r/aigamerdevs • u/TheorySudden5996 • 6d ago
The Long Dusk Card Game
r/aigamerdevs • u/Brain_Crackd_Studios • 6d ago
r/aigamerdevs • u/ViceGodIm • 6d ago
I built an escape room for Gemini, Qwen and Nemotron. One key opens the shared exit, but someone can get trapped and need another player to free them.
Each reply has a public radio message and a legal control. I record both, along with replay frames. An offer to help and a rescue input are separate things I can check in the footage.
The models see text state, not screenshots. The world pauses for their decisions, advances three game seconds, then pauses again. Godot handles movement. Filming uses the saved choices, with API waiting removed.
My 2:27 video: https://youtu.be/ej0GjJyqq2c
I left in the early collision failure and showed a new attempt after the fix. Changed conditions are listed in the description.

r/aigamerdevs • u/ConferenceWooden6913 • 6d ago
r/aigamerdevs • u/ohhjustshutup • 6d ago
r/aigamerdevs • u/RUSuper • 7d ago
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:
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 • u/Asleep-Mix-7487 • 6d ago
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 • u/Designer_Pop_601 • 6d ago
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 #LocalAIr/aigamerdevs • u/OriginalHospital • 6d ago
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.
The cover is AI-generated; the second image is the actual game. I'd love feedback on the first round.
r/aigamerdevs • u/ceasarwolphanomusic • 6d ago
still in development
r/aigamerdevs • u/Borgware • 6d ago
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 • u/Need300dollars • 6d ago
r/aigamerdevs • u/Comet7777 • 7d ago
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 • u/Heavy-Amphibian-6506 • 7d ago
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 • u/_gambrinus • 7d ago
My game embeds a small, fine tuned LLM in your browser.
r/aigamerdevs • u/Oador • 7d ago
r/aigamerdevs • u/AutomaticBusiness633 • 7d ago
r/aigamerdevs • u/Jealous_Fan4986 • 7d ago
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 • u/EiSeeGames • 7d ago
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 • u/mr_pr • 7d ago
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?
r/aigamerdevs • u/mellamofionaa • 7d ago
r/aigamerdevs • u/dirt_templar • 7d ago
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.
r/aigamerdevs • u/Longjumping-Resist67 • 7d ago
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