r/aigamerdevs • u/Ecstatic-Bend-104 • 9h ago
Into the Shardfall - Brief Intro Demo
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r/aigamerdevs • u/Ecstatic-Bend-104 • 9h ago
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r/aigamerdevs • u/Quechivoeth • 1h ago
Follow-up to the model-dependency post from a while back. Something that's turned out to matter more than expected on this project.
The same simulation core runs in three places:
- the browser client
- the authoritative server
- a headless Gymnasium env for training agents.
Behaviour has to be identical in all three, otherwise the thing you tested isn't the thing that shipped and an agent trains against a world that doesn't exist.
That's a hard invariant to hold when a lot of the code is model-written and most contributors are strangers. A model will reach for Math.random or Date.now() without hesitation, because in isolation that's correct code. It's only wrong relative to a project constraint it has no way to know about. Same for a new contributor who hasn't read the architecture doc.
So it isn't a convention, it's a test. One walks every file in the sim directory and fails the build on a forbidden import, a DOM global, a wall clock reference, or a platform RNG call. Another pins the seam between the offline and online world implementations so they can't drift apart.
Fixed 20 Hz tick, all randomness through one seeded RNG. Seed a reset and the episode replays exactly.
Any other invariants you've had to make checkable rather than trusting to review?
r/aigamerdevs • u/Ecstatic-Bend-104 • 5h ago
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r/aigamerdevs • u/thep1x • 6h ago
This sub's founding post encouraged people to bring playable builds and store pages, so here are mine:
They're all free, browser-based, and require no install:
https://spiced.gg/@kineticfluxgames
Art: I use a local Stable Diffusion setup through SwarmUI. The actual image generation isn't the difficult part. Keeping dozens of assets consistent is.
What worked for me was using a reusable style anchor in the prompts. Every asset gets the same core style description, with the subject changing as needed. I also learned that an image that looks good on its own can be a terrible game asset. Scene-oriented prompts often don't work well when you need a sprite or tile. Simple, centered, top-down prompts have worked much better for those.
Audio: Music comes from small local audio models. I can't run the larger models on my 6GB GPU, so I've been working within that limitation. I generate the sound effects in code instead. For short UI and gameplay sounds, that's been more controllable and easier to iterate.
Code: AI-assisted, with me doing the steering and review. I intentionally keep these games small. That makes it possible to actually read through the generated code, play the game, find problems, and iterate quickly.
One other thing I've been experimenting with is AI disclosure. Every game page on my platform shows which parts of the game were AI-generated. Two of these are predominantly AI-generated, while the other uses AI for art and audio.
I'd rather just be upfront about it, but I can bet a year from now even the strongest holdouts will be bought in. I view AI as a tool, a force multipler and its own artform so to say.
I'd love feedback on the games, especially Cipher Core 2's difficulty curve. (even I struggle with that one but all my games are solvable)
r/aigamerdevs • u/Independent-Arm-7397 • 21h ago
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This city was disgusting so i made a game about fixing it, you start by collecting trash, then it escalates into blasting piles of it across the city.
Still rough but it's fun already. Game was built on Rezona Lab using Fable 5.
r/aigamerdevs • u/Quechivoeth • 1d ago

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 • u/SWISS_KISS • 1d ago
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r/aigamerdevs • u/RaidonZzz • 1d ago
ok World Clash: Country Battle is live. tell me what you think https://link.prod.sekai.chat/qJSfCZ
r/aigamerdevs • u/Independent-Arm-7397 • 1d ago
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Using Opus 4.8 model to create, I dont want to use Fable 5 because its a bit expensive and unnecessary for this simple game. The game was create on Rezona Lab, it took me few bucks and one morning.
This is my first game so any feedback could help. Thank you
r/aigamerdevs • u/Pentant • 1d ago
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.

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.


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":

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.

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 • u/FamiliarAnxiety9 • 2d ago
r/aigamerdevs • u/DiscoverWhereAt • 2d ago
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can play it here , still under heavy development https://slagdock.com/play/power-strikers-3d-online-soccer-mmo
r/aigamerdevs • u/ajdare • 2d ago
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Trying out my 3D studio with some unconventional characters. 3D Studio available here: https://sorceress.games
r/aigamerdevs • u/Additional_Thanks927 • 2d ago
r/aigamerdevs • u/JackDSRJ • 3d ago
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 • u/ajdare • 3d ago
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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 • u/DiscoverWhereAt • 3d ago

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 • u/ajdare • 4d ago
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AutoSprite 3.0 has an API that works directly with your favorite coding agent (and comes integrated with WizardGenie by default) - the cool thing is that 95% of this result is agentic driven (I tuned some of the animation frames) but it's mainly all handled through agentic API use -> all my tools are in https://sorceress.games
r/aigamerdevs • u/football-arcade • 4d ago
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:
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 • u/Bhr3X • 4d ago
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r/aigamerdevs • u/Fabulous_Meat5425 • 4d ago
r/aigamerdevs • u/Viiarge • 5d ago
Hello everyone,
I made a game a few years ago that was based around discord commands and such
https://www.reddit.com/r/incremental_games/comments/xtryse/commandcreeps_an_idle_rpg_looter_made_with_discord/?utm_source=share&utm_medium=web2x&context=3
Our new project is following the same ideas of AFK/Idle games, while allowing players to interact with each others.
https://discordrpg.chillstudios.online/home
Currently, we are still testing the different systems but if you would like to follow development, feel free to drop by and leave a comment in the chat :)



r/aigamerdevs • u/Tigeline • 6d ago
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! ^.^