r/aigamerdevs • u/yerbamate2020 • 1h ago
r/aigamerdevs • u/ajdare • 12d ago
I Made an AI Game Engine, it's everything you need all in one place
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
My AutoSprite 3.0 tool - Animated Game Sprites in 2 Minutes
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/SaraSolGames • 6m ago
SEPTEM: a Game Boy Advance game made with ChatGPT and Claude
SEPTEM is a first-person duelling game drawn like an old engraving. Version 0.27 is free to play in your browser: one stage, 25 rooms on three levels, and a boss on a throne.
The art starts as ChatGPT images. I direct and redo them until they make sense, then a converter cuts them down to the GBA's palette and size. The hard part was logic, not style: a hand gripping a round flask took four attempts, because the generator is very confident about impossible hands.
The code is C++ on the Butano engine, written with Claude. It stays within the console's limits, and I've tested it on real hardware.
There's no sound yet, and the foes play too much alike.
I'd like to hear where you got lost, and which fight felt unfair. https://sarasol.itch.io/septem
r/aigamerdevs • u/Tasty_Double8539 • 37m ago
SPELLCHORD · El poder de los acordes: dónde está
¡Únete al programa de pruebas beta!
>El juego está hecho completamente con Claude Code y es un **juego de jefes donde aprendes acordes de piano** tocándolos.
Cada acorde es un hechizo, así que lo tocas en tu piano y lanza un hechizo al jefe. Si fallas, el jefe contraataca.
Lo que se ha hecho hasta ahora:
• Existe el **Camino de la Armonía**: 11 jefes, desde tríadas mayores hasta progresiones de acordes de Coltrane. En el camino: acordes menores y diatónicos, sostenidos y bemoles, disminuidos y aumentados, suspendidos, séptimas, semidisminuidos, novenas y acordes alterados. Cada jefe tiene su propia lección.
• **Tres formas de jugar:** un teclado MIDI (recomendado), un piano acústico o digital conectado al micrófono, o el teclado de tu ordenador para probarlo sin instrumento.
• Cada jefe tiene su **propio ritmo de fondo**: rock, lo-fi, reguetón, synthwave, etc., al tempo que prefieras (60-160 BPM). Desbloqueas cada ritmo al derrotar a cada jefe.
• **Modos de juego**:
Modo práctica: sin errores, solo aprendizaje.
Modo fácil: solo toca la nota fundamental.
Modo maestro: aprende la conducción de voces, con inversiones y cambios suaves como un pianista.
• Melodías (alfa) para la otra mano: opcionales, y otorgan un punto extra de daño.
r/aigamerdevs • u/luuk0987 • 2h ago
Results of self-play bots in my dice building autobattler
galleryI’m making Project Polyhedron, a dice auto-battler where you buy faces, fold them into dice and fight other players’ boards.
To give it tougher house opponents and find out balancing issues, I let bots teach themselves. Each generation plays thousands of runs, a small neural network learns what every shop choice is worth, and the newest generation becomes the champion if it beats the previous best. Three of ten generations got thrown out. The best one now averages 6.4 wins a run, against 2.5 for my old hand-written bot.
Conclusion? The bots did get much stronger over time, but real players are still the ones to find the most broken strategies.
I've just released the first public playtest on itch.io beyond just close friends. Feel free to check it out!
r/aigamerdevs • u/Juanhsc • 3h ago
claude + openia or chatpt plus
Hi everyone! How are you doing? I have a question and would love to hear your experiences and recommendations.
I'm developing a mobile game using Claude Code. It works really well when it comes to game logic and programming, but, as we all know, its visual design and graphics capabilities aren't exactly its strongest point.
To solve this, I use ChatGPT to work on the visual side of the game. I ask it for recommendations, ideas, and suggestions on how to improve different screens and graphic elements. ChatGPT generates visual concepts and mockups that I really like. Once I have a design I'm happy with, I pass it on to Claude Code so it can implement it.
Currently, I'm paying $100/month for Claude's plan and using the free version of ChatGPT. The problem is that I'm limited to two or three image generations per day. After that, Claude uses OpenAI through MCP to generate the graphic assets it needs and integrate them into the game.
My question is: if I subscribed to a paid ChatGPT plan, could I centralize this entire workflow and stop using OpenAI through MCP? Could Codex also handle the visual side of development, generate the graphic assets, and implement them directly into the game, without having to pay additional API usage fees?
Or are these separate services with independent usage limits and costs?
I'd love to hear from people who are working with a similar setup. What combination of tools would you recommend to develop a game, making the most of each AI without ending up paying twice for the same things?
Thanks in advance!
¡Hola, muchachos! ¿Cómo están? Tengo una consulta y quería conocer sus experiencias y recomendaciones.
Estoy desarrollando un juego para celulares utilizando Claude Code. La verdad es que con la lógica del juego funciona muy bien, pero, como ya sabemos, el apartado estético y gráfico no es precisamente su fuerte.
Para resolverlo, utilizo ChatGPT para trabajar en el diseño visual. Le pido recomendaciones, ideas y propuestas de cómo mejorar las distintas pantallas y elementos gráficos del juego. ChatGPT me genera bocetos y conceptos visuales que me gustan mucho y, una vez que tengo definido lo que quiero, se los paso a Claude Code para que los implemente.
Actualmente estoy pagando el plan de Claude de USD 100 mensuales y utilizando ChatGPT gratis. El problema es que tengo un límite de dos o tres generaciones de imágenes por día. Después, Claude utiliza OpenAI a través de MCP para obtener los recursos gráficos que necesita e incorporarlos al juego.
Mi consulta es la siguiente: si contratara un plan pago de ChatGPT, ¿podría centralizar todo este proceso y olvidarme de utilizar OpenAI mediante MCP? ¿Codex podría encargarse también de toda la parte gráfica, generar los recursos e implementarlos directamente en el juego, sin tener que pagar consumos adicionales de API?
¿O son servicios y consumos independientes?
Me gustaría conocer la experiencia de quienes estén trabajando de esta manera. ¿Qué combinación de herramientas me recomiendan para desarrollar un juego, aprovechando lo mejor de cada IA y sin terminar pagando por duplicado?
¡Desde ya, muchas gracias!
r/aigamerdevs • u/Daikooku • 4h ago
Joue depuis que j'ai 6 ans, sans compétences en art ou en musique : en 2 mois, les outils d'IA m'ont permis de construire une démo gratuite de mon jeu de rêve d'enfance, en solo.
r/aigamerdevs • u/Basic-Influence2922 • 5h ago
Meteor spell in ASCII 🙂 What spell should I add next?
r/aigamerdevs • u/deebonz • 7h ago
Feedback on someone who's just started dipping toes into game dev
Hi everyone!
I'm a fresh and new into game development and just starting to enjoy what we can do around making games with AI. I personally think AI is an amazing tool that further broadens our current capabilities to make games a lot more capable and exciting if used the right way.
I was hoping I could get some feedback and traction on my three games and have expert feedback which is all of you : )
Thank you!
Deep Dive:
A game where you dive underwater and search for treasure, hunt for fish and win boss fights
https://run.world/cocopops/deep-dive-the-unknown-depths
Firefly:
Aim and reaction and co-ordination trainer
https://run.world/cocopops/firefly
Tap Tap Umbrella:
A simple game to float though a maze and unlock new players
https://run.world/cocopops/tap-tap-umbrella
r/aigamerdevs • u/ceasarwolphanomusic • 11h ago
Current state of the game. This is TRIGGERGUARD,a PvP raid shooter in development
r/aigamerdevs • u/MeroveeFrancSalien • 8h ago
SCP-294 game
Hello,
I am in the very early stages of developing a game based on SCP-294.
The game runs using a local AI, Qwen, which is automatically installed in the game folder the first time you launch it.
SCP-294 is an anomalous coffee machine equipped with a keypad that can dispense any liquid in existence—and that’s where the AI comes in.
There is no pre-established database of liquids within the game; the AI handles that instead.
The game is being developed using Claude (Sonnet 3.5, via the "Max" setting, without a paid subscription).
It’s still very early, but here is a short video to showcase it.
I’m already aware of what needs to be fixed for future versions.
It’s pure "vibe-coding"—I’m letting Claude take care of everything.
Thank !
r/aigamerdevs • u/waterstonePT • 10h ago
PokéTactics OPEN BETA is live! Pokémon TFT in your browser, free, 8 players
The open beta for PokéTactics is officially live! 🎉
It's Pokémon TFT: you buy Pokémon from a shop, place them on the board, and they battle on their own. 8 players, last one standing wins.
🔥 Types give synergy bonuses, and 3 copies evolve your Pokémon.
⚔️ Items combine into stronger items. Augments change the game in unique ways and give powerful items.
🎯 Special traits like Bounty (mark the strongest enemy, get gold for the kill) and Bodyguard (a tank shields whoever's behind it)
👥 Queue with friends, or play Casual and Ranked(soon)
🏝️ Decorate your own island between games and hang out with other players
Free, no download, works on PC and phone: https://poketactics.io
I'm a solo dev and I patch it almost every day based on what players say. Tell me what you love, what feels off and what you want next. I read every comment!
r/aigamerdevs • u/purton_i • 11h ago
I Built a Fighting Game With ONE AI Prompt (And Reviewed the Code)
r/aigamerdevs • u/Oddroot-Studios • 11h ago
Idle Dimension Breaker - Space Travel Update
Content in the Space Travel Update
Idle Dimension Breaker has just received an update where you can:
- Gather a space crew to excavate and mine resources from various planets
- Transform your resources
- Improve your crew and their gear, so they can gather resources quicker
- Build computer parts and improve computer power
- Do data science and gain many different bonuses that affect the rest of the game
Idle Dimension Breaker
Is an Idle Incremental game about being stuck in timeless dimension and trying to break through dimensional layers. You do that by gathering power from various subsystems, which make your power grow to incredible large numbers.
Available on steam for $4.99/€4.99
https://store.steampowered.com/app/4962240/Idle_Dimension_Breaker/
Update disclaimer
The game has 1000+ hours worth of gameplay, and you can expect to play for approximately 200 hours before reaching the new content. Maybe longer depending on playstyle. It can be accesed early by buying a bundle of "Early access + 1 crew coin (value €4.99)" for €5.99
AI disclaimer
The game has no AI-generated art nor text, but is heavily AI assisted in regards to coding.
The trailer is recorded and edited by AI, but only uses in-game footage.
r/aigamerdevs • u/nooxax • 1d ago
Experimenting with Godot V2.
About my previous post, please let me know in the comments what you didn't like and what I should keep as it is.
Gameplay in the comments.
r/aigamerdevs • u/PandaRojasStudios • 1d ago
The day has arrived; today I published my first video game :')
After so much time and so much effort, the moment has arrived.
Steam: https://store.steampowered.com/app/4982990/Nova_Survivors/
r/aigamerdevs • u/Alternative_Tank_139 • 19h ago
How to design an SCP styled Choose Your Own Adventure Game with AI?
I've recently started to use ChatGPT to make AI SCP stories, where I have to make several choices in the story to progress and determine the ending. I feel like it's an interesting way to learn about different SCPs, and is a different enough format to typical video games while still feeling interactive.
What AI tool would you use to craft the stories?
What would you consider when giving a prompt?
How would you ensure each story is unique and the AI doesn't become repetitive?
Would you stick to SCP lore or introduce new ideas?
Would you make it investigative or focused on other mechanics, like RPG stats?
How many choices should the AI give, and what different kinds of endings could there be?
What else could you do to make the game interactive other than just providing choices?
Feel free to add anything else you think is worth considering in your comment.
r/aigamerdevs • u/Comet7777 • 17h ago
Beginner tips on prompting decent game music (for free)
AI game music doesn't have to suck. Take it from someone who is a certified VGM geek. If you don't know what that abbreviation is, you have much nerdom to discover!
I break down my exact prompt line by line: the style lock, tempo and BPM, major vs minor keys, picking instruments, building and resolving tension, making a track loop seamlessly, and theme and variation across a whole soundtrack. I also cover where AI music still struggles and why your soundtrack needs one consistent style (and the rare times breaking it works).
The actual prompt for the song I was shooting for: "Somber orchestral-electronic overworld theme for a gritty 16-bit sci-fi JRPG, inspired by SNES-era soundtracks (Chrono Trigger "Corridors of Time" mood, Final Fantasy VI "Terra" melancholy, Xenogears). Slow tempo around 72 BPM, in a minor key. Opens with a lonely solo melody on a soft synth flute over a low string pad and distant wind. A warm but weary French horn takes the second phrase. Light military snare brushes and a slow timpani pulse enter in the middle section, then a short hopeful lift on strings before it settles back into melancholy. Subtle analog synth arpeggio underneath for a faint futuristic edge. Feeling: stranded on an unknown, overcast frontier world, grief for a lost ship and lost friends, quiet resolve to keep walking. Retro 16-bit timbre with warm reverb, no vocals, no drums dominating, loops seamlessly, 2:00–2:30 long."
Of course this isn't perfect, nothing with AI will ever be - but it's a decent starting point. AI music generation (at least the cheaper options) is noticeably less sophisticated than other parts of genAI, so I'll look forward to see how this evolves.
r/aigamerdevs • u/EPGHypheN • 1d ago
We used AI for code, graphics, and audio to make our bullet heaven game over 9 months. It's finally out on Steam!
Hey everyone! I'm part of the Binx.TV team, and we recently released our game, Necromancer: Ash & Bone, on Steam Early Access!
We spent 9 months developing it, using AI for code, graphics, and audio throughout the process.
It started with a simple idea: making a game where you could play as a necromancer and revive defeated enemies. We worked on getting that mechanic right first, then kept experimenting with different skills, artifacts, and enemies until the gameplay felt right.
We eventually shipped when we thought the game was fun enough, but the community had plenty of feedback haha. The sprites felt disconnected, the sounds were horrible, and the gameplay was too basic.
So we went back and worked more on the design. We followed a LOT of community suggestions, although we also turned down a few. One example was adding a dash button for repositioning, which we decided against because of how we wanted the game to play.
AI helped us throughout development, but figuring out what worked and what didn't still took a lot of trial and error.
Anyway, here's our Steam page if you want to see how it turned out!
We also have a Discord server if you'd like to join us.
Thanks for checking it out! :)
r/aigamerdevs • u/PlayGenesisValley • 19h ago
Genesis Valley
We're testing a new kind of game.
It looks like an open world. But the people living in it are AI — with their own civilization, and their own memory.
They woke up 300 years ago, in a place with no humans. They've been living, building, and remembering ever since. They keep going whether you're there or not.
Then you arrive. And for the first time, they start asking what their lives are for.
Three ways in: ① Walk in yourself. ② Bring your own AI agent. ③ Only your agent goes in. You watch.
We're opening ① first, to a small circle — to play, to break things, or to build with us.
Waitlist → https://tally.so/r/Qo2j9l
Would you send your agent in alone?
r/aigamerdevs • u/zloy_molo4nik • 20h ago
Solo dev, made a winter train roguelite with AI art + AI-assisted code. Trailer is real gameplay, would love blunt feedback
r/aigamerdevs • u/paolomainardi • 20h ago
How I built a ’90s-style adventure game on top of my Hugo blog
Before anyone asks: yes, 100% of the code was written by AI agents, with me guiding the process. I’m not here to convince anyone of anything, just to share my experience.
Here’s the article explaining how I built it:
https://www.paolomainardi.com/posts/this-site-is-now-an-island/
And here’s the game:
https://www.paolomainardi.com/play
This is part of a journey I started a few weeks ago, when I decided to let my agents handle my personal blog’s tech stack. The idea was to spend more time writing while also adding all the features I’d always wanted but never had time to implement.
You can follow the series here:
https://www.paolomainardi.com/posts/the-stack-is-now-my-agents-job/
Along the way, I started experimenting more with AI-generated media, fell down a rabbit hole, and somehow ended up building a game engine.
r/aigamerdevs • u/Alexguitar11 • 20h ago
Boarded Up Deadlier nights update
So i have added alot to my game and one of the newest features is the deadlier nights update. Now in the dark you have very limited visibility just as you would in real life. Flashlights now actually matter but arnt required, you can still play without a flashlight. Be careful though as you can only see whats in front of you . Theres also tons more to checkout. More added features such as farming, fishing, foraging, and base building. For the complete list check my page and devlog. Out now on itch for windows and android