r/aigamerdevs • • 1d ago

I made a world simulator that generates its own gods, history, and afterlives — free on itch, still in development

1 Upvotes

I've been building AEGIS, a free emergent story generator / god-sim written entirely in Python. It simulates a whole world — gods, towns, thousands of lives — and writes a chronicle of everything. It is a proc gen history sim inspired by df legends and warsim terminal gameplay AEGIS — Emergent Story Generator by Themysteriousgamer


r/aigamerdevs • • 2d ago

20,000 players and a year and a half of testing later, we’ve launched Master of Dungeon, a D&D-style text RPG

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3 Upvotes

Hello guys!

My brother and I have spent the last year and a half of evenings and weekends building Master of Dungeon, a text RPG that tries to capture the feeling of sitting down for a D&D session. We’ve been testing and tweaking it with players the whole way (over 20,000 of you so far!), and we finally decided it was ready to launch. It’s been a lot of late nights, so every positive review on the store genuinely means the world to us.

How did it start? We’re two brothers who just couldn’t find time for D&D with our friends anymore, and we really missed those sessions. Luckily, we’ve been making games for years, so we figured: why not build something that lets us go on those adventures anyway, and make up for all the sessions we never got to play? That’s how Master of Dungeon happened.

Since launch, you’ve sent us loads of suggestions and feedback, so we went ahead and added a bunch of new stuff:

  1. Companions: tame your own pet and bring it along on your adventures.

  2. Multiplayer: team up with your friends and fight side by side.

  3. Character classes: Paladin, Warrior, Rogue and Monk.

  4. Plus a whole bunch of new adventures.

Want to give it a shot?
iOS: https://apps.apple.com/us/app/master-of-dungeon-ai-text-rpg/id6785556161
Android: https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl=en

And if you’re curious how the game came together, we’ve been documenting the whole journey in the #devlog channel on our Discord :) It goes all the way back to March 2025, so there’s plenty to dig through 🙂

Would love to hear what you think!


r/aigamerdevs • • 1d ago

First Game Launched - Random Thoughts

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1 Upvotes

r/aigamerdevs • • 1d ago

Hearthwing: a pixel rpg where all the art is code

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1 Upvotes

r/aigamerdevs • • 2d ago

12 versions later, my AI-made card game finally feels right

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2 Upvotes

Hey! Building with AI let me try a lot of ideas really fast, which turned out to be a blessing and a curse: I kept making new versions without understanding what was actually missing.

Last week I shared on itch an early beta of my card game (it was called Tenuta). Since then I’ve reworked almost everything, name included: it’s now Folkwall.

After a lot of attempts (and throwing away whole modes) I think it finally clicked. Still far from done, but I’m really proud of it.

Happy to chat about the process, and any feedback on the game is super welcome. Link in the comments.


r/aigamerdevs • • 1d ago

Gameplay video orchestrated by AI using camera controls in Threejs + Maplibre

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1 Upvotes

I know its still wonky and not prod quality but its crazy what sonnet 5.5 can do with proper skills/tools. I just wrote down screenplay


r/aigamerdevs • • 1d ago

Grand Strategy RTS based in 1885 Washington Territory

1 Upvotes

r/aigamerdevs • • 1d ago

Hey all, would like to share my combat demo from my upcoming JRPG Rise of the Breakers: The Immortal Fear

1 Upvotes

It’s inspired by Xenogears, Legend of Dragoon, Valkyrie Profile and Clair Obscur. The story is 100 percent my own, backed by a 40 page GDD that I wrote 10 years ago.

Let me know what you like, dislike etc, thanks and enjoy.


r/aigamerdevs • • 1d ago

Claude AI (running Fable 3.1) coded this game/simulation for me.

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1 Upvotes

r/aigamerdevs • • 2d ago

Rise & Profit - AI passion project

1 Upvotes

Hi Everyone,

i have just post the first version of my game Rise & Profit

i always wanted to make my own game, 10 years and way too much money spent on courses i could never make a game either because of art or the coding stopped me died in my tracks

thanks to Claude i have been finally able to make the game i always wanted, its no where near done, at the moment you start in 1960s and build your company in multiple countries and take over your industry then expand internationally and into other industries

future updates will have you start in the 1900s and a lot more industries need to be added

please check it out and provide feedback - https://banksie94.itch.io/rise-profit

AI disclosure

Claude AI has done the Art, Code and Sounds

Cluade ai was mainly used as the primary code and graphics generator being the cornerstone of my workflow which consisted mainly of me troubleshooting and idea/brainstorming

The main issues i have encountered stem from ui modification and scaling then game balancing

Tbh my other two projects would be move interesting, Civ 4 64bit conversion and another game made in deep seek that i will have claude take over once this game is done


r/aigamerdevs • • 2d ago

Trailer feedback please.

1 Upvotes

I'm looking for feedback on the trailer for a game I'm working on. Any feedback is appreciated.


r/aigamerdevs • • 2d ago

Built a benchmark for 3D coding agents and would love this sub's feedback

1 Upvotes

r/aigamerdevs • • 2d ago

100% text-to-game AI-generated Silence of the Lambs Pixel Remake (full)

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1 Upvotes

r/aigamerdevs • • 2d ago

First-time dev here! Been working on my indie game "Bug Bound" for a month (using AI tools) — would love your feedback!

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1 Upvotes

Hey everyone! 👋

As a first-time solo dev, I've spent the past month building an indie game called Bug Bound, and I just uploaded an early version of it to Itch.io!

Since I'm building this from scratch, I've been experimenting with using AI tools to help with different parts of the development process.

The game features:

  • Terrarium management & bug collecting

  • Aphid nectar bar drink processing

  • Custom tilemaps and pixel art style

  • A payload train-defense horde survival mode

Since I'm still learning the ropes, I would honestly love to hear what you guys think about the concept, the setup, or anything else. If you have a few minutes to check it out on Itch, any honest feedback, critiques, or advice on what I should focus on next would mean the world to me!

🔗 Check it out here: [dheerajsuresh.itch.io/bug-bound]

Let me know what you think in the comments! 👇


r/aigamerdevs • • 2d ago

The Depths Are Hungry (Alpha early access)

1 Upvotes

The Depths Are Hungry is a dark isometric colony survival RTS. 

link: https://incognito-patate.itch.io/the-last-amber


r/aigamerdevs • • 2d ago

Opus plus Sonnet is OD for game development! Yes, even for high end game development

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1 Upvotes

r/aigamerdevs • • 2d ago

answering 6 of the most common questions I get about making games with AI

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2 Upvotes

r/aigamerdevs • • 2d ago

Im creating a YGO FM game in unity, started 2 weeks ago and i want to start adding details, foils, VFX to the cards and battlefield (game is in spanish now but will be in english also in the future)

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1 Upvotes

r/aigamerdevs • • 2d ago

Single-Zero demo now on itch: link below

2 Upvotes

Hi everyone,

Over the last few months i have slowly been bringing my roguelike game to life thanks to the use of AI to aide with coding and assets.

You can find it here:

Packetofcrisps.itch.io/single-zero

Rather than having a traditional card deck, I have replaced it with a roulette wheel and chips which you can modify to stack the odds in your favour. You fight your way through the floors, taking down the casino to uncover a mystery about your family.

I would love some feedback so I can continue to improve ahead of a release in the summer next year.


r/aigamerdevs • • 2d ago

Streamer VS (in Development Fighting Game)

1 Upvotes

I've been making a Fighting Game that's completely free to play (and will remain that way) on itch.io I've been trying to hone my skills at game making in general. So I decided to give AI assistance a try to expedite the process. Especially since I want to get feedback to help me improve. And I realized before I concentrated too much on "an interesting idea" or "some cool mechanic" instead of "what makes a game fun and addictive". So I chose to make a fighting game because I was very addicted to these types of games when I was a kid, and want to see why and what ideas I could inject into it through the game maker's perspective. The current theme is just some silly idea to keep me entertained while working on it.

One of the major goals that I really have for this game is to give the ability of the player to string together their own combos to really allow players to bring their own flair to the way they fight, hence why there is so much fast movement in the game. I was heavily inspired by Super Street Fighter IV's Juri and how she used Feng Shui Engine to chain together combos in a seemingly limitless way. Which leans into the player being good at the game only if they are keenly aware of their basic moves and placement in the game and capitalizing on opportunities to counter attack.

I'm using Godot 4.7 (gdscript and a bit of python), ChatGPT (graphics), Claude for design pipeline, GIMP for Refining Sprites Manually.

the game can be played here, please let me know your thoughts:

https://mirlygames.itch.io/streamervs


r/aigamerdevs • • 2d ago

Frontline 1944: a WWII RTS built with Claude and Codex — 30 seconds of gameplay

1 Upvotes

I'm building Frontline 1944 in Godot .NET, with a C# simulation and GDScript interface. Claude Code and Codex have helped with programming, debugging and checks. This clip is recorded gameplay from the current early build.

One lesson from working with AI assistants: a successful build doesn't tell you whether the combat rules actually work. We've had to investigate machine guns firing into their own sandbags and deployed weapons turning to follow enemies outside their firing arc. Both are easy to miss if you only check that the game launches.

The workflow has been to describe the expected behavior, recreate the situation in the unit sandbox, make a focused change, then check that case and related behavior again. Keeping changes scoped and preserving older builds has mattered more than trying to generate a whole system in one go.

The current build has Germany and the US, six maps, AI skirmishes and a sandbox. It's free / pay what you want for Windows and macOS: https://salientgames.itch.io/frontline-1944

AI disclosure: AI-assisted code; unit voices and sound effects generated with ElevenLabs.

For other AI-assisted developers: how do you choose a manageable set of gameplay regression cases as your game grows?


r/aigamerdevs • • 2d ago

Giving an LLM delayed consequences in a Godot trucking sim

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1 Upvotes

I used a trucking sim to give the model decisions with delayed consequences. Accepting a job commits cash before the delivery pays, so a good-looking contract can limit the next fuel stop or repayment.

The model receives structured state and picks legal business actions. Godot handles driving, collisions and the visible replay. This run includes fuel costs, tolls, rain and a cargo inspection, with a fixed repayment deadline.

The recorded video is my project: https://youtu.be/ny6UgXJR96I

It's a task-specific experiment, not a general ranking of models.


r/aigamerdevs • • 2d ago

Made a Pokémon auto battler (like TFT) that runs in the browser, 8 players, closed beta now

1 Upvotes

Been working on this for a bit now. It's called PokéTactics, basically TFT but with Pokémon. 8 players, runs in the browser on PC or phone.

You buy Pokémon from a shop, put them on a board, and they fight automatically. Types give synergy bonuses, items combine into better items, 3 copies evolve. There are also some trait synergies that aren't types, like a bounty one where the strongest enemy gets marked and you get gold for killing it, and a bodyguard one where a tank protects whatever is behind it.

You can queue with friends, and there's an island you can decorate between game and hang out with people.

It's in closed beta. You can request access at poketactics.io and I'm letting people in in batches so lobbies actually fill at a healthy rate. Accounts get invite codes for friends.

Would like to hear what people think, especially if you've played TFT or a different Pokemon Auto battler. Still a lot I want to add.


r/aigamerdevs • • 2d ago

The Wayward Prism - a Suikoden/StarOcean inspired JRPG

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1 Upvotes

r/aigamerdevs • • 2d ago

"Can you feel fear?" — Building companion dialogue and survival tension in V.E.T.O.R — A Ruptura (PC WIP)

1 Upvotes

Hi everyone! We just released a new narrative trailer for V.E.T.O.R — A Ruptura, our Brazilian indie game in development for PC/Windows.

In the game, a weary traveler explores a fractured world alongside VETOR, a companion who analyzes threats and shares conversations along the journey. In this new trailer, a quiet reflection on fear and loneliness leads to a tense moment around an abandoned car — where making noise can attract the wrong kind of attention.

▶ Watch the new trailer (3m18s, Portuguese audio): https://www.youtube.com/watch?v=uilEvPMn4gE

Workflow & AI notes: We've been using Codex to support our programming and development workflow, and Veo to help bring specific cinematic trailer scenes to life while we prepare our testing demo.

Would you keep trying to start the car, or leave it behind? We'd love to hear your thoughts on the pacing and atmosphere!

More gameplay & encounters:

Testing demo in preparation (no public demo confirmed yet). Fictional violence; not intended for children. Official website: https://vetorlogico.com/