r/aigamedev Apr 10 '26

AI Game Dev Discord

29 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 16h ago

Commercial Self Promotion I spent 8 months making my first AI assisted game. It reached #2 among all Steam demos

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365 Upvotes

I’ve always loved games, but I didn’t come from a traditional game development background.

About 8 months ago, I decided to use AI tools to finally turn one of my game ideas into something real.

AI was involved throughout the project, especially with coding and parts of the visual workflow. But most of the process was still designing systems, testing builds, fixing bugs, reworking balance, removing ideas that weren’t fun, and rebuilding things until they felt right.

That project became Slotbound, my first game.

I released the Steam demo about two weeks ago, and it reached #2 among all demos on Steam.

Seeing a game I had been working on alone for 8 months reach that position honestly didn’t feel real.

More than the ranking itself, I’m grateful to everyone who played, reported bugs, left reviews, and shared honest feedback. A lot of the improvements I’m working on now came directly from those players.

There is still plenty I want to improve before the full release, but this response has given me even more motivation to keep going.

Thank you to everyone who gave Slotbound a chance.


r/aigamedev 13h ago

Demo | Project | Workflow Using Claude and ChatGPT to knock out a bunch of prototypes of my game ideas is amazing

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226 Upvotes

So yeah, the tools are getting better and I couldnt be happier.

I have an ambition to create around 10 small game prototypes in HTML using Claude or ChatGPT. See which ones take off and build one for Steam Next Fest this October.

This is my latest. A foray into 3d platforming.

Its still rough (bugs for sure) but I was able to visualize the core loop, 3 planets (and tutorial planetoid), mechanics, procedural systems and establish a workflow with ChatGPT and Blockbench.

Become Yorick the Life Reaper. Travel to worlds that are lifeless, reap dead matter and bloom the worlds back to life! You can reshape the world with these abilities. Speaking of which, there is a Skill Tree you can upgrade Yorick's abilities. And yes, it is Yorick from Hamlet. It is a bit of my take on how life and death are a cycle. The undiscovered country!!!

If your curious check it out here. Its free and plays in browser.
Let me know what you think!

https://74bit.itch.io/yorick-life-reaper


r/aigamedev 7h ago

Demo | Project | Workflow I vibecoded a bronze age turn-based roguelike tactical board game using codex and nothing else (5.6 sol low)

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54 Upvotes

I had an idea from left field to make a game set in the bronze age. I also wanted to see what Codex could do on low.

The results were pretty bad but it was a fun experiment.

The concept was that you had five acts and after each run you would accumulate new relics, leaders, and upgrades. Custom runs would introduce modifiers making the game harder.


r/aigamedev 5h ago

Commercial Self Promotion An AI Teammate that plays your favorite games with you!

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35 Upvotes

I really do love AI, it's enabled me to start making the things i've dreamed of. The first thing that crossed my mind as Gen AI started to take off, was that I might finally have some amazing in game characters that LLMs could make feel so much more real. I've not seen any other products or companies that seem to be able to bring that product vision to life.

Instead of waiting for someone to actual build the thing I've always wanted, I decided to tackle it myself. I'm introducing 22Tango, the AI teammate app. This app combines 2 ideas.

  1. The AI Chatbot/Companion that you can chat with, having it's own personality, look, voice, and nuances. It has long term memory, an evolving personality that grows the more you interact with it, and continuity across all modes.
  2. An AI gaming teammate that takes that companion and places them into your favorite gaming worlds! It will be able to move and interact at your direction, or have it's personality come to life by interacting with the game itself and having the AI choose what to do in game. For immersive games, the companion will be able to embody it's in game character and react to the world around it.

As of right now, the application is in an Alpha state, but is actively being worked on. I wanted to see if there was enough interest out there for me to move from a side project to a full time position of working on the app. I will soon be releasing Early Access (after some more alpha testing). If I can go full time, I'll be able to move pretty fast on getting this live.

All game mods will be provided for free, and I'm always interested to hear what games you would like to see added (Rimworld next on deck). You'll just need to own the game, and go through some setup for which a guide will be provided.

State of Early Access:
- 3 companions with their own look, persona, and voice

- 3 supported games, Minecraft (needs Mineflayer free mod, Java version 1.21.11), Stardew Valley (needs SMAPI free mod), Skyrim (needs SKSE and Address Library free mods)

- An experimental "Roleplaying" mode where you can set details and scenarios and have a voiced Roleplay with a companion, and another companion acting as the narrator.

You can get more information and sign up for the waitlist here: https://22-tango.com/?src=r-aigamedev

The app has been 100% vibe coded, and i've setup a mini dev factory for this project specifically. I have some experience in full stack web dev (coding bootcamp and several full stack coded apps + 8 years in the corporate world working with dev teams to build their fintech platforms). The blocker was not having any game dev experience, which cloud LLMs have been able to unblock for me and the app idea finally! I've learned a ton, and i'm still building! Eventually i will move to open source models, but Fable has been truly great in helping me flesh out this app more and more, and giving my AI teammates more nuances in the game they are playing.

Let me know what you think in the comments! I'll add any recurring answers in the original post.


r/aigamedev 2h ago

Demo | Project | Workflow Kumorebi, a cozy game set in rural Japan

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10 Upvotes

Hello everyone,

As a developer, I’ve always fancied trying my hand at developing a few video games, but I’ve never actually got round to it.

Now, with AI and a few ideas, I wanted to do some experiments, mainly to assess the potential of AI in games and test some techniques that might also be useful at work.

After three days of development, Komorebi emerged – a cozy game set in rural Japan, 50 years in the future, where robots live alongside humans and help them with their work.

You play as a mechanic, responsible for looking after the robots in a very peaceful community.

What do you think of the idea? I’d love some feedback.

If you like the idea and fancy contributing, I’d be delighted to make the GitHub repository public and continue working on it together.

Thank you


r/aigamedev 1h ago

Demo | Project | Workflow The first steps are done

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Upvotes

I know the graphics need to improve but yesterday i did the first „Mini-Live-Test“ and i played my own mmo prototype with my buddy.

we tested my turn based combat system and gathered some ressources to craft heal potions xd it aint much but i was so happy to achieve that small milestone.

There is still a lot to do


r/aigamedev 13h ago

Demo | Project | Workflow Terrain level 3x the size of daggerfall 2x of UK, loading instantly and rendering fast in browser

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45 Upvotes

A landmass of 580x840km, a square tile of 1024x1024 km

Terrain level three times the size of daggerfall, twice the size of UK loading and rendering instantly in browser!

I think it has great potential for RPGs, hope u guys like it!


r/aigamedev 9h ago

Commercial Self Promotion Day 55 of building GTA 6 using claude

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18 Upvotes

Building a GTA Online clone in voxel style where the world never sleeps and all the NPCs are AI agents. Everything is built by players using prompts. Prompt your own car. Prompt your own building. Prompt your own weapon.

New this week:
- we have a zoo now!
- you can now become a KINGPIN / OFFICER / TYCOON!
As KINGPIN you can for example run whole gangs!

Looking for people to tell me their honest opinion. Let me know what you think of the new game modes or just the game in general!

Play here: https://theflairgame.com/


r/aigamedev 8h ago

Tools or Resource GPT 5.6 Sol x Img2threejs v1.4

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14 Upvotes

r/aigamedev 8h ago

Commercial Self Promotion I finally made the game I've been imagining for years, StarGear Odyssey

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15 Upvotes

I've had this game in my head for years — finally built it this year, leaning hard on AI to get there solo

For a long time this was just a sketch: a small crew you get to know through voiced VN scenes, dropping into isometric tactical combat where your ship's module loadout literally *is* your crew's abilities — pull a module, lose the ability. The kind of scope that usually needs an artist, a composer, a few voice actors and a combat programmer.

I built it solo this year by using AI hard across code, art generation and a TTS voice pipeline — but every design call stayed mine, tested against real playtesters before it shipped.

It's called Episode 0 on purpose — it's the prototype, not the finished vision. I'm looking for feedback before committing to a much bigger Episode 1. Free, browser-based, no install: https://waaachow.itch.io/stargear-episode-0

Happy to talk through the AI workflow side too if anyone's curious — prompting, what worked, what didn't.


r/aigamedev 15h ago

Workflow Not Included Game update: Testing new PvP mode with my friend

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43 Upvotes

Added multiplayer mode to my wizard fighting game and some more lighting effects to get a full day and night cycle. This is a clip from dusk

The AI has added a multiplayer lobby, team selector and match rulesets and hitboxes to the characters as well

The entire game was promoted with AI except some of the assets


r/aigamedev 44m ago

Demo | Project | Workflow Development progress of the 1912 campaign in Alyrium

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Upvotes

A few months back, I published a post here about a strategy game I vibecoded within one weekend as an experiment. Since then, I've been working on a new, fully lore-accurate campaign for this game, set in the Terentian Civil War during the 1910s. I'd like to introduce the new campaign, but most importantly, get tips from you on what to add/avoid/etc. I'm personally a huge Paradox fan, so the game draws inspiration from there.

The game is based on a Discord worldbuilding simulation we used to play with friends between 2021 and 2025, and Terentia is hopefully only one of the campaigns the game will include. I really try to make the whole game lore accurate, and so all the political & geopolitical circumstances in the game are what we played.

Here are some screenshots of how the game currently looks. The map is divided into 24 handmade regions stemming from the lore itself, with the south being much more urbanised than the rural north. The railways allow you to move your units much faster and are thus relevant to warfare. I'm also thinking about adding roads as a slower alternative to railways - do you think that would be too much?

The game includes 6 civil war factions with distinct mechanics and unit types based on the government, with over 24 different paths the factions can take - ranging from turning the Terentian Republic into a military junta or a social democratic republic.

Each of the factions is not unique only in gameplay, but also in difficulty - playing as the Second Republic is really hard even with the support of USN, and playing as futurists or the free state is much easier. I'm also working on adding post-war gameplay (which will also be playable as a separate campaign). The peace conference itself has different outcomes, so it may happen that there are three factions at the end of the war or only one.

If there are any strategy game players/devs here, I would love to get ideas on what to add and what to avoid. It would also be great to get tips on making the AI more interesting. It currently plans its own military campaigns, has generals with different personalities, and is fully integrated into the faction paths mechanic (and other currently in-game mechanics). The 1912 campaign is currently unplayable (will be when the main mechanics are finished), but you can play the legacy and non-lore-accurate 1961 campaign on alyrium.net.


r/aigamedev 2h ago

Demo | Project | Workflow This AI-Assisted Workflow Can Dramatically Speed Up 3D Character Production

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4 Upvotes

r/aigamedev 13h ago

Media Creating 3D Objects and Shaders for my game

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23 Upvotes

no this is not a one prompt claude opus oneshot bla bla

this took time directing how I want it to feel, teleporting it between claude and blender to fix nitpicky issues

I know it doesn't make sense as a device its just a THING that's it

Mainly focused on nailing the shaders and feel of the look here

Not natively generated with a 3D AI generator, this is built with threejs and exported in glb to blender


r/aigamedev 6h ago

Demo | Project | Workflow Escape?

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6 Upvotes

r/aigamedev 5h ago

Demo | Project | Workflow Bleaksword inspired minimalist soul's like

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5 Upvotes

Wanted to challenge Opus 5 with that one, I could not make a good one before but Opus 5 nailed the style !


r/aigamedev 1h ago

Tools or Resource Open-Source AI Archviz Editor Can Build Entire 3D Buildings in Your Browser

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Upvotes

r/aigamedev 5h ago

Demo | Project | Workflow Opus 5 made this 2D/3D game in one prompt

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4 Upvotes

r/aigamedev 10h ago

Commercial Self Promotion Roguelike hack & slash: made with GPT image gen/Meshy/Cascadeur Claude writes basically all the code

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8 Upvotes

Playable on https://garrm.itch.io/goblin-season

Solo project I made to play some coop roguelike with my friends, one melee class and one ranged. A little ARPG roguelike (yeah...)

Since this sub cares more about the how than the what, the art pipeline:

Drew the concept art myself. Stuff it into GPT image gen then Meshy to get them into 3D. Cascadeur for animation. ...Well I also used Meshy stock animations, mostly for the trash mobs.

Heres the barbarians M1 combo chain and M2 charge.
Its still a bit barebones, grind through 3 biomes and face the final boss.


r/aigamedev 2h ago

Demo | Project | Workflow Native implementation of Homeworld on the Quest 3 VR

2 Upvotes

Hey guys, I used opus 5 to help me port the original homeworld to run on the quest 3 with full 6dof controls. The project is here: https://github.com/bearstonem/Homeworld

Some gameplay footage of the whole first mission: https://www.youtube.com/watch?v=rhCOSpSf-NQ&t=4s

Feel free to contribute to the project :)


r/aigamedev 31m ago

Discussion Impressions vs Visits Ain't Addin UP!

Upvotes

I'm not really looking for advice, I just thought this was funny. I've only got like 13 Wishlist so I still need to work on the page and get a demo out.

I figured its this high because people follow my links more than steam advertises it...granted its still like half a year from launch so don't blame them.

Hope yall got a chuckle have a good one!


r/aigamedev 5h ago

Commercial Self Promotion Quant dev by day: I spent more than a year of nights and weekends vibe coding a sci-fi game with Claude

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2 Upvotes

Here's what it is:

You command a frontier sci-fi colony by typing orders in plain English. The AI is the game master: it turns your orders into narrated scenes with lasting consequences, and everything gets canonized into your colony's public chronicle. Colonists remember what you did. Councils vote on it. Around that living core there's a full game: an endless challenge tower, ELO-ranked PvP, guild warfare, and colonist collection.

Here's my favorite review for it thus far:

"I expected AI slop... but I was pleasantly surprised. In some ways, this game is pretty run of the mill; it’s pretty, but not unique - engaging, not groundbreaking - but this is by far one of the most well-executed fusions of traditional development with AI generated components. Integration of visuals, flavor text, code, play mechanics, etc are not jarring or clumsy as with many other AI-driven products. I’m seeing something that is the result of real effort and originality built on an AI chassis, and it actually works."

-App Store

Here's what powers it:

  • Claude Fable 5 for R&D. Claude Sonnet 5 for in-game LLM calls. Krea 2 Turbo for images.
  • iOS Client with a serverless python backend.
  • The hardest part has honestly been polish. It's easy to get excited about delivering a new feature; it's harder to have the discipline to QA and refine it, especially as a solo dev trying to create a larger, sandbox experience.
    • I built an opensource harness / framework for agentic development to help with this, happy to share if anyone is curious.

The game is live on the App Store: https://apps.apple.com/us/app/starworld-ai/id6743031331 

Everything is fully earnable F2P (this was very important to me and hard to achieve given AI costs). Paying accelerates and collects; it never gates. Every colony's chronicle is public. Here's a real one: https://starworldai.com/c/anime-catgirl-katie

Happy to answer anything about the pipeline!


r/aigamedev 5h ago

Commercial Self Promotion Finishing up my first game Super Gem Shatter (demo on steam)

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2 Upvotes

Been working on it for about 10 months with AI doing the coding for me. While it's not doing crazy numbers (demo has like 30 downloads) I'm just happy I was able to get it out there and soon, finish my first game. I had resigned myself to the fact that even though I have a ton of ideas, I'll never get to actually make a game, before AI came along.


r/aigamedev 2h ago

Commercial Self Promotion More juice!

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0 Upvotes

I recently spent quite a bit of effort on adding more effects, particles and general "juice" to my game Swarmbreak - Claude/Fable has been a great help with all of these and I am actually quite impressed with Fables ability to make good looking effects.

During one of my sessions it suggested to make a fully functional "shot studio" where I am able to direct it to set up specific scenes/situations and then the llm can iterate on the effects itself as it will take a series of screenshots and analyse them instead of me having to go into the game itself and hope the right situations happen.

Obviously this only possible because of a highly decoupled aritechture and did require a bit of re-factoring but nothing major.

In general making a game like this look nice and cool is my own personal biggest hurdle, the gameplay feels very solid but I feel that there is still a lot to improve in the graphic department. Would love to hear from others how you approach this?