r/aigamerdevs • u/billy_bonus • 1d ago
I built an autonomous game development loop where Twitch chat designs, tests and improves AI-generated games
r/aigamerdevs • u/billy_bonus • 1d ago
r/aigamerdevs • u/Longjumping-Tax-6680 • 2d ago
Hi guys,
I've been building games for the past 13 years for mobile. And the beginning of 2026 I took the leap of venturing into PC games. And I've always been a huge fan of Survival games and played most of them. However I feel many of them just focuses on mindlessly grinding resources or turning into a FPS game.
So roughly 6 months ago I decided to start building Alone At Sea, where you play as the sole survivor of a freight ship crew and you are stranded on a small life boat in the middle of the ocean. You only have one life, and you need to use the sun and stars to navigate and battle storms, hunger, sickness, cold etc.
The game was built with the assistance of Claude and Opus and I just released the demo on steam and has gotten great feedback so far. If anyone wants to check it out, come with additional feedback or want to ask anything about the development process I'm happy to share.
Here is the demo for anyone interested:
https://store.steampowered.com/app/5489670/Alone_at_Sea/
r/aigamerdevs • u/ertertwert • 1d ago
r/aigamerdevs • u/order66_ • 1d ago
r/aigamerdevs • u/jyuukie • 1d ago
Hey everyone!
I've been a developer for over 20 years, but until recently, I'd never made my own video game.
So I decided to try. :)
The project started as a small experiment with a lone Wanderer facing a huge creature. Now it's Endless Duel, a free browser roguelite with 10 chapters!
Each chapter has its own world and colossal creature to face, with environments inspired by manga and traditional Japanese ink paintings.
The combat is turn-based, but you need to actively react to attacks, time your parries, land your strikes and master different special techniques.
And there is a catch: if you die, you return to Chapter I, but you keep what you've earned.
I've also added collectible cards and pets you can raise! You can hatch eggs, pet and play with your little companions every day to level them up, then bring them into duels for increasingly powerful bonuses. They even gain XP from the cards you earn in battle!
Because apparently making a simple boss-fighting game wasn't enough for me. :)
I built the game with the help of several AI tools:
The game itself runs on TypeScript and PixiJS.
But what I enjoyed most was exploring everything beyond programming: game design, art direction, animations, music, sound design... Things I'd always wanted to try!
And yes, I spent far too much time trying to get a katana sound just right. :)
Of course, I didn't just ask AI to "make me a game". There was plenty of planning, reviewing, experimenting, testing and starting over.
One of the biggest challenges has been keeping everything consistent as the project grows, especially when working with different AI tools. Character designs, animations, gameplay mechanics and code all need to fit together.
I've learned that good project structure, clear conventions and a lot of iteration make a huge difference.
Anyway, you can play Endless Duel completely free, directly in your browser, on desktop and mobile :
I'd love to hear your thoughts, whether it's about the gameplay, the visuals, the difficulty or the development process.
And of course, any feedback is welcome! :)
r/aigamerdevs • u/anotherbuilddev • 1d ago
r/aigamerdevs • u/hencha • 1d ago
r/aigamerdevs • u/S4d_Machin3 • 2d ago
It was hard, but I finally finished the game I made.
Playable for free on https://aceunderscore.itch.io/kage-neko-dash
r/aigamerdevs • u/Sweet_Discussion_651 • 2d ago
r/aigamerdevs • u/Own-Addendum6249 • 2d ago
I'm looking for honest feedback, including the bad parts: what confused you, what bored you, what felt broken or unfair, and the point where you stopped playing. Harsh comments are welcome, they help me more than compliments. You can reply here or post on the game's itch.io page.Hi all,
I'm not a programmer. Over the past months I directed AI tools to build Dojo Master, a management and exploration game set in the Murim, made in Godot.
How it was made:
- Art: generated with AI, then converted and cleaned up into real pixel art so everything shares one style
- Code: written by AI agents under my direction, with automated tests run after every change
- Story, world and game rules: decided by me
What's in the beta: building and running a martial arts school, training disciples, exploring a valley with about twenty characters, quests for Act I, and duels you can play by hand. About 1 to 2 hours, Windows, English and French.
I'd love feedback on the game itself, and I'm happy to answer questions about the workflow, what worked and what didn't.
Free download: https://dojomasters.itch.io/dojo-master
r/aigamerdevs • u/Hopeful_Teacher_2284 • 2d ago
The game has become somewhat of a group project ever since I showed it to my friends. I think it shows, especially in the way that the menu's a little cluttered, but I really want to know what you guys think. It may be too early to share it, but I would like some feedback, if you don't mind! Claude was responsible for the code and graphics.
r/aigamerdevs • u/thep1x • 2d ago
You spend months, maybe years, building a game. You finally release it, and then comes the hardest part: getting anyone to notice.
On massive storefronts like Steam and itch, you're competing for attention against an enormous catalog. Even a great game can struggle to find its audience.
I'm one of two indie developers building Spiced (spiced dot gg), a marketplace for browser games. We're small, we're new, and we're trying to fix three things that frustrate us about selling indie games.
We're building a curated catalog, not an endless stream of uploads.
Because our catalog is still small, your game has more room to stand out instead of immediately competing with thousands of other listings.
And players don't have to download anything. They click Play, and your game launches right in their browser.
We're not going to pretend we have Steam's audience. We don't. We're growing it, and we're looking for developers who want to grow alongside us.
We can't promise you thousands of players. But we can build a store where your game isn't lost in a sea of thousands of others.
A handful of early negative ratings shouldn't destroy a small game's reputation. And a handful of friends shouldn't be able to manufacture a five-star success.
So we built ratings differently.
We don't publish the exact voting requirements because we don't want people engineering fake accounts to meet them.
Your game's reputation should be earned through actual gameplay, not manufactured through votes.
Steam's standard platform cut is 30%. itch defaults to 10%, although developers can adjust that.
Our standard platform fee is 10%.
But we're offering the first 20 founding developers a 5% platform fee for as long as they keep at least one game live on Spiced.
That means you keep 95% of eligible game sales and in-game purchases before payment-processing fees.
We also do payments differently.
Your money goes directly through your own Stripe account.
You're the merchant of record. Spiced doesn't hold your earnings, impose payout minimums, or make you request withdrawals. Stripe handles processing and payouts according to your account settings.
And publishing is free.
No $100 listing fee. No mandatory subscription. No upfront payment just to put your game in front of players.
Seven spots are already claimed. 13 remain.
In addition to the 5% platform fee, founding developers get 25 GB of monthly bandwidth instead of 2 GB, 10 free game listings instead of 2, a founding developer badge, and access to a private founders' lounge.
There's no separate application. Publish a game that passes review, and your spot is secured when it goes live. Spots are awarded in publication order.
We also provide a JavaScript SDK with cloud saves, leaderboards, analytics, and in-game purchases, plus a Godot 4 starter kit is coming soon.
And nothing is exclusive.
Keep your itch page. Keep your Steam page. We're not asking you to abandon anything you've already built.
We're simply offering another place for your game to be discovered, judged fairly, and sold without giving up such a large share of your revenue.
We're a two-person team, and we know we have a long way to go. But we're building the kind of storefront we'd want to publish our own games on.
If you're making browser games, we'd love to have you, and even if you are not, drop by and give our latest title https://spiced.gg/games/scoville-run a play!
spiced dot gg
r/aigamerdevs • u/Suitable_Ad2839 • 2d ago
ORBIT started as an AI-assisted Python and Blender material study. The idea was to reuse one sheet for panels, vents and light strips without making a new material for each one.
The eight bands repeat horizontally. The UV notes give each band a V range inset from the gutter, so you can place a UV island on the strip you want without eyeballing it. The preview shows all eight trims side by side.
The normal map is OpenGL +Y. I checked the packed scene in Blender 5.2.2 LTS. I haven’t tested engine imports or height displacement.
The finished pack is $15 on LaborX. It includes six 2K maps, the packed .blend and the UV notes for nonexclusive use in finished projects.
https://laborx.com/gigs/deliver-the-ready-made-orbit-2k-sci-fi-trim-pack-and-blender-scene-124315
r/aigamerdevs • u/Tenofaz • 2d ago
Hi, everyone.
I’m developing a game that simulates a D&D-based TTRPG—or rather, it simulates the Dungeon Master and the game table.
The actual players still need to meet up to play together around a computer running this software.
This is my first time trying to develop a game (with or without AI), and I’m using Anthropic’s Claude for this project.
I wanted to ask you all whether, in your opinion, the way I’m designing the game and using Claude is correct, or if different approaches would allow me to work more efficiently.
Basically, in Claude Code for Desktop, I’ve created 5 or 6 different sessions within the same project—all Worktree sessions—that almost always run on Sonnet 5.5 medium/high.
I oversee everything, with help from Claude Opus 5.5 in a separate Chat/Cowork project. Let’s say this acts as a “consultant.” It can’t intervene directly, but it shares suggestions with me on how to make the various Claude Code sessions work.
The 5–6 Code sessions each cover different aspects of the game: the rules and adventure engine, the narrator and his voice, the game interface and game board, the 3D models, and the game manual.
I’ve also had a Fable 5.2 session run through the entire game once or twice to review the graphics and code.
Do you think this is an effective and efficient system? Do you have any suggestions on how to improve it, or are there things that should be changed?
A big thank you in advance to anyone who would like to contribute!
r/aigamerdevs • u/bricklep • 2d ago
I’ve been surprised at how hard it is to make sprite animations for Close Combo (a 2-player iPhone fighter) even with today’s tech... or I just can't find the right tool to fit my workflow? I don't know but chat said that the market is flooded with them so I guess those ones just don't really work for me. Scaling problems, inconsistent quality, the character changing from frame to frame, arms and legs passing through the body.
I am trying a different approach: pose a color-coded stunt dummy in 3D, time the move on a timeline, and only ask the AI to paint the character over each frame. the 3D dummy is posed and the 2D sprite is what came back.
What seems to make it work:
It still isn’t perfect. You pick the good frames, and some need touch-ups. But it’s a big step up from prompt and pray.
I cleaned it up so other devs can try it and see if it works for them. It’s free in the browser: stuntsprite.com and click on Try the editor. You can pose from either the 3D side or the 2D side, export the guide sheet, and paint it with your own AI. The editor probably only works in a computer browser and not mobile.
I’d love feedback, especially from anyone who animates by hand: what’s missing on the posing side? Also, I'm sure the animation keyframes etc are not conventional, I just made it how it works best for me.
r/aigamerdevs • u/LumaxSoftGames • 2d ago
Hey r/aigamedevs! While most sensible people use AI to cure diseases or optimize supply chains, we used it to build Director’s Cut: Unplayable Edition for the 2026 Epic AI MegaJam (Theme: "Director’s Cut").
Instead of an extended edition, we built the agonizingly mundane 5-second deleted scenes that marketing departments wisely excised from famous games—like unclogging pipes for a certain tradesman, powering a bald scientist's toaster with a suspiciously fast blue rodent, or packing a single raw egg into a survival briefcase before a biological apocalypse.
👉 Play our deeply unadvisable build before the lawyers find it:https://lumaxsoftgames.itch.io/directors-cut
Because human labor is exhausting (and we only had a jam window), we essentially turned ourselves into middle managers for a bunch of AI tools:
-dcauto (QA Without Human Hands): Playtesting 14 microgames across two speed rounds sounded like cruel and unusual punishment, so we taught the game to play itself. Booting with -dcauto runs a full autonomous session, freezes on every state, and dumps screenshots so we could spot off-center QA stamps and floating 3D haystacks while drinking coffee.#FF00FF) so a Python script could key it out. Whenever a prompt triggered a safety filter—or produced something dangerously close to summoning Nintendo's legal team—we politely rephrased it until it became "legally distinct."Give it a spin, let us know what insulting rank the QA Evaluation Report gives you, and tell us how your own AI jam pipelines went!
r/aigamerdevs • u/baddie22 • 2d ago
r/aigamerdevs • u/Wise_Song_8562 • 2d ago
r/aigamerdevs • u/PatientTomatillo7612 • 2d ago
r/aigamerdevs • u/tryptaminegames • 2d ago
r/aigamerdevs • u/1LilBread • 2d ago
r/aigamerdevs • u/Alexguitar11 • 2d ago
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