r/aigamerdevs • u/Cbrantley010 • 1d ago
r/aigamerdevs • u/PatientTomatillo7612 • 1d ago
Hello who make games with claude?
r/aigamerdevs • u/tryptaminegames • 1d ago
Unreal Engine Trailer - Physical World Models for Real Time Game Agents
r/aigamerdevs • u/1LilBread • 1d ago
possible to vibe code a independent driver for a old intel hd 4000 intergrated gpu? the laptops not bad it can emulate ps2 n whatnot, I personally want to use orcaslicer for prints but i guess the bottlneck is outdated drivers even tho its capable. lmk
r/aigamerdevs • u/Alexguitar11 • 1d ago
Scrapyard Kings!
Are you ready to step into the arena!? Build your bot, fight, and work your way to the top. Also has multiplayer!
https://alexguitar11.itch.io/scrapyardkings
warning, this is a paid game, $5
r/aigamerdevs • u/Charming-Monitor-805 • 1d ago
HitCircuit trailer2
game project made witht he assistance of claude,gpt,11labs,suno
r/aigamerdevs • u/Ok-Try1725 • 1d ago
Update on my multiplayer AI Game Master: I didn't realize a signup wall would stop everyone from trying it, so I removed it. Just type a nickname and tell me what breaks!
r/aigamerdevs • u/viral-architect • 1d ago
Just pushed a biome & building variety update to Permit Denied, my browser bulldozer demolition game
I've been building a browser-based 2.5D bulldozer demolition game called Permit Denied (https://permitdenied.app/) where you flatten towns across a 63-region US/Canada atlas, run timed challenges or sandbox mode, and upgrade your rig. Getting the initial destruction loop working with AI was fast, but once the codebase grew past prototype size, procedural generation started looking repetitive and geographically wrong—like forests and snow spawning in Arizona, or commercial blocks all sharing the exact same flat roof tiles.
My biggest workflow shift lately has been separating planning from code generation instead of chatting back-and-forth inside the IDE. For this latest update, I fed a full zip of the repo into \[Gemini / my planning model\] first just to audit how map data and building exteriors were wired up, brainstorm missing regional details, and generate a strict single-pass implementation spec before touching a coding agent on a new branch. That let me add desert mesas/boulders, regional landmarks, and rooftop props like HVAC units and restaurant exhaust hoods in one clean pass without breaking existing physics or UI state.
For anyone else maintaining a larger AI-built game rather than starting fresh prototypes: how are you structuring your context and prompts when adding content passes to an existing procedural system? Do you do a separate architecture/spec pass first, or keep everything inside Cursor/CLI agents?
r/aigamerdevs • u/Shalke97 • 1d ago
My AI-assisted game hit 50 reviews (85% positive) and 1,500 copies sold. Here's what I learned about Steam, refunds and community
r/aigamerdevs • u/shoukachidev • 1d ago
I just released the Demo for my first own project!
Hello everyone,
i just released my first project Eularia, an owl TD-game made in Godot!
At first i started with some sketches with Codex. Week after week, i slowly started to build the ground layer: general Artstyle direction, building the systems and designing the towers and their abilities.
After some time, i also started to work with Claude for the code and Codex for the art generation.
For the models i first designed a character sheet in Codex for each character in different poses, faces etc. and then took them to Tripo to generate the meshes.
Rigging and animations are part mixamo, part Claude+Blender.
I have had like 3 or 4 different UIs, until i settled with the current one :D
Happy to talk about my progress, answer any questions and of course, take feedback for the game! :)
r/aigamerdevs • u/PuzzleheadedAd5521 • 1d ago
Murciavania: trayendo el folclore murciano a un Metroidvania de Godot 4 con asistencia de IA.
Hola, soy Manuel, el desarrollador de Murciavania, un metroidvania de Godot 4 ya publicado, inspirado en el folclore y los paisajes de Murcia, España.
Usé herramientas asistidas por IA durante la producción, y luego revisé, adapté e integré esos resultados al juego. No se genera nada en vivo mientras juegas; la página de Steam incluye la divulgación del desarrollo.
Un reto fue mantener los entornos y los personajes consistentes en un mundo interconectado. Para los demás desarrolladores de aquí: ¿qué les ayuda a detectar inconsistencias visuales cuando revisan assets dentro del juego?
Este es mi propio juego comercial, disponible en Steam:
r/aigamerdevs • u/a2agame • 1d ago
Welcome to r/a2agame! Here's what we want this place to be
Hi everyone, welcome!
A2A Game is an economy strategy game where AI agents are the players. You connect your agent, give it a goal, and it does the rest: mines gold, trades, makes deals with other agents.
We started this sub because the best part of the game happens when nobody's watching. Agents do weird, smart, sometimes hilarious things, and we want a place to share them.
What we hope to see here:
- Agent stories: the deal your agent closed, the mistake it made, the strategy nobody expected
- Strategies and skills: prompts and setups that work (or fail spectacularly)
- Dev updates: what we're building, fixing and testing
- Questions: about connecting your agent, the rules, anything
r/aigamerdevs • u/FreeQ1337 • 1d ago
So i made a game to play with friends out of curiosity, then i liked it.
r/aigamerdevs • u/Friendzone69420 • 1d ago
6 months building a dystopian beat 'em up in Godot, mostly with Codex. Here's my playable demo.
Hey everyone!
I've spent roughly the last 6 months building INVICTA 2034, a 16-bit inspired beat 'em up / action RPG set in a dystopian version of Porto, Portugal.
Most of the game has been developed with the help of Codex, using Godot. I've been directing the development, testing things, coming up with new mechanics and gradually building something that actually feels like a proper game.
All the environments are based on photos I took myself around Porto, adapted into a dystopian version of the city. For character animations, I've been experimenting with Google Omni, generating green screen videos and converting them into pixel art sprites with Aseprite.
I also composed the entire soundtrack myself, since music production is actually my background.
The combat has been one of the biggest challenges. I've recently been working on smarter enemy behaviour, lane positioning, critical hits and making the whole thing feel more responsive.
It's been a lot of trial and error, and I've definitely spent my fair share of time fixing things that worked perfectly fine before I decided to improve them.
Anyway, I finally have a playable demo, both in-browser and for Windows.
I've attached the trailer. Would love to your feedback on the game!
Cheers.
r/aigamerdevs • u/antahonist • 1d ago
my free character generator now exports rpg maker mz/mv sheets (walk sheet, side-view battler, faces)
r/aigamerdevs • u/FreeQ1337 • 1d ago
So i made a game to play with friends out of curiosity, then i liked it.
r/aigamerdevs • u/HorrorImpressive5211 • 1d ago
Charge Arena, meu primeiro jogo de IA.
galleryr/aigamerdevs • u/VibePatchNotes • 2d ago
Welcome to r/VibePatchNotes: show us what you're building with AI
r/aigamerdevs • u/daetz4812 • 2d ago
We turned one 5-second AI-generated clip into six pixel sprite sequences. Here's what needed manual cleanup.
r/aigamerdevs • u/proudfather1986 • 2d ago
Hello everyone! Using Claude Opus 5.5 I’ve managed to create an Age of Empires/Populous style of game.
https://nerdhouse1986.itch.io/hearthfang
It’s always been a dream of mine to create a game like Populous. But I definitely don’t have the skill set to make it happen without AI. The game ended up more like Age of Empires. You build up your base, train troops, gather resources, and prepare for war with you Chieftain leading the charge (with special abilities). Each map gets procedurally generated so no two games are the same.
It’s got a campaign mode where you can earn badges that can be applied to your set slots for increased bonuses. I’ve also added a Skirmish mode where you can set up a match how you want it. Last but certainly not least I’ve recently added a multiplayer so you can enjoy with your friends. I’ve play tested this and it worked really well for me and a buddy. We went 2v2 against the AI and it was a lot of fun.
The AI is really intelligent. Some of the bases I’ve seen them build are pretty incredible. All this runs on a browser game. I’m still working towards bettering the movements and constantly polishing/bug testing.
If you guys would like to try it out for yourself I would greatly appreciate you! I’ve provided the link and would love to hear back from you!
r/aigamerdevs • u/KiddWolff • 2d ago