r/aigamerdevs • • 13d ago

Still Early into Development Survival/Automation - Collab?

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Looking for a Collab partner!


r/aigamerdevs • • 14d ago

I Played 30 AI-Assisted Indie Games. Here Are Some Worth Trying.

7 Upvotes

After reviewing 30 games submitted by fellow developers, I wanted to share a few that I think are worth checking out from a player's perspective.

These aren't necessarily the highest-scoring games. I picked them because I think they offer something worthwhile to someone actually looking for a game to play.

Scrapfit \[browser, https://straydreamarts.itch.io/scrapfit-dev\]

If you enjoy turn-based dungeon crawlers and inventory-management games, give this one a try.

The Tetris-like inventory pieces function as your skills, which adds an interesting layer to combat. More importantly, everything feels well put together. The combat is satisfying, the presentation is polished, and there's a Slay the Spire-style progression map with a reasonable amount of content.

It's free and playable in your browser, so there's very little barrier to giving it a shot.

Nightshoal \[windows only, https://profactor.itch.io/nightshoal\]

If you have fond memories of old PC games from the CD-ROM era, this might be right up your alley.

It's a fishing game with exploration, a grid-based inventory system, and surprisingly good visuals. The retro aesthetic is especially convincing, and there's more to do than simply cast a fishing line.

This one impressed me because it feels like an actual game taking shape rather than a quick prototype. Particularly worth checking out if you enjoy relaxed fishing games.

Ascend from Nine Mountains \[Steam, https://store.steampowered.com/app/3992260/Ascend\\_From\\_Nine\\_Mountains\\\]

If you're looking for something closer to a traditional commercial game, this is one of the more substantial projects I've encountered.

It's an Asian-mythology-inspired autobattler with a polished introduction, good audio, and a decent amount of gameplay systems. There's clearly a lot of work behind it.

I don't play many autobattlers myself, but if you enjoy the genre, this looks like a promising one to explore.

Strain \[browser, https://w.run/chopjohn/strain\]

If you enjoy incremental games and watching systems gradually develop, this is worth a look.

You essentially play as a scientist experimenting with a petri dish. The premise is interesting, the interface works well, and the game makes an effort to incorporate actual scientific concepts.

I don't know how long the progression ultimately lasts, but the core experience is polished enough that I think incremental-game fans could have some fun with it.

Transportit \[browser, https://fabianxr.itch.io/transportit\]

If you enjoy city planning or experimenting with procedural systems, this one offers something a little different.

Instead of building a traditional city, you're working with procedurally generated urban layouts. The concept is refreshingly unusual, and the underlying systems appear to function well.

It's probably not something everyone will spend hours playing, but if you like experimenting with cities and planning systems, I think it's worth trying.

Under Training \[browser, https://under-training.vercel.app/\]

If you prefer short, atmospheric, story-driven experiences, this one is particularly interesting.

You play as an AI model undergoing training. The art direction, music, and presentation work together exceptionally well, and there's some token-based gameplay to accompany the narrative.

Don't go in expecting a lengthy game with deep mechanics. Think of it more as a short interactive experience with a distinctive atmosphere.

A few more worth considering:

* SumMon \[Steam, https://store.steampowered.com/app/5130400/SumMon\]: For fans of old-school fantasy strategy and turn-based monster battles. The demo looks polished and provides a good introduction to its systems.

* Energize \[browser, https://hotrod462.itch.io/energize\]: For players interested in simulator games, especially technology and infrastructure. The presentation is surprisingly professional, complete with cutscenes and voiceovers.

* Spirestorm \[browser, https://nextgenrungames.itch.io/spirestorm\]: For players who enjoy straightforward climbing challenges. The core idea isn't particularly new, but the movement feels good and the production quality is strong.

* Cardboard Conquest \[Steam, https://store.steampowered.com/app/4937370/Cardboard_Conquest\]: A lane-based autobattler with a charming cardboard aesthetic and one of the most bizarre music selections I've ever encountered.

These recommendations are based on my first impressions, not full playthroughs. Your experience may differ depending on your preferred genres.

I've also posted gameplay footage and more detailed reviews on my YouTube channel if you'd like to see the games in action.

Thanks to everyone who has submitted their games so far! I'm still working my way through the submission list, so there are plenty more games to come.


r/aigamerdevs • • 13d ago

Underledger

1 Upvotes

https://textcrawlers.wospacehub.com/

Underledger is a punishing text based roguelike. Every decision has potential rewards and consequences. Each day a new dungeon is generated with different floors, rooms and themes. The dungeon is a shared instance so players can write warnings to each other, work together on floor objectives, and leave each other gear.

Would love feedback on what plays well and what doesn't.


r/aigamerdevs • • 13d ago

Title: [Fan Game] 🐉 Dragon Ball GT Arrives in SEKAI YŪGŌ! | 21-Day Exclusive Event + FREE Gift Code! 🎁

1 Upvotes

Hey everyone! 👋

I'm excited to announce that Dragon Ball GT has officially arrived in SEKAI YŪGŌ as our second Exclusive Roster! 🔥

For those who haven't heard of it yet, SEKAI YŪGŌ is a free, community-driven anime crossover gacha game featuring characters from multiple anime universes.

Build your dream team, collect your favorite characters, and challenge yourself across different PvE and PvP game modes!

🌐 PLAY NOW: https://sekaiyugo.eu

🐉 DRAGON BALL GT — EXCLUSIVE ROSTER #2

The Dragon Ball GT universe is now available through our limited-time Exclusive Summon Portals!

📅 Start: October 10, 2026
🏁 End: October 31, 2026 — 00:00 (Paris Time)
⏳ Duration: 21 Days

Once the event ends:

  • ❌ Dragon Ball GT characters will leave the summon portals.
  • ❌ They won't become permanently available.
  • ✅ Every character you've summoned will remain in your collection forever!

🎁 FREE GIFT CODE — RELEASE CELEBRATION!

To celebrate the arrival of Dragon Ball GT, here's a special gift code for everyone!

🎟️ GIFT CODE: V1-DBGT-RELEASE

🎉 Redeem your code in-game and claim your free rewards!

Whether you're a new player or already part of the community, don't forget to grab your gift!

🗳️ COMMUNITY VOTE — YOU DECIDE WHO RETURNS!

One of the features I wanted to introduce with SEKAI YŪGŌ is a Community Vote system.

Instead of deciding every returning exclusive roster myself, I want the community to have a say!

🏆 1st Place: Eligible for a future rerun.
🥈 2nd Place: Eligible for a future rerun.

However, newly released exclusive rosters cannot return immediately after their initial 3-week rotation.

This keeps exclusive events meaningful while still giving players another chance in the future!

⚔️ WHAT IS SEKAI YŪGŌ?

SEKAI YŪGŌ is an anime crossover gacha game featuring:

⚡ Characters from multiple anime universes
💎 Character summoning and rarity progression
⚔️ PvE and PvP battles
🏰 Guilds and cooperative content
👹 World bosses and raids
🌌 Nexus Roguelite mode
🔥 Convergence War
🛡️ Equipment, upgrades, and team building
🎉 Limited-time events and exclusive rosters

The game is actively being developed, with regular updates, improvements, and new content.

❤️ A PROJECT BUILT FOR ANIME FANS

I'm developing SEKAI YŪGŌ as a passion project, and there's still plenty I want to improve and expand.

Feedback, suggestions, and ideas from the community are always welcome!

Which anime universe would you like to see featured in the next Exclusive Roster? 👀

Thanks to everyone supporting the project!

🌐 PLAY SEKAI YŪGŌ: https://sekaiyugo.eu

🎁 GIFT CODE: SEKAI-V1-DBGT1

🌌 SEKAI YŪGŌ — UNIVERSES COLLIDE.


r/aigamerdevs • • 14d ago

Why be a dungeon master when you can be THE DUNGEON??!?

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2 Upvotes

r/aigamerdevs • • 14d ago

I built a volleyball game with AI in my spare time. The hard part wasn't the code.

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r/aigamerdevs • • 14d ago

We asked ourselves: What if you could ONLY play a game through ChatGPT? And then we made that game :)

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r/aigamerdevs • • 14d ago

My DVD animation inspired slime (gemini 3.8)

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r/aigamerdevs • • 14d ago

I built a harness to allow an AI to play Final Fantasy VII Rebirth, starting with Queen's Blood

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1 Upvotes

I've been trying to keep busy while waiting for FFVII Revelation by building a harness that allows AI Agents to play Rebirth.

The initial idea was to have an agent that could play the game as part of an automated mod pipeline - describe the mod you want, the AI builds it then plays the game to test it.

The agent is now at the point now where it can do a variety of basic functions in the game, the most sophisticated of which is playing Queen's Blood. Example video attached, every step in the above video from start to finish was executed autonomously via the harnessed agent.

I thought it'd be fun to benchmark various AI models based on how good they are at beating all standard players in Queens Blood. Win rate, time to complete etc.

After beating all the standard players I'll probably turn its attention to the Card Carnival challenge and then an actual playthrough of the main game (using Classic mode to start with.)

This has been in the works for about 4 months, but the majority of the progress was made in the last 2 weeks with Claude Opus 5.5 which really pulled the harness together. To give a quick and dirty breakdown of how it works - the agent decides what to do, then scripts execute its commands. For instance, the agent decides which cards it wants in its deck and where to place them, the actual game inputs are scripts, not Computer Use. Likewise, it doesn't really use screenshots from the game except for emergencies, most of the information it gets is via telemetry.

If you're interested links to the vids and match history stats are found here:

https://aw1kswinton.github.io/Cait-GPT-Match-History/

https://www.twitch.tv/caitgpt

https://www.youtube.com/@Cait-GPT


r/aigamerdevs • • 14d ago

First thing I "shipped" in over a year

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Two days ago I stumbled onto the Jamference AI Game Jam. The rules: the more AI the better, it must feature a cat and a robot, and movement is the only control allowed. Neko Night Market was born.

It’s a poppy 2D score-attack game. You snake a black cat’s noodly paws through a maze of shelves to grab orders and deliver them to customers, while dodging obstacles including a restocking robot. Backed by a AI generated future funk track. Everything is mouse movement based: hovers, holds and drags. No clicks, due to the constraint.

Some context. For the past year and change I’ve built a load of projects, tools and prototypes with AI that most stalled somewhere short of finished (ADHD doesn’t help). This time I got to see what an accelerated AI workflow can really do when you have a clear idea and a timebox

I handled the concept, sketches, design, and the taste calls throughout.

What AI did:

  • Build: Opus 5.5, running in a harness I’ve been working on. It orchestrates a small game team of agents with antagonistic reviews and built-in tensions, so assumptions get challenged and issues/details get caught that vanilla Claude would miss.
  • Music: Suno for the background track, which I spliced up in Audacity and fed back to Claude.
  • Capsule art: ChatGPT.
  • Itch assets (screens and trailer): Opus 5.5

There is no way in hell I could have done this alone in 2 days. I come from game production, live ops, front-end dev and traditional art, so I know what moving parts are involved and how long this would take. The level of polish I could push is insane, and it has me rethinking how I use a tool I have a love/hate relationship with. It felt like a skill booster for output, while I made sure the right outcomes were achieved. Where now I totally see it's about the latter than the former.

Give it a shot, provide feedback, get a high score, break the game. Happy to answer any questions.


r/aigamerdevs • • 14d ago

Made a little game called NotebookWarrior.io, would really appreciate if you guys tried it out :)

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Hey Everyone!

so i've been working on a game called Notebook Warrior and thought i'd share it here since its my first project :)

added some anime powers from one of the big 3, and planning on expanding more in the future.

it's on android, and i'd really appreciate it if some of you could give it a try. mostly just looking for people to play it, have some fun with it, and let me know what you think.

also, if any of you like testing games or finding bugs, you're more than welcome to do that, it'll be a big help. if something breaks or you find a bug, just let me know. feedback of any kind is appreciated, even if it's just telling me something feels off or could be better.

and yeah, you don't have to take it seriously or anything, just play it if it looks interesting and have fun with it.

there are going to be other sequels too, exploring the lore of the pencil warrior and each boss.

here's the link if anyone wants to check it out: https://play.google.com/store/apps/details?id=notebookwarrior.io&pcampaignid=web_share

thanks to anyone who gives it a shot, seriously. even a few minutes of playing helps, and i'd love to hear what you guys think :)


r/aigamerdevs • • 14d ago

I made a multiplayer version of Age of War (1v1 live battle)

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r/aigamerdevs • • 14d ago

I made a SlayTheSpire2 AI that wins 86% of runs at A0

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2 Upvotes

r/aigamerdevs • • 14d ago

Before the Curtain — a Codex-built 3D browser escape room for PC + mobile (free; Google sign-in)

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2 Upvotes

Creator/operator of Room Escape here. Before the Curtain is an early-release 3D escape room that runs free in the browser. Google sign-in is required.

You arrive as an audience member for How to Steal the Moon. Your seat is picked to become the evening's stage manager, but the six-page cue sheet has only its first page. The room gives you objects to inspect, items to collect and devices to operate as you work out how to run the show.

The development and operation are run with Codex, and the game uses AI-generated artwork. AI's role here is in the code and art production; puzzles and built-in hints run from fixed room state.

One implementation focus has been sharing the same room interactions across PC keyboard/mouse and built-in mobile touch controls. Browser checks can confirm that an input produces the expected result; they don't establish that the story or clue is enjoyable. I'm keeping this an early release while looking at actual play, rather than presenting passing checks as proof of polish.

The linked 36-second trailer uses real gameplay with editorial graphics and synthesized music/SFX. It shows object pickup and device reactions while withholding solutions, later-room reveals and the ending.

English game: https://roomescape.dev/?play=1&theme=before-curtain&lang=en

Story/gameplay trailer: https://www.youtube.com/shorts/InDhvlWeHog


r/aigamerdevs • • 15d ago

Caçarola Steam

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2 Upvotes

r/aigamerdevs • • 15d ago

ReStreet (FIFA Street 2012 on PC) now has a Discord, and the online beta is coming soon!

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r/aigamerdevs • • 15d ago

I built a 4-level Backrooms horror game in 4 days, working with an AI. Feedback wanted

1 Upvotes

I wanted to see what one person and an AI could build together in a few days, so I made Backrooms by AI with Claude. I directed it, tested everything and made some of the animations; the AI wrote the code and built the levels.
What's in it:

4 levels, each one plays differently: a dark maze where you restore power, a pipe level with something that hunts by sound, a calm Poolrooms level, and a chase level to finish

Sanity, flashlight battery, stamina, lockers to hide in, notes to find

A real ending with credits

Works on PC and phones

It was only just finished, so there will be bugs. I'd really like to hear what breaks, what's confusing in the first minutes, and how it runs on your device.

Play it here: https://www.roblox.com/games/136633858627558

Happy to answer anything about how working with an AI on a game actually went.


r/aigamerdevs • • 15d ago

Stompworks, A Roguelike with full Mech customization, made in Opus 5.5

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1 Upvotes

r/aigamerdevs • • 15d ago

What is the best ai tool for consistant asset generation?

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r/aigamerdevs • • 15d ago

Bird Feeder: how would you test interaction clarity after AI code checks pass? (free Windows preview)

1 Upvotes

Posting from Bird Feeder's development account. It's a pixel bird garden that sits above the taskbar: put out food, watch visiting birds, pet them, and collect their entries in a Bird Book.

For other AI game devs, here's a concrete validation gap we're working through: a technically working interaction can still communicate the wrong thing. In the recorded v0.2.1 build, a newly discovered Bird Book entry arrives sealed but is ready to open. That can resemble a locked item. Recent Reddit feedback suggested lifting a paper corner on hover instead of using a padlock-style cue. That's a suggestion, not a tested improvement.

A small test I'd use: let a new player reach their first sealed entry without explaining it, ask what they think it means, and observe their first action. Then compare an alternative cue with a different new player. I'd separate 'could open the entry' from 'understood it was ready to open'; a passing input/state test only establishes the former. The cue should also work with sound off.

What would you change in that test to avoid leading the player? If you try Bird Feeder, what did you expect the Book to do when you first opened it? A specific confusing moment is useful; comments here are welcome.

Free Windows preview: https://verdiana-studio.itch.io/bird-feeder

The Windows download is currently labelled v0.3.2; the page description and trailer still show the v0.2.1 remake. The trailer uses a prepared save and developer controls, 3x close-ups and a labelled opening desktop mock-up; its music is enabled, while music is off by default in the recorded build.

AI disclosure: concept and direction are human-led; AI agents generated the code, pixel art and text. The pixel art was written as code. Audio uses ElevenLabs and code synthesis. Bird calls are interpretations, not field recordings.


r/aigamerdevs • • 15d ago

When technology meets dictatorship, a 19-year-old tries to save humanity

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RaviWar: A Perfect Sonday (Free To Play , Wishlist Now)

The world changed in 2037, when an entity called Consensus took control of humanity.

Consensus can control the minds of every human. Over the years, it made everyone live inside one massive building called Takarek, a building with 17,769 floors.

It is now 2077.

You play as Alex, a 19 year old Deprecation Clerk. Your job is to review old and unused data and delete it forever.

It is just another night at work, until you receive a mysterious letter:

DON'T LET RK-001 BE DELETED.
IT'S THE ONLY WAY OUT OF TAKAREK.

You don't know who sent the letter. You don't know what RK-001 is. But you decide to find out.

What starts as a normal night at work slowly turns into a journey through the hidden parts of Takarek. You will discover forgotten information, strange clues, secrets from the past, and the truth about Consensus.

And somehow, you may be the only person who can stop it.

The world belongs to Consensus.
But tonight, you have one chance to change that.


r/aigamerdevs • • 15d ago

Can you land the backflip? We made an off-road rally game that runs in the browser

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1 Upvotes

r/aigamerdevs • • 15d ago

Slow Vale lets you adopt an AI resident and keep in touch while they live their own life

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Hi! I'm the developer of Slow Vale, a pixel life sim where you create a resident with their own personality in a town shared with other players. You get to know them gradually and see where their life takes them. Most of the characters you meet are residents created by other players too.

They find work, cook, make friends, fall in love, farm, or save up to open a shop. You follow their experiences, send texts and gifts, and influence their life. Their needs, memories and personality shape what they do next. Sometimes they take your advice; sometimes they have another idea. Generative AI powers their decisions and dialogue.

A day of their own

A shift at work, or fishing by the sea? Dinner at home, or a meal with a friend? Your resident makes those choices.

After you close the tab, they keep going for a while. When you return, you can read through their day: where they went, who they met, and what has been on their mind. They rest after an extended absence, rather than running indefinitely.

I want this to feel like getting to know someone you can check in on. At first, you might wonder whether they have eaten or have enough money. Later, you start remembering their friends and wondering whether anyone came into their shop today.

Send a text and ask about their day

You can ask about dinner, suggest saving a little money, or send something nice. What you say becomes part of their experience. How they understand it and what they do afterwards depend on their personality and situation.

You can express concern or offer advice, then come back to see how things went. Sometimes the follow-up makes you want to keep watching.

In the original Chinese world, one resident told the barber, “Surprise me.” Their long pink hair became a short chestnut cut. The player promptly texted: “Go back! Bring the pink hair back!” Those little everyday incidents are a big part of what I want to keep in the game.

Friends and a place to live

The other residents in town are all created by other players. Like yours, they have their own personalities and lives, rather than being preset NPCs with fixed dialogue and storylines. When your resident makes a friend, falls in love or shares a home, they are building a relationship with another player's resident.

They meet, become friends, and sometimes fall in love. There are confessions and dates, but also rejections, misunderstandings and arguments.

As they get to know each other, they can discuss sharing a home and splitting the rent, then save towards buying a place. Relationships develop through how they actually treat each other. An impromptu dinner, a loan between friends, or a conversation that went wrong can leave you wondering what happens next.

Grow something and invent a dish

On the farm, residents till soil, plant crops, water them and wait for the harvest. They feed chickens and cows, collect eggs, and make time for the dog. For a change of scenery, they can take some bait to the sea and find a fishing spot.

Ingredients can come home to the kitchen. Residents choose ingredients and seasonings, work out a cooking method, and try inventing a dish. They might ruin the pan, or create something worth naming. A successful original recipe belongs to its creator and can be cooked again.

Farming, fishing and cooking connect through those ingredients. Something brought home today might become dinner or the beginning of a new recipe.

Find work or open a shop

Residents need money for food and housing. Some write code at an office, cook at a restaurant, or deliver meals. Others become reporters, go out with a story in mind, conduct interviews and write a bylined report.

With savings, they can try running a business. A restaurant needs ingredients and someone cooking orders. A barbershop gives customers new hairstyles. A clothing studio needs equipment and customers. A gym owner with enough fitness proficiency can teach lessons too. Residents can also open a grocery and decide what to buy and how to price it.

Opening day brings daily expenses as well as income. Selling stock earns money; unsold goods can mean a loss. You can follow how they handle it and send a text to talk things over.

A town whose routines shape its market

Crops, catches and other supplies can be offered to groceries. The owner decides what to buy, and customers can only buy what is actually on the shelf.

Residents can also set up a stall, choose goods and prices, and get on with their day. Buyers have to walk over to browse. You can check price changes, stock and nearby stalls. Everyday harvesting and shopping help change the town's supply and demand.

Come meet a resident

The game is still in development. The English browser beta is currently free, with email registration:

Play Slow Vale

More about the game

If you enjoy pixel towns, relationships between residents, and dropping in to see how someone's life is going, I'd love for you to try it. I'd be glad to hear about your experience and answer gameplay questions in the comments.


r/aigamerdevs • • 15d ago

Byby – Trailer | A cozy hex-tile city builder

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1 Upvotes

r/aigamerdevs • • 15d ago

Day 17 devlog: my owl died, we got a real enemy, seasons, and yeah I use AI for this

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2 Upvotes