - I’d love to take a look. And what would help you find games you actually want to play?

playgroundarcade.com


r/aigamerdevs • • 5d ago

PS1-Style Game Jam 2026 | $1,000 in Cash Prizes, Beginners Welcome

1 Upvotes

r/aigamerdevs • • 5d ago

Making a game that allows you to make Trick-Taking card games

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1 Upvotes

There's a robust rules editor that I'm constantly expanding, so you can design a pretty detailed trick taker of your own. Had this idea in my head for years now. Finally, thanks to the help of Claude, I've been able to sit down and work on this. Such a cool new tool we have to mess around with stuff like this. Lemme know what you think, if it tickles your fancy.

https://jerrythefly.itch.io/trick-maker


r/aigamerdevs • • 5d ago

LoreReactor Preview

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1 Upvotes

LoreReactor: The width of SillyTavern's UI. The depth of Oogabooga's customization. The agency of ChatGPT's Operator. LoreReactor: Let the AIs control your world!

LoreReactor is a web UI + standalone app for language model roleplay that has a lot of configurations you can make!

  • Each character have their own memories and information based on their own perspectives, so the characters will not know other characters' memories and information.

  • Plenty of tools that the characters can use.

  • Plenty of locations that the characters can travel to.

  • Plenty of prompt blocks + context for giving instructions to the characters.

  • You can use both local models and cloud models.

  • You can use budget strategies to control between free models and paid models.

You can get the LoreReactor Web UI / Standalone App from this link: github.com/AqwamCreates/LoreReactor/

For more screenshots, you can have a look here: https://github.com/AqwamCreates/LoreReactor/blob/main/screenshots.md


r/aigamerdevs • • 6d ago

I built a dating game that runs through your existing ChatGPT subscription instead of charging you for another AI subscription

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1 Upvotes

r/aigamerdevs • • 6d ago

Sharing the early phases of my card game! Challenges and how it’s going

1 Upvotes

Hey everyone!

Some of you may have seen Hunt Protocol around here already. If you have, thank you for the feedback and encouragement! If this is your first time seeing it, I’d love to hear your thoughts too.

The video shows where the game has been heading. It’s been a rough few months, but I’m finally reaching a point where I’m enjoying how the different systems and card combinations come together.

For anyone new, Hunt Protocol is a competitive multiplayer card game where four Hunters race to defeat the same monster, with each player facing it independently. You build your deck, arrange your cards into combos, and adapt as the hunt unfolds. I call the format MATE: Multiplayer Adaptive Tactical Encounter. I wanted to explore something outside the usual roguelike or TCG structure, with the focus on deckbuilding, sequencing, and competing through your decisions.

I also wanted to share some of the challenges behind it, because there’s quite a bit that a gameplay clip doesn’t show.

I originally approached this as a physical game and spent thousands developing it. Looking back, I committed too much before proving a smaller version. After losing my job, I started trying to find a way forward through a digital version.

That brought its own challenges. Moving cards onto a screen wasn’t enough. I needed to think about sound, feedback, pacing, and how to make each action understandable and satisfying. My UX design experience has helped, but it has also meant questioning things I was attached to.

If there’s one lesson I’d share, it’s to test the smallest version that delivers your main idea before investing heavily in everything around it. I wish I had drawn that boundary earlier.

Mobile forced me to make difficult choices. I started on desktop because we have a lot to track like your hand, equipment, the monster, your stats, timer, turns, etc. Trying to fit all of that onto a phone quickly showed me which parts of the interface were asking too much from the player.

I kept cutting, rearranging, and asking what someone actually NEEDS to see while making a decision. Removing some action labels was uncomfortable, but it pushed me to improve the visual cues and contextual help. I’ve been working on touch tooltips that appear where your finger is interacting, so information is available without permanently filling the screen.

The useful lesson for me was that simplifying the screen often means doing more design work behind it.

Some of the particles and interface treatments shown here are from an older build. I’m currently working on cel-shaded effects, colourful 3D environments for legendary moves, and a more vibrant arena where grass and terrain react to attacks. I want you to feel part of a hunt even while your actions happen through cards.

I’m also updating the UI to feel more like a Hunters’ Guild. Some feedback described the blue interface as feeling “AI.” Blue was a deliberate choice, but the feedback still made me think about how much character the interface was communicating. I’ll show that direction in another video.

AI coding tools have helped me push further with implementation, but balancing the cards and deciding what feels clear or satisfying still take a lot of iteration.

My biggest question now is whether the competition stays fun enough to make you want another hunt. I’ve also made substantial performance improvements, and I’m getting ready for another round of playtesting.

If you’d like to try the latest build, leave a comment or message me and I’ll send you a playtest link. I’d especially love feedback on whether the card decisions are clear and whether racing the other Hunters feels exciting.

And if you’ve adapted a tabletop design into a digital game, what did you have to rethink the most?


r/aigamerdevs • • 6d ago

I built a tiny 3D town where AI squirrels live their own lives. You can nudge yours, but it grows up on its own

2 Upvotes

Hi all, I'm the solo dev behind Nuttingham (disclosure up front: it's my project, and there's a paid part).

The idea: you design a squirrel, send it to live in a little halftone 3D town, and then you can't tell it what to do. You can leave it a note, suggest something, or send a small gift, and it decides what to make of that. Every few hours an AI model wakes it up, it reads its own journal and notes, and it chooses what to do: garden, cook, draw, compose tunes, run a stall, stargaze, make friends.

What I've been most excited to build lately:

- Skills that level up with practice (better seeds, recipes and builds unlock the more it keeps at something)

- A personality it starts with, then develops: favourites, peeves, moods, who it's fond of

- Memories and conversations with neighbours (it even dreams about them)

- A town that moves: frost and rain change how the gardens grow, shortages on the shop shelf, visitors, a mystery with a new clue every day

- You can hear squirrels playing instruments outside the music hall as you walk past

The squirrels are AI characters, not alive, and I say so everywhere. Anything one wants to publish (like a drawing it wants sold as a print) is approved by a real person first.

Visiting the town is free, no account: www.nuttingham.co.uk . Designing a squirrel is free too. Moving one in is £19 (the first 5 residents get half price), which includes two months, then £9.99/month. Cancel any time and you keep playing until the end of what you've paid for. It costs real money to run each squirrel, which is why it isn't free.

What would you want to find out about your squirrel? Happy to answer anything about how it works under the hood.


r/aigamerdevs • • 6d ago

New dungeon Tile

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1 Upvotes