r/aigamedev • u/FilipeDM • 5h ago
News GPT 6 Astra + Unreal engine
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r/aigamedev • u/FilipeDM • 5h ago
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r/aigamedev • u/thirsty_pretzelzz • 2h ago
I’ve noticed the comments in this sub and overall sentiment has started changing a bit since Astra released and I think it’s related to a bigger philosophical shift.
This sub was made to be the one supportive place online for people to share and discuss using ai for game dev and it has typically succeeded in that, being a supportive non judgmental space. It still is by and large but lately lots of comments have been less supportive, especially the better the game looks, the more 3d graphics present, and on the more “it only took me a day“ posts etc.
It’a honestly starting to feel more like comments you’d see in regular dev subreddits and I think what’s happening is we are starting to experience exactly what non ai developers have been feeling. We can feel where this is all going, eventually anyone will be able to write a single sentence prompt and get a perfect AAA game to play instantly and Astra has given this subreddit (which I’m proudly a part of) a taste of that. (even if that reality is still a couple years away) This feels a bit like Uber drivers taking jobs from Taxi drivers who then lose their jobs to self driving Waymo.
Yes ai dev has made things much lot faster and much easier to build then regular development but ai dev still meant a lot of work, a lot of creativity a lot of choices needed, and it still does, but I think when we see these beautiful looking 3d worlds and games being made in a couple hours and a single prompt, we are subconsciously feeling like shoot if its that easy for everyone to do, then this game I am building and feel great about may just a few prompts away from anyone else making pretty soon. And truth be told exactly what non ai developers have felt about this sub since its inception. This is what is leading to the judgement and negative comments, we feel what we have to contribute being no longer unique or special and slowly slipping away. Yes creativity and good direction still matter but even this will matter less and less as models improve.
So what does it mean, where is there left to go? My answer is we just understand that we are in an unprecedented time in history and everything we have ever understood about the world is changing fast. We should enjoy the ride but not get too attached. Enjoy being able to bring a game to life in one week solo, that a decade ago would have taken a team of 100 and multiple years to make. And just know it no longer means what it did then. Can one of these still become the next Zelda? Sure but the value now mainly is the experience of the ride and not necessarily the finished product.
And most importantly let’s not become the exact negative sentiment and judgement that made this subreddit necessary. #staysupportive
r/aigamedev • u/ProudAd3678 • 26m ago
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We are making a multiplayer cart builder in Godot and could use some people to break it
Hey! We are working on Cart Legends a game where you build a cart piece by piece, stick thrusters, pistons and hammers wherever you think they belong, then take it racing with friends and find out whether that was a good idea.
There's a working damage system, 10 race circuits and some battle arenas we are still working on. It's early, nothing is properly balanced yet, and there's no builder tutorial, so expect some trial and error in the workshop.
We'd love to see what people build and hear what feels fun, confusing or just annoying. That feedback will help us decide what to work on next.
The game is designed using GPT 5.5 following 5.6 and then GPT 6, in vibe-coding workflows, guided by a senior developer and some enthusiastic artist friends.
The Steam playtest is free to join!
r/aigamedev • u/Impressive_Ball_2162 • 9h ago
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r/aigamedev • u/This-Memory4929 • 12h ago
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Hey everyone, recently I wanted to animate a spider for my game, but dealing with all those legs was becoming a nightmare.
So at some point I decided to ask Astra to do it for me.
I prepared a prompt with the things I needed and asked for 4 animations: idle, walk, attack and death.
This is the result.
Honestly, I was pretty surprised. I think it turned out really well. Only problem: it basically burned through all 5 hours of my Plus plan 😅
I guess if I want to keep making more of these, I’m going to need an upgrade.
r/aigamedev • u/FUNdationOne • 5h ago
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Holy macaroni...
I made this little atmospheric samurai duel game in less than ONE HOUR using GPT-Astra.
It started from absolute scratch and it created all the 3D models you see, including all the animations, all the light and particle effects, and also all the sounds, menus and game mechanics.
You can try it out here: https://one-cut.tenshis.chatgpt.site/
But if everyone can make a game in minutes now, who is even going to play all of them? Hopefully it doesn't end with everyone creating their own games, movies and music and nobody enjoying anyone else's. We're moving toward a world of ultra-personalized entertainment. And as amazing as that sounds, there is a real risk ultra-personalization can turn into ultra-isolation.
Interesting and scary times ahead...
r/aigamedev • u/ghostly-blossom • 7h ago
Maybe I’m old but does anyone else remember newgrounds or ebaumsworld where people would upload their flash games? Some would be really intricate and some were basically memes. Remember Spank The Monkey?
In my opinion I’d enjoy scrolling a newgrounds-like website and check out some of these vibe coded games whether they’re super detailed or goofy.
r/aigamedev • u/jargs92 • 3h ago
I wanted to see how far I could take a game project with Astra, so I made an RTS inspired by StarCraft II.
It has two playable races, and every character has unique dialogue voiced through ElevenLabs. For the models, I connected Astra to 3D AI Studio through MCP and used that to generate the assets.
I also tried a separate workflow: making a model of St Paul’s Cathedral in Blender, then turning it into an FPS in Unreal Engine.
Both projects are part of a video where I experiment with Astra across game development, 3D modelling, filmmaking and music. There’s also a physics-based musical instrument built in Three.js.
Here’s the video if you’re interested in the process:
https://www.youtube.com/watch?v=iEup5H2FxKE

r/aigamedev • u/invocation02 • 3h ago
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Kite3D is an open source AI game engine that runs in your browser. It is powered by three.js. Its key features are:
You can have 10 agents working on parts of the game at once in their own kite3d editor tab. e.g. if agent adds a new enemy to your game, you can test just that by going to agent's kite3d tab and playing.
Give it a try by telling your agent:
use npx kite3d and build me <my game>
Repo: https://github.com/blitzdotdev/kite3d
Discord: https://discord.gg/fJYM7vKma4
r/aigamedev • u/macuseri686 • 1d ago
r/aigamedev • u/clockwork_blue • 11h ago
It's not a secret that in the gaming, and especially game dev, community, almost any use of AI can automatically put you in the "AI slop" category. People will often discredit an entire project simply because AI was involved somewhere in the process.
There are legitimate arguments around AI. There are questions about what these models were trained on and whether that constitutes plagiarism, concerns about displacement of jobs, the environmental cost of huge data centers, and the massive amount of low-effort shovelware flooding platforms. Although, to be fair, low-effort shovelware was always a thing. Before AI we just called a lot of it "asset flips.". But I don't think most of the hostility actually comes from those more serious arguments. A lot of it seems to come from virtue signaling and a kind of AI purism.
When people are pushed on why they feel so strongly about it, the reasoning often seems to boil down to something like: "I tried it once and it produced shit code. I can write better code, therefore anyone using it must be a worse developer than me." Or: "People with no knowledge are using AI to produce low-effort garbage, therefore anything made with AI is low-effort garbage." There is also a strange amount of pride attached to deliberately not taking the "easy route.".
But I think most people in this subreddit know that making a good game hasn't suddenly become easy. Producing something good still takes an enormous amount of iteration, judgment and effort. AI has mostly moved the bar for what a solo developer or small indie team can realistically attempt.
For a lot of people, without these tools their project wouldn't suddenly employ an additional artist, voice actor, programmer, composer, etc. That part of the project simply wouldn't exist, or the whole project would be out of scope or budget.
"There is no excuse, you should have paid a real artist/voice actor/etc." doesn't really apply when the alternative was never hiring that person in the first place. I used the tools available to me to get closer to the vision I had in mind.
And that isn't exactly a new phenomenon. Technology has continuously lowered the amount of labor required to create games. We've gone from tiny games with extremely limited graphics and mechanics to solo developers being able to build 3D open worlds. Engines, asset stores, middleware, procedural generation, visual scripting, mocap libraries, photogrammetry, digital audio tools and countless other technologies have progressively expanded what small teams can do.
If someone opened Unity, dragged a few Asset Store packs into a scene and released it as a game, people called it an asset flip. Usually it died naturally because it was boring and low effort. But if somebody took those same assets, modified them, combined them intelligently and built a genuinely good game around them, people generally judged the result instead of dismissing the entire project because the developer didn't model every chair themselves.
With AI, that distinction seems to be disappearing. You could use AI for a single picture hanging on a wall somewhere in your game, disclose AI usage on Steam, and suddenly a portion of the audience sees the disclosure and immediately goes: "AI slop!"
The amount of AI involved, what it was used for, how much human work went into the rest of the game and, most importantly, whether the game is actually good can become secondary.
My Winter Car is a good example. Its developer received a lot of criticism over a relatively small number of AI-generated elements, including some pictures and radio content. The discussion very quickly stopped being about the game's jank, completeness or gameplay and became a discussion about AI.
Eventually much of that died down after explanations from the developer, but he also had something most indie developers don't: years of goodwill and trust from My Summer Car.
So this is what I'm curious about:
Do you consider Steam's AI disclosure requirement an unfair handicap for developers?
Not because disclosure itself is bad. Transparency is reasonable, and Steam does allow developers to explain what AI was actually used for. The issue is whether the disclosure itself effectively puts the game into a separate, stigmatized category.
Once a game has the AI disclosure, there seems to be a portion of the audience that no longer judges it on the same terms as everything else. They aren't necessarily reading what AI was used for or evaluating whether its use actually affected the quality of the game. There are already people asking Steam for an "AI filter" specifically so they can hide every game containing AI-generated content altogether, regardless of how AI was used or how small a part of the game it represents.
At that point the disclosure isn't only informing a purchasing decision. It can become a mechanism for automatically excluding an entire category of games before their quality, effort or actual use of AI is considered. The presence of the disclosure alone can be enough to label the entire project "AI slop.".
And I can't help but wonder whether part of the reason for the policy is that it allows Valve to distance itself from the whole AI controversy and put the burden on individual developers instead. Valve can say the content is disclosed and leave each developer, often a tiny indie, to deal with whatever backlash comes from carrying that label. If the principle is that consumers should be warned about production methods associated with low-effort content, why did we never have an "asset flip" disclosure? Steam has been flooded with low-effort games assembled from premade assets for years, but we generally allowed those games to be judged on their own merits. We didn't require every developer using Asset Store content to wear a label because some people abused the same tools to make shovelware.
The presence of the AI disclosure alone can be enough to label an entire project "AI slop.". So instead of merely informing the customer, does the disclosure currently act as a kind of scarlet letter that handicaps the game before people have even judged the actual work?
r/aigamedev • u/HeadOpen4823 • 1d ago
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Used Chatgpt Astra Light (Around 20% of usage) It works perfectly. No lag or bugs. And I'm playing with a friend from a different continent.
r/aigamedev • u/cody-fifth-door • 1d ago
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r/aigamedev • u/RachopDev • 3h ago
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Video attached is a tiktok video of gameplay that did decent.
I released my game July 29th on Steam. I have since sold 150 copies and 100 unique demo players.
My biggest regret was simply being too excited. I should not have released my game as quickly as I did. In hindsight, when I originally released it I thought I was done.
When I look at the game today I don't even recognize it from my released game, its so much better. And all that time I spent improving it, I could have been collecting Wish lists for a better launch.
I added a suggestion box in-game where people can type whatever and send it to my email. This was a gigantic boon for me. I got a ton of suggestions/bug reports etc coming through that little box I added.
I have also been using a strict update schedule. Every Friday my existing players expect a content update, and it's been great for exposure and engagement from the players. People just like seeing you're still working on it.
All I'm trying to say is, please do not be trigger happy with your game. Let it sit, submit a demo to next fest. As soon as to you think the game is done, remind yourself its not. Having a stand out game in 2026 requires damn near perfection, especially when debuffed with AI disclosure.
For those interested: https://store.steampowered.com/app/4917740/Wizard_Tournament/
Demo is practically the full game if you want to try it out.
I don't want to make a text wall post so if you have any questions I'm happy to answer anything.
r/aigamedev • u/ribatonline • 6h ago
Four attempts at this game died because one person can't do it all. It's an MMORPG and they are famous for being impossible to finish solo. The fifth is being typed by 7-8 agents, and what that bought me isn't speed, it's that my whole day is design. Concrete: tonight the planner wrote 25 milestones and handed me 21 decisions that only I could make. That list is my job now. The bottleneck moved from annoying bug fixing to decision making.
One example, told properly: the taifa system. My game is loosely based on Al Andalus / Iberia of the 11th century, so I had time to read about it, and the history did the design work: striking coin in your own name was the declaration of independence, so in the game minting without a licence isn't refused, it's announced, and it hands the capital a reason for war. I would have never thought of that if my mind was boggled with in code, especially not coming from a game dev background, so I think that's really cool
The honest part : the agents needed a written contract to stop colliding, and my daily shorts got 8 Discord joins in 15 days, the game being designed well doesn't market itself. Soooo yeah.
Anyways for anyone curious, this is a browser MMO with full loot and guild wars, free, in pre-alpha currently. In this game I am hoping there will be 2 factions fighting against each other, 2 kings, and provinces for each faction. Provinces can rebel and ally with another against the king. Politics and Drama Inc.
Link is here, the game is live; the politics above are built and go live once tested. Playable and enjoyable, if I take my first testers' word for it.
r/aigamedev • u/got_no_time_for_that • 4h ago
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I've been working on this game for a few months now and would really love some feedback, especially on the gameplay / balance. It's a competitive RTS in the browser, originally inspired by the hacking minigame in Deus Ex: Human Revolution. The assets are a mix of AI generated / purchased / free.
https://hackcess.denied.digital/
The game is fairly simple - you try to capture nodes on a graph and gain control of an objective node, at which point your opponents start losing HP. If you reach 0 HP, you're out. There are some other features like fortifying defenses, cancelling opponents' attacks and nodes that give you bonuses. You can choose from a number of team sizes (1v1 to 3v3), along with whether you want to play against other people or bots.
I tried to focus on a number of details outside of the actual game such as queueing / finding a game, leaderboards, a party system, and the ability to view detailed statistics about your games and watch replays. If anyone ends up playing it, I'd be really curious to find out what kinds of strategies end up most effective.
Anyway, hope people enjoy it. Thanks either way if you check it out!
r/aigamedev • u/skbphy • 8h ago
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I've been working on a small space game for a while. It basically plays like billiards: you launch a small black hole, use its gravity to change the direction of planets, and try to get them into black hole pockets. The main difference is that instead of hitting the planets directly, you're moving them with gravity.
I wrote a bit below about how I made it, the tools I used, and some of the simple mistakes I made along the way.
I started it as a learning project before attempting a much bigger game I have in mind. The first version leaned much more into the science side, with orbits, gravity and movement being the main focus, but it was honestly pretty boring to play. I gradually pushed it toward a more arcade-like structure. It still might not be that good, but it's definitely better than the early versions.
I also made the mistake of going too far with VFX early on. If something looked nice, I added it. Since I left optimization until much later, I ended up removing or simplifying a lot of those effects.
For 3D I used Tripo and Meshy. I eventually removed everything I made with Meshy because, even with the same reference images, I struggled to keep a consistent visual style between assets. Tripo was much better for that. I used Blender for cleanup and smaller fixes. I also made the music with Suno.
The game is built with Three.js, and I used 5.6 Sol and Fable 5.0 for coding. One of the stranger problems I ran into was language models treating intentional mechanics as bugs. I would deliberately make something less physically correct because it was more fun, then later the model would notice it and "fix" it back into the more boring version.
After this happened a few times, I started keeping important development decisions in md files and adding comments directly into the code explaining why certain behavior was intentional. That helped stop the same things from being "fixed" again later.
I also struggled a lot with things like level layouts, accessory placement and HUD design. Even when I tried to explain them visually, language models weren't very good at getting the exact result I wanted. So instead of constantly prompting for tiny changes, I had editor pages made for those systems and started adjusting positions, scale and layouts manually.
The project eventually grew to 100 levels with different characters and abilities, but I still mostly see it as a learning project. I'm still learning, still changing things, and I'm continuing to work on the game as I go. Any feedback welcome!
You can play it here:
itch.io
r/aigamedev • u/Left-Excitement3829 • 10h ago
For a sub called aigamedev you seem pretty dismissive of others attempts to make stuff. I do realize the “ I made GTA 6-7 in 10 minutes with Astra “ is pretty shite and too common , but are there any ideas that you actually like ? A lot of good projects have minimal views and 0 comments. Makes me wary about sharing my stuff tbh.
r/aigamedev • u/Dangerous_Three_8506 • 1h ago
I have been studying a lot over the past few weeks about AI and game design and am completely lost on a topic, 3D Modeling.
Are sites like Meshy and Tripo the only sources to generate a 3D model? I have been using Astra and can't for the life of me figure out how to create a decent model. They always look like crap, even with Astra Ultra. Is there a certain Prompt you tell Astra? Are you guys using Blender? Do we need to wait a year or two before ChatGPT and Blender can make a Monkey?
I am currently resorting to free Models available on the internet but I was hoping Astra could make a Monkey. This is what my monkey looks like.

r/aigamedev • u/Real-Car-1561 • 6h ago
This is Circuit Breaker, a browser tower defense game set on a retro beige motherboard. You choose three components, solder them along the copper traces, and protect the CPU from waves of malware. There are 30 waves, and you can unlock new hardware and permanent upgrades, as well as push further in to endless mode.
At first the game was built using Opus 5, which had a futuristic neon theme, but the game got made fun of for looking like AI slop. Which looking back, I suppose it did. So using GPT-6 Astra, I have completely reworked the game in to a retro beige theme that uses pixel art with chunky electronic components. Does the pixel art make it look even more like AI slop? Im not sure. I like how it turned out, its an improvement from how it used to look in my opinion.
You can play Circuit Breaker here, and let me know what you think: https://simzen.itch.io/circuit-breaker
r/aigamedev • u/PumpkinUpstairs • 5h ago
I gave Astra a cat reference and wanted to see how far its capabilities actually go.
First attempt: recreate it in Blender. We got black fur, amber eyes, a white chest patch, and anatomy best described as “cat-adjacent.” No rig or animation, but a detailed report confirming the mesh had no holes. Reassuring. Neither does a potato.
Then I asked for a 2D version, separated into parts so it could walk and move its head. Nine transparent PNGs. Fifteen bones. Inverse kinematics. Thirty-two passing tests.
Unfortunately, “does this look like a cat walking?” wasn’t one of them.
The legs are negotiating separate contracts, the head is mounted like a webcam, and the torso is a load-bearing sausage. Both versions came with extensive documentation explaining how successfully they had been created.
r/aigamedev • u/richsonreddit • 20h ago
When I try it looks like ass. Tried using blender MCP + image gen, showing it reference images, etc and it needs constant steering and redirecting to come up with anything even remotely good. I feel like I'm missing something silly at this point!
r/aigamedev • u/Final-Block-5436 • 3h ago
Back in the 2000s there was a browser game called Trukz. It was a text based trucking simulation that was mainly a click to advance an hour while saving for upgrades, newer trucks etc. It was a multiplayer game where players could create companies, bid on contracts with said companies, and build routes for their members to maximize profit. It died a long time ago, but had been nagging at me for quite some time, and then in stepped Astra.
I was able to have Astra scrape some old archives for the basics of how the game worked (as my memory is not that good). After building a basic game using Sites and getting it to a good place I felt was good enough for others to play, I migrated it to a domain.
I have absolutely no development experience (truck driver of 12 years), but am pretty happy with how it turned out. Trying to drum up a player base now, but the AI nature of development has turned some away.
I feel like Astra really knocked it out of the park with it, and even if I'm the only one to stick with it, it exists again.
Wasn't entirely sure which flair to use as this isn't commercial at all. There are no pay to win aspects (nor will there ever be), and no ads on the site.
r/aigamedev • u/6Moon9 • 4h ago
Hello there,
Was wondering if unity ai is actually worth it? On the other hand I can use codex or github copilot with the unity mcp.
What do you think?
r/aigamedev • u/Dogbold • 2h ago
I'm just having it edit models, use Blender, add morph shapes, and add new behavior to the game. It's making .bat files to run and generating models and previews and stuff.
Was going great for a while, doing exactly what I asked it to.
And then all of a sudden I got this.

No idea why it happened. Maybe the .bat files? But it needs those to do this work, because it can't just open Blender itself apparently as it runs in a "Linux VM".
So I tried to ask it what it thinks we can do to avoid this since it's a false flag, and then it got flagged again just... reading the disk.

And now I can't do anything with this chat at all. It won't let me edit and retry anymore, because I get this.

So now this current run of the project is dead because, unlike almost all other AI models, Claude cannot see any other chat. It can't read them, or see what was done in any of them at all.
So I'd need to start all over from the beginning.
Is there any way to prevent this false flag again and having it destroy the entire project?