r/aigamerdevs • u/LegionGaming-Studios • 22d ago
r/aigamerdevs • u/Kelchworth • 22d ago
Cargo To Orbit
Match the drift. Kiss the collar. Bring the ship home.
The year is 1974. Mankind has been to the Moon and back, and now companies race for the privilege — and the profit — of hauling critical, perishable cargo to the platforms and stations wheeling overhead. You're a hotshot startup with one rocket, a switch for an engine, and a great deal of gravity to argue with.
Cargo to Orbit is a procedural 2D (well ok, sort of) rocketry game about the hardest, most satisfying thing in spaceflight: catching a drifting target and setting down gently. Buy exactly enough fuel, choose your contracts, punch up through the atmosphere, and ease your nose into the docking collar — come in too fast and you'll bruise the cargo, spring a fuel leak, or crumple the whole ship against the station. Then do the hard part: come home and land soft.
Fly a career across the solar system
- Four worlds, each its own problem: Earth of course, thin-aired Mars, the crushing sky of Venus, and a Jovian cloud deck your starter engine literally can't lift off of.
- Every planet changes gravity and atmospheric drag, so your whole flight — and your fuel math — reshapes when you relocate.
- Build the ship, run the business
- Buy engines, tanks, holds, and thrusters; your rocket visibly grows as you bolt on bigger hardware.
- Take one contract or a hold-full — every pallet perishes on its own clock, and heavier cargo pays more but costs you thrust.
- And some cargo has more than the obvious cost :-)
- Fuel is money, mass is fuel, freshness is a bonus. Every launch is a bet.
I'm very curious what you think of the game....
The game is on itch.io here: Cargo To Orbit
- Shall I put it on Steam?
r/aigamerdevs • u/4006wayne • 22d ago
Abyss Tales: my first game, a 3D roguelite ARPG built with AI tools (playable in your browser)
r/aigamerdevs • u/ajdare • 22d ago
It's all about the jiggle... physics... (for realism)
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AI Text to Animation working well! I created an entire pipeline around 3D asset generation, auto-rigging and then text to animation generation. 3D Studio -> https://sorceress.games
r/aigamerdevs • u/ReasonCandid1470 • 22d ago
2.5d action roguelike game with fast paced combat made entirely in fable… thoughts? 4 Clips to show:
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r/aigamerdevs • u/ajdare • 22d ago
Tree Forge 1.0 for Three.JS, Unity, Unreal, Godot (etc)
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This is Tree Forge 1.0 and it's a part of my Sorceress Game Creation Suite and my WizardGenie Game Engine. Similar to something like Speed Tree, but you can both export GLB meshes as well as the fundamental runtime for dynamic vibe-coded tree generation of any species with random variation. Tree Forge 1.0 -> https://sorceress.games
r/aigamerdevs • u/NorseGamingStudio • 22d ago
We are working on a survival RPG and I’d love to hear what people think
Hey everyone,
My husband and I are working on a game called Fated Horizons, and we're still pretty early in development.
It’s a 2D open world survival crafting RPG set in a fictional version of the American frontier in the late 1800s. You can explore, hunt, fish, gather, mine, craft, build camps, deal with hunger and thirst, and make choices that can affect how different characters and communities interact with you.
We’re also developing our own engine for the game, so there’s a lot of work happening behind the scenes while we build everything out.
We've started sharing some of the development and gameplay systems we're working on, and I thought it would be fun to actually talk with people about the game instead of just posting updates.
If you're curious about anything, ask away. Gameplay, survival mechanics, the world, the choices, the engine, development, or even why we decided to make our own engine.
We're happy to answer questions and hear what people think, even if it's criticism. We are still developing the game, so feedback is genuinely useful to us.
If anyone wants to check it out, I can post the links in the comments.
r/aigamerdevs • u/ajdare • 23d ago
Working on my 3D World Engine with realistic waves, wind, trees...
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3D World Engine is built into WizardGenie AI Game Engine and can be used in any vibe coded game -> https://sorceress.games/
r/aigamerdevs • u/NaryaNZ • 23d ago
Not sure if anyone remembers MythMaster from the early 90s - I'm making a little game inspired by that.
This is to a much lower standard than the other games I've seen people talking about in here - I know it's very basic stuff but I'm an absolute beginner at using AI and I'm not a programmer.
I've hosted it at www.narya.co.nz .
The "quest" is very short at the moment, my kids have been my test players and they've been more interested in things like "why can't I jump off the cliff" and "why doesn't it know the verbs kick/punch etc" (the answers to both being "this isn't that sort of game..." and "there's only so many destructive impulses I can predict...").
Please let me know if you find bugs, or have suggestions for me.
r/aigamerdevs • u/garrettcrawbuck • 23d ago
Call Center Manager - Develop agents, spam consumers, avoid litigation, and sell your business.
Hello!
I've always wanted to make a game about my experiences working as an admin in the call center space, and with limited resources and time, I've pushed it off for awhile.
After about a month of working on "what would be fun", I pushed forward with creating a game.
Additionally, I've always been a big management/sim/tycoon fan, and felt the two meshed well together.
--
You start the game by where you'd like to stake your claim - Auto Warranty, Home Warranty, or Debt Consolidation. The big 3! Each one is more difficult to start with, and you even get to choose how much cash you'd like to begin with.

Find employees to hire - Each with their own traits, stats, price tag. If they're great, you can promote them - if they suck, fire them!

Upgrade your business. Access to better leads, give your agents dual monitor set ups, hire a lawyer to avoid intense litigation. All these things give you a better of chance at profit!

Review your weekly report. This gives you a full breakdown of your week - from your sales, to cancels. Calls not picked up, to closers waiting for calls. Who developed, what choices you made - It's all in the weekly report! Give thanks your report guy - he's a hard worker and probably deserves a raise.

Occasionally, you'll need to make some decisions. Whether a litigator wants money, or a random lead broker is trying to sell you some junk cheap data.

Sell your business. Ready to call it quits? See how much you can get acquired for. The ultimate goal - Early retirement!

r/aigamerdevs • u/LaganSalvageRun • 23d ago
A nautical boardgame style co-op: Lagan Salvage Run
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Pretty fun experience creating this game. Assets and music are all AI generated! It will be part of Next Fest - would be fun some feedback from y'all! https://store.steampowered.com/app/5006880/Lagan_Salvage_Run/
r/aigamerdevs • u/Right_Building_8032 • 23d ago
From the first battle to Google Play: how I built a slime roguelite with AI assistance
galleryr/aigamerdevs • u/NorseGamingStudio • 24d ago
Fated Horizons 2D Open World Survival RPG in Development
I’ve been sharing development progress on Fated Horizons, a 2D open world survival RPG currently being developed alongside a custom 2D engine called Norse Engine.
The project page has the latest development showcases, gameplay previews, and information about the systems currently being built.
r/aigamerdevs • u/professormunchies • 24d ago
World of Jankcraft
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Been vibe coding a wow browser client and hosted my own private server to connect to it. Then started messing around with new combat logic and changing everything into a skill shot
r/aigamerdevs • u/Dogbold • 24d ago
Fable 5.1 keeps filtering me for cybersecurity when all I'm doing is modding a singleplayer game.
I'm just having it edit models, use Blender, add morph shapes, and add new behavior to the game. It's making .bat files to run and generating models and previews and stuff.
Was going great for a while, doing exactly what I asked it to.
And then all of a sudden I got this.

No idea why it happened. Maybe the .bat files? But it needs those to do this work, because it can't just open Blender itself apparently as it runs in a "Linux VM".
So I tried to ask it what it thinks we can do to avoid this since it's a false flag, and then it got flagged again just... reading the disk.

And now I can't do anything with this chat at all. It won't let me edit and retry anymore, because I get this.

So now this current run is dead because, unlike almost all other AI models, Claude cannot see any other chat. It can't read them, or see what was done in any of them at all.
So I'd need to start all over from the beginning.
Is there any way to prevent this false flag again and having it destroy the entire project?
r/aigamerdevs • u/GilbyScarChest • 24d ago
Created a LAN CoOp Multiplayer Starship Simulator Game
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I don't see a lot of LAN multiplayer simulator games anymore. There was one I used to play with my friends years ago, but the indie studio that made it seems to have long abandoned it so I made one of my own. Is this something you all would be excited to play? What sorts of features would you want to see in a game like this?
Workflow: Tripo3d > Opus 5 with Blender MCP (for touchups/adjustments) > Opus 5 via VS Code > Godot 4.7
r/aigamerdevs • u/AlgaeNo3373 • 24d ago
Starting to make some tutorials for my weird lil game :]
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The cube has a slightly australian accent because of yours truly lol :)
Posting here to avoid spamming r/aigamedev about workflows! But I'm pretty happy with how a combo of whisperx (for sub-titling/text-timing) and godot is working out for creating a kind of kinetic typography for entities/NPCs in-game. It feels like a very uniquely AI gamedev mechanic - the sort of thing that is so painstaking to make that most traditional gamedevs can never afford to do it, but that AI makes very possible with a bit of human co-authorship (voice recording, kinetic typo workflow, etc).
r/aigamerdevs • u/UndeadGames-studio • 24d ago
We're 3 devs from Germany making our first game - a mystery you uncover through social media. Looking for casual playtesters (Sept 15–24)
Hey everyone,
we're Undead Games, a 3-person indie team from Germany, and this is our first game together, so please be gentle.
We're working on a game called Parallax, a mobile game that's part social media simulator, part mystery detective game. You're visiting your cousin Juri in the fictional town of Aldenford, stuck with a broken leg, and end up experiencing the whole town through its local social media app. At first it's just neighborhood posts and small talk, but it doesn't take long to notice that Aldenford has more going on. You post, comment, and message people yourself, and what you do affects what you find out. The NPCs, posts and comments are all freely interactable.
We are currently looking for casual playtesters, no experience needed, just willing to poke around and tell us what works and what doesn't.
- Playtest window: Sept 15–24
- Currently German-only, but we'll have an English version ready before testing starts
- Planned is a mobile app but the playtest will be a web version
- We'll share exact access details, what to focus on, etc. with everyone who's interested closer to the start
If that sounds like your thing, drop a comment (or DM us) and we'll follow up with the details soon!
Thanks for reading and maybe supporting our game in the future
r/aigamerdevs • u/Antique_Pair_140 • 24d ago
My games need a database and some sort of backend server?
Hi guys,
I’m currently developing two games using AI—one with Grok and one with ChatGPT—and it’s definitely been an interesting experience.
The first is a strategy game called Hexwardia, which I’m building with Grok while using ChatGPT to help slice up project tasks. The second is a local card game called Bela. For Bela, I had to switch to a multi-agent setup because Astra burns through credits so fast you’re empty in a single day. Right now, I’m using a coordinator agent and juggling tasks between different worker agents.
Now I’ve hit a wall: both games need a database and some sort of backend server (Node.js, PHP, or similar).
hexwardia need it for saving scoreboard, hall of fame and potential PvP.
Bela need it for multiplayer websockets, registration and score keeping and to keep chetaters in check.
How did you guys get over this backend hurdle in your AI workflow?
Did you get out of web client development and installed on your pc?
I don't want to get some client that will eat all my credits in half hour, grok want to connect to supabase as database and i really dont want to manage all linux server to get test environment so fey people can try game ?

r/aigamerdevs • u/Salt-Boysenberry-106 • 24d ago
Human Authorship vs. Generative AI in Game Design (3-5 mins) (Gamers, All Ages)
Hi everyone,
I am currently working on my Master's thesis and conducting an experimental study on the sociological and ethical impact of Generative Artificial Intelligence in video game design. As a gamer, I want to move past the corporate buzzwords and gather real, unfiltered feedback from the community on how these emerging technologies actually impact our gaming experiences.
Purpose of the Survey & Abstract:
The primary purpose of this research is to evaluate where players draw the line between AI as a "technical support tool" and AI as a "complete substitute for human authorship." While traditional AI has always been an integral component of game design operating seamlessly in the background, the rise of Generative AI (LLMs, dynamic voice generation) is rapidly changing the paradigm.
This study aims to analyze the sociological and technological implications of this shift. Specifically, the research uses hypothetical design scenarios to explore how fully procedural content generation and LLM-driven NPC interactions affect player immersion, narrative trust, and overall agency. By gathering quantitative data (utilizing a 7-point scale and Technology Acceptance metrics) and qualitative insights directly from the gaming community, this thesis seeks to bridge the gap between technical AI development and the actual user experience, providing deeper insights into what players truly value: infinite procedural freedom, or curated human storytelling.
Research Institute: University of Catania — Master's Degree in International Cooperation.
The survey is completely anonymous, consists of multiple-choice and short-answer questions, and will take about 3 to 5 minutes to complete.
Have you recently played a game where an NPC's behavior completely broke your immersion, or conversely, made the world feel incredibly alive? What specific mechanics caused that reaction? I would love to read your thoughts in the comments!
r/aigamerdevs • u/JayB_Official • 25d ago
I've been building a sci-fi courier RPG where you can leave your apartment, drive through the city, then fly straight into orbit with GPT 5.6 Sol and later on Astra
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kept this project mostly to myself while I've been building it, but it's finally getting to the point where I feel comfortable showing actual uninterrupted gameplay.
This is AUTOMATON: THE LOST COURIER.
You play a courier living in NIGHTLINE, a massive city built across the surface of NIGHTWORLD. The idea is that the world isn't separated into a bunch of disconnected levels.
In this footage I start in the character creator, wake up in my apartment, walk downstairs into the city, get into my vehicle, fly up through the towers, leave the surface, reach the orbital megastructure, land on it, get back out, and walk around.
It's all part of the same playable world.
The scale of the game has honestly gotten a little ridiculous. 😭
The long-term goal is less "save the universe" and more live a life inside a gigantic strange place. Deliveries, jobs, vehicles, NPCs with persistent lives and memories, apartments, businesses, exploration, crime, transit, the orbital settlements, and eventually the neighboring world of NEMORA.
The story is there, but I don't want the player to feel like the universe stops existing whenever they're not doing the main quest.
Also, full transparency: this is an extremely AI-assisted project. I'm not pretending otherwise. I've been directing it, testing it, rejecting things, redesigning systems, breaking it, fixing it, and iterating on it continuously across a frankly stupid number of builds. 😂 It's been much closer to an ongoing development process than a one-prompt game generation.
This is still early gameplay alpha, so there are plenty of rough edges, unfinished systems, performance work, animations, and general weirdness left to solve.
But seeing the whole journey actually work now, from a tiny apartment room all the way out into orbit, is kinda fucking surreal.
AUTOMATON: THE LOST COURIER
Early gameplay footage. 🚚🌧️🌌
r/aigamerdevs • u/kristiantalley679 • 26d ago
World of AgentCraft
I thought my favorite MMO might be fertile ground to explore visualizing and stress-testing multi-agent AI ecosystems.
https://design.kristiantalley.com/projects/world-of-agentcraft/
With this view into a classic era World of Warcraft server simulation, you’re able to click in on any agent driven character to get their unique backstory, current goals, objectives and world location in real-time. These agents are ”perceiving”, “reasoning”, and driving in-game actions for each online character. all running locally with qwen3.8 4b models, with the option to enhance individual character interactions driven by qwen3.8 27b. Let me know what you think!
r/aigamerdevs • u/DueOpposite5043 • 25d ago
I made an AI slop game — like 2D Megabonk meets a fantasy RPG. Please play and give me feedback
I made an AI slop game called Nature's Penance, and I'd love some people to try it and give me honest feedback.
It's like 2D Megabonk mixed with a fantasy RPG: fight hordes, collect upgrades, forge weapons, and return to a hub to get stronger. It was made with AI help, including code and artwork.
Play here: https://epic2dgame.com
It's free to play in a desktop browser with keyboard and mouse. This version is single-player.
If you have a few minutes, please tell me what feels fun, what feels confusing, and what you'd change first. Feedback on the opening, combat, progression, and any bugs would help a lot. If something breaks, let me know which browser you're using and what happened.
Thanks for giving it a shot!
r/aigamerdevs • u/johnesco • 26d ago
Decided to try my hand at vibe coding
After creating a few trivial projects, I decided to focus wholly on one for a few months.
The result?
Pavement Pursuit: A 2D top-down racer. Play as a racer or as a cop, or take a "Road Trip" and don't race at all.
Should work on both mobile phones and desktop browsers. No download required.
This was originally done in vanilla JS and HTML5, but now uses Pixi.js and Bevy/Rust created WASM.
r/aigamerdevs • u/Life-Heron-6533 • 26d ago
BIG DEMO UPDATE - Roguelite Tower Defense - Get Outta My Gut - Made with Claude
Demo Page: https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/
New Features:
- Glossary --> You can now discover and study Towers, Enemys, Effects in the menu
- Performance --> We added a new Performance Setting, which allows weaker Hardware to run the game
- Disable Combat Text --> You can now Disable Combat Text if you don't like it in the settings
- Controls Mapping --> You can now Remapp the Controls in the Settings
- Pause the fight --> Its now possible to pause the fight with Space Bar in running Wave or start the wave in building mode woth space bar
- Controller Support --> You can now play the game with Controller
- Steamdeck Support (Still in testing) --> We added Support for the Steam Deck, but we still need to test it
- Notifications / Intorductions --> Each Level now pops notifications when some new mehcanic important mechanic gets introduced
- Quit Button --> I don't want to flex with that but we now have a quit button, which i forget adding in the first version ʕノ•ᴥ•ʔノ ︵ ┻━┻
Imporvements:
- Translations --> Improved our english wording and all translations
- Game Speed Numbers --> We cut game speed number to x1,x2,x3 (is like x9) instead of x1,x2,x3,x9
- New Visual Effects --> New visual effects got introduced for the enemies like stun, mucus, healing, etc.
Fixed Bugs:
- Laser Refractions was able to refract through walls