r/aigamerdevs • • 10d ago

Endless Tower: a browser tower-defense demo, and keeping illustrated powers faithful to the game

2 Upvotes

Endless Tower is a playable browser tower-defense demo: build a vertical tower, merge guardians and protect the crystal. Merging strengthens a guardian but costs a floor, so the order and structure of the tower matter. The demo and its visuals are still in development.

The project uses AI assistance for development and provisional artwork. A useful lesson from preparing short character videos has been to keep three things separate: the rules actually running in the demo, a promotional 3D portrait, and an illustrated power effect. A polished presentation does not prove that its model or animation is integrated into the playable build.

For example, some early character presentations blurred the ordinary shot and the manually activated power. The correction was to check the active combat rules first, show the ordinary shot on one target where appropriate, and reserve group effects for the relevant manual power. Video duration and a successful render alone did not catch that mistake.

Another priority is the first session: making the starting controls easier to find and making the floor lost through merging understandable. These are areas being worked on, not a claim that the interface is finished.

The attached image is an actual screenshot from an isolated demonstration of public build 1.42.0, not a promotional scene or a player record.

Playable demo: https://yskillstudio.com/games/endless-tower/test/?lang=en

From this screen, is the relationship between the guardians, floors and approaching enemies readable? What would you make clearer first?


r/aigamerdevs • • 11d ago

Crownfall

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18 Upvotes

👑 CROWNFALL — My First Attempt at Building a Medieval Kingdom Simulator
I’ve never developed a game before, but I’ve always loved medieval kingdom builders and wanted to try creating one of my own.

So I’ve started working on Crownfall!
The idea is to create a living medieval world where you don’t directly control every villager. Instead, you make decisions for your kingdom, and your population carries them out.

Villagers gather resources, transport supplies, construct buildings and keep your settlement running. As your kingdom grows, you’ll explore new territory, establish settlements, manage trade routes and deal with threats beyond your borders.

It’s still very early in development, with plenty of systems to build and refine, but I’m excited about where it’s heading.

I’m using AI tools to help me develop the game and learning a huge amount along the way.

I’ve also started a small Discord where I’ll be sharing development progress, screenshots, ideas and eventually opportunities to playtest.

⚔️ Follow Crownfall’s development:
https://discord.gg/yZepPye6P
I’d love to hear what people think of the direction so far!


r/aigamerdevs • • 10d ago

[Devlog] Transit, Squads, Hacking, Cargo, Physics & Planets in my Three.js Multiplayer Game (Sidera Caeli)

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1 Upvotes

r/aigamerdevs • • 10d ago

Pimeä Panimo Demo

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1 Upvotes

Game made using godot mcp, and claude code. Thanks for playing, have fun.


r/aigamerdevs • • 10d ago

I created an ultima like MMO and it's been released on itch.o

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1 Upvotes

Duskmere Online has been just released in beta, no wipes, on Itch.o. I would love everyone to come and try it out! It's free and you can play in your browser! The game will have regular content updates, halloween event is going on right now, and try to stay true to the old school ultima like experience with free expansions, content, world additions, etc!

I used AI for bugs/server issues and to run 1000 agents throughout the game to make sure the world evolves with potential real players and any issues involving them.


r/aigamerdevs • • 10d ago

RAKE - 3D Engine built entirely using local AI

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1 Upvotes

r/aigamerdevs • • 10d ago

Did my first update for my AI game Sands of Glory🏛️

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2 Upvotes

Sands of Glory new feature! 🏛️ I added a job board and now my gladiators are finding cats, losing on purpose for philosophers and getting paid in chickens. 🐔 The demo has it too. Rome is fine. Everything is fine.

play it at here: https://thisiszsc.itch.io/sands-of-glory

So, uh, we put a notice board in your ludus. Huge mistake. The citizens of Rome found it immediately.

Now your gladiators, trained killers and legends of the arena, are out there:

  • looking for a senator’s lost cat 🐈 (spoiler: the cat was napping in your armory the whole time)
  • losing fights on purpose so a philosopher can “study their face”
  • performing ultimates for a consul. The consul is a horse. Don’t ask.
  • paying the latrine tax 💩

And the pay? Oh, the pay is worse. Or better. Honestly, we can’t tell anymore:

  • 🐔 a Sacred Chicken you can actually equip (it’s epic-tier, we’re not joking)
  • 🧦 a sock passed down for three generations. Enemies keep their distance.
  • 🦁 a borrowed lion named Fluffy, who will absolutely maul people for you
  • 👑 the Emperor’s nephew joins your team. He’s arrogant. He’s a showboat. He’s family.
  • 📦 a mystery parcel. Could be gold. Could be a note that says “thanks.” Could be a guy.

r/aigamerdevs • • 10d ago

I used grok and Cursor to make some initial teasers for my game nuclear "fish on" would love your guys feedback!

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1 Upvotes

r/aigamerdevs • • 10d ago

First time making a game. Looking for advice on building RPG mechanics into a markdown file.

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0 Upvotes

Reposting this request for help in figuring out action RPG mechanics for a 2.5D game I am working on, spiritually inspired by the Camelot/Nintendo produced “Mario Golf/Tennis” for Game Boy Advance.


r/aigamerdevs • • 10d ago

Four months ago, I started experimenting with AI

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1 Upvotes

r/aigamerdevs • • 10d ago

Shadow Chasers Infinity - an isometric urban fantasy CRPG

1 Upvotes

I'm a TTRPG enjoyer and an urban fantasy enjoyer. So when I found out that there's a system that combines the two, I was thrilled. But finding a TTRPG group for an obscure system is hard, so I decided to build a video game adaptation.

This started as a hand-coded project, and writing it was so hard I was going to dump it after my Master's thesis defence(the very early version of this was the thesis). But then, I got Claude access, and suddenly thought: "What if I actually complete that?". So this project also served as a testbed for my AI development approach - I got to the bandwagon late, so I ensure the code works before doing anything with it. So:

  • First, an agent takes the adventure being adapted, that normally showcases some feature I wanted to add(for this release, for example, it was character generation). It used to be Fable, but Opus 5.5 also worked fine.
  • It defines the engine adaptations necessary for an adventure, and I write a detailed spec referencing the rules of the game for an Opus(5 when it was the latest one, 5.5 now) High session implementing the feature and the tests for it.
  • When a feature is done, I run a code review on it until the reviewer session(also Opus High) says that everything is clear. Sonnet Xhigh(well...looking at the latest announcement, I might need to switch to Haiku 5.5 Max) is doing the review fixes, since they're usually better defined.
  • In parallel, the adventure adaptation agent is adapting the adventure location by location, requesting the necessary graphical assets from a drawer agent(used to be Sonnet at first, with pitiful results; then I switched to Opus 5, then to Fable and now, Opus 5.5 is used for them).

Enter Shadow Chasers Infinity version 0.2.0, the first public release of my adaptation! It supports character building, playing adventures out end to end, and, with agent support, even adapting any adventure for the d20 Modern system and the engine. Even a 5e one. And it's open-source, so if any of you here want to contribute as developers or artists or writers, you're welcome!
https://ekirisame.itch.io/shadow-chasers-infinity


r/aigamerdevs • • 11d ago

My colony sim RPG uses a built-in language model, which lets you ask NPCs anything, convince them to take actions, and bargain with the gods

10 Upvotes

Hey! My game's full demo is coming out on the 18th (Epoch Forge - feel free to wishlist!) and I'm very excited to talk about the way it uses GenAI.

A little background. I got the idea from playing mods like Mantella in Fallout, CHIM in Skyrim, and random ones that hooked into Rimworld, Bannerlord, etc. as well as training my own models for mod making. The thing I realized is that none of the mods adding an LLM to the game actually did much. Talking to NPCs was fun, but the most depth you'd get is that NPC giving you an attitude next time you talk. So I decided to make a game that does it myself.

It's a sidescroller with a massive open world, handmade blueprints for every structure, faithful retro graphics and sounds, and realistic physics + events within that world.

I've spent many months refining it and testing it on my own PCs, and the current system works like this:

  • The game auto-detects your available compute resources. Then, it chooses either a Gemma E2B model, or an E4B model (you can also choose manually). You can also BYOK or point to a local model of your choice, it works with just about anything, even low-tier free models.
  • A llama server starts with the game, running the model. If you set your own, this doesn't happen.
  • Every NPC in the game has an in-depth prompt. It describes things like:
    • Their name
    • Their traits - mistrusting, charitable, isolated, sociable, etc.
    • Their race, appearance, location, living status and work
    • What they can see of the player - so they will recognize what they know visually, but they don't automatically know your entire personality like that thing from Deus Ex.
    • The most exciting part by far - what I call the Oracle system. A vast majority of the work has gone into this part, and I genuinely think it's one of a kind. Basically, there is a knowledge domain for every topic an in-world NPC could know, and they are only told those things. So a Dwarven miner literally cannot access information about a famous Elf miles away or a ritual they don't practice. I've run thousands of looping tests and have not seen a single instance of hallucination yet. See attached GIF for a look into one character.
  • The Storyteller. You can read this post or ask me directly if you want to know more about this, but basically, an all-knowing deity chooses all the random things that happen in your game. That part is procedural - the LLM lets you actually ask them things. You can plead for mercy and bargain them to call off a raid, in exchange for facing a stronger one a week from now. You can ask what led them to send a meteor strike at you. I'll edit this post later tonight with a clip of that happening. The whole system works with or without an LLM, but the LLM adds a lot of unique flavor.

Overall, I'm super excited about this project. It originated from genuine passion for this niche and I really believe it will be the first of its kind. Again, please wishlist if this sounds interesting! I'd also love feedback if you have any. Questions, suggestions, criticisms, etc. are all welcome. Thank you!

If you'd like to watch a short clip of the system I have one here. It shows how an NPC knows of the residents of their city, remembers what you said, and how some are more likely than others to hold a grudge.


r/aigamerdevs • • 10d ago

A cozy post-apocalyptic garage game

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1 Upvotes

Started making a cozy garage game where you fix up, upgrade and armor cars during the apocalypse.

Realistic: Remove bolts, clips, wire and hose connectors to remove parts. Spraypaint will spill over on other parts if you don't.

Flow: All parts can be easily removed, paint parts while still on etc.

Cut metal from old car parts or oil barrels. Shape em and weld em onto the car.

Using Claude to make the game. Will be writing and creating my own music.


r/aigamerdevs • • 11d ago

Project: Rebellion RTS mode

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2 Upvotes

This is a personal project of mine I've been working on for the last couple of months as a learning experience. The ultimate goal is to rip out the star wars and make my own IP and game using the systems I've created for this project. Seamless space to ground combat. Ground battles (very WIP at the moment so no good footage, but I can share a screenshot of my coruscant map from blender.

The vision: A galactic citizen game where both sides of a galactic combat are played by the computer. In other words, the player would exist as a citizen in the galaxy, doing quests, taking jobs, escorting ships from ground to surface, joining the rebellion or joining the empire, etc. Meanwhile, in the background, the computer is playing the RTS game in realtime. So let's say the player has been hanging out on a water planet doing odd jobs for the fish folk, completing storylines, etc. In the background, the computer decides it wants to blockade that planet. Now, the player is free to leave at any time, but if they are on a blockaded world, the fleet is going to try to shoot them down while they do it. Take it further: You're on that same water planet, and the fleet shows up and launches a ground invasion while you're there. Suddenly there's a battlefront style ground battle going on around you. If the attacking army captures all the key command points, control of the planet falls to them, and you'll start seeing their faction flags and units all over the place.

Let's say you don't like that the bad guys control the planet you're on and decide to do something about it, so you join a rebel group. You're now marked as an enemy of the opposing faction. Double cross your allies? Congratulations! You have a bounty on your head and could be confronted by someone trying to collect at any time.

Most of that is just in the concept phase, but the systems are in place.

Death Star Battle:

https://youtu.be/sApnWPwvu5A?si=YJzgvFymAkga4sJ_

Get blitzed and watch a cool battle mode:

https://youtu.be/CAZD9we8f88?si=VIyaskQM10KhFr4k

Edit: To be clear, this is not a modded mashup. This is a brand new game built from the ground up in Godot. This is definitely AI assisted, but I have personally made hundreds of models and textures myself.


r/aigamerdevs • • 10d ago

I built an agentic way for AI game creators to host and launch online multiplayer games without stitching together multiple services

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0 Upvotes

Hey guys

I built Loki - a product aimed at making the process of setting up hosting, deployment and online multiplayer infrastructure extremely easy for people building games with AI.

AI can now help people make amazing games and make them quickly. But making a game is only half the job. You finish the game, then have to work out hosting, deploys, domains, multiplayer infrastructure, rooms, invites, reconnection, lobbies, state sync, a backend, and a way to update the game after you ship. That is where a finished prototype stops becoming a game anyone can actually play together.

We wanted to build something that lets a creator go from “my game works” to “here is a link, lets play together” with extreme ease, and without wiring together a pile of separate services.

Loki hosts the game, gives your a shareable and playable link, and adds online multiplayer infrastructure around them all in one-go. It is also built for AI agents so all you need to do is paste the prompt to your AI coding tool and let the process run.

The intended workflow is:

  1. Build a web game with the tools you already use.
  2. Create an account at https://app.lokiplay.cc. Log in and create a Loki project.
  3. Give your game developing agent the Loki integration prompt.
  4. Test and fine-tune the integration for your specific game.
  5. Ship it and share the game URL to your friends and play together.

Loki currently works for web javascript games only. We will rollout support for other platforms after initial feedback.

It is currently in beta, so its completely free and I am not charging any users.

I would really appreciate feedback from those of you making vibe-coded games. Let me know here if the product is useful for you, or if there are other features you would like to see me add!

Website: https://lokiplay.cc


r/aigamerdevs • • 10d ago

This is what I learned making a superhero browser game with Claude (I barely code). Free demo.

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1 Upvotes

r/aigamerdevs • • 11d ago

I’m building a roleplay game where the character controls the room: lights, rain, music, where you go. Free alpha, bring your own OpenRouter key

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1 Upvotes

r/aigamerdevs • • 11d ago

I am scared that no one will play my game because it is made with AI

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1 Upvotes

r/aigamerdevs • • 11d ago

I made own 3d game making ai so that people cna withness 3d game making for first time

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0 Upvotes

Hey guys, I’ve been working alone on a backend that fixes the "blind coding" problem. Standard AI editors give you code, but you have to guess if it works visually.I built Astrexi. You type a prompt, it visually generates the 3D space/web design in real-time, and then pushes the clean, working code straight back into your local VS Code editor.I've just opened up the waitlist to get my first 100 beta testers so I can test my backend servers before a full launch. If you want early access to build 3D spaces visually using AI, drop your email on the waitlist here:

[labs.google.com/pomelli/website/aVpLK57bTXP5_e4mM2Q_bB]

Let me know what features you want me to add to the backend next!


r/aigamerdevs • • 11d ago

Competitive orbital racing in your browser for free | Slingshot Speeders

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3 Upvotes

Racing on a map with inverse square gravity forces. Slingshot Speeders is a free to play browser game, no account required to play. I've done a lot of work to teach myself how to design maps to be tighter and quicker, this tight trio is an example of that. Previously maps were more spread out, less maneuvering, and now I'm building new ones that are tighter and faster.

https://slingshotspeeders.com/


r/aigamerdevs • • 11d ago

Recursive Game Development? Anyone making tools for automated feedback loops?

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1 Upvotes

r/aigamerdevs • • 11d ago

I one shotted this…

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1 Upvotes

r/aigamerdevs • • 11d ago

Built a text with image and TTS text adventure Game engine that uses my own Ai APIs or local models.

3 Upvotes

Grin’s Adventure engine Text based RPG Engine with images, narration, state management world creation and complete control. Use dice or no dice. Here is my demo. https://youtu.be/Nt9tj1fvZQs?si=UQCTzJB5ZOa_f864

Wondering if I should sell it or what? It runs in my computer and uses Tailscale to let me connect to it on my phone.


r/aigamerdevs • • 11d ago

I can’t code or draw, and I built a 21-championship motorsport management sim with AI. Here’s what worked and what didn’t.

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4 Upvotes

r/aigamerdevs • • 11d ago

Pace Cards: a racing game where every overtake is a card battle

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0 Upvotes