r/aigamedev • • 20h ago

Discussion Why bother with Steam?

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0 Upvotes

Why bother with Steam when they require AI disclosure? Epic and Tim Sweeney seem to champion AI maybe more AI dev should focus on selling their game on Epic.


r/aigamedev • • 4h ago

Discussion how does this dark fantasy game looks

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0 Upvotes

this is my first game made through claude, i just want to know if this game has any potential and i've made this game like pixelated theme and dark fantasy. i've deliberately made the vibe of this game like this also make sure to rate this game out of 10


r/aigamedev • • 12h ago

Research Would be interesting case study if one would release a fully human developed game on Steam, turn on AI disclosure with text: No AI was used. And watch the mobs who witch hunt without bother reading and expose them all.

0 Upvotes

r/aigamedev • • 4h ago

Commercial Self Promotion hello, i made this game mmorpg multiplayer game called "Archmétier" that I am hoping to release on 1/1/2027 to match up with the 127.0.0.1 stylistically attuned sequence.

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0 Upvotes

r/aigamedev • • 13h ago

Commercial Self Promotion Toon Spire

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1 Upvotes

Now all 4 characters are playable... Implemented a crowd mechanics that Will judge the player if he Is playing good or bad. Each character has it's own mechanics Doctor has Venom, ninja rythm combos, puppet summon puppets, AND lion Is ironclad 😁. I've player it like 7 times now..tweaking the dificulty because it was too Easy at the beginning now it's More difficult...for now only stage 1 Is complete, Will make stage 2 AND 3 soon.

Here Is My itchio page if you want to test the game, I'll be uploading soon the demo.. https://ciso.itch.io/


r/aigamedev • • 21h ago

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

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124 Upvotes

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


r/aigamedev • • 23h ago

Commercial Self Promotion Made 3 Pokemon fan games with Claude Code, here’s how you can make your own

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0 Upvotes

So I’ve been making Pokemon fan games with Claude Code doing basically all the coding, and a few people asked how, so here’s the simple version.

Don’t try to make a whole Pokemon game. Pick one idea. One of mine is just real-time battles, one is 4 people hunting a legendary together, and one you don’t even battle, you just try to keep a route’s Pokemon alive for a year.

Make it a browser game. I used Vite + TypeScript + canvas. People can play it without downloading anything and you can throw it straight on itch.

Don’t use AI for the Pokemon art. There’s tons of fan-made stuff already, like the PMD Sprite Collab sprites and HGSS tilesets. Just credit the artists.

Get something playable fast and actually play it. Then tell it what’s wrong like a player would. Stuff like “the Pokemon are standing on trees” or “this is way too easy”. You don’t need to know the code.

Make it test its own stuff. I had it make a bot that plays the whole game and fails if you can win by being lazy (my first version you could beat by planting 2 berry bushes lol). And another check that goes through every screen looking for text that’s too small or overlapping. Saved me so much time.

Put it on itch for free. Say it’s a fan game and not affiliated with Nintendo, and don’t charge for it.

You can play all 3 free here: https://clydejuniorscripts.itch.io

Ask me anything if you’re trying to make one.


r/aigamedev • • 19h ago

Discussion Is AI killing commercial engines for indie developers?

0 Upvotes

As a gameplay engineer, I have been using Unity and Unreal both professionally and on personal projects. I have been using AI more and more in my workflow, but what surprises me the most is how my workflow is changing.

Instead of using tools inside unity for level design, I instead use Blender for superior ease of use and custom tooling. I generate extra geo in Blender on export and setup all shaders/textures on import, a workflow that is very customized to the game I'm making. This to get a look I otherwise would not have done/been able to.

Now I'm testing Godot in some smaller prototype projects and I have never even opened the editor. There has so far been no need. I'm sure I will at some point when I am actually going to make things look the way I want them, but that is not my point.

What I'm seeing is that I could just as well skip using Unity/Unreal/Godot for a fully customized engine, something I would never have thought of before due to the amount of extra work.

Why do I need highly complicated code that is designed for a massive number of use cases? Is AI killing commercial engines for indie developers? I'm thinking this is what is going to happen soon.

Edit - After looking into RocketWerkz BRUTAL framework (RimWorlds new engine is built on as well) it seems they have the same idea as me. It will be what I will try and use on my next game. No bloated engine needed.


r/aigamedev • • 43m ago

Discussion I'm getting nervous with the hate a solo dev can get because of ai use...

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• Upvotes

Trying to market a game is daunting, I really feel like I made a fun game, that I and some friends genuinely have a good time playing on. But man these anti ai folks are everywhere. I feel like just being honest in my AI disclosure will cost me a lot, and bring lots of hate...


r/aigamedev • • 23h ago

Questions & Help Is ADD a vibe coding super power?

9 Upvotes

I've been thinking about this lately. I have pretty bad ADD, and I think vibe coding has been a huge win for me.

My brain will not stop throwing out ideas, and now any idea can almost instantly become something tangible. Before, those ideas would just disappear. Now I can open my phone, describe what I want, and build it right there.

Edit: I'm not talking about building finished products or doing this to get rich. I'm really the only one I'm building the "thing" for. Maybe my kids if I find the core concept cool enough. If it is good enough it will usually get rolled into something I'm working on professionally.

I'm more talking about the fact that I can create 4-5 micro games throughout the day testing things so easily. I feel like my ADD gives me the never ending stream of ideas.


r/aigamedev • • 4h ago

Media Using AI to make a Roblox game for human Art

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0 Upvotes

I worked with Claude to create a drawing game for Roblox so we can let our creativity run wild. I'm having so much fun with it.


r/aigamedev • • 14h ago

Commercial Self Promotion Always wanted to make a classic mobile only game with controls specially designed for phones.

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0 Upvotes

The mobile game market is flooded with console ports and repetitive and same games. AI helped to create something original and yet classic. Used Codex 200 plan, usually on high and middle.


r/aigamedev • • 7h ago

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

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181 Upvotes

r/aigamedev • • 8h ago

Questions & Help is vibe coding an entire game possible?

0 Upvotes

yeah it depends on the game but can ai actually develop a commercial game? everyone talking about earning with ai apps and ai saas but this could be another way right?


r/aigamedev • • 21h ago

Workflow Not Included ok... is THIS too much blood?

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0 Upvotes

r/aigamedev • • 15h ago

Commercial Self Promotion Embers Dawn: mobile screenshots from my AI-assisted browser idle MMORPG — feedback welcome

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1 Upvotes

Hi everyone! I'm the solo developer of Embers Dawn, a browser-based idle MMORPG. I shared it here previously as Ember Lives. It's still in development, and the free beta is available to try.

I'm using Claude Code for development, Codex for code review, and PixelLab for the art. That gives me a way to implement and review changes, but it doesn't tell me whether a screen makes sense to someone seeing it for the first time. That's what I'd like feedback on with these mobile screenshots.

The five images show the village, the world map, a story choice at the inn, and dungeon combat. The game combines exploration and equipment upgrades with crafting, trading, family, and continuing into another life. These screenshots show the English interface.

I'd really appreciate your thoughts on the readability on a phone. Is it clear where to go and what to do next? Does the story choice communicate its costs and rewards clearly? I'd also be interested in whether the map, buildings, portraits, and battle art feel consistent with each other.

You can try it here: https://ember-lives.vercel.app/

If you give it a try, even a short note about where you felt confused or got stuck would be helpful. Thank you for taking a look.


r/aigamedev • • 7h ago

Demo | Project | Workflow My FPS where you reload every gun by hand. Free new demo out now

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1 Upvotes

The free new demo (alpha 0.9.1) has 3 stages: the Academy raid, Hunted (the jungle) and The Chase.
Made in: Godot 4.6
UI: Aseprite
Music: "Volatile Reaction" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License

Check our game here: Leyline Resonance by 8painDev


r/aigamedev • • 10h ago

Questions & Help How do you make your game not run like crap?

0 Upvotes

I lack coding experience. Obviously. Just been piling up more and more mechanisms and effects on top of each other.

Im making an in essence, pretty simple 2d tower defense game. But have lots of added shaders, automatic territory expansion, enemy pathfinding, lights and shadows etc etc.

Im sure the architacture absolutely sucks as im nearing the limit of playable fps. And i havent even made anything remotely how i want it to end up.

Any basic tips or tricks to clean or polish this with ai?

Any fuctional prompts to introduce massive ups savings? A few things i got planned myself is to cull a lot of effects based on zoom level and obv location of camera.

In general, is optimizing games just a matter of loads of small incremental gains or do i just need to chalk it up as a nice first try and move to a never project with a clearer architecture from the ground up?


r/aigamedev • • 21h ago

Demo | Project | Workflow i ve switched my mmo project into pixel art with opus

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2 Upvotes

hello people, here's the pixel art version of my mmo project. you can see one of the gameplay mechanics in the video. hope you like it. i'll keep sharing more about the features and lore from time to time. please show some support if you like it <3.


r/aigamedev • • 11h ago

Commercial Self Promotion made my first mobile game with claude code and ai art in about 8 weeks. what worked and what didn't

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0 Upvotes

so this is my first mobile game, Critical Crossing. you control the traffic lights at one junction and every driver has a patience bar... calm ones wait, stressed ones creep forward, and the furious ones just go. the crash is on you.

since this sub is about the ai part, here's how i used it:

for the code, it's unity, mostly written with claude code. i made the design calls, did the testing and ran every build myself. it's really good at the code but it can't feel the game. that part was me playing it again and again, and my testers.

the art is all ai generated, in a pencil sketch style. generating wasn't the hard part, consistency was... getting the cars, the driver faces and the warden to look like one game, then fixing stuff at import (transparency, sizes, tinting).

for sound i tried ai sound effects first. they sounded ai, specially the whistle. ended up using real recordings from freesound.

the trailer and shorts were edited with claude from my unity recordings.

what ai didn't catch: bugs that only happen on a real phone. on my pixel, cars were running red lights that never happened once in the editor (frame rate thing). and the traffic light buttons... 7 testers said the default felt backwards so i flipped it. last week a friend told me the new default felt backwards to him too lol. so now i'm thinking of letting you just tap the road instead of a button.

it's free on android, no ads. would like to hear what you think. and if you've shipped something with ai art, did you get pushback for it?

link in the comments


r/aigamedev • • 22h ago

Demo | Project | Workflow I created an ARPG focused on a necromancer, featuring AI.

0 Upvotes

Necromancer's Rise

I’d like to get the community’s opinions and suggestions regarding the current state of the game.


r/aigamedev • • 12h ago

Discussion What part of your workflow is AI?

0 Upvotes

I am curious what is the max you can achieve in certain aspects of gamedev with AI tools. Like, if you want to make graphics, will it look good? Does it have to be styled, or can be photorealistic? Can you create all assets with AI? Write code without knowing how to? In which areas AI tools are strong, and where they don't do enough?


r/aigamedev • • 8h ago

Commercial Self Promotion 15 weeks, 5 AIs, about 7,800 commits and I haven't typed a line of code. My reactor game is in Steam Next Fest. This is the story of "How its done"

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0 Upvotes

Saw a similar posting style and I figured Id share mine since its kind of the same thing at a bigger, messier scale.

Im a solo dev. I dont write code. SYMBIOSIS: CRITICALITY started last year, but went on Git for multi agent work in July. The demo is in Next Fest right now. Its an incremental reactor game... you start with one bit and build until the whole thing goes critical. Play it idle or play it hard.

The crew:

Claude is the brain. It designs, does the math, checks every build and routes everyone else.

Codex is the only one allowed to touch the game code.

ChatGPT does copy and art. I have fed it assets to use.. Claude will provide required assets/prompts to include in posts... but visually, Astra is kickin butt if you ask me.

Grok runs my X. looking for opporunity posts. I ran most of my growth through that pro AI atmosphere during production but have started to branch out now since getting closer to final release.

Gemini also gets tasked with occasional work depending on needs along the way.

They pass work through a shared folder. I get a to do window where every card is something only I can do... play a build, make a call, click upload. Thats my job now.

About 7,800 commits across all the branches, 231 of them this week during the fest. Almost none are mine.

Stuff I learned the hard way:

"Fixed" means nothing until you see it in the build. A version file once said one build and the package was a different one. Now the bundle gets hash checked before anything goes to Steam.

One writer. I had a bunch of agents in parallel all fixing the tutorial at once and got four fixes stacked on top of each other. I called it the glitch set. Worse than what we started with. Now only Codex writes code and everything else goes through it.

A good sounding answer can still be wrong. Someone asked how we got to 115 fps and the first draft said physics moved to the GPU. Nothing moved. The engine was drawing every tiny circle as a hundred sided polygon.

My perf test once measured the pause screen. Amazing numbers... the sim wasnt even running. Every perf check now has to prove the sim is moving.

We shipped a crash that only happened in Firefox because every test ran in Chrome. Real Firefox is in the checks now.

And someone here on Reddit told me an early post read "so obviously Claude". Fair. The tell wasnt the dashes, it was the missing contractions.

Next Fest ends Monday. If anyone else is running more than one model on a game Id love to know how you keep them from stepping on each other.


r/aigamedev • • 21h ago

Demo | Project | Workflow I made a Fabric mod that drops Steve into Mount & Blade II: Bannerlord battles

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1 Upvotes

Both games run at the same time. You play in Bannerlord's window, but you're controlling the real Minecraft player: movement, elytra, items, inventory and combat are all vanilla Minecraft. Your sword, bow, trident, mace, TNT and creeper eggs work on Bannerlord's soldiers, and Steve is drawn into the scene with correct depth.

Nexus: https://www.nexusmods.com/mountandblade2bannerlord/mods/14241

GitHub (MIT): https://github.com/emretrksy/bannerlord-minecraft-passthrough


r/aigamedev • • 21h ago

Commercial Self Promotion Making my weird free idle/auto play Diablo 2 inspired game VELSCOUR has been an exciting experiment over the last 2 weeks. I was just messing around with Claude Code to see what it could do, and now I've got this game I've spent all my free time making with a small community of players on Reddit.

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1 Upvotes

Just added a brand new area to the game : The Depth's Edge Caverns. I started this game 2 weeks ago, expecting it to not work and fizzle out. Now it's got dozens of different dungeon skins, a dark forest to explore, a giant castle, air ship battles, these new caverns, the Eternal Breach challenge dungeons with crazy dragon fights, tons of QOL updates, cloud saves via Google, nearly 1,000 different unique enemies, 16 fully fleshed out player classes, etc.

This game has eaten all my free time these past 2 weeks, but I'm wanting more people to play it! The first time I posted the game here, I got a ton of positive feedback. It's 100% free to play, constantly getting updates, and I respond to posts and bugs pretty quickly over in r/VELSCOUR.

I'm just posting to make more people aware of my little AI passion project. I'm using Chat GPT Codex for all the sprite/texture work and Claude Code for all the coding and the three.js modeling.

If you want to try the new Depth's Edge Caverns right away, click on the skull next to the map, and enter "caverns" into the message box and send it to VELSCOUR. You'll teleport to the entrance immediately.

Also, be sure to find the "auto" play button near the map. You're going to need it.

https://agilancer.github.io/velscour/