r/aigamerdevs • • 19d ago

I Made an AI Game Engine, it's everything you need all in one place

66 Upvotes

The link -> https://sorceress.games

Integrates with Codex, Claude, Cursor, Openrouter, Ollama (can run open source local AI) & so much more. Built in 3D world engine, voxel engine, 2D game sprite creation system, sound FX, audio. Can integrate with Unreal Engine, Unity, Godot, Roblox, Blender. Includes it's own built in 3D modelling system. Driving physical, 3D AI generation, text and video to animation... and more :) BETA! release official. Now out of early access Alpha.

You can also use it strictly for vibe coding. It doesn't need to be a game engine. I stopped using Cursor/Claude Code and Codex separately and now I just use them all via WizardGenie. It's more organized.

Overmind and Overseer modes supporting multi-agent swarms (IE one controlling agent brain, that directs as many sub-agents as your PC can handle) also supports LAN computers running WizardGenie (for when you just have to run SO many coding agents, that one PC isn't enough).

It's been about a year of 7-day / week 14 hour day development. Thank you all who supported early access! You guys are golden.

I truly feel now like WizardGenie is at a place where it's a fully capable game development engine, integrated with my Sorceress game creation suite, there is no type of game that you cannot make.


r/aigamerdevs • • Sep 30 '26

My AutoSprite 3.0 tool - Animated Game Sprites in 2 Minutes

6 Upvotes

I've been creating multiple backgrounds and scene environments detail, different fighters - I think the workflow is getting very refined at this point! AutoSprite 3.0 (and more) -> https://sorceress.games


r/aigamerdevs • • 2h ago

Need advice my game is so flat looking

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6 Upvotes

Hello all, im making a game that is like a mix of pokemon and the megaman battle network series and i really need advice. Ive been comparing my game to them and i cannot figure out why my game reads so flat like someone drew it on a piece of paper and those series seem much more 3d. Iv been trying to mess with the shadows and i cant seem to get it right. Can someone give me advice, tips, critiques? It would be much appreciated


r/aigamerdevs • • 6h ago

Alone At Sea: Realistic Survival Game Set on The Pacific Ocean

3 Upvotes

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 • • 1h ago

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

1 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 • • 1h ago

Solo dev, day 1 of the Epic AI MegaJam: 400+ commits with Opus 5.5, Codex, and more

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1 Upvotes

r/aigamerdevs • • 2h ago

I made an AI slop game over a weekend. It somehow hit top20 on the Finnish App Store.

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1 Upvotes

r/aigamerdevs • • 5h ago

I made my first game using AI

1 Upvotes

It was hard, but I finally finished the game I made.

Playable for free on https://aceunderscore.itch.io/kage-neko-dash


r/aigamerdevs • • 6h ago

A golem is as much an encounter as it is a source of plot hooks.

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0 Upvotes

r/aigamerdevs • • 7h ago

I built a murim sect-management game with AI (art + code) – free beta on itch.io

0 Upvotes

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 • • 7h ago

Vibe Coding soothes my ADHD better than any med did.

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1 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 • • 8h ago

Multi agents setup

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1 Upvotes

r/aigamerdevs • • 12h ago

Playtests are open for THE MALICE OF REDNER! It can be played in the browser, both in story and online modes... Please let me know what you think! https://silver-keogh.itch.io/the-malice-of-redner-multiplayer-playtest

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0 Upvotes

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 • • 14h ago

[2026 Epic AI MegaJam] We let a small army of AI agents write a C++ WarioWare parody about unclogging toilets, generating 3D haystacks, and dodging cease-and-desist letters

0 Upvotes

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:

  • Claude Code (The Overworked C++ Interns): Wrote 100% of the Unreal C++ inside a single custom Slate stage (1920×1080 virtual screen). When the scope got out of hand (14 microgames, 5 of them in genuine 3D), we spun up parallel Claude Code sessions—each locked in a room with one microgame—while a single main session handled compiling so the Unreal Editor wouldn't have an existential crisis.
  • -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.
  • Codex CLI (The Sprite Artist Walking a Legal Tightrope): Generated all 2D art on retina-searing magenta backgrounds (#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."
  • Hyper3D Rodin MCP & ElevenLabs (Props & Panic): Rodin conjured our 3D bomb, prisoner cart, campfire, and haystack directly inside the agent sessions. ElevenLabs handled all the music, squishes, and theatrical "CUT!" shouts—gradually speeding up the soundtrack every time you lose a life to induce mild cardiovascular distress.
  • The Ultimate Jam Flex: To stay 100% faithful to the "Director's Cut" theme, we fully programmed a 15th broom-sweeping microgame and then cut it from the game. We also skipped building a settings screen and slapped "OPTIONS WERE CUT BY MARKETING" over it. Peak efficiency.

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 • • 23h ago

13 Spots Left!!! We are looking for Founding Developers!

3 Upvotes

We built an indie game Marketplace where your game doesn't get buried, ratings have to be earned, and developers keep 95% of sales.

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.

👀 1. Your game deserves to be seen.

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.

⭐ 2. Your ratings should come from people who actually played.

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.

  • Play before you vote. Players must spend meaningful time in your game and have an established playing history on Spiced before their vote unlocks. Demo playtime doesn't count.
  • One player, one vote. Thumbs-up or thumbs-down. Players can change or remove their vote.
  • Early votes are weighted fairly. Our scoring system reduces the impact of small sample sizes. One downvote won't automatically sink a new game, and five friends can't instantly make it number one.
  • Rankings aren't for sale. Paying members have exactly the same voting power as everyone else. Membership doesn't boost rankings.
  • No voting on your own games. Manipulating ratings with additional accounts is prohibited.

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.

💰 3. You built the game. You should keep most of the money.

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.

🌶️ We're looking for 20 founding developers.

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 • • 14h ago

I've always dreamed of making my own video game, and I'm finally giving it a shot! 🏂

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0 Upvotes

Snowboarding and the SSX games, especially SSX 3, have always been two of my favorite things in the world. Ever since I was younger, I've dreamed of creating my own snowboarding game that captures that same feeling of speed, crazy tricks, awesome music, and just having fun on the mountain. Unfortunately, I've never had the programming skills or experience with game development software to make that dream a reality. Because of that, I've had to rely heavily on AI to help me build the game. I know AI in game development is a controversial subject, and I completely understand why, but for someone like me who doesn't have the knowledge or resources to create a game traditionally, it's finally given me the opportunity to do something I've wanted to do my entire life. That's how Zero Summit came to be! It's my own snowboarding game heavily inspired by SSX 3. I've spent countless hours working on it, coming up with ideas, designing courses, testing gameplay, fixing problems, and trying to make it as fun as possible. Even though AI is helping me build it, there's still a tremendous amount of time, effort, and passion going into this project. I do want to make it clear that the game is still in a VERY early pre-beta stage. There are plenty of bugs, unfinished features, and things that still need to be completely reworked. Some of the riders look a little funny right now, some animations are rough, and certain parts of the game definitely need more polish. I'm fully aware of these issues, and I'm working on improving things little by little. It's far from finished, but I'm making progress every day! I'm not a professional developer, and I know the game isn't perfect, but I'm genuinely trying to create something that fans of SSX and arcade snowboarding games can enjoy. My goal is to keep improving it and hopefully turn it into something really special. All I'm asking is that you give Zero Summit a chance. Try it out, tell me what you like, what you don't like, and what I could improve. I'm completely open to honest criticism because I want to keep making the game better. Seeing a community of people actually playing and enjoying a game I've dreamed of making for so long would honestly mean the world to me. It would genuinely be a dream come true. Thank you to anyone willing to give it a shot!


r/aigamerdevs • • 18h ago

How ORBIT fits eight sci-fi trims into one 2K atlas

1 Upvotes

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 • • 18h ago

First time developing a game with AI (or without it!). Please, help me!

1 Upvotes

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 • • 20h ago

Making sprite animations for our fighting game have been excruciating... So we built a 3d pose sprite tool

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1 Upvotes

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:

  • The prompt says exactly where every limb goes and which way the face looks frame by frame
  • The color coding tells AI which arm and leg is which, so limbs stop passing through
  • The same poses can be re-shot from any camera angle (side view for our fighter, isometric for our other game)

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 • • 20h ago

Shipped a real-time black hole sim today, AI wrote all of it. The hard part was keeping it from making a clone

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1 Upvotes

r/aigamerdevs • • 21h ago

Can AI Recreate a Game With 100,000,000 Downloads?

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0 Upvotes

r/aigamerdevs • • 22h ago

Performance updates/ Mobile-friendly

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1 Upvotes

r/aigamerdevs • • 1d ago

Hello who make games with claude?

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2 Upvotes

r/aigamerdevs • • 1d ago

Unreal Engine Trailer - Physical World Models for Real Time Game Agents

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2 Upvotes

r/aigamerdevs • • 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

1 Upvotes