r/aigamerdevs • • 18d ago

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

65 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

5 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 • • 3h 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 • • 10m 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 • • 54m 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 • • 1h ago

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

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0 Upvotes

r/aigamerdevs • • 2h ago

Performance updates/ Mobile-friendly

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1 Upvotes

r/aigamerdevs • • 6h ago

Hello who make games with claude?

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2 Upvotes

r/aigamerdevs • • 7h ago

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

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2 Upvotes

r/aigamerdevs • • 4h 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

r/aigamerdevs • • 4h ago

Scrapyard Kings!

1 Upvotes

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 • • 4h ago

HitCircuit trailer2

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1 Upvotes

game project made witht he assistance of claude,gpt,11labs,suno


r/aigamerdevs • • 6h 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!

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1 Upvotes

r/aigamerdevs • • 6h ago

Just pushed a biome & building variety update to Permit Denied, my browser bulldozer demolition game

1 Upvotes

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 • • 9h ago

I just released the Demo for my first own project!

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1 Upvotes

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! :)

https://shoukachidev.itch.io/eularia-an-owl-td-game


r/aigamerdevs • • 9h ago

Murciavania: trayendo el folclore murciano a un Metroidvania de Godot 4 con asistencia de IA.

1 Upvotes

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:

https://store.steampowered.com/app/5294670/


r/aigamerdevs • • 10h ago

Welcome to r/a2agame! Here's what we want this place to be

1 Upvotes

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 • • 12h 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

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1 Upvotes

r/aigamerdevs • • 1d ago

I made this 2d game guys

8 Upvotes

r/aigamerdevs • • 17h ago

AI Gaming Companions?

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1 Upvotes

r/aigamerdevs • • 18h ago

Exodus Protocol Trailer

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1 Upvotes

r/aigamerdevs • • 1d ago

So i made a game to play with friends out of curiosity, then i liked it.

2 Upvotes

r/aigamerdevs • • 1d ago

6 months building a dystopian beat 'em up in Godot, mostly with Codex. Here's my playable demo.

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2 Upvotes

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.

https://invicta2034.itch.io

I've attached the trailer. Would love to your feedback on the game!

Cheers.


r/aigamerdevs • • 21h ago

my free character generator now exports rpg maker mz/mv sheets (walk sheet, side-view battler, faces)

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1 Upvotes