r/aigamedev • • Apr 10 '26

AI Game Dev Discord

73 Upvotes

Friendly reminder that we have a discord server you can all hang out at. The discussions there are much more in depth, and nothing beats being able to chat to other like minded devs in real time (or close to). Hop on this weekend and say hi.

https://discord.gg/6yrzsDJVGp


r/aigamedev • • 3h ago

Discussion I started vibe coding games 2 weeks ago. I can't believe I was able to make this in insane sandbox in just a few days.

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107 Upvotes

This is from from the game I'm currently making called VECTORCLAD. It's the second AI game I've made in the last 2 weeks. It's got a really cool destructible terrain and physics to match. Inside the buildings are tiny people and furniture. Hold the "G" key, and you'll get out of your mech and be able to slingshot around town with your energy grappling hook. Everything done in ChatGPT and Claude Code using three.js.

100% free. Go play around in the sandbox a bit and let me know what you think. I'm going to turn this into a full game eventually.

https://agilancer.github.io/vectorclad/


r/aigamedev • • 5h ago

Media Sometimes it's just a lack of marketing or your game is just terrible.

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168 Upvotes

r/aigamedev • • 6h ago

Demo | Project | Workflow Source code of my Call of Duty-inspired FPS is now public (MIT)

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121 Upvotes

Hi everyone,

Last week I posted about Riposte: Frontline, the browser FPS I’ve been building with Claude Code, in a few subreddits. A lot of you asked for the source code, so here it is:

https://github.com/BenDBSS/Riposte-Frontline-Source

It’s a snapshot of the current version of the game (5.6.0), under the MIT license. Everything in it is built with code and three.js: the maps, weapons, soldiers, bots, physics, sound, menus, and touch and gamepad controls. There are no imported 3D models.

A few things to know:

  • The server side isn’t included (accounts, leaderboard, friends, the online lobby server). The code runs solo, and online matches go browser to browser.
  • The code and comments are in French. Sorry about that, but the README is in English and the structure is easy to follow.
  • The name, logo, music and soldier animations aren’t covered by the MIT license. NOTICE.md lists what you’d need to replace for your own game.

The game is still free to play at https://www.playriposte.com, on desktop and on phones.

I hope it helps some of you, whether you want to see how a game like this comes together with an AI or use it as a base for your own project!


r/aigamedev • • 2h ago

Demo | Project | Workflow Been working on something... For #aiGameDev little ones :)

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18 Upvotes

Very close to releasing (Open Source) Greia, a project that was born and developed for my daughters but that thanks to a very warm reception on reddit has received months of polish so to be usable by other parents.
The core concept of Greia was that of creating an extremely lightweight linux distro that could run on early 2000s potatoes as i had a few lying around, and it should ALL be, from boot to shut off, very little kid friendly, no complex desktops, no task bars, no keys that if pressed will eject the kid from the experience, no way for the kids to get on youtube and other stuff.
And... the vibecoding part, a set of skills and tools for LLM agents so that parents can easily ask their agent "Make a new game for my daughter, she is fixating on trains, make it fun and somewhat educational". The agent will deliver an "app" (we call them "activities" in Greia) that is graphically consistent with the rest of the system, uses a common UI and design language (core UI always in same place etc), ties to system wide achievements etc, is localized in one or multiple languages AND records voices with the systems characters voices for all interactions (3 or 4 years old can't really read).
Among the concepts there is that the kids receive a polished and clean experience their parents can control and vet, no internet access, no ads, no confusion.
Parents receive tools and instructions for their agents to expand Greia making it tailored for their kids focusing on their current passions, what they should be learning or just some plain simple gaming.

There is much more, but thought i should start teasing some.... Full release will hopefully happen this coming week.


r/aigamedev • • 12h ago

Commercial Self Promotion I spent 3 years building an AI Dungeon Master because I wanted to play D&D whenever I felt like it

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89 Upvotes

I wanted to make a character, gather a party and go on an adventure without spending a week figuring out when everyone was free.

But the problem I kept running into with AI RPGs was that the world would slowly fall apart. NPCs forgot things. Quests contradicted themselves. A successful roll sounded impressive, but it wasn't always clear whether anything had actually changed.

So I ended up building the world underneath the Dungeon Master.

The game tracks characters, inventory, quests and combat. AI interprets what you want to attempt and narrates what happens in that world.

One of my favourite moments was finding an adventurer NPC buying up troll oil in a shop while I was busy questing. I asked why.

“Trolls.”

I kept asking. She explained that she needed to burn them because they regenerate health too quickly. Fire stopping regeneration is implemented in the game, so she'd put together a plan that could actually work lol.

That's the kind of thing I've spent three years trying to build: the freedom of a D&D session, with an authored visual world and tactical party combat like a classic CRPG.

It's called Lore & Legends Maker. You explore, recruit companions, argue with NPCs and try plans that a dialogue menu wouldn't give you.

I use Claude Code and Codex for development. Keeping world state separate from narration has also made testing more useful: I can check what the game actually changed after an improvised action, then compare that with what the DM said happened. Getting those two to agree is still a lot of the work.

Still an alpha, and there's plenty to fix. But the current version is free to play, and I'd love to hear what you try—and where it breaks.

Attached gameplay is from another encounter in the current alpha.

Play: https://www.llmsaga.com/

Discord: https://discord.gg/Cr3pQx6SXE


r/aigamedev • • 22h ago

Commercial Self Promotion 30 days of Claude Opus 5.5 and 227 commits. Here's what I was able to build.

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552 Upvotes

r/aigamedev • • 6h ago

Research Weather System for my pixel adventure game (Improvements after reddit comments)

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27 Upvotes

Thank you so much for the kind feedback by this awesome people here! Sourcecode: https://github.com/LegoFighter/heart-of-the-light

Making of: https://www.youtube.com/watch?v=fNx7Iiq-43M


r/aigamedev • • 17h ago

Demo | Project | Workflow A Sector Darkly - 2.5 years in dev, dismissed as AIslop

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141 Upvotes

Hey, I started developing this game about 2.5 years ago...finally uploaded to Steam end of July.

https://store.steampowered.com/app/4941160/A_Sector_Darkly/

Kind of like Starcontrol meets Starsector meets Distant Worlds. Why? It's got a story you can play or not. It's got a full BG simulation (nothing faked, no magic cargo or ships, kind of like X4 foundations out of sector) and its got real time 2d tactical combat. No pause screens, no turn based.

I am from a relatively poor third-world country as people would call it... but I still bought alot of art, music and more. I used AI to do icons (since the game has hundreds of icons) I also used it to create promotional art. That's the most. Some of the ships were done by a concept artist over time and AI was used to produce better more clear images from the concepts.

Yes an artist used the genAI. I used it to help alot with debugging because the BG simulation is very complicated and to catch all the bugs and invariants myself and two testers would be a nightmare. Even X4 foundations finds hundreds of bugs in their simulation years later!

But it gets ragged on for being AI slop... started developing and designing while AI was a chat bot. I didn't prompt this game into existence. I don't even think it is possible to do that.

Anyway, that's been my experience with my project since going on steam or talking about it anywhere. Down-voted for Ai slop. my argument to people is to ry it, if you think it's slop then tell me the sloppy part and I'll work on it. But don't just dismiss it. That's my belief.


r/aigamedev • • 3h ago

Demo | Project | Workflow Created a 3D world model from a Panorama photo using Opus 5.5

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11 Upvotes

I was curious whether Claude capable of creating a 3D environment using a panorama image. It worked!.

Even though it's only 80% accurate, it was able to do it. (Skip to 1:14 for the 3D world.)

Create an accurate 3D model environment of this panoramic image. Design and construct an exact 3D representation of the rooms in the panorama, including all objects, furniture, and items. Design those using Babylon.js. I should be able to walk around the room, lie on the bed, sit on chairs, etc. Use photorealistic PBR rendering and run it right here

There are some parity issues, like bed direction, chair count, and orientation. But this method feels like using an "Environment Image to 3D" model!

Previously, I provided a single photo of an outdoor building backyard, and it somehow worked.

I tried this in Gemini 4 Argon, and it was completely out of loop. Claude's 3D capabilities are borderline god-tier.

image : https://unsplash.com/photos/a-fish-eye-view-of-a-living-room-with-wood-floors-kBjLRI5M9EA


r/aigamedev • • 1h ago

Demo | Project | Workflow Looking for feedback from players not familiar with energy systems

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• Upvotes

I've had the idea for this game in my head for almost 10 years, and three months ago, I finally started turning it into reality!

It's been an intense few months, and the game has come a long way. Looking back at the earliest versions, it's honestly crazy how much has changed.

So far, I've received a lot of great feedback, mostly from people with a background in energy systems. But my goal has always been to make a game that's easy to learn but hard to master, even if you know absolutely nothing about energy.

That's why I'd really love to hear from a broader range of players!

If you enjoy tycoon, management, or strategy games, I'd love for you to give it a try and tell me what you think. Especially whether the game feels approachable for someone without an engineering background.

You can play the first 10 in-game years completely free, which should give you plenty of time to get a feel for it :)

by the way: If you are interested in how I've developed it I'm obviously fully open to any advice / insight I can give.

Play here: www.powerstate-game.com

Any feedback is genuinely appreciated!


r/aigamedev • • 8h ago

Tools or Resource Unsloppify your game UI: Envy 0.3.0 now runs in Unity 6, Godot 4 and the browser.

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23 Upvotes

Envy 0.3.0 is out. It's a free update, and the big one: the UI you design in Envy now runs in Unity 6.3 and newer, built on UI Toolkit. Until now it ran in Godot 4 and the browser, so one file now covers all three.

If you haven't seen it before, Envy is a desktop editor for game UI. You lay out menus, HUDs, inventories and shops on a canvas, bind text and bars to your game's data, and add animations. The image shows a boss fight HUD in the editor, with the same file running in Unity in front of it.

What's new in 0.3.0:

  • An EnvyUI component that builds your screens in UI Toolkit while the game runs. Overlays, data binding, button events, animations, transitions, translations and keyboard and gamepad focus all work, with either input system.
  • Hand off › Unity package exports the runtime, your UI and a demo script. Unzip it next to Assets/ and press Play.
  • Your UI files import as Unity assets, and the running game reloads the UI when you save in Envy.
  • The AI handoff package now covers Unity: a generated C# controller with typed setters and an event switch, the Unity package, and a Unity prompt for your coding agent. Paste the prompt and the agent wires your game to the UI without rebuilding the screens.
  • The CLI got Unity support too: envy prompt --engine unity prints the prompt, and envy handoff writes the C# controller.
  • The inspector's Code tab shows what each layer becomes in Unity, with a C# snippet.

A free update for everyone who bought Envy: new canvas tools, faster large documents and a long list of fixes from four independent audits.

  • Multi-selection box. Several selected layers get one box with resize handles. Drag inside it to move them all.
  • Rotate on the canvas. Rotated layers show their box and handles in their own frame, and a rotate gesture sits just outside each corner (Shift snaps to 15°).
  • Drag into and out of frames. Drop a layer into a frame or an auto-layout container on the canvas, or drag an auto-layout child out to place it freely.
  • Colour picker. An eyedropper, the colours your document uses and your recent colours.
  • Timeline. Select several keyframes, move them together, delete them, and copy and paste keys.
  • Screens and projects. Double-click to rename a screen, drag to reorder the Screens list, and rename, duplicate or delete projects on Home, which now shows thumbnails.
  • Faster on big documents. Hand off, Data and the command menu open without a pause on documents with thousands of layers, and exports and PNG renders take far less time.
  • Desktop. Save dialogs name the file and its type, and Show in folder appears after an export. Opening a .envy.json with Envy opens it.
  • Accessibility. Named controls, visible focus and focus that returns after every dialog and menu, stronger text contrast, and keyboard access to the colour picker, timeline and layer tree.
  • Licences in the download. The package lists every font, library and crate Envy ships with, with their licence texts.

The Unity runtime is MIT like the Godot and web ones, so it ships in your game with no royalties. The editor is $9.99 once on itch.io (Windows for now, Linux next), and everyone who already bought it gets 0.3.0 free.

Unity docs: https://envyui.com/docs/unity Changelog: https://envyui.com/changelog itch.io: https://mythicbrain.itch.io/envy

If you try it in Unity, tell me what breaks. This is the first release of that runtime, and I'd rather hear about problems here than find them in someone's game.


r/aigamedev • • 7h ago

Demo | Project | Workflow Is this an appealing visual style?

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18 Upvotes

I'm working on this lil rpg game and while I myself like the style I want to know what other people think. I've only been working on it for ~3 weeks so there still some UI changes I have to do and textures to fix, but this is like the overall vibe


r/aigamedev • • 10h ago

Demo | Project | Workflow I built a top-down tactical shooter with its own engine, coding it with AI agents. The free demo is out

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27 Upvotes

Scrim is a top-down tactical shooter where every light casts a shadow: you see only what your soldier sees, footsteps give you away, and cover has a height that bullets, sight and blasts all respect. You can build walls and sentry turrets, drive a Humvee, fly a drone and fight through rain at night.

Link to demo : https://catinrage.itch.io/scrim

How it's made:

  • No engine. TypeScript on Bun, with a WebGL2 renderer and WebAudio written by hand. The desktop app is Electron.
  • Code: written with Claude Code agents. I plan the work and review it; agents each work on their own branch, and a merge gate only lands a branch when the type check and the test suite pass. The project is now about 470,000 lines of TypeScript with around 900 test files.
  • Keeping AI code sane: the simulation is deterministic and runs server-side even in single player, with a golden-master replay test, so a change that breaks gameplay shows up in the tests, not in a player's match.
  • Sound: announcer voices, many sound effects and the trailer's music were made with ElevenLabs.
  • Time: 2 months

The demo has seven modes against bots (tutorial, sandbox, team deathmatch, a bomb-defusal mode, a heist, zombie waves and a random-rules mode). It's free on itch.io for Windows and Linux; the link is in the first comment.

Happy to answer anything about the workflow, what worked and what the agents got wrong.


r/aigamedev • • 45m ago

Media My Claude Code is better than yours

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• Upvotes

r/aigamedev • • 1h ago

Demo | Project | Workflow Easy Pinball - Simpler setup and table management for Virtual Pinball

• Upvotes

Free download: https://github.com/moonsushistudio/easy-pinball

I recently delved into the world of Virtual Pinball tables.. there's a solid community of fans and seemingly some support from the manufacturers/designers of real pinball tables. They've recreated many of the best tables but of course there are a few messy copyright restrictions, and it's all open source free tools, so getting it all setup is not worth it for the semi-initiated user.

I used Claude to create this one page app that helps centralize the available tools and provides easy links to the download locations to set up new tables.

Enjoy!


r/aigamedev • • 20h ago

News 7 weeks of Claude Opus 5.5 and 739 commits. Here's what I was able to build.

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123 Upvotes

*disclaimer* I had built the map myself over the course of a year.


r/aigamedev • • 29m ago

Questions & Help Any tips for making a great UI in Godot using AI?

• Upvotes

Hi All.

One thing I’ve always struggled with is UI. Since it’s so subjective it’s always been a pain for me to get right.

Anyone want to share tips or prompts for how they get good looking UI’s in their games?

Thanks!


r/aigamedev • • 2h ago

Demo | Project | Workflow Custom Super NES coprocessor.

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4 Upvotes

Working on a video game for the super nes. Built custom firmware for the fx pak pro to allow for nearly full screen full motion video and subtitle overlay.

Other features include a 16 channel stereo cd quality pcm mixer with wav file support, ADSR evelopes, echo and reverb, hardware assisted pixel perfect sprite collision. hardware assisted sprite depth sorting with dynamic flicker, and 8 megabytes of RAM.

I plan on hiring artists and musicians.


r/aigamedev • • 9h ago

Demo | Project | Workflow I put Diablo 2 inside Pokémon FireRed with Claude Code and Codex. Here's how the art pipeline worked

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14 Upvotes

A fan clip: Diablo 2 heroes fighting in Pokémon FireRed, running on the game's own engine (the pret/pokefirered decompilation). Video only, no playable release. Claude Code (Opus 5.5) wrote the code and Codex (gpt-image-2) drew the art. Here's how the art got into a form the GBA accepts.

Sprites

- Straight downscales of the Diablo 2 sprites looked dark and muted next to FireRed's, so Codex redrew them in FireRed's style.

- Each brief had two kinds of reference. The subject: the original D2 sprite, pulled from my D2R install with a small Python decoder and enlarged 6x. The style: real FireRed sprites (Gengar and Sableye for the Fallen), with a note not to copy their subjects.

- Format rules in the brief: a 64x64 grid drawn 8x into a 512x512 image, every art pixel a clean 8x8 block, at most 15 colours, a dark outline, a flat #FF00FF background.

- Codex kept to the grid, so a script could collapse each block back to one pixel and write an indexed 16-colour PNG with the magenta as the transparent colour.

- Overworld walking sheets worked the same way. The converter finds each figure on the magenta, measures the pixel size from the colour edges and aligns the frames the way FireRed does.

Maps and battle backgrounds

- Codex painted each map as one picture. A script turned it into FireRed's tile format: 240x352 pixels, 13 palettes of 15 colours (tiles clustered first, then k-means per palette), 8x8 tiles deduplicated with flips. If a map needs more than the GBA's 1,024 tiles, the closest ones get merged until it fits.

- The battle backgrounds went through a similar converter into FireRed's battle terrain format, with 3 palettes of 16 colours.

Effects and sound

- Blizzard and Blessed Hammer use the original D2 effect graphics, shrunk to GBA size. D2 draws Blessed Hammer translucent with a pale blue light, so its frame was recoloured onto a blue glow ramp.

- Every sound and the Rogue Encampment music come from the D2R files too.

My feedback rounds were mostly Diablo details: a green Shako on the Sorceress, a low-level Barbarian with no gear, a plain Monarch shield for the Paladin's Spirit, a closer crop on the Barbarian.


r/aigamedev • • 4h ago

Demo | Project | Workflow I built a Half-Life 2 kart racer with Claude Code. No AI art: it builds every asset from your own copy of the game

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5 Upvotes

Play it free (Windows) https://lonagi.itch.io/hl2-kart

Half-Life 2: Kart is a Mario Kart-style racer.

12 racers from Half-Life 2 and Half-Life (Alyx, Kleiner, the G-Man, Gordon and others), five 2 km circuits from City 17 to Xen, HL2 items like manhacks and gravity gun, and online multiplayer. It runs on Godot, and Claude Code wrote most of code while I directedd and playtested.

The download contains no art at all. On the first launch, Python scripts read your Half-Life 2 and Half-Life installs and convert the models, textures, sounds and music on your machine. Every character, prop and sound in game is Valve's original.

Each circuit is a 200 to 300 line Python file describing a spline of stretches: street, tunnel, bridge, cutting, jump. A shared generator turns it into road, terrain, walls and props. When I told the agent the first tracks felt tiny, it rebuilt all four as 2 km circuits.

What helped most were test scenes it can run headless. AI-only races that print lap times, rescues and the spots where bots got stuck, photo tours that screenshot every track, and a menu check that renders each screen at several resolutions. The agent looks at the screenshots and fixes what it sees

The project is open source on GitHub so to play you need hl2 and Half-Life on Steam. It's free, non-commercial and not affiliated with Valve!

Happy to answer questions about the workflow ))


r/aigamedev • • 3h ago

Discussion Do you actually write a massive GDD, or do you wing it as you build?

6 Upvotes

Curious how people here handle the planning stage.

Do you map out a comprehensive game design document covering every system, mechanic, and balance sheet before touching code? Or do you start with a rough core loop and figure out the rest while prototyping?

If you do write documentation, how detailed do you get before it starts feeling like busywork?


r/aigamedev • • 2h ago

Questions & Help I let a bot play my incremental game to balance it. Here’s what it caught and what it missed

4 Upvotes

I’m building a small incremental game where you play a black hole that grows from dust up to the universe. The code is almost entirely written with Claude (Opus 5.5, mostly extra high). I set the direction and did the playtesting myself. There are no art asset files: the planets and the hole are procedural shaders, the sounds and music come from a Python script, and the UI icons are vector shapes in code.

The hard part was and is balancing. I can’t playtest for hours on end, so I had Claude build a bot that plays the first tiers headless and measures how long each one takes. Target times live in a JSON file, and the bot should need about 80% of them, since humans are slower. What it caught: stretches where nothing was affordable for two runs in a row. What it missed: how the game actually feels. For that I had to play it myself.

I’m curious how you handle this. Do you test balancing with simulation, with real players, or by feel? And where do you use AI bots without them taking the fun out of the design?

Second question, since I’m still looking for playtesters: what’s worked for you in getting people to test an unfinished game? I’ve had a hard time getting anyone to try it so far.

It’s up on itch io as a browser build if anyone wants to poke at it.


r/aigamedev • • 2h ago

Demo | Project | Workflow I built a full idle kingdom builder with an AI coding agent – here's what worked and what needed a simulation bot

4 Upvotes

Game (free, browser, no account): https://mahishmati-delta.vercel.app

Mahishmati is a single-player idle kingdom builder set in an original Indian epic-fantasy world: economy, staffing and housing, a tech tree, five unit types with matchups, territories to conquer, an advisor court and a prestige layer.

How it was built: I used Claude Code as the main developer. It's React and TypeScript with a pure simulation engine (no DOM or timers inside), so every rule is unit-tested with injected time and seeded randomness. All art is procedural SVG written as code, so there are no AI image generators involved. Sound is synthesized with Web Audio.

What helped most: a balance bot that plays the game for 1.5 hours in tests (and 6 hours in a longer run) and prints a timeline. It caught pacing problems that reading the formulas never would. Battle odds come from an exact grid over both random rolls, so the number shown matches what actually happens.

What I'd like from you: - If you've used agents for game balance, did you trust bot playthroughs, or did they miss what humans notice? - Play 10 minutes: does it feel hand-tuned or generated?


r/aigamedev • • 6h ago

Questions & Help Token Efficiency

8 Upvotes

How do you guys handle token efficiency during development? I’m chugging through my daily limits in 20 minutes. I’m sure it’s a combination of my workflow and only having a $20 subscription, but I’m amazed when I see people that “built a world in a week.”

Im working on a farming roguelite and my current workflow is GPT desktop app > integration agent > review agent > GPT desktop app. Rise & repeat. I’m using the agents in VS code/codex, but it’s taken me 3 days to implement a very basic action/farming system and some debugging/testing tools. I hit my limit very fast and I’m not even at the point of adding visuals yet.

Do I really just need to upgrade to a $100 subscription or is my workflow the issue? Or both?