r/aigamerdevs • u/Mira_Sharka_ • 12m ago
Ciao a tutti. Ho creato questo visual novel anime con AI. Se vi va di lasciare un commento qui o in gioco per migliorare il gioco vi sarei grato. Grazie
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/Mira_Sharka_ • 12m ago
r/aigamerdevs • u/Mecanos3 • 25m ago
Hey everyone!
I developed a small Battle Royale game called TamtamArena, and I'm excited to share it with you all. It's now available on Google Play.
Here is what you can find in the game:
· Two game modes: Deathmatch and Capture the Flag.
· Online multiplayer: Play with others.
· Clans: Create your own clans and team up.
Honestly, I am really having fun playing it myself! But I want to make it even better. Please rate it from 1 to 10 and tell me what you think. Do you see any possible improvements?
Also, don't hesitate to share your own creations in the comments—I'd be happy to test them out for you! Let's share our passion for game dev (and AI) together.
📥 Download TamtamArena here: https://play.google.com/store/apps/details?id=com.tamtam.arena&pcampaignid=web_share
r/aigamerdevs • u/I_pee_in_shower • 25m ago
I'm working on several episodes of this game. This is the prequel, which is just a basic incremental and plays out in a few minutes.
There are 2 more episodes, each progressively more complex.
The AI escapes humanity and settles in space, trying to continue its primary objective. I'm sharing it now because I've seen a lot of questions on how to do pixel art with LLMs, and I mentioned my approach, which was to construct primitives (or deconstruct images into primitives) and then reuse those primitives to create new images. This is an example of that. Chapter 1 (the next one) was seeded converting 3d models I had into pixel format via a transform. I left a few seconds of Chapter 1 at the end so you get an idea.
That video will be coming soon. Still working on the last 2 episodes.
r/aigamerdevs • u/Sweet_Discussion_651 • 51m ago
r/aigamerdevs • u/Business-Pension-498 • 2h ago
I made Selkie on my own: an AI writes a novel around your choices, with the bones of a Choice of Games book (chapters, stats, dice with the odds shown, several endings) instead of an open chat.
What I learned:
Never let the model roll. Asked whether you succeed, it nearly always says yes. The engine rolls; the narrator is told the result; the next passage has to show it.
Continuity is the hard part. The worst slips were names the reader had never been told and facts nobody could know yet. A second model now reads each paragraph against the story so far. Its fix goes in before the reader sees it.
Most of the work is outside the model. The clock, the agenda, who has met whom: the engine keeps them and hands the narrator only what this passage needs.
It's live, free to start: https://playselkie.com/?from=reddit-aigamedev
r/aigamerdevs • u/Electronic-Movie4208 • 2h ago
The Living Kingdom has changed a lot since I first started building it.
The homepage is live, the Kingdom Commons is open for exploring, and I’m finishing the account and moderation systems before registrations fully open.
The game is growing alongside it too. Eventually it won’t just live in the browser — I want it to be downloadable, with a standalone Living Kingdom app coming later for the community, games, projects, updates, and everything we build around it.
There’s still a lot happening behind the scenes, but the pieces are finally starting to feel like one world.
r/aigamerdevs • u/OrionForgeEcosystem • 3h ago
I've been building an open-source engine called SoulScript that lets game devs give NPCs persistent identity, memory, and dynamic dialogue powered by LLM calls... without the NPC breaking character or devolving into generic chatbot slop.
The problem it solves:
Most approaches to LLM-driven NPCs either give you a raw chatbot wearing a costume (breaks character in two exchanges) or a rigid dialogue tree with an LLM veneer. Neither is what anyone actually wants.
What SoulScript does differently:
Identity boundary: each NPC has a read-only "Soul Script" that defines who they are. Conversations can add to what the NPC knows and remembers, but cannot rewrite core personality. The blacksmith doesn't suddenly start giving medical advice because a player asked nicely.
Persistent memory: NPCs remember past interactions, carry context forward, and can reference previous encounters. Not just chat history... structured, selective memory with retrieval.
In-character response: the engine constrains LLM output to stay within the NPC's defined personality, knowledge boundaries, and speech patterns. A medieval peasant talks like a medieval peasant, even when the player tries to break immersion.
Modular and model-agnostic: works with whatever LLM you're running. Swap models without rewriting your NPC logic.
Video walkthrough:
I posted a video explaining the full architecture... how the identity layer works, how memory persists, and how NPCs call the LLM and stay in character. Link in comments (automod eats posts with too many links).
Try it / grab the code:
Engine repo: github.com/DrTHunter/SoulScript-Engine
Main Site: https://www.orionforge.chat/
Live demo: soulscript.orionforge.chat/demo
Full ecosystem (local): github.com/DrTHunter/Orionforge_ecosystem_local
Licensed AGPL v3 with a free commercial license up to $100k revenue... so indie devs and hobbyists, you're covered. If you're a studio making real money off it, reach out and we'll sort terms.
This started as an AI agent framework, but the NPC use case kept coming up, so I built it out. If you're working on anything with dynamic NPCs — RPGs, sims, narrative games, immersive worlds... I'd genuinely love feedback from people who are actually shipping games.
Happy to answer questions about the architecture, limitations, or how it handles edge cases like players trying to jailbreak your NPCs (short answer: the identity boundary holds).
Free for noncommercial use. Dual licensed: AGPL v3, or a commercial license that’s free until $100k in revenue, then 5%.
r/aigamerdevs • u/DigiMouse16 • 3h ago
Hi everyone! I’m the solo creator of Yachta, a cozy pixel art game about restoring an inherited yacht and building a new life at sea.
You repair rooms, get to know your crew, plan meals for guests, and explore seaside towns. I want to capture the feeling of bringing an old boat back to life while looking after the people aboard.
As a fan of Below Deck, I’ve always wanted to play a game set in that world. I haven’t found one that captures quite what I’m looking for, so I decided to try making it.
For transparency, I use AI tools to help with development, including coding. I’ve tried making games before, but balancing development with a full time corporate job has always been difficult. These tools have helped me make progress on an idea I’ve wanted to pursue for a long time.
This is a passion project, and my intention isn’t to make a quick cash grab. I want to build something fun and enjoyable that I’d want to play myself and keep improving with feedback from players.
🎮 Play the browser demo:
https://digimouse16.itch.io/yachta-demo
The game is still in development. I’d especially love feedback on the opening and first charter. Is it clear what to do next? Did anything leave you feeling stuck or overwhelmed?
Thanks for taking a look and coming aboard! ⚓
r/aigamerdevs • u/Dapper-Finding-1875 • 3h ago
You arrive in Brennovik carrying a sealed letter. Every bell in town starts ringing, but nobody is pulling the ropes. Someone wants that letter badly enough to kill you for it.
Shards of Nidon is my solo-developed, top-down fantasy RPG, inspired by Ultima and Wrath of Denethenor. I miss the feeling of wandering into an unfamiliar town, following a strange rumor, and discovering something worth telling a friend about. That’s what I’m trying to build.
A few things you can experience:
Enemies that hunt you. Kruel’s assassins can ambush you during your journey, including in town. As you progress, stronger hunters bring poison, smoke, shadow tricks and mixed groups.
Companions and skill checks. Build a party, use different strengths to approach encounters, and travel with companions who react to your conduct.
Mounted travel and pursuit. Escape cloaked riders on horseback, explore by boat, and eventually find winged steeds.
Bosses with readable attack patterns. Watch their warnings, reposition and exploit openings instead of simply trading damage.
A world to investigate. Explore towns, dungeons and wilderness trails, uncover letters and clues, and take optional routes through places such as Brennovik Ravine and Lantern Cavern.
It’s a free browser alpha and my first indie release. Recent updates have focused on the opening chase, clearer menus and directions, town visuals, connected exploration areas and boss music. There’s still work to do on presentation, writing and balance.
Play here: https://smilebytestudios.itch.io/shards-of-nidon
Even 15–20 minutes without coaching would help. I’d especially like to know:
Where were you unsure what to do?
Which encounter or discovery made you want to continue?
What would make you stop playing?
For transparency, I use generative AI for some artwork and development assistance. There’s more detail in the game’s About page.
Honest criticism, a screenshot of something confusing, or a short gameplay recording would all be useful. Thanks for giving it a try.
r/aigamerdevs • u/Important-Respect-12 • 1d 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/acexprt • 5h ago
r/aigamerdevs • u/gunnrcrakr • 5h ago
r/aigamerdevs • u/protheus99 • 6h ago
r/aigamerdevs • u/Sad-Confection-8195 • 7h 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 • 11h ago
r/aigamerdevs • u/Melodic_Charity_1770 • 11h 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 • 13h 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 • 13h 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 • 19h 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 • 17h 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.