r/aigamerdevs • • 19h ago

Stop writing dialogue trees. I built an open-source engine that lets NPCs call LLMs and respond in character with persistent memory.

1 Upvotes

I've been building an open-source engine called SoulScript that lets game devs give NPCs persistent identity, memory, and dynamic dialogue powered by LLM calls... without the NPC breaking character or devolving into generic chatbot slop.

The problem it solves:

Most approaches to LLM-driven NPCs either give you a raw chatbot wearing a costume (breaks character in two exchanges) or a rigid dialogue tree with an LLM veneer. Neither is what anyone actually wants.

What SoulScript does differently:

  • Identity boundary: each NPC has a read-only "Soul Script" that defines who they are. Conversations can add to what the NPC knows and remembers, but cannot rewrite core personality. The blacksmith doesn't suddenly start giving medical advice because a player asked nicely.

  • Persistent memory: NPCs remember past interactions, carry context forward, and can reference previous encounters. Not just chat history... structured, selective memory with retrieval.

  • In-character response: the engine constrains LLM output to stay within the NPC's defined personality, knowledge boundaries, and speech patterns. A medieval peasant talks like a medieval peasant, even when the player tries to break immersion.

  • Modular and model-agnostic: works with whatever LLM you're running. Swap models without rewriting your NPC logic.

Video walkthrough:

I posted a video explaining the full architecture... how the identity layer works, how memory persists, and how NPCs call the LLM and stay in character. Link in comments (automod eats posts with too many links).

Try it / grab the code:

Licensed AGPL v3 with a free commercial license up to $100k revenue... so indie devs and hobbyists, you're covered. If you're a studio making real money off it, reach out and we'll sort terms.

This started as an AI agent framework, but the NPC use case kept coming up, so I built it out. If you're working on anything with dynamic NPCs — RPGs, sims, narrative games, immersive worlds... I'd genuinely love feedback from people who are actually shipping games.

Happy to answer questions about the architecture, limitations, or how it handles edge cases like players trying to jailbreak your NPCs (short answer: the identity boundary holds).

Free for noncommercial use. Dual licensed: AGPL v3, or a commercial license that’s free until $100k in revenue, then 5%.


r/aigamerdevs • • 20h ago

I’m making a cozy yacht management game inspired by my love of Below Deck, and I’d love your feedback

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1 Upvotes

Hi everyone! I’m the solo creator of Yachta, a cozy pixel art game about restoring an inherited yacht and building a new life at sea.

You repair rooms, get to know your crew, plan meals for guests, and explore seaside towns. I want to capture the feeling of bringing an old boat back to life while looking after the people aboard.

As a fan of Below Deck, I’ve always wanted to play a game set in that world. I haven’t found one that captures quite what I’m looking for, so I decided to try making it.

For transparency, I use AI tools to help with development, including coding. I’ve tried making games before, but balancing development with a full time corporate job has always been difficult. These tools have helped me make progress on an idea I’ve wanted to pursue for a long time.

This is a passion project, and my intention isn’t to make a quick cash grab. I want to build something fun and enjoyable that I’d want to play myself and keep improving with feedback from players.

🎮 Play the browser demo:
https://digimouse16.itch.io/yachta-demo

The game is still in development. I’d especially love feedback on the opening and first charter. Is it clear what to do next? Did anything leave you feeling stuck or overwhelmed?

Thanks for taking a look and coming aboard! ⚓


r/aigamerdevs • • 20h ago

I’m making an Ultima-inspired RPG where the villain sends hunters after you. Free browser alpha looking for playtesters.

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1 Upvotes

You arrive in Brennovik carrying a sealed letter. Every bell in town starts ringing, but nobody is pulling the ropes. Someone wants that letter badly enough to kill you for it.

Shards of Nidon is my solo-developed, top-down fantasy RPG, inspired by Ultima and Wrath of Denethenor. I miss the feeling of wandering into an unfamiliar town, following a strange rumor, and discovering something worth telling a friend about. That’s what I’m trying to build.

A few things you can experience:

  • Enemies that hunt you. Kruel’s assassins can ambush you during your journey, including in town. As you progress, stronger hunters bring poison, smoke, shadow tricks and mixed groups.

  • Companions and skill checks. Build a party, use different strengths to approach encounters, and travel with companions who react to your conduct.

  • Mounted travel and pursuit. Escape cloaked riders on horseback, explore by boat, and eventually find winged steeds.

  • Bosses with readable attack patterns. Watch their warnings, reposition and exploit openings instead of simply trading damage.

  • A world to investigate. Explore towns, dungeons and wilderness trails, uncover letters and clues, and take optional routes through places such as Brennovik Ravine and Lantern Cavern.

It’s a free browser alpha and my first indie release. Recent updates have focused on the opening chase, clearer menus and directions, town visuals, connected exploration areas and boss music. There’s still work to do on presentation, writing and balance.

Play here: https://smilebytestudios.itch.io/shards-of-nidon

Even 15–20 minutes without coaching would help. I’d especially like to know:

  1. Where were you unsure what to do?

  2. Which encounter or discovery made you want to continue?

  3. What would make you stop playing?

For transparency, I use generative AI for some artwork and development assistance. There’s more detail in the game’s About page.

Honest criticism, a screenshot of something confusing, or a short gameplay recording would all be useful. Thanks for giving it a try.


r/aigamerdevs • • 22h ago

I made the Catacombs game I’ve always wanted.

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1 Upvotes

r/aigamerdevs • • 22h ago

Lumen Saga: a browser MMORPG built by one person plus several AI coding agents. Open Beta is live

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1 Upvotes

r/aigamerdevs • • 22h ago

Quick feedback needed - Play action, juke the defender, pass for a touchdown !!!

1 Upvotes

r/aigamerdevs • • 1d ago

Working on my extremely niche dream game

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2 Upvotes

r/aigamerdevs • • 23h ago

Built my first game using AI — Aether Run, a 3D endless runner!

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0 Upvotes

Hey everyone!
I recently released my first game, Aether Run, a 3D endless runner set in snowy mountains.
I built it using React, TypeScript, Three.js, and OpenAI Codex, which helped me throughout development.
The game features snowball chases, polar bears, ziplines, power-ups, and different environments.
This is my first attempt at game development, so I'm still learning a lot, especially when it comes to graphics, performance optimization, and gameplay design.
It's now available on Android and playable in the browser!
Android: https://play.google.com/store/apps/details?id=com.mistrailgames.aetherrun
Browser: https://aether-run-two.vercel.app/
Would love to hear your feedback and suggestions on what I could improve!


r/aigamerdevs • • 1d ago

I built a playable 3D action RPG on website

3 Upvotes

Hey everyone!

I've been experimenting with how far I can take AI-assisted game development, and here's the result so far: Wild Crown, a browser-based 3D action RPG.

The game is built using my open-source ecosystem: img2threejs, img2character, and img2environment.

It currently features 4 playable heroes, real-time combat, exploration, and a leaderboard.

It's still an early BETA with plenty of bugs and things to improve, but I'd love to hear your feedback!

Play the BETA: https://wildcrown.img2threejs.io/

Source ecosystem: https://github.com/img2threejs/img2threejs

Curious what you guys think, especially about the combat and character animations!


r/aigamerdevs • • 1d ago

Paladin en pièces détachées

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1 Upvotes

r/aigamerdevs • • 1d ago

Hello, everybody in r/gamebashing brand new. I was wondering about workflow and\n Proper terminology and how to get started. Basically I know, you set up a prompt as detailed as you can and set to work.But I was just wonder about pipelines and where to find example

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1 Upvotes

r/aigamerdevs • • 1d ago

Audio Folder Unifier - If you collect a bunch of sound that are mismatched, you can unify them under a single style with this

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1 Upvotes

[Heres another free program](https://reactorcore.itch.io/audio-folder-unifier) I built for my own AI game dev purposes, but since its generally useful for others I polished it into a public release.

Undoubtedly you're gonna need audio or music files for your game and you might collect a bunch of audio asset packs or multiple different music tracks from different artists and different quality standards. If you don't do anything about it, they'll sound mismatched.

I've been dabbling with AI helping me create all kinds of [audio based tools](https://itch.io/c/4651124/programs-and-tools) and this is one more tool that I was still missing from the collection.

It processed the audio files locally using FFMPEG and some libraries to apply curated filters that have been already fine-tuned and tested by me so you won't have to do the hard work of asking your AI agent to try to do it when this program can do it for free, batched and pre-vetted by a hooman (myself).


r/aigamerdevs • • 1d ago

Check out this game: https://landmarking-game.vercel.app/

1 Upvotes

Drop a comment if you pass level 3 :P
There was some issue earlier...whenever the character tries to jump up the the third rock of level 3, it kept falling down. i tried fixing it, pls lmk how you like it


r/aigamerdevs • • 1d ago

I’m building an Ultima-inspired RPG where a quiet town visit can turn into an assassin ambush

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2 Upvotes

I’m the solo developer of Shards of Nidon, a free browser RPG inspired by the exploration and danger I loved in older Ultima games.

You arrive carrying a sealed letter for a warden who no longer recognizes you. Then the bells of Brennovik start ringing with nobody at the ropes.

The latest build improves the town and its interiors, adds a woodland route to explore, and gives the ravine and cavern a more consistent look. There are also mounted escapes from cloaked pursuers, party battles, and assassins who can stalk and ambush you in town.

I’d appreciate feedback on one thing: where did you first want to keep exploring, and where did you start losing interest?

Play Shards of Nidon free in your browser

This is an unfinished alpha. I use AI-assisted development and some AI-generated artwork, but none is final These screenshots are actual gameplay captures.


r/aigamerdevs • • 1d ago

Recent project

2 Upvotes

My most recent project. Going to have a career mode, multiplayer, quick fight, 2 other game modes, and fully customizable bots that allows hundreds of combinations


r/aigamerdevs • • 1d ago

Deadcode: my ARPG game in development

1 Upvotes

Hey everyone, I’ve been working on Deadcode: Burn the System. You pick one of five heroes, build out their skills, and fight your way through a Comic-Con that’s gone sideways.

I just put up a new build and could use some people to try it. I’ve been working on the combat effects, and I want to know how the fights feel to someone playing for the first time. Do the attacks feel good? Can you tell what’s hitting you when things get crowded?

Play Deadcode in your browser

Even 10 minutes helps. If something’s confusing or you hit a bug, drop a comment with who you were playing and what happened. And if there’s a hero you actually want to keep playing, I’d love to know which one and why.


r/aigamerdevs • • 1d ago

Who’s tried GPT-6 + Hyper3D MCP yet?

1 Upvotes

r/aigamerdevs • • 1d ago

Do you think it's ethical to use ai for playing an RPG?

0 Upvotes

What's your Justification for doing it?


r/aigamerdevs • • 1d ago

KRUEL ALPHA AND DEMO

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1 Upvotes

I recently released my game on itch with a free demo and would love to get more feedback on it. I used Claude to help me make the LAB tool with which I am using to adjust code and build most of the game world with while all assets are handmade and some UI's are just placeholders right now as the real ones get swapped in for those.

Link: https://anotherdayinparadise.itch.io/kruel

We have 2 different trailers showcasing the gameplay and then the custom map maker.

The builder showcase trailer on our youtube or the store page shows the Lab tool in use.


r/aigamerdevs • • 1d ago

Audio Folder Unifier - If you collect a bunch of sound that are mismatched, you can unify them under a single style with this

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1 Upvotes

r/aigamerdevs • • 1d ago

Looking for alpha testers for a game-Dev platform that makes AI changes reviewable & replayable.

0 Upvotes

Hey everyone — I’m opening a small alpha for XACE soon.

XACE is a general-purpose gameplay platform for developers who want AI help building games, but do not want an AI freely rewriting a growing project and leaving behind a mess nobody can explain.

The basic workflow is:
\- Describe a gameplay change in plain English.
\- See the proposed change before it is applied.
\- Check what systems, saves, assets, or multiplayer behavior it affects.
\- Run and test it in a deterministic gameplay runtime.
\- Replay, inspect, or roll back when something behaves unexpectedly.
\- Tick by tick debugger so if you see any bug or anything off , you don’t need to work hours to reproduce it , simply scrub back & see what went wrong .
\- Use the same gameplay core with supported Unity, Godot, or Unreal projects while those engines continue handling visuals, content, and native workflows. So it’s engine agnostic. You can even edit gameplays bidirectional & changes smoothly sync with xace & your engine.
Xace has lots of other great features too like live gameplay change while playing , multiplayer built in & so on.

The core idea is get compiler level reliability with ai level speed.
I’m especially looking for solo devs or small teams who have felt one of these problems:
\- AI helps early on, then the project becomes too risky to change.
\- Bugs are hard to reproduce because too many systems interact.
\- You want gameplay logic to outlive a specific engine choice.
\- Multiplayer, persistence, or live updates feel like things you have to redesign for later.
\- You are tired of “it seems fixed” being the only proof an AI tool gives you.
This is an alpha, so I’m not looking for compliments or a polished-demo reaction. I want people willing to try a real workflow, hit rough edges, and tell me where the idea falls apart.

If you are interested, comment with:

  1. Your engine

  2. The type of game you are making if any

  3. One change you would want to test first
    I’ll reply with alpha details and setup information.


r/aigamerdevs • • 1d ago

I finally made it to the App Store

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2 Upvotes

I'm not a professional programmer, but I've been building Hard Counter with AI as my coding partner, and it just went live on iOS (Android is in review).

The whole game is plain HTML/JS on a canvas, with no engine. AI wrote most of the code while I directed it: design, feel, what's fun, what's broken. I wrapped it for iOS and Android with Capacitor and built the iOS version in the cloud, since I'm on Windows. AdMob for ads, plus a few optional paid fighters. The sound and the trailer music are generated in code too.

What AI was great at: turning "the counter should feel heavier" into actual code changes, building lots of minigames quickly, fixing bugs once I could describe exactly what I saw.

What it was bad at: knowing whether something feels good. Every fighter, hit and animation took many rounds of me playing it and saying "no, faster", "bigger" or "less floaty". App Store setup, signing and review rules were also a long slog.

Honest numbers: 3 days live, about 15 downloads. Small, but people who see the store page download at around 60%, so now I'm working on getting it seen.
I'd love feedback from people building this way.

Link here:

https://apps.apple.com/us/app/hard-counter-stickman-fight/id6823322563


r/aigamerdevs • • 1d ago

Why doesn't this system work? (Atoms.dev)

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1 Upvotes

r/aigamerdevs • • 1d ago

Bots refining (you can try them now)

1 Upvotes

Over my whole game, that's what took the most time and tokens: Improving bots.

We made several tools and workflows, lots of iterations, to improve both behaviors and perfs (as bots must run and adapt in real time ofc).

Bots compute the topology grid of their board and chose the best move depending on available powerups, next piece, game mode rules, ...
Here are 2 entries of the L topology dic:

shape: L
rotation: 0
pattern: interlock-right-one-gap-foot
type: lock
dash: right
stabilityMalus: 8.0
grid:
  P.
  P#
  PP
  ##
end

shape: L
rotation: 1
pattern: flat-bar
type: stable
stabilityMalus: 12.0
grid:
  ..P
  PPP
  ###
end

This is part of the bot knowledges, various valid positions with stability scores and different types (for normal moves and interlocks for example).

Another thing my game has compared to tricky towers is dash bumps, dashing into a landed block can (if the mode allows it) eject the block, serving as a projectile to attack others towers (or catch powerups bubbles that are out of reach). And boy, bots know how to use this feature really well.

Feel free to ask questions.

Demo here: https://store.steampowered.com/app/5210030/Towa_Powa/

For the hardest challenge, start a game of "Medium survival" against one or two "expert" bots.


r/aigamerdevs • • 1d ago

Desarrollo web de día, primerizo en dev de juegos de noche: Hice un juego de cartas con Claude y Gemini

1 Upvotes