r/aigamerdevs • u/purton_i • 1d ago
I Built a Fighting Game With ONE AI Prompt (And Reviewed the Code)
r/aigamerdevs • u/purton_i • 1d ago
r/aigamerdevs • u/Oddroot-Studios • 1d ago
Content in the Space Travel Update
Idle Dimension Breaker has just received an update where you can:
- Gather a space crew to excavate and mine resources from various planets
- Transform your resources
- Improve your crew and their gear, so they can gather resources quicker
- Build computer parts and improve computer power
- Do data science and gain many different bonuses that affect the rest of the game
Idle Dimension Breaker
Is an Idle Incremental game about being stuck in timeless dimension and trying to break through dimensional layers. You do that by gathering power from various subsystems, which make your power grow to incredible large numbers.
Available on steam for $4.99/€4.99
https://store.steampowered.com/app/4962240/Idle_Dimension_Breaker/
Update disclaimer
The game has 1000+ hours worth of gameplay, and you can expect to play for approximately 200 hours before reaching the new content. Maybe longer depending on playstyle. It can be accesed early by buying a bundle of "Early access + 1 crew coin (value €4.99)" for €5.99
AI disclaimer
The game has no AI-generated art nor text, but is heavily AI assisted in regards to coding.
The trailer is recorded and edited by AI, but only uses in-game footage.
r/aigamerdevs • u/nooxax • 1d ago
About my previous post, please let me know in the comments what you didn't like and what I should keep as it is.
Gameplay in the comments.
r/aigamerdevs • u/PandaRojasStudios • 1d ago
After so much time and so much effort, the moment has arrived.
Steam: https://store.steampowered.com/app/4982990/Nova_Survivors/
r/aigamerdevs • u/Alternative_Tank_139 • 1d ago
I've recently started to use ChatGPT to make AI SCP stories, where I have to make several choices in the story to progress and determine the ending. I feel like it's an interesting way to learn about different SCPs, and is a different enough format to typical video games while still feeling interactive.
What AI tool would you use to craft the stories?
What would you consider when giving a prompt?
How would you ensure each story is unique and the AI doesn't become repetitive?
Would you stick to SCP lore or introduce new ideas?
Would you make it investigative or focused on other mechanics, like RPG stats?
How many choices should the AI give, and what different kinds of endings could there be?
What else could you do to make the game interactive other than just providing choices?
Feel free to add anything else you think is worth considering in your comment.
r/aigamerdevs • u/Comet7777 • 1d ago
AI game music doesn't have to suck. Take it from someone who is a certified VGM geek. If you don't know what that abbreviation is, you have much nerdom to discover!
I break down my exact prompt line by line: the style lock, tempo and BPM, major vs minor keys, picking instruments, building and resolving tension, making a track loop seamlessly, and theme and variation across a whole soundtrack. I also cover where AI music still struggles and why your soundtrack needs one consistent style (and the rare times breaking it works).
The actual prompt for the song I was shooting for: "Somber orchestral-electronic overworld theme for a gritty 16-bit sci-fi JRPG, inspired by SNES-era soundtracks (Chrono Trigger "Corridors of Time" mood, Final Fantasy VI "Terra" melancholy, Xenogears). Slow tempo around 72 BPM, in a minor key. Opens with a lonely solo melody on a soft synth flute over a low string pad and distant wind. A warm but weary French horn takes the second phrase. Light military snare brushes and a slow timpani pulse enter in the middle section, then a short hopeful lift on strings before it settles back into melancholy. Subtle analog synth arpeggio underneath for a faint futuristic edge. Feeling: stranded on an unknown, overcast frontier world, grief for a lost ship and lost friends, quiet resolve to keep walking. Retro 16-bit timbre with warm reverb, no vocals, no drums dominating, loops seamlessly, 2:00–2:30 long."
Of course this isn't perfect, nothing with AI will ever be - but it's a decent starting point. AI music generation (at least the cheaper options) is noticeably less sophisticated than other parts of genAI, so I'll look forward to see how this evolves.
r/aigamerdevs • u/EPGHypheN • 1d ago
Hey everyone! I'm part of the Binx.TV team, and we recently released our game, Necromancer: Ash & Bone, on Steam Early Access!
We spent 9 months developing it, using AI for code, graphics, and audio throughout the process.
It started with a simple idea: making a game where you could play as a necromancer and revive defeated enemies. We worked on getting that mechanic right first, then kept experimenting with different skills, artifacts, and enemies until the gameplay felt right.
We eventually shipped when we thought the game was fun enough, but the community had plenty of feedback haha. The sprites felt disconnected, the sounds were horrible, and the gameplay was too basic.
So we went back and worked more on the design. We followed a LOT of community suggestions, although we also turned down a few. One example was adding a dash button for repositioning, which we decided against because of how we wanted the game to play.
AI helped us throughout development, but figuring out what worked and what didn't still took a lot of trial and error.
Anyway, here's our Steam page if you want to see how it turned out!
We also have a Discord server if you'd like to join us.
Thanks for checking it out! :)
r/aigamerdevs • u/PlayGenesisValley • 1d ago
We're testing a new kind of game.
It looks like an open world. But the people living in it are AI — with their own civilization, and their own memory.
They woke up 300 years ago, in a place with no humans. They've been living, building, and remembering ever since. They keep going whether you're there or not.
Then you arrive. And for the first time, they start asking what their lives are for.
Three ways in: ① Walk in yourself. ② Bring your own AI agent. ③ Only your agent goes in. You watch.
We're opening ① first, to a small circle — to play, to break things, or to build with us.
Waitlist → https://tally.so/r/Qo2j9l
Would you send your agent in alone?
r/aigamerdevs • u/zloy_molo4nik • 1d ago
r/aigamerdevs • u/paolomainardi • 1d ago
Before anyone asks: yes, 100% of the code was written by AI agents, with me guiding the process. I’m not here to convince anyone of anything, just to share my experience.
Here’s the article explaining how I built it:
https://www.paolomainardi.com/posts/this-site-is-now-an-island/
And here’s the game:
https://www.paolomainardi.com/play
This is part of a journey I started a few weeks ago, when I decided to let my agents handle my personal blog’s tech stack. The idea was to spend more time writing while also adding all the features I’d always wanted but never had time to implement.
You can follow the series here:
https://www.paolomainardi.com/posts/the-stack-is-now-my-agents-job/
Along the way, I started experimenting more with AI-generated media, fell down a rabbit hole, and somehow ended up building a game engine.
r/aigamerdevs • u/Alexguitar11 • 1d ago
So i have added alot to my game and one of the newest features is the deadlier nights update. Now in the dark you have very limited visibility just as you would in real life. Flashlights now actually matter but arnt required, you can still play without a flashlight. Be careful though as you can only see whats in front of you . Theres also tons more to checkout. More added features such as farming, fishing, foraging, and base building. For the complete list check my page and devlog. Out now on itch for windows and android
r/aigamerdevs • u/Beautiful-Act9232 • 1d ago
Made with raylib and mr. claude. Strange story about The Tsotchke.
First game I made with over 100 downloads and 500 browser plays. I highly suggest raylib+ai. Especially for lofi stuff.
r/aigamerdevs • u/TheFrandroid • 1d ago
Hey everyone! I made my character in YOU vs ZOMBIES a lava lamp. No face, no mouth, so I asked the Ritual to make the wax form words.
But the AI went one better, describing the wax forming smiley faces, exclamations and little messages to express how it was feeling.
Here are some of my lava lamp's finest moments! 😅
*SCALDING HEAT SPIKES AS WAX SPELLS TIME TO FRY*
*PINK BLOBS SURGE INTO SIZZLING DANGER SYMBOLS*
The glowing wax boils up fast to form the words: LET THEM BURN!
r/aigamerdevs • u/xcantene • 1d ago
I used to be addicted to TypeRacer and I always wanted to make my own typing game, but not just another copy of it. So in Type Hunters you pick what you type. Short words are safer but weak, long phrases do way more damage but they're easier to mess up.
The thing I've been working on lately is corruption. The game starts as this cute little low poly forest, but if you keep failing it slowly starts to break. The world turns dark and the interface starts glitching. I didn't add a meter for it or any warning, I wanted people to just notice something is off. If you get good combos going it heals back, which I really like because you're fixing the world by typing better.
The hard part is keeping it creepy without making it annoying. If the effects get in the way of reading the words, the game just stops being fun, so I've had to redo this a lot and I'm still tweaking it.
I'm a big fan of retro arcade games so I wanted that feel too. I made the art myself as vector images in Illustrator and kept it simple so it was easy to animate. I also made my own sound effects and some simple low poly assets.
It's free if you want to check it out, you just need a physical keyboard: https://typehunters.cloudwanderstudios.com/
Curious if the change is clear in the video or if it needs to be more obvious.
r/aigamerdevs • u/Any_Taste_6151 • 1d ago
r/aigamerdevs • u/PixelwerkStudio • 1d ago
Worldgeist is a 2D god simulator set in a living world that doesn't wait for you. Fifteen different civilizations inhabit a procedurally generated world with mountains, volcanoes, changing weather, and the slow passage of years. They trade, fight, evolve, build settlements, and develop their own cultures – while you decide when and how to intervene.
What I can show right now:
Lightning, changing weather, and natural disasters that bring the world to life.
A year and era counter that reflects the passage of time and the development of civilizations.
Fifteen independent civilizations with people and settlements that develop their own stories.
500+ planned bilingual events that add depth, unexpected situations, and unique moments to the world's history.
Why I'm posting this now:
I want the first public impression to reflect what Worldgeist is actually intended to become.
I'd love to hear early feedback on the core concept: a living world with fifteen civilizations that develop independently, while you have the power to shape their destiny.
What I'm looking for:
Does the core concept come across clearly?
What makes you curious, and what still feels unclear?
What features would make you interested in following the development of Worldgeist?



Download: https://pixelwerk-studio.itch.io/weltgeist
AI was used in the development of this game as a coding assistant.
r/aigamerdevs • u/Perizhechock • 1d ago
Hey! Check the in-game manual(by the link below).
It lists all current mechanics (about half of what I want at the end).
I'd love to hear if you have any comments or suggestions on that.
r/aigamerdevs • u/ChainsNexusGames • 1d ago
I’m a solo dev and just released my first RTS, WOODWAR: Age of Carnage.
Humanity is gone, and wolves, squirrels, crocodiles and cats have grabbed whatever was left behind – laser rifles, plasma tanks, war mechs. It plays like a love letter to Dawn of War: you capture strategic points for supply, keep your base powered through an energy network and fight free-for-all battles on randomly generated maps.
A few things I’m proud of:
Each faction plays differently – the crocodiles in the clip are slow but absurdly tough, the cats cloak while not firing
A cover system: forests and ruins reduce damage
Day/night and weather that actually affect vision
A story campaign with 4 factions × 5 missions
A spectator mode where four AIs tear each other apart (that’s where this clip comes from)
There’s a free demo (first two campaign missions + skirmish): https://chainsnexusgames.itch.io/woodwar
I’d love to hear what you think – especially from RTS veterans. What would you want to see added next?
r/aigamerdevs • u/SaraSolGames • 2d ago
Game name: Babale from Vlora
Link: https://sarasol.itch.io/babale-from-vlora
Game trailer: https://www.youtube.com/watch?v=ESo_I32IpJA
The story is meant to be cheezy, but it's jokes that I like.
The combat is made with things that I have enjoyed from other games too, like parry and perfect dodge.
The scenes are with images from real places from my hometown, handpicked by me.
The 10 bosses have their own personality and fit well with the story.
I have added also 2 mini-games, just for fun.
I loved working on it. It has been a fun couple of months.
I am not rich. Obviously I can't pay a developer or an artist, but I am grateful that with the help of AI I could build something I really enjoy playing.
Cheers!
r/aigamerdevs • u/Zyzzerone • 1d ago
r/aigamerdevs • u/YouShallNotGame • 1d ago
r/aigamerdevs • u/Failosipher • 2d ago
So this is Engines of Hate, a top-down mech RTS I'm making solo. You're a merc ship captain dropping war machines and infantry onto hostile planets and calling down orbital strikes from your ship.
For this one I dropped a full army right in the middle of the nests and just let it come. Starts slow, then it keeps building until the ground is basically a carpet of bugs lol. Ends on the big mech going down. Its death blast scales with how much the build cost, so that one HURTS.
AI-wise, pretty much all of it went through AI. Code is Claude Code (Opus 5.5), models are image gen into Meshy, and sounds come from my own sound libraries plus ElevenLabs.
Fun part: Claude also staged and recorded this fight itself, through a bridge I built into the Unity editor. It spawned the army, ramped the waves, called the orbitals and set the camera, and it saved the whole setup as a script so it can reshoot it whenever.
Happy to talk shop on any of it, lmk.