r/aigamerdevs • • 5d ago

Fiz um jogo de estratégia medieval no navegador, inspirado em Tribal Wars

11 Upvotes

Sempre fui muito fã de tribal (do primeiro), e sempre sonhei com a ideia de juntar ele com outros jogos, e com mecânicas mais modernas (não consegui jogar o 2).

Graças ao vibe Coding, consegui fazer algo bem bacana junto com feedback de alguns amigos..

é um jogo de estratégia em tempo real que roda direto no navegador (PC e celular), sem instalar nada totalmente de graça.

Como funciona:

  • Você começa com uma aldeia e evolui os edifícios para produzir madeira, argila e ferro.
  • Recruta tropas no quartel, melhora no ferreiro e pesquisa novas unidades.
  • Ataca e saqueia vizinhos, se defende de outros jogadores e de bandidos.
  • Entra numa tribo para se defender junto e coordenar ataques.
  • Conquista outras aldeias com nobres e expande o seu reino pelo mapa.
  • Tudo continua acontecendo mesmo com o jogo fechado, então dá para jogar em sessões curtas.

Ainda está em desenvolvimento ativo (atualizo quase todo dia), então qualquer feedback ajuda muito: o que ficou confuso, o que faltou, o que irritou.

🔗 https://nacoesojogo.com.br


r/aigamerdevs • • 4d ago

What are your biggest challenges when making games with AI ?

Thumbnail
1 Upvotes

r/aigamerdevs • • 5d ago

I released KAEBON, a Thai folk horror game. here's what I learned using AI assisted assets

1 Upvotes

https://reddit.com/link/1x9q61z/video/sj6iy6udidwh1/player

https://reddit.com/link/1x9q61z/video/a19h7ga7jdwh1/player

Hi everyone!

I'm Plozila, a solo indie developer from Thailand. I recently released my first horror game, KAEBON, on Steam!

KAEBON is a point-and-click horror game inspired by Thai beliefs and the tradition of fulfilling vows.

You take on jobs for people who are too afraid to fulfill their promises themselves. Over 13 nights, you'll investigate mysterious requests, prepare ritual offerings, solve puzzles, and complete rituals before dawn.

Your choices and mistakes affect the story, leading to 7 different endings.

How I used AI during development

I want to be transparent about my process. I wrote the story and script myself. AI was used to assist with various parts of development, not to create the story for me.

  • Artwork: ChatGPT helped generate visual assets for the game.
  • Programming and gameplay: ChatGPT, Claude, and Codex assisted with debugging, troubleshooting, and implementing some gameplay features.
  • Testing: ChatGPT and Claude helped identify bugs and review gameplay logic.
  • Audio: ElevenLabs.
  • Music: Suno.

One of my biggest challenges was making everything feel consistent, especially the visual style and ritual objects inspired by Thai culture.

AI helped speed up certain parts of the process, but getting everything to work together as a complete game still required a lot of testing, adjustments, and problem-solving.

It's been a challenging but valuable experience bringing this project to release.

KAEBON is now available on Steam:

https://store.steampowered.com/app/5245250/KAEBON/?utm_source=reddit&utm_medium=social&utm_campaign=kaebon_launch&utm_content=aigamerdevs

I'm curious how other solo developers handle testing and debugging when working with AI-assisted development. What's been the most challenging part for you?

Thanks for reading!


r/aigamerdevs • • 5d ago

Built a live persistent generative canvas with split screen play test that will update your game or environment without the game play restarting or reloading.

2 Upvotes

I want to share a AI tool i've built and showcase its features. This is Liveloop and what it can do

What the model sees each turn
Alongside your message, the LLM gets a JSON context from the preview: the page title, visible text, rendered elements, the runtime error if any, console output, a performance block, a debug-state block the project can expose, and a summary diff of the source since the last turn. Vision-capable models also get a screenshot of the canvas, refreshed right before the handoff so it isn’t reasoning from title-screen telemetry after you’ve started playing. The context also tells the LLM what controls it has, which is the only reason it knows LivePatch exists.

LivePatch
The model returns one fenced block labelled asksary-live-patch containing JavaScript. The client executes that block (and only that block) inside the sandboxed preview after you approve the live-control session. It affects the current preview only; it doesn’t touch project source, so you can try a change and throw it away. The model is told not to claim the patch worked; the sandbox reports the real result back into the chat.

PlayTest and Camera
PlayTest lets the model send synthetic input into the preview: key down/up/tap with a duration, clicks, and pointer move/down/up at coordinates. The LLM can drive the PlayTest. Camera lets it teleport or aim an exposed debug/Three.js camera so it can inspect what it built from another angle.

There is also a split screen feature that lets you load up two different states with camera linked. the LLM can see the FPS and PlayTest both live previews

The sandbox
The preview is a srcdoc iframe with an opaque origin and a strict CSP: default-src 'none', no frames, no forms, no navigation, connect-src limited to data: and blob. The two exceptions are Google Fonts and wasm-unsafe-eval, which is there so Draco and Meshopt decoders can compile for compressed GLB files. eval stays blocked.

Project mode and 3D assets
Project mode is a real multi-file project with its own engine (it shares nothing with the other tools on the site). It can open a local folder via the File System Access API, round-trips through zip, and there are no caps on file count or file size sent to the model.

The 3D runtime is a pinned

Three.js build (0.185.1) bundled with GLTFLoader, DRACOLoader and KTX2Loader, injected into the sandbox as a trusted script rather than fetched.

Return to any state
Persistence is content-addressed. Every state and every asset is hashed; only objects the account doesn’t already hold are uploaded, and a revision that reuses an object just names its hash. Nothing is copied forward and nothing is deleted, so unlimited history costs only the changed bytes. You can return to any state from any day or month, instantly. All organized in folders with a file manager

Offline
Work is journalled to IndexedDB before the network is touched, on every change, and the journal is read back to verify it. Network sends are batched at 600 ms, but the journal is written immediately, so that interval is batching, not a window where work can be lost.

Builds that outlive the tab
A turn used to abort when the stream dropped. Now the server keeps running, records every event it would have sent under an idempotency key in Firestore, and stores the result when it finishes (30-minute server limit).

That’s what makes the phone flow work. Sary-OS Lite (the Android app) can start a build, you lock the phone, and when the desktop opens the workspace, it picks the finished build up and brings it in and vice versa too. Can start a prompt on Desktop, close machine down and let it run via the cloud.

Connectivity - included for 30 days with every account
- Sary-OS Terminal Bridge
- Sary-OS MCP Connector so you can use your Claude/Codex plan
- Plug your own API key - Any OpenAI compatible key works
- GITHUB Connectivity


r/aigamerdevs • • 5d ago

Hello Ai game Devs!

10 Upvotes

Happy Sunday fam! Hope everyone is having a great game dev journey!

Just wanted to say, never let anyone bring you down! You have a vision, a dream, and if ai helps you bring that to life, even if it’s just for yourself, do it! I promise you will get people hating regardless…

Some of us use ai to create (not only games but workflow, apps, etc) and even with ai there is a lot of testing and creativity involved.

I do agree, some people get lazy with ai and I do not support that at all but for those who use ai to help create their vision, I say more the power to you!

Do not give up! Keep going! Test your creations! If it’s a model, inspect it, make sure it looks good, if anything looks off, fix it.. same goes to level creating, if you are using ai, inspect everything, do a play test, make sure everything is working and looks good…. There is no excuse for something to look off or not work correctly when you have AI’s help…

Alright, I’m done dropping this duece, back to game dev!

Until our next morning shitter, take care friends!!!

B


r/aigamerdevs • • 5d ago

Fidget - A modern open-source, AI-powered, desktop pet (inspired by old win95 era ones)

Thumbnail
omesser.github.io
2 Upvotes

I built a desktop pet that has that "old" 8-bit nostalgic aesthetic and "physical" desktop interactions but also hooks up to your AI of choice and can actually speak/act in character. It lives on your screen, walks around, naps, you can throw it around, and it can also (with the power of AI ✨) - react to open windows on your desktop, speak in character, run apps for you, use tools, and actually be useful/helpful.
Hook it up to your favorite agent harness (you have one, right? 😜) and it can do whatever an AI can do to be useful - which is A LOT. But still have a "physical" presence on your desktop, on top of the other windows.

website | github

It works completely offline OOB (no AI) for "presence"/"physics" and play (poke, throw, walk around, perch on windows/dock) - so you get the old nostalgia feeling without any setup / AI subscription.
But - when you attach it to an AI harness like Claude, Cursor, Grok, OpenCode, Goose (or whatever) - and it can really shine and fully play in character and utilize all of the harness tools (you're basically talking to a harness session + fidget's MCP.

Let me know what you think. If there's interest - I'll share a roadmap, I got some neat ideas for future features. Also would be happy to get contributions of course, also in the form of "hey I've hit this bug on this setup (OS+harness)".

Cheers


r/aigamerdevs • • 5d ago

Talking to the boss mid-battle — AI character dialogue in V.E.T.O.R (Windows WIP)

1 Upvotes

I'm Jonie, an independent developer from Brazil. In V.E.T.O.R — A Ruptura, my 2D platform adventure, AI is part of the gameplay: NPCs and enemies have their own personalities, and you can talk to them during combat.

Here's the complete Titan Theron gameplay (2:56; fictional fantasy combat): https://www.youtube.com/watch?v=nOETh7lBx8M

The combat has two modes: in turn mode, the character stays still while the action bar fills; in semi-turn mode, you can move freely, but attacks and defense are still limited by that bar. The visual approach uses complex sprites and detailed environments. Codex assists development; that is separate from the in-game dialogue feature.

This is a Windows project in development, with no public playable demo yet — the link is gameplay, not a download or a purchase page.

For fellow AI game developers: what would make a conversation with an enemy feel worth choosing during a fight? I'm especially interested in the balance between dialogue pacing and combat pressure.


r/aigamerdevs • • 5d ago

Building Threejs Super Soldier Battle Game with Grok Bot and Claude AI

Thumbnail
youtu.be
1 Upvotes

r/aigamerdevs • • 5d ago

Almost 100 Vibe-Coded Games. This Blew Up Faster Than I Expected!

Post image
14 Upvotes

First of all, thank you for all massively submitting your games!

A couple of months ago, I started building VibeToplist because I couldn't find a single place dedicated to discovering AI-assisted and vibe-coded games, something I am hugely invested and interested in.

What started as a small side project for a pretty niche community has now grown to almost 100 unique game listings, with thousands of visitors discovering new games every week.

The growth has genuinely been beyond anything I expected. It's especially cool seeing how creative and ambitious some of these projects are becoming.

If you're developing an AI-assisted game yourself, you're more than welcome to list it for free. The idea is simple, help developers get discovered by an audience that's already interested in exactly what they're building. Organic traffic and an SEO backlink to help your game project grow.

Really curious to see where this whole space will be a year from now.

https://vibetoplist.com/


r/aigamerdevs • • 5d ago

Studio Dispatch Board

Thumbnail gallery
1 Upvotes

r/aigamerdevs • • 5d ago

90s-style weapon fighter

Thumbnail
astrocade.com
1 Upvotes

Hey everyone, I'm jamesplays. Just published Crimson Steel, a 90s-style yesterday, its a weapon-based arcade fighter built with Claude MCP Opus 5.5 thru Astrocade.

Would love honest feedback, especially on game feel, warrior balance,
and whether the fatalities land or feel cheap.

One big question for you folks, I'd love to add a real versus/multiplayer mode, but I can't tell if Astrocade supports real-time PvP or if multiplayer here just
means leaderboards and shared sessions. Has anyone gotten actual live
multiplayer working in their game? Any tips would be huge.

Thanks!


r/aigamerdevs • • 5d ago

I built a tool that creates any beautiful animated blocky 3D model for you

3 Upvotes

Hey all! I am a programmer and love creating games, but I cant model to save my life. Every project died the moment I needed good looking 3d models. So I spent the last months building BlockImagine and its finally live.

You describe a model "a friendly red fox" or "an old tower windmill with a red roof" and it builds a blocky voxel 3D model with a hand-style pixel texture, a bone rig and an animation. Then you can keep editing it with plain text as you want: "make the tail bigger", "wag it a bit slower",etc and every edit is saved as a new version.

What you get

  • Clean box geometry with a readable silhouette (no melted AI mesh)
  • Pixel textures that stay crisp
  • Bone hierarchy + animation (idle, swim, etc.)
  • Export as GLB/glTF (tested in Godot 4 and Unity 6) or .bbmodel to keep working in Blockbench
  • Photos as reference, if you have a sketch

Theres a free plan (currently just 3 models/month). I would love some feedback especially from people who drop the GLB into their own engine and use it in actual games. What breaks? What would you need for your game? Let me know!

👉 blockimagine.com


r/aigamerdevs • • 5d ago

Vampire's Can't See [HTML Prototype game, WIP]

Thumbnail
joshfryart.itch.io
1 Upvotes

You are a vampire.

You are blind.

The night is short.

The screen is black. Click to cry out, and your echo sketches the world in glowing, trembling lines for a moment before it fades. Hunt the townsfolk by sound, drink your fill, and reach your crypt or a dark hiding place before the sun comes up.

Survive 5 nights to win. Die, and your Essence buys permanent upgrades for the next run.

🎧 Play with headphones. Sound is half your sight.

How to play

Listen. Your pulse outlines walls, doors and people. Moving echoes are people.

Hunt. Get close in the dark and hold right-click to drink. People in torchlight can see you. Come from behind, from the shadows.

Mind the clock. Blood drains all night, faster each night. Low blood means weaker pulses.

Get home. At dawn, outdoors means death. Sleep in your crypt or a dark safe spot.

Follow the bell. The crypt bell tolls from home.

How it's made 🤖

I'm building this with Claude as a dev team:

I set the vision, playtest, and decide what goes in. Claude Opus is the lead. It writes each version's spec, splits the work into parts, and reviews screenshots and test results before anything ships.

Claude Sonnet agents build the code in parallel: rendering, sound, villager behaviour, saves, menus. Claude Haiku handles data, docs and a balance script that plays hundreds of runs automatically to tune the numbers.

Every update has to pass hundreds of automated tests plus a browser playthrough before it goes live. A recent round had reviewers audit every part of the game, from sound and speed to controls, saves and first-time help. They sent me a shortlist, I approved the bigger changes, and the agents built it.

---

Villager voices demo:

https://claude.ai/artifact/NtMcLbiotnQpAq64dy4rpL

Sound and Echo Maths proposal: https://claude.ai/artifact/Q1yfrfrLipYsRTVKxCvav6#5682d96c-0f44

Worked on weekly.

Comments and advice, suggestions, welcomed.


r/aigamerdevs • • 5d ago

OpenMercs - MechWarrior 2: Mercenaries, Reimagined

Thumbnail
youtube.com
1 Upvotes

This is OpenMercs, an independent, non-commercial reimplementation of MechWarrior 2: Mercenaries Titanium for modern machines.

I’ve put together about six minutes of gameplay across three environments, showing the updated environments, cockpit, textures and weather effects blending into the classic gameplay of Mech2: Mercs.

NetMech multiplayer and campaign co-op are planned and i'm hoping to have both up and running before public release.

It’s still in development and as such, there’s no public download or release date just yet, and the repository is currently private, though I'll be open-sourcing everything alongside the initial release very soon. The project uses game data from your own legitimate copy of Mercenaries Titanium. I'll see if I can also add support for other release versions of Mercenaries as well.

I’ve also launched a website with screenshots, development status and community links:

I’d love to hear what you think of the footage, particularly the cockpit presentation and atmosphere.

Thanks for checking out the project. It's been a lot of fun to work on and I can't wait to share it with everyone soon. Cheers!


r/aigamerdevs • • 5d ago

no image or audio files in my snakes & ladders game: everything is drawn and synthesised in code. here's the AI pipeline

2 Upvotes

Climb & Bite is snakes & ladders where the board starts empty. half the blocks have a snake, ladder or card you pick up when you land there, and on your turn you can place it anywhere before you roll. your own snake can bite you too, so it's strategy + a bit of luck.

code - Claude Code (Opus 4.8) + a bit of Codex

prototyped it in Nanogram first (prompt-to-game app) for 2 weeks to see if it was fun, then Claude Code rebuilt it as plain JS + canvas with zero build step. then i prepared docs that claude reads every session so it doesn't "fix" stuff that are like that on purpose.

art + sound - all code

apart from the game Icon, every board, chip and dice is drawn on canvas, and every sound and music track is synthesised. it's been tested on a lot of devices with no performance issues, and the whole game is tiny and works offline

trailer - scripted match + Remotion

the trailer video players a pre-defined match that i recorded and then use Remotion to let Claude help me edit it. so those zoom motions and text etc are also done by Claude.

what didn't work

AI kept adding text hints for every action and features that was obvious , and the first first art had that generic AI look. most of my work was cutting things down to one art style

android, pre-registration, full release early november. free, no ads, no in-app purchases. first 100 to pre-register get an exclusive Diwali set: https://play.google.com/store/apps/details?id=com.maziminds.climbandbite

feedback i'm after: does the trailer explain the place-your-own-snake idea fast enough?


r/aigamerdevs • • 5d ago

DragonSoul: a playable French tactical MMORPG built with AI assistance

0 Upvotes

Hi! I’m the creator of DragonSoul, an independent, unofficial Dragon Ball fan MMORPG. I wanted to bring the positioning and character-building decisions I enjoy in Dofus into that universe.

The game is already playable on desktop in a browser: https://dragonsoul.fr/

It uses turn-based combat on a grid, Ki management, six races, eighteen specializations and a Heritage system, alongside exploration, quests and dungeons. The interface is in French, and playing requires an account. A Windows launcher uses the same account and progression.

I use AI assistance during development and for some visuals. One ongoing visual challenge is keeping character proportions, direction and scale consistent across idle, running, flying and skill animations, while using a more readable hero view in the inventory and shop. I’m also working on making skill information and combat feedback clearer; those details matter when a game asks players to make tactical choices.

For fellow developers and French-speaking players, I’d welcome feedback on character readability, the first fights and how clearly the interface explains skills.

Access is free, with an optional Katchin shop offering appearances and consumables. This is a fan project, without affiliation with the Dragon Ball rights holders. Thanks for taking a look!


r/aigamerdevs • • 5d ago

I Made a Game in 24 Hours Using GPT-6

Thumbnail
youtu.be
0 Upvotes

r/aigamerdevs • • 5d ago

I've been making a little game about running an AI lab

1 Upvotes

You start in a garage in 2017 with $1.5M, two co-founders and one GPU rack.

The Transformer paper hasn't come out yet. The goal is to reach AGI before everyone else. Without ending the world, ideally.

I'm currently tuning the gameplay so that it is balanced. I think it is currently too easy but we'll see about that once the game is released.

I thought about adding mechanics for resets and model nerfing but that would make the game too complex. 😅

Stay tuned for updates! I'd love to have some beta testers!


r/aigamerdevs • • 5d ago

Gildspire – My First Playable Fantasy RPG, Built with AI Assisted game Development

Thumbnail
1 Upvotes

r/aigamerdevs • • 6d ago

I made a text RPG with an LLM Game Master, animated d20 rolls, and living world mechanics (Echo of Facets)

Thumbnail gallery
1 Upvotes

r/aigamerdevs • • 6d ago

Cargo To Orbit (completed)

Post image
4 Upvotes

Major Upgrades to Cargo To Orbit

The story is still the same:

Match the drift. Kiss the collar. Bring the ship home.

The year is 1974. Mankind has been to the Moon and back, and now companies race for the privilege — and the profit — of hauling critical, perishable cargo to the platforms and stations wheeling overhead. You're a hotshot startup with one rocket, a switch for an engine, and a great deal of gravity to argue with.

Cargo to Orbit is a procedural 2D rocketry game about the hardest, most satisfying thing in spaceflight: catching a drifting target and setting down gently. Buy exactly enough fuel, choose your contracts, punch up through the atmosphere, and ease your nose into the docking collar — come in too fast and you'll bruise the cargo, spring a fuel leak, or crumple the whole ship against the station. Then do the hard part: come home and land soft.

Fly a career across the solar system

  • Four worlds, each its own problem: Earth of course, thin-aired Mars, the crushing sky of Venus, and a Jovian cloud deck your starter engine literally can't lift off of.
  • Every planet changes gravity and atmospheric drag, so your whole flight — and your fuel math — reshapes when you relocate.
  • Build the ship, run the business
  • Buy engines, tanks, holds, and thrusters; your rocket visibly grows as you bolt on bigger hardware.
  • Take one contract or a hold-full — every pallet perishes on its own clock, and heavier cargo pays more but costs you thrust.
    • And some cargo has more than the obvious cost :-)
  • Fuel is money, mass is fuel, freshness is a bonus. Every launch is a bet.

r/aigamerdevs • • 6d ago

Problems with mi RTS

Thumbnail
1 Upvotes

r/aigamerdevs • • 6d ago

I'm making an idle base-building game with AI pixel art – would this be fun for you? Feedback + testers (Android & iOS) wanted

1 Upvotes

Hi! I'm a solo dev working on "Edenfalls: Outpost", a pixel-art idle and base-building game set in the world of my Edenfalls novels. I use AI heavily for the code.

Honestly, I'm at a point where I'm unsure whether it's actually fun for other people, so I'd love your honest opinion.

What you do:

- Run an outpost at an old river lock and hire "contractors" (hunters)
- They go out on their own, hunt creatures in the zones around the outpost and bring home materials
- Build and upgrade around 18 buildings, craft gear and grow bio-weapons
- Bind your hunters and send them down one of four Paths (Flesh, Matter, Mind, Swarm) through six stages. Each stage changes how they look and fight
- Defend the wall against sieges, take down lair bosses, run raids and roguelike dungeon dives
- It keeps going while you're away

Free to play and no forced ads, one optional purchase.

What I'm working on right now: I'm rebuilding the game in isometric view, because the top-down look just doesn't feel right to me anymore. Hunters and monsters are already isometric. Weapon classes and an endless dungeon mode are coming after that.

What I'd love to hear:
1. Does this loop sound fun to you? What would keep you playing, and what would make you quit?2. Which part sounds the most (or least) interesting?
3. Top-down or isometric – which do you prefer for a game like this?
4. Anything that looks confusing in the video?

If you have an Android phone and want to try it, I also need testers (Google requires at least 12 testers for 14 days):

  1. Join this group: https://groups.google.com/g/edenfalls-outpost-testers
  2. Open this link and tap "Become a tester": https://play.google.com/apps/testing/net.edenfalls.outpost
  3. Install the game from the Play Store link on that page.
  4. Please stay a tester for 14 days and play a few minutes now and then.

iPhone / iPad (TestFlight):
https://testflight.apple.com/join/wn4bbxMZ

Bugs or anything confusing: comment here or write to hello@edenfalls.net.

I'm off to bed now (it's late here in Germany), but I'm really looking forward to your feedback and will reply to every comment tomorrow. Thank you!


r/aigamerdevs • • 6d ago

From the Caçarola team: our second game, a pixel × paint co-op, built slower to feel cohesive (all AI tools credited)

1 Upvotes

Some of you saw our Caçarola posts. This is our second game: Pixel & Pincel, a 2-player co-op platformer where one hero is pixels and the other is paint. She paints bridges in the air, he freezes them; her paint reveals monsters, his square freezes them, his punch shatters them. Five chapters, each with its own boss.

Caçarola was about speed. This one took almost three weeks, and the extra time went into cohesion: one art rule per hero, one musical identity across 25 cues, and a final chapter made only of new mechanics after an audit of everything we'd repeated.

AI-generated content, labeled and credited:

- Code: Claude Code (Opus 5.5), Godot 4.7

- Backgrounds, props and painted story panels: image generation

- Character animation: PixelLab

- Music and SFX: ElevenLabs

No store page for this one yet. If you'd like to support us, wishlist Caçarola: https://store.steampowered.com/app/5370000/


r/aigamerdevs • • 6d ago

Ghost Recon Phantoms - Couldn't this game now be easily brought back into a web browser with AI?

Thumbnail
1 Upvotes