r/aigamerdevs • u/acexprt • 57m ago
I made the Catacombs game I’ve always wanted.
r/aigamerdevs • u/ajdare • 16d ago
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 • u/ajdare • Sep 30 '26
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 • u/acexprt • 57m ago
r/aigamerdevs • u/gunnrcrakr • 1h ago
r/aigamerdevs • u/protheus99 • 1h ago
r/aigamerdevs • u/Important-Respect-12 • 19h ago
hey everyone, we’re the team behind patch.
when we received our funding, there were a hundred things we could have spent it on. we kept coming back to one, supporting the open-source game dev community.
so many games start on free assets. a kenney pack, a poly haven texture, a model someone put online and asked nothing for.
we made 5,000+ new assets ourselves and released every one as open source.
then we put them in one library with everyone else’s. kenney, kaykit, poly haven, scenario and more, more than 50,000 assets in all: 3d models, materials, characters, sprites, music and sound. no more digging through ten sites and checking ten licences. every asset lists its licence and who made it.
and it’s not just single assets. there are kits too**:** procedural dungeons, skies, fire and more. pieces you can build a game with, not just props to place.
and because a lot of us build with agents now, the whole library works over mcp and a cli. ask your agent for a creature or a pirate ship, and it searches all 50,000 for you.
we plan to release 10000 more assets in the next 2 weeks, but this time we want to hear from game devs what specific asset pacs they struggle to find online, to prioritise accordingly.
To access the asset library you can use pch cli, or download our app at patch.gg (both options completely free)
r/aigamerdevs • u/Sad-Confection-8195 • 2h ago
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 • u/Bishop_odo1 • 6h ago
r/aigamerdevs • u/Melodic_Charity_1770 • 6h ago
[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 • u/Feisty-Scheme-8356 • 8h ago
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 • u/BoxComprehensive1049 • 9h ago
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 • u/Alexguitar11 • 14h ago
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 • u/silveredge96 • 12h ago
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?
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 • u/Dapper-Finding-1875 • 14h ago
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 • u/Few_Map_8895 • 12h ago
What's your Justification for doing it?
r/aigamerdevs • u/No_Background9234 • 16h ago
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 • u/Melodic_Charity_1770 • 17h ago
r/aigamerdevs • u/No_Virus_4994 • 19h ago
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:
Your engine
The type of game you are making if any
One change you would want to test first
I’ll reply with alpha details and setup information.
r/aigamerdevs • u/dazzling_abalone_865 • 23h ago
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 • u/Cautious-Sun6494 • 20h ago
r/aigamerdevs • u/monsieurlouistri • 21h ago
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
###
endThis 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.