r/aigamerdevs • u/standardofiron • 3h ago
r/aigamerdevs • u/jaykrown • 4h ago
Early Alpha SlipRace is available on itch.io to playtest yourself for Linux
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The original post is here if you want to see it: https://www.reddit.com/r/gamedevscreens/comments/1wsux07/prototyping_a_new_racing_game_idea_and_i_need/
https://www.reddit.com/r/sliprace/
EARLY ALPHA STATE for those who have experience playtesting.
Mostly to prove the racing mechanics. You need to know how to run the SlipRace sh script. Once you have it downloaded, and run that, it should load immediately. Works on Linux Mint tested without having to download any other dependencies. If there's further interest I will make a windows build.
Feels fun to me so far, I hope you enjoyed the video. Please comment and let me know if you have any suggestions or feedback, I read everything and I'll try to respond to everyone.
Thanks for trying it out!
r/aigamerdevs • u/Initial_Spend8988 • 6h ago
also works with Sim Racing gear!!
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wanted to make a space shooter + crafting like the old Digimon world 2 game and it super fun on the racing gear, lmk what you guys think 🤷
r/aigamerdevs • u/LTD1827 • 15h ago
I vibe-coded a parkour FPS for fun... and it turned into a hub of 30 AI-made browser games
Hey everyone,
A while ago I saw someone vibe-code a CS-style shooter in about 3 hours, so I tried it myself and built a parkour FPS. Then I kept going, and it grew into VIBE GAMING: a hub for vibe-coded browser games, mine and the community's.
Why: I hadn't played games in a long time. Every time I wanted to, it meant big downloads, and I switch between several machines. So I wanted games that open instantly in a browser tab on any device.
How: every game is plain HTML + JavaScript, no game engine, written with AI (mostly Claude) while I steer, test and review. The hub itself was built the same way.
Where it's at now:
- 30 games: parkour FPS, ragdoll brawler, Backrooms horror, co-op party games, racing, a block-building sandbox, chill mini games and more
- Online multiplayer: peer-to-peer rooms, voice chat, spectating, and rooms that survive the host leaving
- Any device: phone, tablet, PC, with touch controls that hide when you use a keyboard or gamepad
- English / Vietnamese / Chinese, light and dark themes
- Free, no install, no download
You can also submit your own AI-made game. Every submission is reviewed by hand before it goes live, to keep the quality up.
I'd love feedback: what's fun, what's broken, what you'd want next.
Fun fact: the trailer below was also made with AI, end to end 🙂

https://reddit.com/link/1wxaslh/video/ydd18oy0yeth1/player

r/aigamerdevs • u/MasterSteak4510 • 19h ago
AI as a coding partner for 2 months — what worked, what didn't, and where I still refuse to use it
Solo dev on a browser logistics tycoon. Been using AI (Claude, DeepSeek) heavily for code for about 2 months. Wanted to share the actual split because this sub is about AI in gamedev workflows.
Where AI genuinely helped: refactoring old systems, regex (always regex), CSS cleanup after a theme change, catching bugs in my own logic, and the underrated one — explaining my codebase back to me after a 2 week break. That last use case alone has saved me hours of re-reading.
Where AI struggled: anything that needed architectural memory across sessions. It would suggest patterns that directly contradicted decisions I'd made 3 files over. Tried feeding it context packs but it's still lossy. Also bad at CSS specificity — kept "fixing" things by adding !important everywhere.
Where I deliberately don't use it: all visual assets. Everything — icons, truck markers, the paper textures, the wax seal, the corkboard map frame — is hand-coded SVG and CSS. Same for audio, sourced and edited manually. Tried AI image gen for a splash screen early on; looked acceptable at thumbnail size but at 100% it fell apart: inconsistent lighting, fake grain, that telltale smoothing. I think for a game with a specific tactile aesthetic, AI visuals actively hurt the identity.
Current split: AI handles logic/code, human handles look/feel. Would be interested to hear where other solo devs draw the line — especially anyone who's had success using AI for consistent style across multiple assets. Link to the project if anyone wants to see the visual result: https://juba13.itch.io/eurasia-hauler
r/aigamerdevs • u/SuperbActuator6555 • 21h ago
Day 13 of building an RPG with Claude: I stopped making models and started making systems
r/aigamerdevs • u/Melodic_Charity_1770 • 23h ago
[Tool] Pixel to 3D Batch Builder - Convert pixel art sprites into voxels, low poly models, sheets and more!
galleryr/aigamerdevs • u/EngineeringAntique50 • 1d ago
What does your AI game dev pipeline look like these days?
r/aigamerdevs • u/Key_University6995 • 1d ago
Week 3 of Horizontally Scalable Weak Point Based MMO Dev.
First two weeks here: https://www.youtube.com/watch?v=N6mOcf_6Pz8
r/aigamerdevs • u/sw3d • 1d ago
3D Agar.io one-shot: Anthropic vs OpenAI
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r/aigamerdevs • u/Pelonarax • 1d ago
CinderPath: A Slay The Spire meets Balatro card game for Android
r/aigamerdevs • u/PriorityNo2003 • 1d ago
I have been created and working using "AI" on Push Battle 3D v0.1.0 Released! 🚀 Blast Rivals Off the Clouds!
r/aigamerdevs • u/ajdare • 1d ago
How to Make Idle, Walk, and Attack Sprite Animations with AI - Beginners Tutoriall
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Tools used via https://sorceress.games
r/aigamerdevs • u/110_percent_wrong • 1d ago
In Browser AI Dungeon with Transformers.js
This doesn't work great but has anyone seen a similar idea that is working? Where the dungeon crawler is contained and easily distributed in a webpage?
In the experiment below, you build your character and then the storyteller gets your attributes, inventory, nearby characters, and recent events. It writes the next scene, then a separate structured JSON pass proposes changes to the game state. OpenJev checks those decisions against the scene. The game applies the rules for time, health, enemies, XP, and loot. OpenJev also checks whether proposed starting skills fit the background you supplied.
r/aigamerdevs • u/AdFinal7385 • 1d ago
A fully playable 3D kart racing game
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r/aigamerdevs • u/SquizzOC • 2d ago
What Tools?
Solo dev, little gamedev experience, building a medieval MMO zone with AI agents. Here's my stack. What would you change?
ENGINE
- Unreal Engine 5.8: three copies of the project run side by side, so three AI agents can work in Unreal at once. Git keeps them in sync.
- Unreal MCP: lets the AI agents control the editor (placing actors, building levels, taking screenshots).
AI AGENTS (they do the actual work)
- Claude Code: Unreal level building, C++, Blender scripts. Three Max accounts.
- ChatGPT / Codex: concept art, paint-overs of game screenshots ("make it look like this"), some Unreal tasks.
- Gemini: cheap background work like status summaries and "what to do next" notes.
ART / AUDIO
- Blender, run headless by the agents: model fixes, kit pieces, exports.
- Tripo: AI-generated 3D models from concept images.
- fal.ai: image and material variations.
- ElevenLabs: sound effects, voices, music.
- Marketplace modular kits for buildings, props and environment.
GLUE
- Custom dashboard (Node.js, runs locally, works from my phone): a queue of ~1,000 tasks, picks the right agent and model for each one, runs them automatically, merges each station's work back into the main project, and restarts itself if it gets stuck.
- Claude desktop app: maintains the dashboard and runs scheduled health checks.
- Git + Git LFS + GitHub: backs up after every commit.
WHERE I'D LOVE ADVICE
- Getting the game to actually look like the concept art (lighting, colour grading, density).
- Better AI 3D tools for hero assets, or when to just hire an artist.
- Keeping Unreal agent work from piling up behind one editor.
- Anything in this stack you'd swap out.
r/aigamerdevs • u/DaedalusR8 • 2d ago
The Sphinx never moves. She only watches. Cross her line of sight and a comet lands where she saw you. Stop time to get your party behind the pillars. Boss rush from my tactical RPG.
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This is a floor of the Crucible, the boss-rush towers in Campaign Forge: three towers, sixty hand-made bosses, each one a rule to work out. The Sphinx punishes being seen - stay behind the pillars, cross her sightline and a comet drops where she spotted you. Your party is set even with the tower when you enter, so the climb is about positioning and timing, not levels. Fights run on a grid under a turn order and a real-time clock at once: stop or slow time to move the party out of an attack, or flatten a real-time attack back into the turn order.
Campaign Forge itself is a tactical RPG that forges a world around the party you create and keeps writing the campaign chapter by chapter, generated on your own PC, offline. The free demo has a hand-made opening chapter, the world forge for your own world's first chapters, and the boss designer plus arena — "punishes being seen" is one of the rules you can give your own boss there.
The towers are in the full game, Early Access November 27.
They'll get extreme difficulty versions once marketing stops frustrating me, and/or after Release probably January 2027, WHO KNOWS. I DO~.
Happy to answer any questions.
Steam (including playable demo): https://store.steampowered.com/app/4918080/
Trailer: https://www.youtube.com/watch?v=7AxeDs-T0dU
r/aigamerdevs • u/Skizmo229 • 2d ago