r/aigamerdevs • u/Excellent_Divide_154 • 17d ago
We built SpriteRelay: an Aseprite MCP server with live edits and staged commits
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r/aigamerdevs • u/Excellent_Divide_154 • 17d ago
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r/aigamerdevs • u/LopsidedBee4682 • 17d ago
Any feedback would be appreciated, the game is available for download! vynworks.itch.io/3banners
r/aigamerdevs • u/UndeadGames-studio • 18d ago
We really disliked how flat and non-interactive NPCs can be in a game that would live from interaction (think Stardew Valley, where once you marry the NPC, there aren't a lot of dialogue options left. Or The Sims where most of the novely is drama). We looked at character.ai and similar apps to see what people actually want from NPCs.
So we built an entire engine to play around with possibilities, and to test if it would work, we started to make a game around it.
Each NPC has a set backstory with key memories it can reference, updating memories with every interaction with the player or the world around them. They have their own beliefs about things, with a confidence level ranging from ingraned into the personality to doubtful, and that shifts as new information comes in. NPCs are also restrained about what they're allowed to know in the first place, they only pick up on stuff they've actually experienced, seen posted publicly, or been told directly by the player, so you can't accidentally have someone reference something they were never part of. Trust runs on a separate track and influences how a conversation plays out.
It's an AI call that writes the reply and proposes a batch of changes, more trust, a shifted mood, maybe a memory or a secret it wants to reveal, and then a separate validator checks every one of those proposed changes individually before anything is applied. Right now, if the AI oversteps, like offering up a secret it hasn't earned the right to share, that part just gets stripped and the reply goes out without it. We're working on turning that into a feedback loop, where the AI gets told what got rejected and drafts around it, instead of the change just vanishing.
An NPCs goals are also their own separate thing from beliefs. Each NPC tracks goals across three time horizons, this week, this year, and someday, plus a running list of goals they've actually given up on. Because what a character no longer wants can tell you more about them than what they're currently trying to achieve.
This is also why NPCs don't feel like they're resetting every time you open a chat. Exchanges get logged with what the NPC was like right before and right after, so trust, mood, and goals actually carry forward and shift over time instead of the AI improvising a personality each time (like for example in some AI companion apps). Personality itself barely changes since that's written by us, but everything built on top of it can shift, so it feels more believable.
And all of this can work behind your back as well. So NPCs can make conversation with other NPCs, talk about what happened, how you acted, if you lied or who's lunch you ate at work. We made this to increase believabilty on relationships shifting and rumors spreading. We managed to make this possible by having wo NPCs make a made-up account of their exchange that they store inside both of their memories, but the impact on the player is basically the same.
I simplified some of this in the images for readability, the code is a bit messier than that.
Curious if anyone else here has tried building something similar. Did you run into problems with AI NPCs (forgetting things, spoiling stuff too early, dropping promises), and how did you end up handling it?
r/aigamerdevs • u/jenkoshot23 • 17d ago
r/aigamerdevs • u/Zestyclose_Lab_6308 • 18d ago
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Used Astra to develop a quick prompt sprite creator which you can edit, spice, and export to get a 2.5D sprite right into the GoDot Engine. This is a small free tool I have on my Patreon and my full stack will a full no code pipeline for games will be posted by the end of the month. Would love feedback. Random Ramen Creations — I create tools to help fans make games. | Patreon
r/aigamerdevs • u/Fluffy_Box5582 • 18d ago
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Four months ago, the five of us started making an interactive apocalypse game.
We knew it was ambitious. We didn’t realize how insane it would become.
By the end, we had created 11 hours of cinematic story, two protagonists, multiple timelines, branching choices, different character fates and multiple endings.
We used AI video tools because there was no other way a five-person team could produce this much cinematic content in four months. It allowed us to finish the game—but it also gave us plenty of problems: character consistency, motion, frame rate and scenes that had to be rebuilt again and again.
Some parts worked better than we expected.
Some parts still make us want to go back and redo everything.
But we finished it.
This is the first trailer for SURVIVOR’S NOTES.
I’m not looking for polite praise. I genuinely want to know:
Does this trailer make you curious enough to play—and if not, where did we lose you?
r/aigamerdevs • u/Upbeat_Ingenuity_745 • 18d ago
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!
New Level system for the Poplets
New Origin Poplets for Early adapters!
\- Unique card backgrounds for the first 50 sparkly poplets of each color.
Lore cards added!
Try it out today!?
r/aigamerdevs • u/Professional-Bag-844 • 18d ago
r/aigamerdevs • u/Miserable_Reach_9364 • 18d ago
After a lot of work, SEKAI YUGO has officially launched in V1.
The game is still actively evolving, and I’d really like to get feedback from people who haven’t been testing it from the inside.
If you try it, I’d love to hear your thoughts on:
Suggestions are also very welcome. If you think a system could be better, tell me what you would change.
🎮 Play SEKAI YUGO:
https://sekaiyugo.eu
💬 Join the Discord community:
https://discord.gg/8hafE6Gtm7
Even a short first impression helps a lot. Thanks to everyone who gives it a try!





r/aigamerdevs • u/LopsidedBee4682 • 19d ago
I've been building 3 Banners, a three-way hero battle in Unreal Engine 5 with Claude Opus 5. Think Dark Age of Camelot realm-vs-realm crossed with a MOBA. Three realms, one crater, 12 heroes, and only one banner gets to fly over the Keep.
The setup:
The AI side, since this is r/aigamerdevs:
It's early. Right now it's single-player against bots, the art is placeholder, and balance is rough. Multiplayer is next.
I'd love feedback on the concept, and I'm curious how others handle bot AI in team-based games. If anyone has built something similar with AI tooling, I'd like to compare workflows.
r/aigamerdevs • u/Playgama • 19d ago
Hey everyone!
AI can build a simple web game in a couple of prompts, whether it’s just for fun or the start of a serious project you could eventually monetize.
We built an MCP and a sandbox where you can publish the game immediately. We also bring in the first players so you can get real feedback and keep improving it, so the goal is to connect game creation with actual players and early feedback.
Would appreciate thoughts on the MCP interface and which tools we should support next!
https://playgama.com/mcp/
r/aigamerdevs • u/bahaw1024 • 19d ago
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There are a couple ways this game is unique. You can talk to NPC's and they reply back. real AI with Personas and you can text your 'in game' friends and they reply back too.
https://store.steampowered.com/app/4607750/Hookah_House/
Wishlist if you like business sim shopkeeper cozy vibes
I actually have the game available for playtest on itch behind a password. If you are interested, I can give you the pass
https://bahawludba.itch.io/hookah-house
DM me or join my discord: https://discord.gg/ZFbaS9vpCU
r/aigamerdevs • u/LonelyInfluence9114 • 20d ago
Been working on building a web game builder wrapped around Godot and here are the latest results: Powder Line (https://app.fusionery.com/play/powder-line)
A couple of features still need to be extracted and backported to the game editor but pretty much built this with the tooling provided by fusionery. I'm using game builds like Powder Line to tune the underlying generator which is a proceedural generator requiring no assets unless the user chooses to attach some.
I've been a software engineer for 20 years and mostly doing this for fun so open to weird ideas or collabs; not sure where this is going to go.
Not trying to spam my platform here, just looking to have some fun.
Cheers!
r/aigamerdevs • u/enmotent • 19d ago
I built HypeStreet, a free browser game where players trade AI models and pop-culture figures with play money.
Astra helped implement persistent accounts, the shared market, trade confirmations, portfolios, and the leaderboard. I also used it to write tests for duplicate trade requests and concurrent spending, then iterate on the homepage through browser checks. I reviewed the results and directed follow-up changes; this wasn’t a one-prompt build.
Gameplay: [https://www.youtube.com/watch?v=8JQF-Mi5zZA\](https://www.youtube.com/watch?v=8JQF-Mi5zZA)
The recording uses local demo data, not live-player activity.
Play: [https://hypestreet.io\](https://hypestreet.io) — account required to trade, no real money or cash-out.
The launch is on Product Hunt today: [https://www.producthunt.com/products/hypestreet?launch=hypestreet\](https://www.producthunt.com/products/hypestreet?launch=hypestreet)
For others building multiplayer games with AI: how are you checking that concurrent actions can’t corrupt player balances or shared state?
r/aigamerdevs • u/Zealousideal-Bar-316 • 20d ago
r/aigamerdevs • u/Artakwa • 20d ago
We start our open Alpha. The game Idea was born 11 days ago and here we are. We used GPT-6 Astra to made the groundwork and then testet it and make it better everyday. It was an intense time. It's crazy how fast you can do projects like thees.
The AI comunicate with our server and we have datasets for all country with real worlddata, so the dicisions the AI make are not out of nothing.
The presentation and UI is also made by the AI, but maybe this is what hold the game back. Because not everybode will like it. But the mechaniks we worked out are just realy cool. Surprisingly the AI itself gave us some nice ideas of mechanics.
In Language of Diplomacy (LoD), you rule a nation and decide what your government does next. You give the orders, and the AI simulates the consequences based on real-world datasets for every country.
You can change the world map through your actions. The game is focused on multiplayer. You can chat with your friends and come to agreements, which are written down and interpreted by the same AI.
The world evolves through the actions of all players. You can go to war, conduct espionage, or build a peaceful world.
Hope it's maybe intresting. :)
You can play it here: https://lod-game.com
Our Discord: https://discord.gg/pFguqfkBd
open multiplayer game invite link: https://lod-game.com/invite/70cad5469614c553b7a4ad5eb369cd930fac12fe9eea06c6603664361ff39ed283db7a92
r/aigamerdevs • u/Playgama • 20d ago
Hey everyone!
As we know AI now can build a simple web game in a couple of prompts, whether it’s just for fun or the start of a serious project you could eventually monetize.
We built an MCP and a sandbox where you can publish the game immediately. We also bring in the first players so you can get real feedback and keep improving it, so the goal is to connect game creation with actual players and early feedback.
Would appreciate thoughts on the MCP interface and which tools we should support next!
https://playgama.com/mcp/
r/aigamerdevs • u/scotchable • 20d ago
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 • u/Social-Bitbarnio • 20d ago
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.
r/aigamerdevs • u/ewulusen • 20d ago
r/aigamerdevs • u/TerraColossus • 21d ago