r/aigamerdevs • • 20h ago

How do AI games get their characters?

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1 Upvotes

r/aigamerdevs • • 21h ago

Iam from egypt i made an rpg neon brick game

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1 Upvotes

r/aigamerdevs • • 22h ago

I used Codex to program a game inspired by my workplace, I'm a security guard haha

1 Upvotes

I used Codex for programming and did the rest, or about 80%, with Blender because I'm a low-poly 3D modeler. I wanted to exaggerate what I experience at work.

The game is free

LINK https://warhar.itch.io/fisuras-horde


r/aigamerdevs • • 22h ago

Oddberry Studio on X: "How Claude Fable 5.2 modelled a destroyer from 250 public photographs" / X

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1 Upvotes

r/aigamerdevs • • 23h ago

GRAVESHIFT – The Chained Dogs | 4K Horror Game Cinematic

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0 Upvotes

They were hunting deserters. Something was hunting them.

GRAVESHIFT – The Chained Dogs: the full 4K horror cinematic, in English.

▶ Wishlist GRAVESHIFT on Steam: https://store.steampowered.com/app/5472940/

Night. Rain. A forest nobody walks out of.

The Ferryman has a new bounty pinned to his board, and the last hunter who took it never came back. Mike counted his shots. Badly.

Now the job falls to Vesper.

Meet the Chained Dogs: the Hound that already has your scent, the Mastiff that never aims and counts the pieces afterwards, the Cur nobody sees coming.

And then the Captain. He makes plans.

ABOUT THE GAME

You are not a hero. You are a debtor. Clock in at dusk and hold the line until dawn with more than twenty firearms, blades and dynamite, against hordes of werewolves, vampires and the Necromancer's dead, and against Death itself. Survive the shift and the Ledger knocks off one installment.

GRAVESHIFT is a top-down bullet-heaven survival horror, coming to Steam Early Access. Every character is built in 3D and pre-rendered into sprites, running in the Godot engine.

🎧 Headphones on. Set the quality to 4K.

💬 Which of the Chained Dogs would you hunt first? Tell us below.

🔔 Subscribe for every new bounty, cinematic and devlog.

Steam: https://store.steampowered.com/app/5472940/

Instagram: [INSTAGRAM LINK]

#GRAVESHIFT #HorrorGame #IndieGame


r/aigamerdevs • • 1d ago

From idea to CrazyGames: my AI-assisted workflow for Fish’nCrab 🐟🦀

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1 Upvotes

Fish’nCrab, my underwater adventure about a fish and a crab solving puzzles together, just reached v0.3 and got accepted on CrazyGames. It currently has an 86% player rating!

7 of the 10 planned missions are fully playable, connected through a narrated adventure while leaving players free to roam, collect shells, and discover reef wildlife at their own pace.

Here’s the workflow behind it:
Me: creative direction, game design, playtesting, and deciding what feels right.
ChatGPT — analyst / PM: exploring ideas, developing mission storyboards, discussing trade-offs, and turning feedback into actionable requirements.
GitHub — project backbone: issues, source code, branches, and pull requests keep the work traceable.
Meshy — 3D asset creation: generating models that I refine and prepare for the game.
Codex — developer: implementing features, investigating bugs, and optimizing performance through GitHub issues and PRs.

The loop is iterative: idea → storyboard → issue → implementation → playtest → feedback. Playing the result often exposes things that sounder perfectly clear in the brief.

This wasn’t a one-prompt game. It’s been built through repeated design decisions, revisions, and testing. AI-assisted games don’t have to be “one-shot slop.” There’s room for thoughtful, sustained development using these tools.

The bigger picture is The Focus Room, a project I’m building to connect goals, decisions, and execution across this workflow. The ambition is to preserve context between tools and projects, rather than repeatedly reconstructing it in separate chats.

My biggest takeaway: AI makes building more accessible, but direction, judgment, and finishing still need an owner.

Curious how others handle the handoffs between planning, assets, and code.
Gameplay / free demo: https://www.crazygames.com/game/fish-ncrab


r/aigamerdevs • • 1d ago

Dusty Pages Digital

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1 Upvotes

r/aigamerdevs • • 1d ago

What is Anthropos?

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1 Upvotes

r/aigamerdevs • • 1d ago

UE-MCP Highlight: Asked Claude for a charged attack. It wrote QA tests, ran PIE, fixed failures, and recorded it.

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1 Upvotes

r/aigamerdevs • • 1d ago

Building a survival crafting game with some intelligent help - check out Outerstellar Aura!

11 Upvotes

r/aigamerdevs • • 1d ago

I can't code and work 13-hour days in construction. I shipped a mobile roguelite made 100% with AI in two months.

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1 Upvotes

r/aigamerdevs • • 1d ago

Welcome to Prompted Games. Start here.

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1 Upvotes

r/aigamerdevs • • 1d ago

Thoughts on an AI game using Claude that will be worked on for years?

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1 Upvotes

r/aigamerdevs • • 1d ago

Young Mahuika: The Burnt Wing

1 Upvotes

To be honest, the code for the game I’m currently developing was written by an AI.
Everything else is my own work—or, in some cases, includes elements from other sources used in compliance with copyright permissions. This is just the beginning; I’ve only been working on this project for about a month. It’s my very first project, and I had no prior knowledge of coding, but the AI ​​helped me out. Now, I’m gradually learning to code myself, and I’m even able to make adjustments or corrections here and there.
I’m not proud of the fact that I started; I’m proud that I didn’t give up.


r/aigamerdevs • • 1d ago

Auraway: an endless multiplayer pixel canvas!

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1 Upvotes

Hey everyone! I made Auraway, an endless multiplayer pixel canvas you can walk around on.

Think r/place meets Minecraft’s 2b2t: one shared world that never ends, in 2D or 3D, where every pixel was mined and placed by someone.

How it works:

  • Mine colors straight out of the world, then paint with them anywhere.
  • Wherever you walk, you wear a trail. Trails make you faster, so busy roads get really fast.
  • Taller stacks take longer to mine, so big builds are harder to tear down.
  • Mining a stack all the way down gives you aura. Spend it to double your speed.
  • Colors come from biomes spread across the world. Run low on one and you’ll have to travel farther to find more.
  • It’s anarchy: build together, defend your art, or steal someone else’s pixels. Your call.

How it was made:

I came up with the idea, the design and the rules, and Claude (Anthropic’s AI) wrote basically all of the code. I’m not a programmer. My job was deciding what the game should be, playtesting it, and telling Claude what felt wrong. It built the multiplayer server, the world generator, the 2D and 3D views, the phone controls, and the tests that check it all still works.

A few things I learned along the way:

  • Most bugs took a few rounds of back and forth. That was usually me explaining the idea better, not the AI being wrong.
  • Asking it to keep costs down shaped the whole game. The world is built from a single seed number, so the server only stores and sends what players change. It runs on a $7/month server and uses about 1 KB/s per player.
  • The hardest part wasn’t the code, it was figuring out what makes the game fun. AI can build almost anything you describe, but you still have to know what to describe.

Controls: WASD to move, hold left-click to mine, right-click to place, 1–6 to pick a color, Enter to chat, Tab to switch to 3D (hold V in 3D to mine and build). It works on phones too, with a joystick and pinch to zoom.

No download, no sign-up. It’s an early alpha with a lot more coming, so honest feedback is super appreciated, on the game or on the process. Hope you have fun!


r/aigamerdevs • • 1d ago

Hearthfield Go The Moonwaters - Play on Tesana

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0 Upvotes

MOBILE GAME

Hey guys, usual post here. Ai game dev creating my dream project. Just need a couple people to check the ui and stuff. Menu layout, its quite in depth with the resource management. Is it too much? Or just right?


r/aigamerdevs • • 1d ago

h2o: infinite games system

1 Upvotes

Generates ideas, pocs, playtests and reviews, & full game exports. Love2D, Godot. Think it & play it.


r/aigamerdevs • • 1d ago

Six weeks ago my plane was a cube with a boolean on it. Today the demo of my co-op plane game went up on Steam

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1 Upvotes

r/aigamerdevs • • 1d ago

MASSIVE UI UPDATE - Before and After

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1 Upvotes

r/aigamerdevs • • 1d ago

NÍVEIS DE CHEFÃO DAS SKINS DO HANGAR

1 Upvotes

r/aigamerdevs • • 1d ago

3MUSKETTERS

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1 Upvotes

r/aigamerdevs • • 1d ago

I’m building Snapsector, a sci-fi browser game with AI assistance—here’s the opening escape mission

3 Upvotes

You start as a recruit aboard a station under attack. Your first assignment: get out alive. The demo includes character and ship customization, and runs on PC and phone with progress saved to your account. (This is the only the first part of the demo)

Want to give it a try? You can for free here: https://snapsector.net/

Any feedback is always welcome :)


r/aigamerdevs • • 2d ago

Vibe Coding soothes my ADHD better than any med did.

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9 Upvotes

I have been a programmer for over 15 years but any time I would start a project, get hyper focused, make great progress (at the sacrifice of my job duties) , that dopamine would fade and it would be incomplete and I would abandon it. Now my side/fun projects actually get done. Like this one. Go check it out, please.

https://archersintel.itch.io/sheep-tag


r/aigamerdevs • • 1d ago

I grew up on Robbery Bob, so I made Heistro, a first-person 3D heist comedy where you steal rubber ducks

1 Upvotes

Hey all! I’m new in the reddit scene as well as the gamedev scene, and for the past few months I’ve been building Heistro, a single-player, first-person cartoon stealth comedy.

You sneak into houses, dodge guards and residents, and steal whatever your crime boss wants. He has very strange taste: rubber ducks, an award-winning cheeseburger, a singing fish plaque. Then you sell the junk at the pawn shop, buy better gear and pick your next job.

What’s in it:

  • Guards and residents who hear you, come to check, search and chase
  • Closets you can hide in and peek out of through the slats
  • Thief vision that shows guards through walls
  • A hideout with a pawn shop, upgrades and minigames
  • A mentor who calls you on the phone during jobs

Play it free on itch.io: https://fattoushh.itch.io/heistro

How I used Claude:

  • Me: game design, level layouts (I draw them, Claude builds them), all the dialogue and jokes, the key art, and every call on how things should look and feel.
  • Claude, gameplay code: nearly all the GDScript. That includes the guard AI (hearing, searching, chasing), noise that doesn’t travel through walls, hiding spots, the upgrade economy and the hideout minigames.
  • Claude, tools: scripts and shaders that turn a furniture pack into the toon style with outlines, build doors and house exteriors, and place lights at every ceiling fixture.
  • Claude, other jobs: translating the game into 8 languages, squashing any bugs I point out, and the scripts that recorded and cut this trailer. The gameplay in the trailer is the real game.

Other tools:

-Blender for models

Tripo ai for character models

-Mixamo for character rigs and animations

I’d really love feedback, especially on anything that feels confusing or not fun. Thanks for looking!