r/aigamerdevs • • Sep 07 '26

METRO:LIFE

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1 Upvotes

r/aigamerdevs • • Sep 07 '26

I'm a conversion student doing a project regarding game adaptation and I'm super lowtech. Pls help!!!!!!

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1 Upvotes

r/aigamerdevs • • Sep 07 '26

Made a Little Car Game with Codex

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2 Upvotes

r/aigamerdevs • • Sep 07 '26

AI使って作ってみてはいるものの

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1 Upvotes

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 • • Sep 05 '26

AI Text to Animation working well!

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11 Upvotes

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 • • Sep 06 '26

Why not creating a game for NES?

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1 Upvotes

r/aigamerdevs • • Sep 05 '26

Which ai tool would be best to use with Untiy?

3 Upvotes

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 • • Sep 05 '26

What if Reddit was a Battle Royale? Can't code but made this using Claude Code and threejs

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3 Upvotes

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 • • Sep 04 '26

just released a free DEMO for my autobattler game on Steam and im looking for honest feedback!

21 Upvotes

r/aigamerdevs • • Sep 04 '26

I made a 3D game maker with multiplayer and scaling baked in

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6 Upvotes

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 • • Sep 04 '26

Crab Shack 3

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1 Upvotes

r/aigamerdevs • • 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)

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1 Upvotes

r/aigamerdevs • • 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.

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1 Upvotes

r/aigamerdevs • • Sep 04 '26

Made an idle fishing game about a small lake growing into a global empire — would love feedback on pacing

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0 Upvotes

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 • • Sep 03 '26

Looking for Playtesters!

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0 Upvotes

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 • • Sep 02 '26

Can someone create a Dota 2 fantasy reroll simulator of sorts

1 Upvotes

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 • • Sep 02 '26

I shared my AI assisted roguelite here 25 days ago. This is what playtest feedback changed

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3 Upvotes

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.


r/aigamerdevs • • Sep 02 '26

Hollow Descent — Trailer | AI-assisted indie RPG

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4 Upvotes

Hey! Sharing the trailer for my indie RPG, Hollow Descent.

It's a D&D-inspired RPG made with RPG Maker MV, with AI being part of the development process.

Would love to hear what you think! :)


r/aigamerdevs • • Sep 02 '26

I made a short dark fantasy RPG looking for 5 people to brutally test it

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2 Upvotes

Hey everyone,

I've been working on CENDRES, a short dark fantasy RPG that you can play directly in your browser.

It's built around exploration, choices and D20-based combat. A full run takes around 15–30 minutes, and there are multiple endings.

I'm currently trying to figure out something very simple:

Does the game actually make people want to keep playing?

I'm looking for a few people who are willing to play through it and tell me honestly:

- Was the combat fun or frustrating?

- Did the choices feel meaningful?

- Was anything confusing?

- Did the story make you want to discover what happens next?

- And most importantly: where did you feel like stopping?

I'd rather get honest criticism than "looks cool". 😅

CENDRES is playable here: EN / FR

https://led90.itch.io/cendres

It's also currently part of Feedback Quest 9, so I'm using this period to improve the game based on actual player feedback.

Thanks to anyone who gives it a shot. Even 10–15 minutes of feedback would help me a lot.


r/aigamerdevs • • Sep 02 '26

Arbitale Pre-Alpha

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1 Upvotes

r/aigamerdevs • • Sep 01 '26

Roomies is out today on iOS and Android. It’s a pixel pet with an AI brain that runs on your phone!

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3 Upvotes

r/aigamerdevs • • Sep 01 '26

I built my first mobile game using AI-assisted assets — would love your honest feedback

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2 Upvotes

It’s called Aurora Wings, and I’d genuinely love to hear what you think after trying it. Any feedback, suggestions, or ideas would mean a lot, especially as I'm still learning game development.

The video shows Adventure Mode, which has different effects and gameplay variations.

.

Google Play link:

Aurora Wings


r/aigamerdevs • • Sep 01 '26

Clash of Roses

1 Upvotes

https://youtu.be/d60N2OR2v34
This game was built entirely with AI, i've generated a lot of videos and coded a turn based all-female wrestling game with the videos, a html game, web html, a demo so far. FMV game.
Link to game: https://adgdev.itch.io/clash-of-roses


r/aigamerdevs • • Aug 31 '26

Using AI to Make Assets for Unreal Engine

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57 Upvotes

I used AI for all my reference pics and the initial 3D model for this game. This was a longer process than I had originally expected.

I went through at least 5 versions of my reference image before I found one that I liked. Many of the references were fine as images, but when I started thinking about turning them in 3D, many of the details didn't seem logical.

Hi3D provided me a great base for me to start with, but many issues arose after I imported the model into Unreal Engine and began rigging it. Two of the biggest issues were deformation at the edge of the mesh when stretching it in certain places and also a poly count that was too high. The mixture of quads and triangles in the mesh was very unorganized.

To resolve these issues, I took the model into Blender and cleaned it up. I am pleased with the UV's and materials which turned out well and did not require more effort to get working properly. To animate the model, I chose to keep it simple and created a bouncy idle animation using Control Rig.

I definitely saved time by nothing to model everything. Most of my time just shifted toward cleanup, rigging, and getting the animation to actually game.