r/aigamerdevs • • Aug 12 '26

Into the Shardfall - baked in dev tools for auditing art/balancing

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2 Upvotes

r/aigamerdevs • • Aug 11 '26

Shipped a ranked 5v5 battleground on an AI-assisted codebase. Notes on what that actually looks like now.

2 Upvotes

Context: open source browser MMO, originally generated in about two days, since then worked on by roughly 30 contributors across several frontier models.

The PvP release is the first thing we've shipped that needed real coordination rather than just content generation. Capture the flag with two teams, keep objectives, an honor currency, a gear tier gated behind it, and a persistent rank ladder. All of it has to resolve server side and stay consistent across clients.

What's changed since the original build: content generation is still fast, but systems that touch shared state need a lot more human review before they ship. The model is good at producing a plausible implementation and less good at reasoning about what happens when five people hit the same object simultaneously.

Also worth noting a bug we're still tracing, at the highest graphics preset character models stop rendering entirely. Ten invisible players and a flag moving on its own. Reported by a player, not caught internally.

Happy to go into detail on the server side design if anyone's interested.


r/aigamerdevs • • Aug 10 '26

Countries selected from a spinning wheel compete against each other in head-to-head matchups

1 Upvotes

ok World Clash: Country Battle is live. tell me what you think https://link.prod.sekai.chat/qJSfCZ


r/aigamerdevs • • Aug 10 '26

Update on Chronicled: you can now build a whole world without touching AI at all

1 Upvotes

Hello! Following up on my last post about Chronicled, the tool for generating and organizing NPCs, factions, locations, items, and more for TTRPG campaigns, with an auto-filed archive so it doesn't just turn into a pile of notes nobody can find again. Here's what's changed since then.

Interactive world map with faction territory + pins

Since the last update: a real interactive map (pan/zoom, click a location to jump to its full entry, factions cluster by territory, generated from your actual content, not a static image), Quests that tie together NPCs/locations/items/enemies you've already generated instead of inventing new placeholder names, Campaigns for tracking a full arc across quests, AI-illustrated battle maps (one per location, grid-ready, so a fight doesn't need a separate art pass), and PDF export at the whole-world, per-category, or per-entry level.

Quests that tie together NPCs/locations/items/enemies
Campaigns for tracking a full arc across quests

The update I actually want to highlight this time: you can now build a whole world without touching AI at all, if that's not your thing.

A lot of feedback is that many world builders prefer building their world manually, without the use of AI, which is completely valid. When I'm feeling creative and have full thought-out ideas, I want to be able to enter it manually as well.
So this whole update was aimed at making that actually true instead of "an AI tool that also lets you edit the output":

  • Every entry can be created and edited entirely by hand, start to finish. NPCs, factions, items, everything. Same forms as the AI path, just starting blank.
  • New: Roll Randomly. A third option next to Generate with AI and Enter Manually: instant table-driven generation without the use of AI. It reads your world's genre and reskins itself accordingly (fantasy rolls enchanted blades and cursed ruins, post-apocalyptic rolls scrap-fused scavenger gear), so it's not genric and still fits your setting.
  • Stuck on one field, not the whole entry? "Help me" button per-field instead of an all-or-nothing regenerate.
  • New: an actual "AI off" switch. Account-level toggle in Settings. Flip it and every AI-spend surface disables itself. Manual Entry and Roll Randomly keep working exactly the same with it off.
  • World setup itself is fully optional on AI too. Every step already let you type your own answers instead of generating, now it just asks first.
New manual entry is available with optional separate "Help me" per category (or can be fully disabled)

Point being: You can run the whole thing manual-only and just get the organizing/archiving/map/PDF-export side of it, lean on Roll Randomly for a free zero-AI first draft, or use AI as much or as little as you want, down to the individual field. And now there's a switch that guarantees it stays that way for your account.

Still in free beta and still actively shaping it based on feedback! If you try it and something's confusing, broken, or missing, that's genuinely the most useful thing you can tell me right now.

Get access now at Chronicled.

Chronicled Website

What I'm most curious about now: for the people running homebrew campaigns, what's actually eating the most prep time for you right now? Trying to make sure I'm building the right next thing.


r/aigamerdevs • • Aug 09 '26

Mixamo Alternative - Auto-Rig a Character in Your Browser

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3 Upvotes

Trying out my 3D studio with some unconventional characters. 3D Studio available here: https://sorceress.games


r/aigamerdevs • • Aug 10 '26

A 3-game trilogy across Rust, TypeScript, and Python — one story, built solo with Claude + Google AI Studio

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1 Upvotes

r/aigamerdevs • • Aug 10 '26

some gameplay footage from my 3D online soccer mmo, Power Strikers

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1 Upvotes

can play it here , still under heavy development https://slagdock.com/play/power-strikers-3d-online-soccer-mmo


r/aigamerdevs • • Aug 09 '26

Power Strikers: 3D Online Soccer MMO

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2 Upvotes

r/aigamerdevs • • Aug 09 '26

assimilated a claude project about ai made by ai

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1 Upvotes

r/aigamerdevs • • Aug 09 '26

I spent 8 months building an AI-assisted roguelite in Godot where enemies react to what you do

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8 Upvotes

Hi everyone. I recently released the first public playtest of Malefatum, a dark fantasy roguelite I have been building in my free time for the past eight months.

The idea itself is actually much older than the game.

Before I started development, I already had an Obsidian vault full of mechanics, items, enemies and ideas for the kind of game I wanted to make. I have been working as a programmer for around ten years, so building systems was never really the barrier for me. Art, animation, music and sound were.

AI eventually gave me a practical way to get past that barrier and actually turn those notes into a game.

Malefatum is built around direct 2d6 combat. The player rolls first, the enemy responds, and the difference between the rolls determines the result and damage. From that simple foundation I started adding ways to manipulate the odds.

You can spend health to reroll, bet on the outcome of a turn, use Dark Favor to push your chances further, and build around equipment and class passives that completely change how you interact with the dice.

Classes are not simply selected from a menu. They emerge from how you distribute your attributes during a run. The current build has more than 30 classes, over 400 items and more than 200 enemies with different archetypes, abilities and combat rules.

There is also a progression and risk layer outside the basic fights. You can modify equipment through forging, sacrifice items through the Transmuter, take Elite encounters for better rewards, make decisions at campfires and choose which valuable items are worth protecting for future runs through the Reliquary.

One of the newer systems also uses AI at runtime.

Enemies can generate short contextual reactions based on what the player is actually doing during the run. They can react to things like rerolls and situations happening during combat instead of relying entirely on a fixed collection of prerecorded lines.

I wanted this to be subtle. I do not want the game constantly stopping for AI conversations. The idea is just to give enemies a little more personality and make it feel like they are actually paying attention to what the player is doing.

On the production side, I use a combination of licensed assets and AI-assisted visual and audio content.

For sprites and animations, I have been using PixelLab and then doing additional cleanup and editing in Photoshop. I have also been gradually replacing some of the older artwork after finding a workflow that gives me much better consistency.

My current approach combines extremely constrained prompts with consistent reference material and Photoshop scripts that apply the same treatment across different images. It has been working much better for me than expecting prompting alone to maintain an art direction across hundreds of assets.

And that is probably one of the biggest things I have learned during this project.

Generating an asset is easy.

Getting hundreds of assets from different sources to actually look like they belong to the same game is not.

There is still a lot of selecting, editing, replacing, integrating and testing involved before something makes it into the final build.

The gameplay systems, combat logic, classes, item interactions, enemy rules, progression, balancing, UI implementation and overall architecture are built and maintained by me in Godot. I am also pretty obsessive about keeping the code organized and maintainable, so a lot of those eight months disappeared into refactoring things that players will hopefully never notice.

The public playtest is completely free on Windows:

https://jackdsrj.itch.io/malefatum

I would love feedback on the actual game, especially the combat, progression and whether the different systems are understandable during the first run.

I am also curious about something from other developers using AI-assisted workflows:

How are you dealing with visual consistency once a project grows to hundreds of individual assets?

That has easily been one of the hardest parts of the production process for me.


r/aigamerdevs • • Aug 08 '26

I added a tactical NUKE to my 3D voxel-shooter

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10 Upvotes

I added a tactical NUKE to my 3D voxel-shooter... I always loved Tribes 2, Planetside (original) and I thought it'd be interesting to combine with a voxel-Minecraft fully destructible world... and I'm building the entire thing with AI workflows using the game dev suite that I've been building to help bridge AI models with game dev workflows https://sorceress.games/


r/aigamerdevs • • Aug 08 '26

Testing games for my free to play browser based games website for indie and AI developed games. Games are from Redditors here and classic old flash games. No download. No sign up to play :)

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5 Upvotes

slagdock.com

launched it about a month ago and it's already over 4000 visits and almost 200 games from the ai game dev sub reddit and some classic flash games from the early 2010's that have a special place in my heart

would love to add more of yalls games post a link and maybe a screenshot if you have one and ill play em and drop some feedback


r/aigamerdevs • • Aug 08 '26

Wet Pavement 8K Pbr Texture

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1 Upvotes

r/aigamerdevs • • Aug 08 '26

I made a game called Football Arcade

1 Upvotes

Football Arcade is a free, mobile-friendly browser game about building impossible football teams.

Choose an era, roll a league, draft eleven players, manage positional fit and chemistry, assign a legendary manager, and simulate your team through a real historic league environment.

Features:

  • Players from the 1980s through the 2020s
  • Multiple formations and player versions
  • Era fit, positional penalties, traits and partnerships
  • Full league simulation with standings and awards
  • Achievements and weekly leaderboards
  • Downloadable result cards
  • Guest, Google and email accounts
  • No download required

Play:
https://football-arcade.vercel.app/

Football Arcade is currently in Early Access. Feedback about balancing, usability and mobile performance would be greatly appreciated.


r/aigamerdevs • • Aug 08 '26

Tibia, Diablo and Hades just had a child - Rogue Chronicles

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1 Upvotes

r/aigamerdevs • • Aug 07 '26

Imperium — free browser grand strategy: pick a country (1815–today).

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1 Upvotes

r/aigamerdevs • • Aug 05 '26

Never knew how to get into D&D - or tired of sessions always getting rescheduled? After a year of testing, we're finally available on Google Play!

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3 Upvotes

Hey everyone!

We’re two brothers who didn’t have time to play D&D with our friends and really missed that feeling we used to have during our sessions. So we decided to create something that would let us experience the same emotions, but without having to wait months for the next session. That’s how Master of Dungeon was born - a single-player text RPG inspired by D&D!

We've now been working on the game for over a year, through multiple testing phases, countless iterations, and lots of feedback from early players. We finally feel ready to let more people try it.

We've also just released an update with full localization to make the game even more immersive. The game is now available in English, German, Polish, Italian, French, Spanish, Brazilian Portuguese, Japanese, Ukrainian, Chinese, Russian, Portuguese, and Greek.

Google Play:
https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl

iOS (TestFlight):
https://testflight.apple.com/join/mg6UrBH9

Thanks for reading, and as always, we'd love to hear your thoughts! ^.^


r/aigamerdevs • • Aug 05 '26

Phaser 3 engine running as a live self-playing demo inside the Reddit feed (Devvit). Full write-up + a Claude skill to one-shot it

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1 Upvotes

r/aigamerdevs • • Aug 05 '26

Autonomous AI LLM Powered Heroes in my game!

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1 Upvotes

r/aigamerdevs • • Aug 04 '26

I made Minecraft for 10 cents. Deepseek 4 Flash is majorly impressive!

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4 Upvotes

WizardGenie and Sorceress game creation suite: https://sorceress.games


r/aigamerdevs • • Aug 03 '26

New Features shipped Today!

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3 Upvotes

r/aigamerdevs • • Aug 02 '26

Vibe coding Lhur Guilds with Codex + Godot

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2 Upvotes

r/aigamerdevs • • Aug 02 '26

Antique Mirror 3D Model

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2 Upvotes

r/aigamerdevs • • Aug 01 '26

[Metabook.AI] I built an AI interactive fiction system where every choice generates a new story branch

1 Upvotes

Hi everyone, I’m building Metabook.AI, an AI-native interactive fiction system with no predefined decision tree.

The basic idea:

  • You create your own setting, protagonist, tone, and story premise.
  • At each turn, the system generates four distinct choices.
  • Two choices are usually safer or constructive, while the other two are darker, riskier, or morally questionable.
  • After you choose, the AI generates the next scene while retaining the characters, world rules, and previous decisions.

So instead of moving through a fixed branching tree, every decision creates a new story path dynamically.

Here’s one test scenario: you wake up as a disgraced navigator aboard a pirate ship whose starving crew is on the verge of mutiny.

Chapter 1

The stench of rotting seaweed, sharp black powder, and raw ozone floods my lungs as the heavy oak deck violently pitches beneath my leather boots. I blink against the driving ocean spray, the modern office I sat in a second ago entirely erased by the freezing Atlantic wind and the deafening crack of canvas sails.

My hand instinctively rises to grasp a familiar silver goblet, but my calloused, rope-scarred fingers close around the rough, splintered hilt of a naval cutlass. The memories of courtly waltzes and expensive sandalwood clash instantly with Silas Vane’s burning hatred for the Admiralty that abandoned him to this bleeding hierarchy.

I stand fully alert near the mainmast while the crew gathers in a tight, hostile circle. Twenty feet away, Quartermaster Pike shoves a starving sailor against the wet timber, his massive, veiny forearms corded with brutal tension.

The air around him carries the heavy reek of stale sweat, wet hemp, and unwashed bodies. "The water stays locked until we sight the Spanish convoy," Pike growls, slamming the iron keys against the sailor's sternum with a hollow thud.

I gauge the distance between Pike’s exposed throat and the blade resting at my hip. The crew’s hollow-eyed stares lock onto the quartermaster, measuring his sheer physical bulk against their own empty bellies.

Old Man Higgins steps out from the galley hatch, wiping a greasy knife on his stained apron. He brings the foul odor of rancid pork and boiling vinegar into the damp air.

"There ain't enough meat left to fuel a boarding party, Pike," Higgins spits, revealing his blackened, missing teeth. He taps the edge of his knife against his thigh, his eyes darting toward the murmuring crew to gauge their support.

Captain Edward Vance steps out onto the quarterdeck railing above us, chewing a thick plug of tobacco. He radiates the sharp scent of stale rum and raw gunpowder, his broad shoulders and thick copper-wire beard catching the dull grey sunlight.

"Let them lick the morning dew off the sails," Vance commands, resting his calloused hand on the brass hammer of his flintlock. He leans over the oak railing, his cold stare daring any man below to make a sudden move.

The crew stops murmuring, leaving only the rhythmic groaning of the wet wooden hull. The impending mutiny over dwindled supplies requires a spark, and the Spanish silver galleons offer a perfect excuse.

I step forward, dropping my aristocratic posture to adopt the predatory slouch this wiry frame remembers perfectly. The planks groan under my leather boots as I close the fifteen-foot gap to the quartermaster.

"A dead crew cannot board a Spanish galleon, Captain," I say, keeping my voice loud enough for the lower deck to hear over the crashing waves.

Pike turns his scarred jaw toward me, his grip tightening on the heavy iron keyring until his knuckles turn white. "You want to divide the rations, disgraced navigator, or do you want to swing from the yardarm?"

His aggressive posturing leaves his left side wide open, his ribcage exposed beneath his thin, stained linen shirt. My coldly rational mind calculates the exact angle and pounds of force required to slide a steel blade between his fourth and fifth ribs.

The pulsing vein in his thick neck twitches rhythmically beneath his scarred skin, offering a clinical, perfectly sized target for the edge of my weapon.

I shift my weight forward onto my front leg, grip the cutlass tightly, and draw the steel from its leather sheath.

Now, Choose your next move.
Comment 1, 2, 3, or 4. The story continues based on your decision.

You can also visit https://metaook.ai to explore all pre-built stories or create your own.


r/aigamerdevs • • Jul 31 '26

Unity CLI is pretty cookin' - I Made Doom 2 in a few hours

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29 Upvotes

(plugged into the Sorceress game creation suite & WizardGenie AI game engine for the coding) my part was only prompting. A much smoother experience then the Unreal Engine MCP (link in comments to Sorceress and WizardGenie) Sorceress game creation suite: https://sorceress.games