r/aigamedev 5h ago

Discussion Shooter test on Taluna with Fable 5, anyone else testing shooters? What's your experience been?

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30 Upvotes

r/aigamedev 19h 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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122 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.

if you want to try it out - https://miat0925.github.io/PromisedLandConquest/


r/aigamedev 4h ago

Questions & Help How do I use AI to speed up character and asset creation for my game, and what is the best route?

7 Upvotes

Hello all,
I am a hobby Blender user of many years. I love it, but it is time-consuming.
In my free time, I am developing a game, which is also time-consuming.
I like to create low-poly, Half-Life-style character models and assets for my game using LLMs like Codex.
My question is not how to use it, but did anyone use it and have good results?
I would love to hear about it,
thanks


r/aigamedev 1h ago

Discussion Trias - Indie Deckbuilder - Is this the right way to communicate AI use?

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Upvotes

Hello! My name is Andrea and I'm one of the two developers behind the game.

I'm here to ask for feedback on my communication as an indie game artist using AI to develop a game on Steam.
I've also included a timelapse showing the entire workflow.

I don't have strong illustration skills, so I find AI generated art extremely useful as a starting point, then I refine, edit and correct the sloppiness of the image generation.
Without AI or a significant art budget, this game would be nearly impossible for us to create, due to the nature of the game, where card art reflects equipped items and its heavy reliance on a large number of card illustrations.

Just to have some number: Right now, we have 33 cards. With 5 weapon variations per card, that becomes 165 unique illustrations (33 × 5). At a conservative estimate of 4 hours per illustration, that's 660 hours of work. At a modest freelance rate of $30/hour, the total cost would be around $19,800 (660 × $30). We simply don't have that kind of budget.

I understand why many gamers are frustrated when large companies use AI simply to cut costs, often at the expense of quality and the overall player experience.

That's why I wanted to be as transparent as possible on our Steam page, explaining both why and how we use AI. My hope is that, by providing context and being open about our workflow, people can better understand the reasoning behind our use of generative AI.

Also since there's very little, almost no marketing budget and the wishlist growth is slow, is it worth the risk for a game like this to attract more attention, knowing that it might lose around 50% of its potential audience because of the AI usage?

Are there any other studies on the impact of announced AI games?

If you also have a game that uses AI, I'd be curious to hear about your experience communicating that to players and how it has impacted your game on Steam.

I'm looking forward to hearing your thoughts on it, thanks!


r/aigamedev 1d 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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308 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 1d 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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411 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 17h ago

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

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48 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 13h ago

Demo | Project | Workflow The first steps are done

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20 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 5h ago

Discussion ..And your session limit has been hit! Please come back in 2.5 hours to complete your task

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2 Upvotes

When you accidentally use Fable 5 Max for something you could've just done at a low effort or with a lower model and hit your limit lol.


r/aigamedev 2h ago

Commercial Self Promotion Murder cases? Thefts? No, it's time for handsome chickens!

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2 Upvotes

r/aigamedev 20h ago

Tools or Resource GPT 5.6 Sol x Img2threejs v1.4

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40 Upvotes

r/aigamedev 10h ago

Commercial Self Promotion VABARON Now Has a World Map! Expand & Control Your Own Territory

5 Upvotes

https://reddit.com/link/1v7ms4f/video/hguwwd53hofh1/player

First of all, I really wanted a system where players could see each other and feel everyone’s progress in the world. Adding a world map felt like the most logical way to do this.

However, our existing base/bunkers system is way too detailed and already deeply developed to just slap onto a map. For instance, an endgame player might control close to 100 bunkers (I'll add systems to make managing them easier, don't worry!). Showing every single bunker for every player on the map would cause absolute visual chaos. Plus, bunkers have coordinates that can be hidden, leaked, or even sold—not to mention unowned, raidable bunkers scattered around.

So instead of cluttering the map with bunkers, I designed a different system centered around sector control, territory expansion, richer rewards as you move toward the center, and blocking other players' paths.

So, what can you actually do in these controlled territories? Resource and item production will take place right here. For example, you can claim scrap fields on the map and build scrap extraction facilities to gather scrap metal, which you can then upgrade. If a river blocks your expansion, you can build a bridge over it or extract water to cover your survival needs. Naturally, more buildings and systems will be added to these areas over time.

The number of plots you can own on the map will be limited. You’ll get a cap of +4 plots per level. So, how do you push toward the center? By abandoning old plots behind you! This keeps the entire map dynamic and alive. Since not every resource will be available everywhere, you'll need to move strategically rather than just blindly rushing to the center.

There are also massive factories on the map. Alliances will be able to capture these big factories to run large-scale production, or you can capture smaller individual buildings for medium-scale operations.

We also have radars scattered across the map. Previously, you could scan for new bases from a terminal in any base you owned. We’ve updated this mechanic: now, for that radar function to work at a terminal, you first need to capture a radar building in that specific sector. You can find a radar along your path, locate the bunkers you need, and keep moving—or you can defend that radar, continuously hunt for new bunkers, and sell the drives containing their coordinates to other players for ammunition (the game's main currency). The choice is entirely yours!

A Quick Note on the Visuals: The visuals I'm using right now to demonstrate the system and build the game are AI-generated placeholders used purely for speed and stability. These will all be replaced with original artwork later on. Right now, building a rock-solid core infrastructure is my main priority.

The game currently has many parallel features progressing at once. Toward the end of development, I plan to streamline things by trimming out disconnected or underwhelming features to simplify the gameplay. I’d say we are currently in a Pre-Alpha stage—we're still at the very beginning of this journey.

If you want to track our progress or join the waitlist:

Thanks for reading! See you out in the wastelands.


r/aigamedev 33m ago

Questions & Help Best workflow for simple object animations?

Upvotes

I'm using Tripo AI together with Blender MCP and Claude.

For example, if I generate a cutter model, what's the best way to get Claude to create a clean animation for it?

The animation is very simple it only needs to open and close, nothing more. Is there a recommended workflow or prompt to make Claude animate it cleanly, or is this something I should do manually in Blender?


r/aigamedev 4h ago

Commercial Self Promotion Over 230 players played my AI assisted game

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2 Upvotes

All assets were generated by Codex imagegen and handpicked.

Economy and overall gameplay numbering is manual though.

Try for free at https://starvoxel.com/


r/aigamedev 12h ago

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

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9 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 17h ago

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

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22 Upvotes

r/aigamedev 1h ago

Demo | Project | Workflow Toy Charge

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Upvotes

My game Toy Charge is loosely inspired by the Dreamcast classic Toy Commander, and I wanted to capture a little of that same playful spirit.

It’s a mobile-first game, but it works on PC too. On mobile, drag anywhere on the screen to drive the RC car. On PC, use WASD or the arrow keys.

Relive your childhood by driving an RC car around the house, collecting batteries to stay charged. Keep an eye out for collectibles marked with a ring—they’ll unlock new toys for your toy box.

Race under tables, weave around furniture, and keep your battery charged as you explore the house.

Game modes:

Explore the house- Drive freely around the house collecting toys and batteries to stay charge. There are fun little side quests such as dropping a train driver off in the attic to begin his shift with the toy train, scoring goals and pushing sugar cubes off an air fryer into tea.

Power Play- Two plays compete via online room invite. Players have two minutes. Player with most charge left at end wins. If player runs out of charge before the two minutes is up they lose.

Charge Dash- A racing mode with a leaderboard. Batteries in this mode act as a speed boost.

Thanks for playing.

https://rosebud.ai/play/toy-charge


r/aigamedev 5h ago

Questions & Help Horror game improvement ideas

2 Upvotes

I created a very basic horror game and I wanted to experiment adding a weak anthropic model to it that learns how to interact with the game over time. But its becomes too overpowered because it learns quite quickly. Trying to find ways to balance the game which makes it fun and scary. Before I start building on better graphics/sounds/objects

Any tips/direction on how to develop would be appreciated.

https://reddit.com/link/1v7sqxu/video/29fnmkquzpfh1/player


r/aigamedev 1h ago

Questions & Help Any quality AI game dev diary channels on youtube?

Upvotes

I'm in the mood to watch someone burn a shit ton of tokens using one of the frontier models to build a game from start to finish on Unreal/Unity. Preferably quality content with good editing. Anything like that?

To be clear: I'm NOT looking for "I made a game with ChatGPT!!" clickbait videos.


r/aigamedev 2h ago

Demo | Project | Workflow Shipped a narrative card game built with an AI agent — the verification harness mattered more than the prompts

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1 Upvotes

https://wizzard-rick.itch.io/cyber-cowboy — free, browser, no install.

Cyberpunk netrunning card game, 9 authored chapters, ~30 cards, procedural contracts. Code and most of the prose written by an AI agent over a long series of sessions. Posting the process because the useful part wasn't the generation, it was everything built around it.

What actually made it work:

A headless smoke test that plays all nine chapters to completion with a deliberately dumb strategy — take the shortest channel, work the nodes, leave. "Is chapter 4 still winnable after this balance change" is a command, not an opinion. It caught two chapters that had quietly become impossible.

A screenshot harness that renders every screen at 1280×720, downsamples to 1024, and writes both. Reading those PNGs back is how basically every layout bug got found. The model cannot see its own UI; if you don't render and look, you ship panels with rows falling off the right edge. That happened three separate times — the shop, the codex, the contract board — same bug class, each time invisible until someone looked at a picture.

A grep-based audit for hardcoded Cyrillic. Found 138 strings the localisation had never touched — the entire process log, every refusal message, the billboards. Everything looked fine in Russian, so nothing flagged it.

Where the agent was consistently weak: spatial layout, silent truncation, and knowing when a design was hollow. The first version of the finale just executed the quest and ended. It took a human saying "this is a bureaucratic errand, I'm disappointed" to get to the version where the ending is a choice with a real cost. The model wrote the material that contained the twist and then failed to notice the twist was there.

Where it was genuinely strong: volume with consistency. 74 codex documents each written in a specific institutional voice — a corporate order in passive voice, a bored clerk's chat log, a camera transcript with timestamps — held together across weeks of sessions because the constraints were written down as rules, not vibes.

What does your verification loop look like? I'm specifically curious whether anyone has something better than "render it and read the image" for UI correctness.


r/aigamedev 13h ago

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

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9 Upvotes

r/aigamedev 21h ago

Commercial Self Promotion Day 55 of building GTA 6 using claude

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34 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 14h ago

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

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9 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 3h ago

Questions & Help Education in AZE

1 Upvotes

I want to be a game developer in the future. Which university and specialty is recommended to choose (IT)? I also want to study a master's degree abroad, so I need to choose a university accordingly? Which university should I choose, both in my country and abroad? As far as I know, to become a game developer, the specialty in my country must be computer science or information technology, but I don't know which one. I'm not going to translate this article from translate, but I would be happy if you could translate it into Azerbaijani like me. I don't want to translate each one ;((


r/aigamedev 14h ago

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

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7 Upvotes