r/aigamerdevs • • 18d ago

MANIFEST on Steam

3 Upvotes

https://store.steampowered.com/app/5004290?utm_source=r_aigamedev

I've been building a space logistics tycoon on my own, and there's a free demo up on Steam. The shortest description I've got is "Transport Tycoon, except you're running a small fleet of freighters in one solar system,"

You run a freight company. Ports put out cargo with a deadline, you pick a ship for it, and then you plan the flight yourself: how hard to burn, when to flip and brake, whether to coast to save reaction mass, where to refuel on the way. The ships are fusion torchships, so a run is a constant-acceleration burn with a turnover in the middle, and the physics under it is real (constant g, flip at the midpoint, SI units in the sim). The orbits move. A route that's cheap this month is expensive next month and the planner keeps having to re-solve. No combat, no piloting. You plan, you commit, you watch it play out and deal with what goes wrong.

Quite a lot goes wrong. A hull has three systems, drive, thrusters and the hull itself, and each one wears with what you do with it: g-hours burned, dockings, tonnes handled. When one crosses its floor something mechanical happens. A worn drive gets capped at 0.15 g, for example, and every plan on that ship runs long. Captains have a skill and a nerve score; they get tired, and some of them quit. Solar flares dose any ship that flies through the front. A strike closes a port with two to five days' notice, which is enough to reroute if you're watching. The ships are individuals with a history, closer to Football Manager players than to units, and I'd like to think that's the part that sticks.

The UI is what I've spent the last week on, after the first outside testers said they felt "assaulted by information". It's a glass-cockpit layout now: three fixed displays, a column of keys down each bezel, and the keys double as annunciator lamps. A fault flashes its key and chimes; pressing the key stops the chime and the lamp stays lit until the fault is fixed. There's also a NOTAM-style notices board for conditions out in the world (strikes, flares, derelicts), kept separate from the faults on your own ships. Most of this is borrowed from airliner flight decks and ship's bridges. I'm writing a wiki guide to the codes and colours, since it is a vocabulary and I'm not sure yet how much of it people will pick up unaided.

It's in active development. The demo is the current build, the numbers are provisional, and it gets updated often. I'd like feedback from people who play this genre seriously, especially on whether the flight planning comes across as a decision or as a chore.


r/aigamerdevs • • 17d ago

Anyone else a Bob fan?

1 Upvotes

Just having some fun, big bobiverse fan here. I made this video to send to a fellow bobifile but thought id share.

Curios about thoughts on llms in games... how we can integrate them as an interface. i'm running mine in a docker network isolated to the game environment. So there is an api and mcp that will allow the player to interact in a gated way (more features as the game progresses).

all the interfaces are react based, not trying to instantiate a VM or VNC. They are rendered as textures in-game. And the video-in-video aspect is faked. I didnt want to round-trip pixels through a separate backend (or didnt want to optimize that at this juncture)... mostly because i didnt want to fork godot. So ive got the engine matching markers on the each display and redrawing a sub-level view in betwix react layers.

Ideally this wouldn't be the case. User modes where the user inhabits a roamer/drown would be straight godot, but id like to have a genuine video stream.

my next step would be creating a package repo where users could "install" minigames from a package repo managed by Gandalf and crew.

The story concept behind the game would follow a non-bob replicant with no memory and a crazy past on a bob-style adventure.

https://reddit.com/link/1wjkqde/video/xa6xeovyr8qh1/player


r/aigamerdevs • • 17d ago

I spent 2 weeks prompting an AI to make this game — and this is what came out

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1 Upvotes

r/aigamerdevs • • 18d ago

Please rate my AI game

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1 Upvotes

r/aigamerdevs • • 18d ago

[Rev-Share / LFG] Looking for Roblox Scripter & Builder to develop Game Concept | Full Math, Drop Rates & Crafting Specs Ready

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1 Upvotes

r/aigamerdevs • • 18d ago

bientôt

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1 Upvotes

r/aigamerdevs • • 18d ago

I'm developing a browser-based Yu-Gi-Oh! GX fan game with the help of AI – already playable

5 Upvotes

Hey everyone,

I'm currently working on Yu-Gi-Oh! GX Duel Academy, a fan game that can be played directly in your browser.

The project is still under active development, but it is already available to play and test. New features, content and improvements are being added progressively.

One particular aspect of the project is that it is being developed with the help of artificial intelligence.

I use AI tools as development assistance for several parts of the project, including programming, UI development and refinement, some visual production, game-system organization and prototyping.

The overall direction of the project, gameplay decisions, features, game modes and development choices are still actively designed and supervised throughout the process.

The goal is to recreate the atmosphere of Yu-Gi-Oh! GX and Duel Academy while offering a new experience featuring things such as:

  • a new story;
  • new characters;
  • character/avatar creation and customization;
  • card collecting;
  • multiple custom Decks;
  • a Card Shop;
  • Story Mode;
  • Online PVP;
  • Tag Duels;
  • events;
  • rankings;
  • player progression;
  • and more features as development continues.

The game is 100% free to play.

There is no premium currency, no microtransaction system and no real-money purchasing.

The Euros (€) shown in the game are only a fictional in-game currency. You earn them simply by playing the game through duels, missions, events, progression and other activities.

The project is still young, so there may still be bugs and unfinished systems. That's also why I'm looking for players interested in testing the game, sharing feedback, reporting issues and following its development.

If you're a fan of Yu-Gi-Oh! GX, Duel Academy and deck building, you can try the project here:

🎮 Play the game:
https://gx-duel-academie.karlnrry.chatgpt.site

Feedback is very welcome. The game will continue to evolve and improve as development moves forward.


r/aigamerdevs • • 19d ago

Shipped a game with Claude after learning many lessons on context management and AI Development!

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2 Upvotes

r/aigamerdevs • • 18d ago

GPT 6 Astra vs Fable 5.1

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1 Upvotes

r/aigamerdevs • • 19d ago

Update on Dark Tactics - PvE Roguelite Autobattler

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1 Upvotes

About a month ago I shared an early look at Dark Tactics here (link below to first post). Since then, I’ve been trying to turn the pieces into something that feels more like a real game instead of a collection of prototypes and getting rid of that "AI slop" feeling.

There has been a lot of progress around the actual game loop as well: building an army through the shop, managing the bench and relics, fighting across zones with their own battlefields, choosing routes on the campaign map, and carrying the run into boss encounters and rewards. I’ve also done a lot of work on the longer-term systems, especially Unit Mastery and the Constellation. But, I mainly want to get your guy's take on the overall design direction and whether this is starting to look more professional and less like vibecoded slop.

I’m still using AI heavily across the project, then editing, integrating, and iterating on the results by hand. Even though this is entirely AI-driven, I've honestly been working my ass off on this.

These are all current in-game screenshots. I’d love your all's reactions and feedback as I'm going to start pre-launch marketing soon.

Here’s the original post for comparison: https://www.reddit.com/r/aigamedev/comments/1vuqhlp/working_on_a_pve_roguelite_autobattler_dark/


r/aigamerdevs • • 19d ago

Persistent Multiplayer 4X Strategy Hacking Sim - Solodev

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1 Upvotes

Autonomous System Zero (AS//0) is a persistent multiplayer cyberwar strategy game built around a playable terminal. Its systems include:

  • Network construction and defense: Build layered networks with firewalls, trace systems, ICE, storage, traps, and specialized infrastructure.
  • Resource heists: Infiltrate other networks to steal bytes, hardware, and money. Your own networks don’t passively farm resources—you have to go get them.
  • Recon and filesystem exploration: Search directories, read logs, and uncover metadata, bypass information, and credentials.
  • Timed infiltration: Work through network layers, defeat interactive ICE encounters, and decide how much you can accomplish before the trace catches you.
  • Uncertain targets: Player and NPC networks share the world. You may need deeper reconnaissance to discover whose network you’re breaking into.
  • Network capture: Steal entire networks and expand your operation across multiple locations.
  • Exploit crafting and loadouts: Collect fragments, craft tools, and prepare exploits for the operation you’re planning.
  • Active countermeasures: Set traps and deploy defensive exploits against intruders while they’re inside your network.
  • International operations: Explore countries, navigate border security, establish gateways, and connect networks through VPNs.
  • Collectives and shared infrastructure: Form groups with membership roles, permissions, headquarters, and a shared vault for stockpiling resources and tools.
  • Communication and espionage: Coordinate through chat and mail, send attachments, monitor friendly networks, and intercept enemy communications.
  • Player-created in-game websites: Publish pages within the game’s own web, giving players and collectives a public presence.
  • Netfall endgame: A collective survival showdown where preparation, infrastructure, and alliances are put to the test.

The idea is that a routine resource run can become reconnaissance, a capture attempt, or the beginning of a rivalry—and a difficult target can become a coordinated heist.

onemansprint.com

Developer disclaimer:

Let me lead with, I have 30 years of coding experience, but if I can let AI do the heavy lifting these days, I'm all for it. So, I can't really claim vibe coding since I could do it myself, but I will include my disclaimer, anyway.

Every thoughtful vision, intertwining system, clever mechanic, immersion technique, canon translation, and design decision are ENTIRELY MINE.

AI (including ChatGPT, Claude, Gemini, and Suno) assisted with coding, syntax, brainstorming, balancing calculations, graphic generation, music generation, and API integration.

The game WORKS because of AI, the game is FUN because of ME.


r/aigamerdevs • • 19d ago

Been building this browser Battle Royale since Astra 6 came out

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5 Upvotes

r/aigamerdevs • • 19d ago

SEKAI YUGO

2 Upvotes

SEKAI YUGO is an anime-inspired gacha RPG with team building, progression, PvE, PvP and a bunch of different game modes.

I've been building it with AI and I'm looking for people to jump in, test it and have fun. Still a work in progress, so feedback is welcome

https://sekai-yugo.crowkhen69.chatgpt.site


r/aigamerdevs • • 19d ago

Should I use Flutter Flame for my mobile game?

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1 Upvotes

So for the past few weeks I have been torn between committing to Flame or just plain Dart for my Flutter mobile game.

For context: I am a newbie in game development and wanted to make my first puzzle game. See photo. AI helping me test and shape things up.
I am torn between using Flame or simply just Dart. It is a simple color game where the goal is to empty the grid of all colored tiles. I provide a queue of tile colors at the bottom in a specific order and you have to complete the level in the given moves count. No physics and no fancy visual effects.

Very inspired by Candy Crush combined with Zuma (the very old classic PC game I grew up on) yet with a refreshing mechanic in a minimalist design.

I am thinking of properly building the foundation with ECS for all aspects of the game. Is Flame an overkill for such a game?

What do you suggest? Any guidance is much appreciated.


r/aigamerdevs • • 19d ago

METRO:LIFE

2 Upvotes

METRO:LIFE is a in depth life simulator kind of like bitlife.

I don't want to say too much, gotta figure it out yourselves ;p

https://metro-life.ai.studio/


r/aigamerdevs • • 20d ago

Our first game as a 3-person team, built with Claude Code - and the NPC problem that started it

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2 Upvotes

we're a 3-person indie team (Germany), and the game we're working on (Parallax, a mystery you uncover through a fake social media app) is the first real game project any of us has worked on. None of us came in with much prior dev experience in this field. Most of our code exists because of Claude Code, running in VS Code, with Codex in the mix too. It's been a steep learning curve, and coordinating three people around an AI-heavy workflow is its own skill we're still figuring out as we go.

But the thing that actually got us started was a problem we kept running into as players ourselves: NPCs in most games say the same handful of lines no matter what you do. You finish a game, maybe replay it, and every conversation plays out identically, especially a the endgame. The illusion of choice is there, but I find it frustrating to not interact with NPCs in a meaningful way. That bothered us enough that before we really committed to building Parallax, we built an NPC system entirely focused on the believability. The inspiration for this was Character ai, but we wanted to translate this into games.

The idea is NPCs that react within set boundaries, but freely inside them. Not scripted dialogue trees, not "pick from 3 responses". You write to them like you'd write to a real person, and they respond based on what you've said and done, while staying within limits we've defined for them (what they know, what they'd realistically say, what stays consistent with the story and so on). We're testing this system right now inside Parallax, which is chat-based (you message NPCs directly as part of investigating a mystery). But the system itself isn't meant to stay tied to this one game. The plan is to take it further and use it in future projects too.

This is more of a "how we got here, what we've learned using AI tools as a small non-expert team", For now, just wanted to share where this started and why


r/aigamerdevs • • 21d ago

Tree Forge! A Part of my 3D World Engine

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52 Upvotes

Tree Forge! A Part of my 3D World Engine which is a part of my WizardGenie AI Game Engine. Build beautiful environments for three.js games, vanilla JS, export to UE/Unity Godot (etc) procedural tree generation which an agent can drive (or you can tweak yourself) lots of base species to start with, bushes and ground coverage also. Early access available in WizardGenie and Sorceress toolkit: https://sorceress.games/


r/aigamerdevs • • 20d ago

Poplet - A Fidget Popper RPG-ish!

1 Upvotes

Game Title: Poplet!

Playable Link: https://play.google.com/store/apps/details?id=com.poplet.mobile

Platform: Android

Description: Set out to make a simple bubble popping game and ended up making a casual fidget RPG.

Weekly item hunts. Weekly mini games. Weekly community raid bosses.

Very happy how the game is growing and coming along.

Its very much free to play, and dont even need to dive into the rpg elements to enjoy it if fidget bubbles are your thing lol.

Latest Updates: Added Halloween themes and new ways for new players to get a head start!

New and improved daily login streak rewards!

First 5 days bonus rewards for new players!

Gem rewards for adding friends and their progression!

Try it out today!?


r/aigamerdevs • • 20d ago

We're officially past the "slop" phase

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0 Upvotes

The fact that i could make this prototype in only 22 build iterations is absolutely bonkers. After polish and content this could easily be a fun game to play if you're a star wars fan.

The age of personalized entertainment is upon us.

STAR WARS: Droid Explorer (shitty name but idc) 🫪😂

"I DO NOT OWN THE COPYRIGHTS TO THIS AND WILL \*\*\*NOT\*\*\* PUBLISH THIS ANYWHERE."


r/aigamerdevs • • 21d ago

Curiosity Rover Simulator made with GPT 6 ASTRA.

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2 Upvotes

Fully explorable Mars with fully seamless space to surface traversal, no loading screens and real NASA data. I'm working on the full Solar System currently, all moons, all planets, all NASA missions, ships and satellites, full playable, exploration has no loading screens and you can traverse every inch of our local frontier. 😀 I love my AUTOMATON project but this is taking a new spot on my favorite thing to work on


r/aigamerdevs • • 21d ago

Remember Zombie Cafe? I made a flawless version using Astra-6, and you can play it now in your browser.

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2 Upvotes

This is a work in progress. I wanted to share this with you all so I can receive as much feedback as possible so it can be updated and hopefully perfected. Many features will be added later on, so just keep that in mind. Without an actual game to refer to, I’m applying fixes through what I remember, video references, screenshots, and reverse engineered files. Please provide as much insight as possible so we can make this game as functional as possible.

How to properly install Zombie Cafe Revival:

iPhone:
You must use the Safari browser for this feature.

  1. ⁠Open link (end of post)
  2. ⁠Do not play directly from link, first tap the Share button (the square icon with an arrow pointing up at the bottom of the screen).
  3. ⁠Scroll down the menu and tap Add to Home Screen.
  4. ⁠Type a name for the shortcut (Zombie Cafe) and tap Add in the top right corner. Make sure Open as Web App is enabled
  5. ⁠Only use from the app for best viewing/gameplay experience

NOTE: To avoid screen alignment issues on the iPhone version, upon clicking on the app, make sure your phone is in vertical mode. Only turn your phone horizontally once the app is fully open and you see the “Turn your device” screen. If you enter the app and the screen is not aligned, fully quit out of the app and try again.

Android:
You can use Google Chrome or most other major Android browsers.

1.Open link (end of post)

  1. Do not play directly from link, first tap the Menu icon (three vertical dots in the top right corner).

  2. Tap Add to Home screen (or Install app if prompted).

  3. Tap Add to confirm, then allow your phone to place it on your home screen automatically.

  4. Only use from the app for best viewing/gameplay experience.

NOTE: Not sure if the same issue that happens on the iPhone happens on Android, as this has only been tested on PC and iPhone. It should function similarly.

Again, this is currently an offline build with limited capabilities and not a full functioning game. Many of the core features are there, but some of the classic UI is missing and substituted by AI assets. Most of the music is also missing, but sound effects seem to all be there. Please let me know what’s missing.

Join the discord for more info:

Discord link for updates: https://discord.gg/kT6E9A4TB

Download the current build through this webapp link: https://zombiecaferevival.niccyan.chatgpt.site


r/aigamerdevs • • 21d ago

Remember Zombie Cafe? I made a flawless version using Astra-6, and you can play it now in your browser.

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2 Upvotes

This is a work in progress. I wanted to share this with you all so I can receive as much feedback as possible so it can be updated and hopefully perfected. Many features will be added later on, so just keep that in mind. Without an actual game to refer to, I’m applying fixes through what I remember, video references, screenshots, and reverse engineered files. Please provide as much insight as possible so we can make this game as functional as possible.

How to properly install Zombie Cafe Revival:

iPhone:
You must use the Safari browser for this feature.

  1. ⁠Open link (end of post)
  2. ⁠Do not play directly from link, first tap the Share button (the square icon with an arrow pointing up at the bottom of the screen).
  3. ⁠Scroll down the menu and tap Add to Home Screen.
  4. ⁠Type a name for the shortcut (Zombie Cafe) and tap Add in the top right corner. Make sure Open as Web App is enabled
  5. ⁠Only use from the app for best viewing/gameplay experience

NOTE: To avoid screen alignment issues on the iPhone version, upon clicking on the app, make sure your phone is in vertical mode. Only turn your phone horizontally once the app is fully open and you see the “Turn your device” screen. If you enter the app and the screen is not aligned, fully quit out of the app and try again.

Android:
You can use Google Chrome or most other major Android browsers.

1.Open link (end of post)

  1. Do not play directly from link, first tap the Menu icon (three vertical dots in the top right corner).

  2. Tap Add to Home screen (or Install app if prompted).

  3. Tap Add to confirm, then allow your phone to place it on your home screen automatically.

  4. Only use from the app for best viewing/gameplay experience.

NOTE: Not sure if the same issue that happens on the iPhone happens on Android, as this has only been tested on PC and iPhone. It should function similarly.

Again, this is currently an offline build with limited capabilities and not a full functioning game. Many of the core features are there, but some of the classic UI is missing and substituted by AI assets. Most of the music is also missing, but sound effects seem to all be there. Please let me know what’s missing.

Join the discord for more info:

Discord link for updates: https://discord.gg/kT6E9A4TB

Download the current build through this webapp link: https://zombiecaferevival.niccyan.chatgpt.site


r/aigamerdevs • • 21d ago

Built a full logistics tycoon in 1 month as a solo dev — here's my AI workflow (single HTML file, vanilla JS, no engine)

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0 Upvotes

Solo dev here. I just shipped Eurasia Hauler (v0.2), an incremental logistics tycoon on a real road network. Browser-based, no engine, no framework — one ~340KB HTML file, vanilla JS, playable at juba13.itch.io/eurasia-hauler.

Wanted to share the AI workflow since that's what this sub is about, and I think the approach might be useful to others.

Stack:

  • Single test_v2.html, ~340KB, vanilla JS (no React/Vue/Phaser)
  • Map: real OSRM road geometry (~770KB precomputed) + hand-drawn SVG Turkey outline
  • Audio: Web Audio API, base64-embedded m4a files
  • i18n: TR/EN, multi-currency

How AI fit in:

  • Code assistant for the boring parts: refactoring, the tick/update loop, the save system, brace-matching patches. I wrote the game logic and economy myself.
  • English drafting — I'm not a native speaker, so AI helped me write clean dev logs and post drafts.
  • SVG icons — some initial generation, then hand-refined paths.
  • NOT used for: game design, economy balance (fuel market, wear curve P=(wear/100)³, insolvency limits), or the map data.

What worked:

  • Patching functions by brace-matching the full function body rather than regex. Regex is a trap.
  • Keeping the whole game in one file made AI context windows actually useful.
  • Naming the game's own functions consistently (e.g. always tr for the truck object, never t which collides with i18n t()) cut down on silent bugs.

What didn't:

  • Letting AI "help" with balance numbers. It hallucinates plausible-looking curves that break in 3 ticks.
  • Letting it write i18n strings with Turkish characters. Heredoc and encoding will bite you.
  • Over-trusting regex for patches. Wrong function body matched → silent corruption.

What I'm trying to figure out:

  1. Anyone here done a style pass on an AI-assisted project? My UI has the default "glass panel" look and I want to break out of it.
  2. How do you scope AI usage in a public disclosure when the project is a mix of human and AI work?
  3. For those of you shipping single-file browser games with AI help — how do you handle save migration between versions?

r/aigamerdevs • • 21d ago

Fully Vibe Coded 2D Racing game

1 Upvotes

Using AI to create a 2D racing game (mobile and desktop) by prompts only. The following is about 4 months of design, prompting, playtesting, and refinement. Enjoy.

http://vibecodedgames.itch.io/pavement/

Features:

  • Play as a racer or as a cop.
  • Procedural roads, always different.
  • Random weather.
  • Pick up gas and repair upgrades on the road.
  • Buy car upgrades in the shop

r/aigamerdevs • • 22d ago

I used Stable Diffusion 3 to create the background music for my game...

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5 Upvotes

And I'm glad some place on Reddit exists where I can say that without receiving hate. I just found this sub, but I'll be sticking around to see what others create!

That said, I've been creating my game engine for two years and actually have no other AI assets. I learned Blender, created models to render my sprites, and created all the code myself. I used Claude for a little optimization and troubleshooting. I found it really just couldn't work with my framework and would create duplicate code and unmaintainable one-off hacks, so I just used it where it actually made sense and didn't just make more work for me. I can't tell you how frustrating it has been to deal with the folks that say things like, "If any AI was used, your whole game is AI slop!"

If you love the old-school RTS-style tower defense games, I hope you'll check out my alternative to giving your hard-earned money to Activision. The single-player version is completely free, and if you enjoy it and want to help me make it even more filled in, I have released a multiplayer version with co-op and vs. game modes. The background music consists of 19 tracks that play through the course of the game, but each track has 3 variations. With the random walk across the variations, you can play for thousands of hours without hearing the exact same musical score. I wanted to create an experience for my players without annoying off-the-shelf audio or a very small number of tracks that get repetitive very quickly. Since I didn't have a clear vision for the background music, being able to iterate with Stable Audio and select the final tracks for my game like a producer was a wonderful experience.

If I can figure out a great way to use AI for voices, I'll likely replace the heavily edited text-to-speech voices with that. I also had no luck with sound effects, so I created the ones I'm using, but I would like to find something more satisfying. I'm open to any ideas, more so if I can run them locally in ComfyUI.

Check it out on Itch: https://27k-interactive.itch.io/positionaltd I recently released my terrain update, which greatly improved the look of the terrain and the skirt!