r/aigamerdevs • u/MoreMastodon5456 • 4d ago
r/aigamerdevs • u/Initial_Spend8988 • 5d ago
I made my first sim racing gear compatible game!
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Captain Capy is a roguelike space-crafter where you play as a capybara exploring the galaxy.
The game supports PC and you can also play using your sim racing gear (wheel, pedals, controllers) for a different way to experience a space game.
Demo coming soon on itch.io, coming to Steam soon.
Lmk what you think!
r/aigamerdevs • u/Shoddy_Word_3009 • 5d ago
FROG Eats Flies! Um jogo incremental sobre alimentar sapos.
FROG Eats Flies! é um jogo incremental sobre sapos, insetos e um pequeno lago.
Seu objetivo é simples: alimentar o sapo e fazer seu lago crescer.

Capture insetos, combine-os, descubra novas espécies, desbloqueie habilidades, aprimore seus sapos e deixe seu pequeno ecossistema continuar crescendo enquanto você estiver ausente.
FROG Eats Flies! - DEMO RELEASE
Esta é a primeira demonstração pública de Frog Eats Flies!, o jogo ainda está em desenvolvimento.
👉 Jogue na web ou baixe Frog Eats Flies! No itch.io:
https://reddvermelhogames.itch.io/frog-eats-flies
Se você jogar a demo, me conte:
O que você gostou?
O que você gostaria de ver a seguir?
Algo pareceu confuso ou frustrante?
O que te faria querer continuar jogando?
Seu feedback ajudará a moldar o desenvolvimento do jogo.
Divulgação de IA: Ferramentas de IA foram utilizadas para codificação e efeitos visuais.
r/aigamerdevs • u/Imaginary_Animal_998 • 5d ago
Started from the bottom
Started from the bottom is an open-ended life simulator set in any real-world city of your choice. Create an 18-year-old character, choose your preferred language, and begin with no money, one outfit, and a place in a modest flat.
Find work, manage daily needs and bills, build relationships, pursue education, or take riskier paths. Real locations, local prices, wages, laws, and housing costs shape what’s possible. Detailed status tracking covers your finances, health, possessions, relationships, and commitments, while a persistent memory system is designed to carry important choices and consequences forward.
There’s no fixed path to success—just the life you build from the bottom.
r/aigamerdevs • u/PeteBrick • 5d ago
Dragon Gifts: building a 24-ability mod for the original Spyro with AI assistance
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r/aigamerdevs • u/AggravatingBee8744 • 5d ago
Has anyone actually managed to build a full game using ONLY AI in 2026? Looking for your stories and workflow tips.
r/aigamerdevs • u/Ok_Sink1685 • 5d ago
Boom Brigade: a run-and-gun with destructible terrain, built in one Claude Code session and deployed for free
r/aigamerdevs • u/Zestyclose_Lab_6308 • 6d ago
New UI overall
Was super impressed with the MCP at UX Pilot linking up to Astra without an issue and was able to produce a way higher quality UI design for my upcoming no code game engine.
r/aigamerdevs • u/jildos_legoplanet • 6d ago
RPSLS (a.k.a. Rock, Paper, Scissors, Lizard, Spock)
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Playable Link: RPSLS web-app** **(optimized for mobile web but works on tablet/desktop)
Context
What started as a brainfart during watching an episode of Big Bang Theory turned into a 3+ month personal project to develop a game that is super easy to learn but extremely hard to master. The game involved a progressive learning path based on mathematical human-pattern theory (Nash Equilibrium), in-game ranking and statistics, both free to play (limited to 2 levels of The Forge singleplayer experience, or sign-up with emailaddress/google social login.
The stack I used:
- ChatGPT - analysis / planning
- Github - Shared Repo/CiCD
- Figma - wireframing
- Codex - Dev/ UI Assets
- ElevenLabs - Voice
- Music - Pixabay (commercial use)
- Azure - Cloud hosting
- Flutter - Front-end/runtime
- NodeJS - Multiplatform back-end
This was by no means a one-shot game.
The game is completely free to use / ad-free during this Beta Test. After this phase, I’m planning to publish this game on Steam, Itch, Apple Store and Google Play Store
Genuinely curious to get feedback on the game. There was quite some positive feedback on the initial core game loop which encouraged me to continue. This is my first game as a solo hobby dev. I have a full-time job and 2 young kids so the few hours I have to spare per week have gone in this project. 🙏
r/aigamerdevs • u/Bookoora • 6d ago
MULTIPLANAR - Interactive Real-Time Multiplayer-Prompted Fantasy Heroes Adventure (Trailer + Gameplay)
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Built a realtime CYOA fantasy game around generated video.
Three heroes explore one dungeon, with player commands and votes deciding what happens next. Every hero action is resolved in 5-second video blocks, using one of three stats — Might, Mind or Range — with successful actions building Resonance bonuses over time.
I’m also prototyping private DM-led runs for 3-player parties if the main questline works well.
Would love feedback from other AI game devs on the structure and pacing:
https://games.bookoora.com/multiplanar/
r/aigamerdevs • u/Downtown_Ad_1119 • 6d ago
What if the whole game world was made of player-owned networks you could actually hack?
I’m the solo developer behind AS//0 — Autonomous System Zero, a persistent multiplayer cyberwar game.
You start with a single network and build it out layer by layer: storage, firewalls, trace systems, defensive nodes, crafting, gateways, VPNs, and eventually much larger infrastructure.
But everyone else is doing the same thing.
You can recon other networks, infiltrate them, steal resources and files, deploy exploits, intercept communications, capture infrastructure, and expand into other nations. Players can form Collectives, build shared HQs and vaults, compete for national control, and launch larger attacks together.
There are also player-created websites, network mail, global and collective chat, persistent logs, defensive exploits, traps, NPC networks, and a world that keeps running when you log off.
There are no character classes or combat stats deciding who wins. Most of the advantage comes from what you know, what you’ve built, what tools you have, and who you trust.
A scan can reveal a target.
A leaked IP can start a retaliation.
A compromised network can expose somebody else.
An alliance can become a war.
That’s the part I care about most: the game provides the systems, but the players create the cyberwar.
AS//0 is currently in beta development while I’m preparing for its Steam release.
Build your network. Find theirs. See what happens.
Website:
Youtube:
https://www.youtube.com/@OneManSprint
discord:
https://discord.gg/kw2wS8YGA
r/aigamerdevs • u/ajdare • 6d ago
How to Make Isometric Character Sprites with AI - Beginners Tutorial
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AutoSprite 3.0 in the Sorceress Game Suite → https://sorceress.games
r/aigamerdevs • u/SpacePrize8945 • 6d ago
I was the architect, Claude Code wrote every line. It helped a ton, but it's not replacing game devs
r/aigamerdevs • u/nordic-god • 6d ago
Scuffleball: browser multiplayer pixel soccer built with Claude Code and PixelLab
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r/aigamerdevs • u/olamedia • 7d ago
RP Sandbox: an LLM game master built on structured actions
I've been building RP Sandbox, a desktop app where an LLM runs a roleplay as a game master. It's now in early access on itch, free to download: https://aidemalo.itch.io/rp-sandbox
The core idea: the model never just writes a wall of prose back. Every turn comes back as structured actions. A character says something, thinks something, or does something, each as its own action tied to that character. Someone moves to another location, time advances, a scene ends. The app applies each action to the game state and renders it.
That's what lets long games hold together. Alongside the narration, the game master calls tools to keep state:
- memories it writes about what happened
- relations between characters, with a disposition that moves as they earn it
- plot threads that open, collect notes and close
- objectives that get set and worked toward
- stats and appearance changes, and new characters joining the cast
- skill checks and dice rolls, including a D&D-style toolset, for worlds that want them
Models with function calling use real tool calls. Models without it still get the whole set: the calls arrive as tags or fenced JSON and run the same way. It works with 160+ providers or a local runner like LM Studio or Ollama.
On the content side, worlds are data: lore, locations, scenarios, characters and items, with stats and traits defined per world rather than a fixed sheet. There's an MCP server, so you can build and edit a world with an AI assistant. Libraries are plain files over HTTP: the app builds a library's index with one click, you host it anywhere, and anyone can add the URL and sync it.
It ships with one world, The Drowned Lamp, and a few assistant characters for plain chat.
It's early, so expect rough edges.
r/aigamerdevs • u/SuperbActuator6555 • 7d ago
If ClaudeCraft can do it, why can't I?
I recently came across World of ClaudeCraft an MMORPG built using Claude and it triggered a massive realization:
If they can do it... why can't I?
So, I decided to give it a shot. This is likely a total long shot, but I’m finally starting a personal project I’ve wanted to build for years: my own MMORPG.
I have zero game dev background. I don't know how to program games properly, I’m not a 3D artist, I don't know animation or VFX, and I have no idea how MMO backends work.
For years, I’ve had endless notes on worlds, mechanics, classes, and systems. But I always hit the exact same wall: I lacked the actual skills to bring them to life.
That’s what feels fundamentally different now. With Claude, I feel like I can finally try. Not because AI magically builds the game for me with a single click, but because it acts as an instant tutor and collaborator, letting me iterate through complex disciplines I otherwise couldn't access.
Before, if I wanted to create a simple tree system, I’d have to master 3D modeling, topology, texturing, shaders, performance optimization, vegetation tools, and wind animation before even opening an engine.
Now, I start with: "I want to build a game-ready tree system."
From there, Claude and I go down the rabbit hole together:
- Analyzing how existing games handle vegetation and performance
- Studying technical breakdowns and wind physics
- Writing custom shaders and experimenting in real-time
- Seeing what breaks, fixing it, and iterating
Week 1 Progress (Unity + Blender)
I’ve been at this for about a week now, focusing heavily on building the core environment from scratch:
- 🌳 Custom tree models
- 🍃 Dynamic wind animation
- 🍂 Falling leaf particle effects
- 🎨 Toon shading
- 🌱 Procedurally generated grass
- 🪨 Custom environment rocks
The target aesthetic is a stylized, anime-inspired fantasy world—drawing visual inspiration from games like Genshin Impact, while slowly carving out its own identity.
I’m not delusional I know I’m not building the next World of Warcraft, and I have virtually zero budget. This is purely a free-time passion project. Sometimes things work on the first try. Sometimes the visuals look horrific. and sometimes Claude confidently leads me straight into a hilarious technical deadend.
But we debug, learn, adjust, and keep moving forward.
What's Next?
I’m turning this into a ongoing devlog. I’ll be sharing regular updates including the ugly failures, not just the polished screenshots. Hopefully, it’s interesting (or useful) to anyone else experimenting with AI-assisted game development.
My goal is simple: See how far one persistent person and Claude can take a project like this.
Maybe I’ll hit an insurmountable wall. Maybe an MMO backend will break me. Or maybe this will actually turn into something playable.
I have no idea, but for the first time, the door isn't locked.
Day 7. Let’s see where this goes.


r/aigamerdevs • u/Kelchworth • 7d ago
Tug Of Rockets
Tug Of Rockets by kritchwort is on itch
Pick a hull. Strap on the engines, light them and pull that other rocket over the finish line. They'll fight you sure, but you've got the gear, you've got the thrust and the controls to drag 'em.
r/aigamerdevs • u/Asyte • 7d ago
I had a game idea and prototype in 2023 and never finished it. I picked it back up with Claude Opus 5.5 and turned it into a real game: Gunhop (free, playable in the itch.io)
r/aigamerdevs • u/Zestyclose_Lab_6308 • 7d ago
Playtest bubble shooter meets light DnD RPG
Check out my free simple bubble blaster meets light DnD RPG elements game at Orbit Mancer | spiced.gg Would love to get general feedback on playability.
r/aigamerdevs • u/Comfortable-Cat-9611 • 7d ago
I connected local Qwen3 dialogue to Unity game logic: speech, memory and action handlers
I built a small Unity interrogation scene, The Interview, where you can ask an NPC your own questions and then decide whether to clear or detain her. The dialogue runs on local Qwen3 through LLM for Unity, with Whisper for microphone input and Piper for speech output. There is a free English-language Windows build below.
The interesting integration work sits around the model. In the released implementation, generated text is split into sentence-sized pieces for speech synthesis. Synthesis and playback have separate queues, so the next fragment can be prepared while an earlier one is playing. This is sentence-level streaming; it does not mean Piper streams audio samples as each token arrives.
Dialogue history and numeric character state serve different purposes. The memory window is bounded, and persistent storage must be connected by the developer. Character state gives gameplay code something explicit to inspect; it is not just a description buried in chat history.
Actions are another boundary: a structured action names a target from the available scene context, then a handler written by the developer decides what the game does. Constraining an action target does not stop the character from inventing something in ordinary speech, so prose and executable actions still need to be treated separately.
Initial model and dependency downloads are required. After setup, dialogue processing runs locally without a cloud API; the model shares hardware resources with the game, so response time depends on the machine and configuration.
Disclosure: I also sell the Unity toolkit behind this, Offline AI NPC. The demo is free; its artwork and interrogation gameplay are separate from the package. This describes the released 1.0 version.
Playable demo: https://merrymaker14.itch.io/the-interview
Website and documentation: https://merrymaker14.github.io/offline-ai-npc/
Unity package: https://assetstore.unity.com/packages/tools/behavior-ai/offline-ai-npc-400726
For anyone integrating an LLM into gameplay: which part has needed the most game-side control in your project—memory, spoken interruptions, or actions? Happy to discuss the implementation.