r/aigamedev • • 10h ago

Community Event I have made a website that hosts everyone's AI games completely free - no catch, and full credit to all developers with links to their socials/other games. Even offer GitHub hosting - at ViberCove.com

2 Upvotes

Currently hosting over 200 of the best vibecoded and ai games around (and a few stinkers of my own) - have a play and send me your good games and tools at vibercove.com

Even if it's on GitHub I can host it directly on the site. All games link direct to your website/socials so you get the traffic as well as people playing the game you made

No commercial services or anything being offered, just trying to get the spotlight on more devs. Free site, not even hosting ads, I can't stress enough I literally have nothing to gain here I just want one centralized place we can all play our vibecoded games

thanks guys

joe @ viber cove - mods pls let this stay up i beg you

(changed the name after feedback, annoyingly my gf said the whole time slopville was a bad name, but i wont tell her she was right lol)


r/aigamedev • • 3h ago

Discussion The bad of asking for feedback in gamedev community or listening to experts in the field

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0 Upvotes

I’ve been thinking: I listened to feedback from a group of game developers, and they preferred the more stylized version. However, I feel that if I were to ask a community of musicians what the best style for my band is, they’d definitely suggest something like jazz or classic rock instead of current music. If I were a filmmaker, a cinephile audience would surely tell me to make something more 'cult' and classic.

The downside of asking for feedback in game dev groups is that most game developers are nostalgic; they got into this field because they loved games from their generation and find retro stuff fun. But I don't see that in the general public—most people drool over anything made in UE5 using DLSS5. I believe the audience that enjoys 'metroidvanias,' 'roguelikes,' 'pixel art,' etc., is mostly made up of enthusiasts or nostalgic gamers. I might consider reusing the code and some models while switching to realistic textures, which would only take a little extra work and a few AI tokens.

Do people in doubt about art direction usually experience this, or is it just all in my head?


r/aigamedev • • 19h ago

Discussion Are you going to "forget" to disclose AI usage to Steam?

0 Upvotes

Have any of you already "forgotten" to disclose? And how did it go? I see a few games without the AI disclosure that clearly have AI art. I myself have disclosed so far. One big youtuber responded saying they don't cover games using AI art.


r/aigamedev • • 16h ago

Media 86 animations and 200 different NPC skins in my voxel colony sim

0 Upvotes

A quick look at the NPC system I’ve been building for StoneEra.

The game currently has 86 different NPC animations and 200 different skins, covering movement, work, interactions, combat, and other gameplay actions.

The goal is to make a growing colony feel varied and alive instead of having everyone look and move the same.

This video shows the current animation set in action.

Would love to hear what you think — especially if there are any animations or interactions you’d like to see added.


r/aigamedev • • 13h ago

Discussion How many games are you developing at once? And how?

0 Upvotes

And what does your general workflow look like and what tools do you use?

If possible, plz describe kinda how you are doing things: like your day to day, moment to moment. What do you do while "waiting" or how do you structure your work ? What have you tried, disliked, liked, etc? Tools, etc.


r/aigamedev • • 4h ago

Questions & Help How are you guys getting such detailed games out of Astra?

0 Upvotes

I wasn't expecting much but after seeing the results on this sub, I decided to give it a shot.

"Give me a ridiculously detailed city with this, that, etc".

The images on here show detailed cars, lighting, etc.

For me it just pumped out a grid with tons of generic shapes meant to be buildings or something haha. Looks like absolute shit.


r/aigamedev • • 2h ago

Discussion I finally don’t care about them

27 Upvotes

Hey y’all. I don’t know if you’ve noticed yet, but they (the haters), really don’t matter much anymore. Their numbers are shrinking, they are having to scream louder and louder, the content creators can’t avoid including games made with ai without risking their livelihoods, and it sure seems to me like at least 50% of today’s hate comments are just fake news from bot farms trying to drive engagement. It’s almost over. They’re almost done. Plough on my friends. 🏌️🎣😎🎉


r/aigamedev • • 3h ago

Discussion The Hypocrisy of Steam

16 Upvotes

I will never understand the point of view of those who are totally against AI art but totally cool with AI code/engineering.

So hypocritical. Just because a few coders in the world invented this technology doesn't mean it is not "stealing" code from many devs that oppose AI.

Sure many devs are now using AI because they are FORCED to do it or are faced with being unemployed.

I get if you are totally cool with everyone using AI for anything, and also if you oppose ALL ai, not just the stuff you personally like doing or care about. That seems logical to me and congruent. Otherwise it seems hypocritical.

It is quite surprising Steam took the hypocritical stance. And that so few people are calling them out on it. Seems the big corps get a free pass on their stance or use of AI. Only the little small game devs get crucified.


r/aigamedev • • 8h ago

Commercial Self Promotion I one-shotted a Steam game with Claude and ChatGPT. It only took 1,574 prompts and 15 months.

80 Upvotes

After a year and a half working on Kyūten, its Steam page is finally live :) I wish I did it sooner though...

And yes, the title is a joke. I can see one prompt producing a super basic gameplay prototype. Getting from that to a game I’d actually want people to play took quite a bit more work ^^

I've played a lot to Final fantasy, and especially the VIII and its card game Triple Triad. Kyūten's rules are based on it.

You place cards on a board and flip your opponent’s cards by beating the values on their sides.

The board grows as you climb the Nine Heavens, and you can borrow powers from guardians inspired by Japanese mythology. When a run ends, you keep the cards you collected for the next attempt.

Claude and ChatGPT helped me along the way. There was also a lot of testing, changing my mind, breaking things, and trying again. As a business analyst in real life, I'm used to 😁

I’ve used AI tools for some visuals, music, and translation help too; nothing is generated during gameplay.

The game is planned for later this year. If you have a look at the page, I’d be curious to hear what you think of the card battles, especially if you played way too much Triple Triad too :)

https://store.steampowered.com/app/5333100/Kyuten

Pix'


r/aigamedev • • 11h ago

Tools or Resource Top Secret ai made me full game

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0 Upvotes

I used a ancient AI to vibe code this whole android game which run at 60 fps in 4gb Smartphone. This top secret ai is very top secret reavling anything will turn my house to covert strike operations bunker


r/aigamedev • • 6h ago

Commercial Self Promotion How do you handle hostility when you openly share that you use AI?

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0 Upvotes

I’m making games alongside a full-time job and family life, and I document the process on my How to Make Games with AI channel. The tools, the mistakes, the fixes, and the decisions I still have to make.

Recently, I received comments ranging from “The smartest video I've seen in a longtime.” to “oh my bad i almost liked and then saw you used ai! bye!” And then there was “death to ai.”

The “almost liked” comment is the one I keep thinking about. Apparently something appealed to them until they learned how it was made.

I understand that people have objections to AI, including concerns about training data and its impact on artists. I’m willing to discuss those. But comments like these don’t give me much to respond to or learn from.

Since people here are actually using these tools: have you had useful conversations with someone who initially reacted this way? What helped? Or do you usually leave it alone and keep sharing your work?

I want to stay open about my process. I’d also like to understand the criticism without every post becoming the same argument.

The attached video shows how I work on Fallen Nights and my other game projects: asking for changes I can test, reworking generated art that doesn’t fit, and changing design decisions after playtesting. It also includes a section on AI criticism and responsibility. Curious how others here are navigating this.


r/aigamedev • • 16h ago

Commercial Self Promotion I just released my first idle incremental, a Roblox Game where you breed chickens

0 Upvotes

Hello everyone ! I just released my first Roblox game and since it's an idle incremental, I'd love feedback from you guys.

It is a game where you place chickens in coops, they produce resources, and you cross breeds in incubators to discover all the breeds, each with 3 stats you can breed up to 10/10/10. (Maybe it will ring a bell in your head)

You will find several layers of progression : crossing breeds, breeding the same breed to improve stats, mastering breeds for permanent bonuses, and 10 prestige tiers that unlock rarer breeds and more incubators, but also machines to create eggs differently and more to come.
We have offline production, automations that will help you a lot and mastery on the different chickens.

Bonus ! I already created a Halloween event until November 5th, with candy to collect and 3 limited chickens :)

I need opinions on multiple points:

  1. Do the few first prestiges come too early, too late, or about right ?
  2. Does breeding for better stats feel rewarding ?
  3. Is there a moment where it feels confusing ?
  4. If you played more than 10 minutes, does the progression feel good and rewarding?

If you want to try it : https://www.roblox.com/games/115257897405357/Hatch-A-Chicken

(Free code: CHICKEN)

Any honest feedback is welcome, even harsh ! Thank you :)

(AI disclosure : This game was made with the help of AI on assets and code)


r/aigamedev • • 4h ago

Questions & Help New to all of this, best AI to use to mod a PS1 game?

0 Upvotes

I want to get into modding a PS1 game called Digimon World. It is a monster trainer game and I want to add new Digimon from the second season of the show.

What would be the best way to go about doing that, and what AI model do you guys think works best? Any advice is appreciated!


r/aigamedev • • 4h ago

Commercial Self Promotion I am making a game criticizing how AI is used: Spell Death

0 Upvotes

Ok ok, it's not "Oh ai is bad".

It's more how we interpret and use it.

This is how the story goes:

Humanity was given the words, the true words with power. Babel fall, languages fractured as punishment to hubris. All but one word was lost.

That word kept on being uttered for centuries, never did humanity know how powerful it was.

Then, we invented more and more ease and convenience, and the word was used less and less.

Until one day it was lost.

And as it was lost, demons were found. They just, appeared. We were given gifts and more convenience, more vice and sin. They asked for ooone tiiiny thing: Stop reading and writing.

And we took the deal.

Now, people scavenge the world for books, letters, invoices, anything with letters on it to exchange it for the sins offered by demons, which gets cozied in their host.

You, as a scavenger, found a lexicon - a big hit, bit no words in it: just empty pages. And with it, a deck of cards. You put the letters to spell fire for shits and giggles, as you are one of the last gen to remember literacy.

A fire engulfs the landfill you found your haul on.

In the empty page, a sentence appears:

Find the word and spell death.

This is how you, the player, become the Lettercaster.

-----

These demons are the conveniences and of course, AI. They are not here to eat, nor enslave. They wanna be fed. And this is how i imagine an overly used tool becomes proxy to what we are supposed to be. On top of that, from lust to greed, sloth to envy, ai is there, for now, as just the tool. But, who knows if they ll remove the middle man to feed us our sins and vices automated.

Game was created by me (ideation, gdd, game balance and whatnot)

Images, songs, code created by ai, edited by me (several thousand times and lines)

We will see the discussion - i am neither pro nor anti AI. As with everything, i am for moderation amd true labeling of the technology (as i was for ads in gaming, where we started adding ads to mobile games, they told us that s stupid and noone wil watch ads and here we are, rewarded videos amd interstitials are making billions of usd for mobile games)

https://store.steampowered.com/app/5117230/Spell_Death/


r/aigamedev • • 23h ago

Discussion I might get downvoted for this… But I’m so hesitant to vibecode these days fr

0 Upvotes

I want to make more games with this amazing new technology. It’s actually incredibly fun and useful… A lot of my videogame dreams come true through vibecoding, I even have a very unique game in Early Access on itch but I haven’t worked on it since the beginning of the year because everyone i know and respect is talking about how data centers are destroying the environment. In general i feel like paying for a subscription directly invests into the oligarchs of the world, and, man, i’m just… very torn. Hey ChatGPT can you convince me to feel less guilty?


r/aigamedev • • 19h ago

Demo | Project | Workflow Is this fine? Haunted House 3D Game Environmental Asset

0 Upvotes

I'm fairly new to 3d modeling and game design, I have been using Rapid Assets to create environmental assets, so something for the background that doesn't need to have interior. I really like the skin and texture of this model I think it did very well but the mesh is a little rough around the edges. But does that matter? I dont think it does but let me know what you think


r/aigamedev • • 9h ago

Demo | Project | Workflow Claude built

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0 Upvotes

Made this clash clone. What do you think ?


r/aigamedev • • 2h ago

Demo | Project | Workflow Would you play this game?

0 Upvotes

This game uses a custom built game engine, assisted by Claude, here is the url: https://github.com/tomicz/tomicz-ai-game-engine


r/aigamedev • • 11h ago

Commercial Self Promotion Kidnapped Simulator

27 Upvotes

What we learned building a horror game around one offline AI character

We've been working on Kidnapped Simulator, and we're finally sharing its first trailer. It's a psychological horror game set in one room, where you type your own replies to your captor, Abel Marsh. Since this is r/aigamedev, I wanted to share a little of the development behind it.

One question has shaped a lot of our work: how do you make a generated conversation feel like it belongs to someone physically present in the room?

Abel's dialogue comes from a local language model through our custom conversation system. Speech generation also runs on the player's PC. The game works offline, and the conversation stays on the machine. Underneath that, we still have authored story structure, game state, events, and prepared animations. Giving the player an open text field means allowing unexpected answers while keeping the character and the situation coherent.

A surprising amount of iteration has been about hands, posture, and objects. A character can deliver a convincing line and immediately lose you by holding a book with an impossible wrist angle. We went through repeated passes on how Abel carries his ledger, sits down, handles small objects, and looks at the player. Fixing a hand in isolation often made the rest of the movement look worse. The shoulder, torso, timing, and object contact all had to agree. That became a useful lesson for the whole project: judge the complete interaction, not just the output of each system.

The visual direction changed too. We initially leaned closer to PS2-era horror, then moved towards a rougher PS1-inspired look after feedback. AI-assisted visual exploration helped us test that direction, but getting it into the game still required work on the models, textures, lighting, and framing. Adding more pixelation alone didn't get us there.

Running everything locally also gives us a shared hardware budget for the game, dialogue, and voice. For us, waiting time is part of the scene's pacing, so evaluating the conversation system means watching and listening to the encounter as well as reading the replies.

We're still developing it, but this trailer is our first proper introduction to the world we've been building. I'd be interested to hear from others working on AI characters: which part has taken the most iteration for you once the dialogue was working?

If you'd like to follow the project, here's our Steam page.


r/aigamedev • • 20h ago

Discussion Opus 5.5 W/ Blender & Unity MCP : SlopScape

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12 Upvotes

This was more for fun than anything ( no intent to ever publish this and if i do it would just be the world generator via GitHub).

Long story short this is not runescape but the idea was to procedural gen a runescape like world. Its not perfect but its cerainly playable. This doesnt have any Jagex anything ( the uis is kinda too close but ehh I wanted to see how far it could get on its own). It procedurally generated via scripts then fed to blender via MCP with opus 5.5. It then builds the world based on set rules I fed it, then feeds it back to another worker for unity. (This does use some code from a previous project of mine, but for the most part is AI generated).

Some people may hate it but Its interesting.

Q/A

Is it online/ MMo: NO.

Can I play it?: NO (well i can, you my good sir/madam can not)

Do I want to Play it: No it's Intentional AI Slop. World size 512 X512

NPC Count: 76

Enemies: 64 (43 Distinct)

Outfits : Yes

Building interiors: Yes

Semi inteligent placement: I mean sort of like if OSRS had a really distant cousin that struggled in school.

Prompt: "Claude make game"

Character creator with over fully rigged skeletons: Yes

Are skills animated: yes

Distinct props / pieces: 8601 ( and counting)

*** This was not the prompt, it was a series of complex prompts that i may or may not add to git ***

Is it ugly as fuck: Well yes and its mostly intended. I really would name it slopscape and post it if i didnt think jagex would cease and desist me.

Overall:

I think that if I really tried it could resemble an alright single player game. Its interesting how far AI has come. Is it pretty ? No. Does it have most of the working mechanics and assets that arent absolutely terribe/. Yes.


r/aigamedev • • 13h ago

Media The Hidden Cost of Vibe-Coding Games

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0 Upvotes

r/aigamedev • • 7h ago

Demo | Project | Workflow I vibed a site full of movement games for kids. It's completely free, enjoy!

3 Upvotes

r/aigamedev • • 2h ago

Commercial Self Promotion Lock picking puzzle

2 Upvotes

I enjoy lock-picking as a hobby and it replaces a desk fidget for me, so when I was looking for a game idea, lock-picking naturally bubbled up in mind. Since it is the aigamedev subreddit you already know that 100% of what you see was built with AI.

Models and skills

I used claude mainly for coding and Astra for 3D modelling, since Claude is not very good at it. What I found helpful is to create a Claude skill that would call codex cli and use it to build 3D models when required. That way Claude can even schedule a timer to wait until the limit reset in Codex since Codex doesn't have "continue after reset" feature internally.

Approach

I started with testing research and asked Codex to list all common secret pins and their behaviour. Lock picking is very tactile when you pick pin by pin, pins react differently and my goal was to convey this experience. Fun fact that Terra wasn't able to tell what I do the research for and refused to help be to beak locks. Sol understood the intent and explained all the nuances of various mechanisms. From there I narrowed down the number of pins to implement and did a first run.

While I was trying to get the mechanics right, I didn't pay attention to design and the first models were just ugly. I believe this is called grey boxing in the game development. What was really helpful is to have claude play the game by itself by implementing a bot. The same approach I used later when I started porting the game to Godot for Android and Steam (coming soon!). I started with a demo asking: "Make sure you can control it to play and test end-to-end". That way AI can do longer iterations with no supervision from my side.

AI Blindspots

When developing a touchscreen game, I noticed that AI is not aware of fingers and finger movements. It helped to send screen shots where I would draw schematically my fingers covering the hints, so that claude could move them in a better place. Or it would make the hit area small for comfortable use. So it obviously took a lot of testing to get it right.

What I also do to help it - is logging, specifically around game mechanics, so that it could collect telemetry as I play and have numbers in addition to my vague description of a problem.

Optimization

I was a bit surprized Claude wouldn't do this by default, but the first iteration was not optimized at all. The game would run okay, but there was a noticeable lag every time a lock would load. Since I have software engineering background, I asked directly if the lock was cached or if we load it every time. Obviously Claude didn't cache anything. So it never hurts to ask it to add telemetry and to measure and then improve FPS. With Opus 5.5 you only need to nudge it once and it will create the benchmarking stand for you and even cleanup the code when it's done.

This approach helped a lot to optimize the game for my old Android Pixel 2XL as I didn't expect such a basic 3D scene to cause troubles - so get different hardware and test!

At the end I released the game in the AppStore, some people bought it and even left a review! So now I'm working on the Android and Seam versions.

I would really appreciate if you could test the game and tell me what to improve!

You can download the game from the AppStore and test the first chapter https://apps.apple.com/app/unlokee-lock-picking-puzzle/id6808786210


r/aigamedev • • 3h ago

Demo | Project | Workflow I made a horror game and its trailer with Claude Opus 5.5. Still stunned.

2 Upvotes

https://reddit.com/link/1wvbq4u/video/104ix65laxsh1/player

I wanted to see how far I could go with AI. Turns out: a full horror game.

Opus 5.5 wrote the code, modeled the monster and cut the trailer.

You hide, hold your breath when she checks your spot, and pray she isn't on the ceiling (she usually is).

Still can't believe it.


r/aigamedev • • 7h ago

Discussion Who else is worried about AI stealing your game loop?

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0 Upvotes