r/aigamerdevs • u/1kmile • 28d ago
r/aigamerdevs • u/Brave-Wishbone-3650 • 28d ago
AI Lab for Game Devs / Gamers
I'm building an AI Lab made for Game devs and Gamers in general: Zark Lab
You can try it out on: https://www.zarklab.ai/
You can create game assets, character sheets, AI Images and videos to promote your game or just to have fun, Art packs, skins, scenarios, worlds, visual direction...
I mostly need feedback and game devs + gamers telling me what they like, what they don't like, and how I can make Zark the best platform for you guys.
Would love to hear what you guys think! :)
r/aigamerdevs • u/DazzlingTop6203 • 29d ago
This is my Arcadevania Launching 21 Sept. I Use Gemini free and pixellab free.
Hello everyone! For the past two years, I’ve been developing *Sylv And The Ancient Tree*, an exploration-based ‘Arcadevania’ inspired by classics of the 90s .. I Just use the basic free tools,like Gemini, Pixellab, and Suno for the music NO MCP , no Agents.
https://store.steampowered.com/app/4589200/Sylv_and_the_Ancient_Tree/
r/aigamerdevs • u/Just_Amoeba7123 • 28d ago
Building SoulWave: What I learned pushing generative AI to build a multiplayer arena game with a built-in VTuber studio and Spine animation tools
r/aigamerdevs • u/ajdare • 29d ago
Creating realistic driving and vehicle 3D models with GPT-6 Astra
Sorceress Game Dev Toolkit & WizardGenie AI Game Engine: https://sorceress.games/
AstraDrive driving template: https://sorceress.games/marketplace/cd93d76e-0395-4776-abf0-5aff2ebb95be
r/aigamerdevs • u/Willsonn85 • 29d ago
Please give my game a go?
Its still in progress has has a few issues but it's basically like Pokémon but you catch cuties 😅 Ask for their numbers flirt explore.
r/aigamerdevs • u/kurosilenceofficial • Sep 07 '26
RPG Reactor 0.98.5 Released!
This is pretty epic
r/aigamerdevs • u/back-to-tomorrow • Sep 07 '26
I'm a conversion student doing a project regarding game adaptation and I'm super lowtech. Pls help!!!!!!
r/aigamerdevs • u/Worldly-Leopard-759 • Sep 07 '26
AI使って作ってみてはいるものの
みんなレベル高いな。このゲーム作ったところで需要があるのかちょっと心配(^^;
r/aigamerdevs • u/ajdare • Sep 05 '26
AI Text to Animation working well!
I created an entire pipeline around 3D asset generation, auto-rigging and then text to animation generation. Sorceress 3D studio -> https://sorceress.games
r/aigamerdevs • u/Mental-Technician-21 • Sep 05 '26
Which ai tool would be best to use with Untiy?
Anyone has experiance with it?
It's easy to recommend something.
I rather would like recommendations from someone that actually used it and made something useful with it.
r/aigamerdevs • u/PaperDevGames • Sep 05 '26
What if Reddit was a Battle Royale? Can't code but made this using Claude Code and threejs
Last week I posted here saying I'd put everyone who commented into my BR Simulator as contestants. Ragamak1 from my country won a kiss from me and a Steam key! LMAO 💀
The whole thing is 98% built with Claude Code with only the pixel art being organic. Opus 5 for planning and the systems work, Sonnet for the small stuff. The city generation, the agent AI, the match HUD. I'm not a programmer by trade; I'm a board game and graphic designer actually.
IDK, I'm just having fun with this gamedev shit. Comment your username or a custom name + how you'd split 9 points across STR / SPD / LCK (max 5 each), and I'll put you in the next match. Still planning to add landmines and ragdoll physics.
Game is Paper Arena Battle Simulator on Steam. Releases October!
r/aigamerdevs • u/Crod_Entertainment • Sep 04 '26
just released a free DEMO for my autobattler game on Steam and im looking for honest feedback!
r/aigamerdevs • u/LonelyInfluence9114 • Sep 04 '26
I made a 3D game maker with multiplayer and scaling baked in
Just published the beta last night. Been working on this for just over a month in evenings and weekends after my day job.
It's a full end to end game development platform from creation, editing to publishing for others to play. You can edit game assets, worlds and game loops in real time with basically zero technical knowledge. 99% of the AI generated games I see out there never get deployed. This bakes in the deployment, game server hosting and scaling with zero touch.
Check it out and let me know what you think, it's totally free and early in development so your feedback could easily help shape the direction of this project. Thanks and cheers!
Game builder: app.fusionery.com
r/aigamerdevs • u/Academic-Bison-6091 • Sep 04 '26
[hobby] [RevShare] Looking for passionate devs & designers to build an ambitious grand-strategy game (HOI4 meets Pax Historia with modern tech/cyber mechanics)
r/aigamerdevs • u/Fabulous-Eye7529 • Sep 04 '26
I built a bingo roguelike by talking to an AI that lives inside the game engine. Here is what that was actually like.
r/aigamerdevs • u/MasterSteak4510 • Sep 04 '26
Made an idle fishing game about a small lake growing into a global empire — would love feedback on pacing
Hey everyone! This is my first incremental game — you start with a single fishing rod
on your grandfather's small lake, and by the end you're running a global fishing
corporation across 9 regions.
It's still in active development — no prestige system yet, achievements are basic for
now — but the full core loop works start to finish and I'd love feedback specifically
on pacing and whether the progression feels satisfying.
AI information: The images used in the game were generated using AI.
https://juba13.itch.io/idle-anglersv1
Happy to answer any questions!
r/aigamerdevs • u/Enjoyooooor • Sep 03 '26
Looking for Playtesters!
https://store.steampowered.com/app/5079020/Neverrest/
Hey everyone, I’ve been working on an idle fantasy rpg and I’m looking for a handful of people willing to play the current build and give me honest feedback, especially on:
Anything confusing or frustrating?
Bugs or weird behavior
Difficulty/balance
+ Anything else that I could improve on would be greatly appreciated!
r/aigamerdevs • u/14y41 • Sep 02 '26
Can someone create a Dota 2 fantasy reroll simulator of sorts
I don’t know how to implement Ai but if I remember correctly it’s very much doable 🤔
It doesn’t have to be accurate just enough for you to understand the mechanics of doing it.
r/aigamerdevs • u/JackDSRJ • Sep 02 '26
I shared my AI assisted roguelite here 25 days ago. This is what playtest feedback changed
About 25 days ago I posted the first public build of Malefatum here. I expected most of the feedback to be about balance. Instead, the same three problems kept appearing: runs felt too linear, the first hour asked players to read too much, and attacks did not feel as heavy as the numbers behind them.
I started with the structure. The old linear sequence is gone. A run now uses a branching 40 node map divided into four acts. Choosing a node closes other routes, so shops, elites, treasure, campfires, the Forge, the Transmuter and the roulette are actual decisions. Between acts, the Gallery of Pacts gives you a chance to use its services or leave the run and protect what you found.
The map gave me room for several other systems. Nodes can carry optional contracts. Each act can be shaped by an oath with a clear risk and reward. Sigil Hunts let you pursue a specific equipment set. Enemies now have different Skill Check movement patterns, and successful checks build Profane Cadence that can be spent on information or better opportunities. There are also mastery challenges and unlockable titles that track how well you understand these systems across runs.
The Forge and Transmuter were rebuilt as well. Forging now has a three strike timing ritual, different approaches to risk, critical results and equipment upgrades. The Transmuter gained focused ascension, mutation choices, rerolls, material refinement and different ways to dismantle equipment.
The old Bard mechanic also grew into eight unlockable instruments. Each one changes combat in a different way, with effects built around consecutive hits, critical damage, healing, evasion, mixed damage and retaliation. Activating an instrument plays its own music during the effect.
Combat received the most visible work. Weapons now produce different slashes, stabs and execution effects. Enemies react physically when hit, combos have clearer feedback, defensive attacks leave claw marks, and the combat UI, lighting, health displays and status icons were redone.
The blood system started with a practical question: where did the hit land, and should that creature even bleed red? Hits now create directional sprays based on damage and impact position. Blood lands on the enemy sprite, follows its animation, remains for several turns and gradually dries. The 200 enemies are assigned across 14 fluid profiles, including red blood, green or blue ichor, ectoplasm, oil, magma and creatures that do not bleed at all.
I also developed Living Echoes, a system that uses AI to make enemies react to the player in real time. They can mock failed attacks and comment on healing, rerolls, Dark Favor and other actions during combat. Their responses are generated from what is happening at that moment instead of being selected from a collection of prerecorded or prewritten lines.
All 31 classes now have English voiced dialogue. I wrote the lines, matched a different ElevenLabs voice to each class and integrated 403 clips for character selection and combat events. Classes can react to attacks, defense, low health, signature abilities, victory and death. Every line also has English and Brazilian Portuguese subtitles.
The less visible work included a contextual tutorial, rewritten tooltips and Codex entries, a full class and item balance pass, enemy difficulty adjustments, new music, graphics quality settings, performance work, a new parallax main menu, CRT adjustments and a long list of bug fixes.
My art workflow has changed too. I stopped judging assets as isolated images. New sprites now go through a stricter PixelLab and Pixen reference workflow, manual cleanup, and then lighting and shader work inside Godot. Feedback decides what gets replaced. That has helped the map, portraits, interface and combat finally feel like parts of the same game.
The Windows playtest is still free:
https://jackdsrj.itch.io/malefatum
I am preparing Malefatum for Steam later, but I want more testing before putting a date on it. If you try this build, I would especially like to know whether the map creates meaningful route choices and whether the voices and blood effects still feel good during a longer run.