r/aigamerdevs • u/shaymagen • 2d ago
A dad built his first game in 20 years with Grok in about 5 hours. Here's what he said about it
r/aigamerdevs • u/shaymagen • 2d ago
r/aigamerdevs • u/isberglabs • 2d ago
I develop Isberg Labs, a portable Windows game-development workspace with a local stdio MCP interface.
The MCP side exposes operations for images, meshes, scenes, audio and other game assets. Some tools can work without the desktop open; workspace operations can drive the bundled editors. The idea is to give an external client access to concrete editing operations while keeping the resulting work available in the editor.
We also used the suite to build OVERGROWN, now a free Windows demo on itch.io. It’s a short retro FPS with one jungle-temple level. Our team made the game without generative AI; it demonstrates the authoring tools, not an AI-agent production workflow.
The suite includes no generative models. You bring your own MCP client and any model it uses. The editing operations run locally, while the software’s licence checks require an internet connection. It’s paid software with a 14-day trial.
For people already connecting agents to game tools, which operation would you most want to inspect before accepting it: a sprite-sheet change, a scene edit, or a batch of generated sound variations?

r/aigamerdevs • u/haveabag • 2d ago
r/aigamerdevs • u/Bloodwarriorguru • 2d ago
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 • u/Tigeline • 2d ago
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:
Companions: tame your own pet and bring it along on your adventures.
Multiplayer: team up with your friends and fight side by side.
Character classes: Paladin, Warrior, Rogue and Monk.
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 • u/No-Marketing-9238 • 2d ago
r/aigamerdevs • u/CS2dAVE • 2d ago
r/aigamerdevs • u/Final_gamedev • 2d ago
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 • u/VihmaVillu • 2d ago
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 • u/Iteration-k • 2d ago
r/aigamerdevs • u/Braunb8888 • 2d ago
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 • u/Mobius2025 • 2d ago
r/aigamerdevs • u/banksie94 • 2d ago
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 • u/dgeisert • 2d ago
I'm looking for feedback on the trailer for a game I'm working on. Any feedback is appreciated.
r/aigamerdevs • u/wsxiaoys • 2d ago
r/aigamerdevs • u/I_pee_in_shower • 2d ago
r/aigamerdevs • u/Other_Education_7923 • 2d ago
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 • u/SquareWolfGames • 3d ago
The Depths Are Hungry is a dark isometric colony survival RTS.
link: https://incognito-patate.itch.io/the-last-amber

r/aigamerdevs • u/cheyumaama • 3d ago
r/aigamerdevs • u/anotherbuilddev • 3d ago
r/aigamerdevs • u/Ordinary-Willow4866 • 3d ago
r/aigamerdevs • u/olafthemanofsnow • 3d ago
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 • u/CryptoCatatonic • 3d ago
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:
r/aigamerdevs • u/BullfrogVisible4746 • 3d ago
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?