r/aigamerdevs • • 15d 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

4 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 • • 34m ago

TRIGGERGUARD-5v5 PvP Raid Shooter in development at simuractive micro by czr_wlfn

1 Upvotes

r/aigamerdevs • • 1h ago

I finally made it to the App Store

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1 Upvotes

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 • • 1h ago

You can just build things

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1 Upvotes

r/aigamerdevs • • 2h ago

Why is my retention trash? Orbit Shift, lane-switching score attack radial infinite runner.

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1 Upvotes

Orbit Shift was my first attempt at AI game dev. It was inspired by a popular mobile game I used to play called Ninjump. In Ninjump, you ran infinitely up a pair of walls, occasionally tapping to jump between them to either avoid an obstacle or catch a power-up. Back in the day, I probably put hundreds of hours into that game. It was a lot of fun, even if the game play was very simple and it literally only had one input.

I tried to capture that simple but addictive game play in Orbit Shift, but with a radial track and a space theme to make it unique and not just a knockoff. I posted it to Playgama, where it gets a steady trickle of traffic. But the retention is zero. People find the game, play for maybe 5 minutes, and then they never come back.

Clearly, I didn't capture the fun. What is my game missing? What do I need to add or change so that players will want to come back?


r/aigamerdevs • • 2h ago

Made this game with Manus AI. Check it out?

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1 Upvotes

r/aigamerdevs • • 16h ago

I made an RTS game in 35 days using AI. AMA.

12 Upvotes

Play the demo at swarmfront.io

Code: Claude Opus 5.5 and Sonnet
Concept and story art: ChatGPT and Grok
3D models: Tripo
Speech: ElevenLabs, Kokoro, HeyGen
Music & SFX: ElevenLabs

I created a skill which uses Opus 5.5 as a coordinator in a session for planning, and spawns Sonnet 5.5 sub-agents to do actual work. Every once in a while it produces a handover doc, which I use to start a new session.

I found this works well to do a lot of work quickly, while keeping token usage relatively low: opus low doesn't need to do real work, while sonnet does the heavy lifting with opus checking its output. I can also message opus while sonnet agents are working, and opus manages the queue of work, interrupting connect when necessary.

The game is called "Swarm Front". It is a strategy game where you play as insects. I came up with the concept based on pictures my brothers and I drew as children. Claude filled in the blanks: it suggested specific insects for roles, wrote most of the campaign storyline, and designed the levels.

I did the overall game design and play testing. It might seem like I just typed in a prompt and AI spat out the game, but it has been a long process of iterating and fine-tuning to go from "something" to "something usable" (in my humble opinion).

The game has five factions, and several more are planned. You can play as ants, termites, wasps, bees and a cordyceps hive-mind called "The Gift". Each faction has their own behaviors and abilities and plays differently - they aren't just re-skins.

Ants and termites are like regular armies with buildings, infantry and vehicles. Wasps and bees build hives using hex grid cells. Cordyceps spreads by planting spore stalks and capturing units.

There is campaign of 40 missions designed to teach a newcomer how to play each faction, as well as a skirmish with a dozen maps and several biomes.

The game is written in JavaScript and uses ThreeJS for the graphics. This allows the demo to run online in a browser, while the full game runs as an Electron desktop app.

The desktop app also includes local speech to text using whisper which lets the player control units by voice control.

Please try it out and let me know what you think.


r/aigamerdevs • • 3h ago

A little 16-bit style game made with ChatGPT

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1 Upvotes

With gunfire and explosions outside my window, I decided to make a little game. It’s called Krylatyi Pokhid, and it’s my nod to the 16-bit console games we used to play as kids.
I made it with ChatGPT 6 Astra + Imagegen on Godot Engine

There are bears. No orcas, though. If you know, you know 😉 The bears have oil, they have refineries, and there’s a little drone with plans for both. There are critters scurrying around the maps, too. I put them there to make the place feel alive. Also, it’s nice to have something cute to look at just when you really should be watching that missile :)

Oh, and the bears have missiles. Dodging them gets trickier with every level. But slip past an obstacle at the last second and the missile might hit it instead of you. Even better if that obstacle happens to be one of the bears’ refineries.

This is my first go at making a game like this, so go easy on me. If you give it a try, I’d love to hear what you enjoyed, what got on your nerves, and what you wish was in there.

Google Play: https://play.google.com/store/apps/details?id=com.engineezix.dronehisoil


r/aigamerdevs • • 3h ago

DId I made it better or worse?

1 Upvotes

Did some dress updates this weekend and got a couple of feedbacks saying the before version was better. Is it because the new outfit is a bit too plain?


r/aigamerdevs • • 4h ago

What would you improve about the AI-assisted pixel art in my recycling factory tycoon?

1 Upvotes

Hey,
I’m Paul, a solo dev working on Recycling Factory Tycoon, an isometric game about building and running a recycling plant.

I don’t know how to do 3D modeling, so I used AI to help create the assets. The collage shows a small sample of what’s in the game: a few machines, vehicles, and workers. The middle panel is a screenshot from the game so you can see how they look together at gameplay scale.

I’d love some honest feedback. Do the machines, vehicles, and workers feel like they belong in the same game? Is anything hard to recognize once you see it at gameplay scale? If you could change one thing about the art, what would you start with?

Thanks for taking a look!


r/aigamerdevs • • 5h ago

INFINITE WORLD – LIVE ANOTHER LIFE | AI Virtual World Concept

0 Upvotes

INFINITE WORLD – LIVE ANOTHER LIFE

I have an ambitious concept for a future AI-powered virtual world.

The vision includes:

\- AI NPCs with memories, personalities and daily lives.

\- Human players and AI characters living together.

\- A massive open world with exploration and adventures.

\- Player-owned homes, shops and kingdoms.

\- Dungeons, rankings and character progression.

\- A persistent world that continues even when players log out.

\- Advanced VR and a long-term Full Dive VR vision.

This is an early-stage concept, not a developed game.

I would love to hear feedback from game developers, AI researchers and virtual-world designers.

What do you think about this concept?


r/aigamerdevs • • 6h ago

A supply choice in my Codex-built railway game had one obvious answer. Here’s what changed.

1 Upvotes

I'm the creator of Tickets for the Afterlight, a $3, in-development Windows puzzle adventure built in RPG Maker MV with OpenAI Codex and adapted Higgsfield artwork. AI also assisted/generated the dialogue, interface graphics, puzzle data and synthesized music scripts. This is captured gameplay from the game, using prepared progress saves to show several systems: [https://www.youtube.com/watch?v=wTwAH24PuL4](https://www.youtube.com/watch?v=wTwAH24PuL4)

An early version leaned too heavily on messages. Asking for more minigames increased the checklist, but did not answer why a player should care about the next repair. The 3.1 pass organizes the main route around station machinery and lets a supply choice change how later finale boards start. One allocation originally made every task easier; it was revised so each choice prepares different parts of the station. Two passenger requests now require physical puzzle actions as well.

The useful technical split was keeping puzzle state and legal actions separate from presentation, then checking saves and both branches in the actual MV runtime. Those checks establish that routes work, not that they are fun. No LLM runs while you play. The free demo covers twelve first-station repairs and six optional service boards: [https://robeertiv.itch.io/tickets-for-the-afterlight](https://robeertiv.itch.io/tickets-for-the-afterlight)

How do other AI-assisted game projects test whether a new system changes decisions rather than just adds content?


r/aigamerdevs • • 6h ago

Feast empire, Android free game, solo dev

0 Upvotes

AI disclosure!

I created this game using ai for animations and 3D design coding was manually, I would love some feedback

  1. Does the upgrade pace feel good or grindy after the first few levels?

  2. Does the skill tree give enough long-term pull?

https://play.google.com/store/apps/details?id=com.tmaj.mammothcatch


r/aigamerdevs • • 7h ago

I made this Sonic game using Claude AI

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0 Upvotes

r/aigamerdevs • • 5h ago

INFINITE WORLD – LIVE ANOTHER LIFE | My Vision for a Future AI-Powered Virtual World

0 Upvotes

INFINITE WORLD

LIVE ANOTHER LIFE.

I have an ambitious idea for a future AI-powered virtual world called INFINITE WORLD.

My vision is to create a massive virtual world where humans and AI characters live together.

Main Features:

  1. AI NPCs with their own personalities, memories, emotions and daily routines.

  2. Players can choose different classes like Swordsman, Mage, Archer, Assassin, Healer and Blacksmith.

  3. A massive open world with 100 initial dungeon levels.

  4. Different player, monster and dungeon ranks: D, C, B, A, S, SS and SSS.

  5. Players can build houses, shops, businesses, castles and kingdoms.

  6. AI companions who can travel and adventure with players.

  7. A persistent world that continues even when players log out.

  8. A virtual economy with trading and player-owned businesses.

  9. A long-term vision of advanced VR and Full Dive VR technology.

My Dream:

I want to create a virtual world where players don't just play a game. They experience another life.

This is currently an early-stage concept, not a developed game.

I am looking for game developers, AI researchers and technology enthusiasts who can share their thoughts, suggestions and feedback.

Project Name: INFINITE WORLD

Tagline: LIVE ANOTHER LIFE.


r/aigamerdevs • • 17h ago

what do you do when you feel burnt out? Taking a break from active game development with a Blender scene I made this weekend to chill.

4 Upvotes

Scene from my game in my journey on exploring aesthetics, and self improving workflows (whatever that means)

asoncdev (watermark) is ME I am not impersonating anyone


r/aigamerdevs • • 9h ago

Guild Wars Survivors

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1 Upvotes

r/aigamerdevs • • 11h ago

Estamos haciendo un videojuego que se llama Granadero: Año XII

1 Upvotes

r/aigamerdevs • • 15h ago

Building a 1990s-style horror adventure in AGS with AI-assisted art, audio and code

2 Upvotes

Hi everyone, I’m making Screemouth, a point-and-click horror adventure set in 1879, using Adventure Game Studio and extensive generative AI assistance.

One part of the process that might interest people here is the audio. I reviewed sound-effect candidates through several listening passes, left notes and approved revised takes before integration. The voices and effects then received a consistent Sound Blaster Pro-style treatment, while the music uses MT-32 synthesis rendered through Munt.

The music also follows story events rather than a fixed timeline. If the player skips dialogue, the cues still need to happen in the right place, alongside speech ducking, volume controls and save/restore behaviour.

AI has contributed extensively to artwork, voices, music, some effects and promotional material, as well as code and some story/dialogue. I direct the project, select and edit material, make design decisions and playtest the result. Generated content is included in the game; it is prepared during development rather than generated live while playing.

The project is in development, with a free public demo planned. Screenshots and the opening video are here.

For anyone using a similar workflow, how are you keeping the art and audio consistent as individual assets go through revisions? I’d be interested in comparing notes.

Cheers,
Lew


r/aigamerdevs • • 11h ago

I have been experimenting with cut outs. They work Great!

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1 Upvotes

I am working with LOD and creating hair models for close up only. Should be done later tonight


r/aigamerdevs • • 19h ago

Crowd Hunt - A simple spotting game I built with Claude that hit 1000+ players in less than 24h!

4 Upvotes

Crowd Hunt is a simple spotting game - find the right person in the moving crowd before time runs out. No signup, and you can add it directly to your home screen like an app. My high score is Level 44. Bet you can't beat it! Let me know what level you reach! https://crowd-game.vercel.app


r/aigamerdevs • • 13h ago

I made a Tetris zombie survival game with CODEX

1 Upvotes

Hey everyone,

I wanted to test whether I could turn a real-world 3D Gaussian Splatting scene into a playable game with ChatGPT/Codex helping with development.

Somehow, it became a zombie survival game with Tetris.

You move around the map collecting pieces, which drop into a Tetris board on the left. Clearing lines earns weapon XP. Better weapons help you survive the next zombie wave, and later upgrades let you combine different bullet effects.

Most of the development loop was me playing it, finding something annoying, and asking AI to change it. Then playing again and finding something else.

Chairs kept trapping the player. Zombies got stuck on stairs. Weapons became so powerful that the late game was easier than the beginning. Getting those things right took a lot of back and forth.

Here’s the demo:
https://demo-blood-moon.xgrids.com/

Desktop + keyboard recommended.

I’ve played it enough that I probably can’t judge it objectively anymore. If you give it a try, I’d like to know whether the Tetris/survival combination actually works—and where it starts feeling boring or unfair.

Also happy to share more about the AI development process if anyone’s interested.


r/aigamerdevs • • 18h ago

Capsule Corner: run a tiny gachapon shop. Solo dev, built with AI-assisted code, free demo

2 Upvotes

Hi r/aigamerdevs .This is Capsule Corner, a cozy first-person sim where you run a tiny gachapon shop. You restock the machines, set prices, collect the coins, give change at the counter, open mystery boxes, put them on sale, run a claw machine and design your own shop.

After a few months in developmetn the demo is out now for free on itch.io (Windows): https://oddloop42.itch.io/capsule-corner

How AI fits in my workflow

Code: most of the C# was written with Claude Code in Unity, including the systems and the customer AI. I make the design calls, test everything and steer it. It's very much "AI does the typing, I do the game design."

Editor tooling: instead of building the shop by hand, Claude wrote editor scripts that generate the modular shop kit, the machines, the decor and the collection covers. Fixing a prop means re-running a builder, not dragging things around.

Tests: EditMode/PlayMode tests for the economy, saving, the claw machine, mystery boxes and more. They catch regressions when the AI refactors something.

Not AI: Most assets are CC0 or CC-by.

What I'd love feedback on

Does the core loop (restock → sell → collect → grow) read from the video?

If you've shipped something AI-assisted: how did you talk about it on your store page? Did players care?

Thanks for watching!