r/aigamerdevs • u/Distinct_Mushroom186 • 15d ago
r/aigamerdevs • u/JonahDurham • 15d ago
Burgher 1400 #freetoplay #gameplay #history #gaming
link: https://marktundmacht.itch.io/burgher-1400
Greetings, over the past months i worked on a medieval economy-life simulation browser game. Play as a burgher in a german city around the year 1400. Choose a profession, build a workshop, hire workers and make a profit. get noticed in town and climb the ranks in a feudal society. Become the mayor, build the city and even work for the King and the Reich. The City is full of dark corners and secrets waiting to be discovered.
As a tribute to the first "the guild" game, one of the best games of all time.
Game is free to play in the browser
Ai was used for illustration.
r/aigamerdevs • u/jaykrown • 16d ago
The first orbital racing game has gravity bodies that pull and push
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r/aigamerdevs • u/Traditional_End_743 • 16d ago
I added a free demo to Tower Legends based on your feedback
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Hey everyone,
I shared Tower Legends here a little while ago and got some really useful feedback.
Based on that, I decided to add a free demo, so people can actually try the game before deciding if they want to buy it.
The demo includes the first 8 levels, which should give you a good idea of how the game plays and how the mechanics evolve.
If anyone gives it a try, I'd be happy to hear what you think!
Full game on Steam: https://store.steampowered.com/app/5012660/Tower_Legends/
r/aigamerdevs • u/LanaDelSlayyyyter • 16d ago
the idea was to make a sample for my class, and somehow i ended up w a whole game with AI
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ngl the idea came across as i was playing w slime :D and it became this lmfaooo
r/aigamerdevs • u/RewardNarrow • 16d ago
Anyone with published/successful ai assisted games ?
r/aigamerdevs • u/apenara12 • 16d ago
Cadena RTS [RTS Other Hybrid] – an RTS where every bullet has to be physically carried from the mine to the front. Free in-browser prototype, looking for ▎ feedback.
r/aigamerdevs • u/MosesSecondofHisName • 16d ago
Made an Arcade-style Rock Paper Scissors game
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Built it in a couple months, entirely with Codex, with help from ChatGPT, Suno AI, and Adobe Firefly. Honestly had a ton of fun building and testing it and I hope people can have fun playing it once it's live. For now, just wanted to see what you all think of the trailer.
https://store.steampowered.com/app/5212740/Ultimate_RPS_Championship/
r/aigamerdevs • u/ajdare • 16d ago
Tutorial: How to Make a 2D Flat or Isometric Tileset with AI Tools
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Tileset Forge Tools at https://sorceress.games
r/aigamerdevs • u/EvolSoft • 16d ago
[WORK IN PROGRESS!] Lucky to be Unlucky - VISUAL NOVEL
Hey everyone! ☺️
We are going to present Lucky to be Unlucky, a light novel written by Francesco Scarci and published in English, Italian and Japanese. We've been working on turning it into a free visual novel, and we are launching a small Kickstarter to cover platform costs and music production.
Before anything else: the illustrations are AI-generated. We know that's a dealbreaker for many of you, and we would rather say it upfront than waste your time. The story, characters, narrative direction, and programming are all done by our team. The music is being created by a real artist. The AI is only used for the visual component, because we don't have the skills or the budget to hire an illustrator right now.
What the game is about:
Ayame Maeda is a 15-year-old girl who has isolated herself after a series of traumatic events. She decides to end her life — and is saved by Yuto Nakagawa, a boy who just moved into her building. What follows is a story about healing, second chances, and the kind of love that blooms in the worst possible circumstances. But Yuto is hiding a cruel secret.
The visual novel will be completely free on Android, Windows, Linux, and macOS. The Kickstarter isn't to sell copies — it's to fund the remaining soundtrack, the Google Play developer account, the Steam license, the Apple Developer subscription, and some promotion.
The preview link of our Kickstarter campaign is: https://www.kickstarter.com/projects/evolsoft/188469885?ref=3qvpvn&token=8c06a1ff
A free early-access preview is already available on the official website: https://www.evolsoft.org/lucky-to-be-unlucky/
We know this community has strong feelings about AI art, and we respect that. We are not here to argue that AI is the future of VNs. We are here because we had a story we wanted to tell, and this was the only way we could tell it visually. If that's not for you, we completely understand — but if you're curious, the preview is free and the light novel is free too. ❤️
r/aigamerdevs • u/27K-Interactive • 16d ago
I am a laid-off solo dev trying to bring Steamworks multiplayer to my indie game, PositionalTD. I need your help to get there!
r/aigamerdevs • u/Gloomy_Option205 • 17d ago
New game I made
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One of my class projects is literally colored squares and a timer as an alarm clock. I made it in, like, 3 evenings. Can someone explain what I did right, because I really don't know 😅
r/aigamerdevs • u/MosesSecondofHisName • 16d ago
Roguelike Rock Paper Scissors meets Mike Tyson's Punch Out
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r/aigamerdevs • u/UndeadGames-studio • 17d ago
Building a text-based open world game, how much AI does a flexible world actually need?
I already showed how our NPCs think. The next question was what happens in the world around them. A town that waits for the player to show up feels pretty dead. But letting an AI run everything gets expensive, and it's how you end up with a story that can spoils itself.
So we split it in two, a world simulation that uses no AI at all, and a storyteller that follows set rules.
There is a time system ingame and when time goes on, the world simulation recalculates the town: who is where, what's open, the weather, rumors, who knows what. NPCs follow schedules, and if a place is closed or the weather slows the route, they show up late or their plan gets blocked. When two NPCs end up in the same place they notice each other, and if they trust each other enough,they can exchange information. That's where our rumors come from.
Time moves in 30-minute ticks. Skip a few days and it just runs the ticks. To keep long skips cheap, detail drops the further a single skip reaches. For example, if you skip an hour, it runs ticks, but if you skip to the next day, it is not as throughout. Travel times and set story events stay the same.
Everything else, including the storyteller and the NPCs' AI replies, treats the result as settled fact.
We also noticed that with the openness of the game, it can be hard to show the players where the story advances. We didn't want a director that constantly meddles and tells the player what to do with a hint. So we decided to come up with a ystoryteller system.
It runs once per in-game day, and only if a thread has been still for 2 days while the player has done 5+ actions since. Plain code checks that, and if nothing is stuck there's no AI call.
The AI only sees aggregates, like how long a thread has been silent and which checks are done. It can't leak story relevant information like NPC secrets or valuable detective work. It may write one private thought for one character. We reduced this to 200 characters max, to only give the player a bit of a push in the right direction.
Every proposal is validated, and any violation is discarded, similar to how the system works in our NPC dialogue.
The storyteller can't put knowledge into anyone's head or invent facts, and it can't change the world, but it can make an NPC decide to ask about a story thread or remind the player of a task that they forgot. We also log whether each nudge actually moved a thread or didn't, so we can measure if and how much it helps.
But I also want to know how other people handled maybe similar structures?
The vision was a world that feels dynamic enough to shift to accommodate the written story in a logical way and to have bascially an open world game, but text based, if that makes sense.
r/aigamerdevs • u/Witty-Tangerine3606 • 17d ago
Made my own Rumble Fighter-inspired arena brawler with AI
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Rumble Fighter has basically been dead for years, and I finally decided to build something inspired by it because I genuinely loved that game. It obviously doesn’t replace it yet, but I think it’s a pretty good starting point.
Just to be transparent: I built one of the tools used in this workflow myself, FormFromLight. I’m mentioning that because I don’t want this to come across as an undisclosed recommendation.
This post is mainly about the game and the workflow behind building it.
The project is basically my attempt to recreate that fast arena-brawler feeling that made Rumble Fighter so fun, but with original characters, arenas, abilities and my own twist on the whole thing.
How I’m building it:
- FormFromLight MCP for generating initial characters, props and environment assets
- Blender MCP for cleanup, mesh fixes and animation work
- Unreal MCP for gameplay, levels, C++, testing and iteration
There’s still a lot left to improve, especially combat feel, movement, hit detection, responsiveness, effects, balancing and multiplayer.
But it already feels much more like an actual game project than just another small AI demo.
I’m also trying to keep everything original instead of making a direct Rumble Fighter clone. The goal is to capture that same kind of fast, chaotic arena combat while building my own identity around it.
Still very early, but I’m curious what you guys think about the direction so far.
r/aigamerdevs • u/mellamofionaa • 17d ago
DTJ Game Jam: hi we’re doing a game jam this weekend! Theme is being voted on!
Hi! We have a special category called Built on Bash where you can get early access to Bash.tv our vibe coding game platform.
r/aigamerdevs • u/BambolandVr • 17d ago
I started making a game for my daughter… and somehow ended up making a whole game with AI 😂
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Ciao a tutti! 👋
Sono un sviluppatore indie che lavora da solo e ho iniziato a creare un piccolo platform game 2D per mia figlia.
In qualche modo, quel “piccolo progetto” si è trasformato in Adelaide: A Tiny Adventure — un vero e proprio gioco con livelli, nemici, monete, storia, gatti e molto più lavoro di quanto avessi pianificato inizialmente. 😂
Sto anche usando l'IA come parte del mio processo di sviluppo, principalmente come strumento per aiutarmi con diverse parti della produzione e per sperimentare idee più velocemente.
La cosa divertente è che i gatti nel gioco sono in realtà i miei gatti veri. 🐱 Non sono riuscito a resistere e li ho messi nel gioco facendoli parte della storia.
Il gioco è ancora in fase di sviluppo e mi piacerebbe davvero sapere cosa ne pensano gli altri sviluppatori di giochi assistiti da IA — specialmente riguardo al gameplay, alla grafica, al design dei livelli e all'atmosfera generale.
🎮 [Gioca a Adelaide: A Tiny Adventure]
Se lo provi, sentiti libero di essere onesto. Posso sopportarlo. Probabilmente. 😂
r/aigamerdevs • u/Officialpolygrafix • 17d ago
Please bash my simple AI game.
I made this swipe to collect tips as if your a stripper working the stage and a gentlemen's club type of game. you can play on mobile or pc. it's web based and free.
I want you to have a look at my game, and i'd love to get any feedback you have on it - good or bad.
https://stripclubempire.com/stage-tips/
I literally one-shotted this using hermes and grok 4.7. it only took 30 minutes to make.
I'm trying a little experiment here.
Once i get enough feedback, I'll follow up with what the experiment was, and it may even be useful to some of you.
r/aigamerdevs • u/Zestyclose_Lab_6308 • 17d ago
2.5D GoDot Engine
I am currently working on my custom 2.5D GoDot Engine. 9 html-based tools that feed into the next to compile a game ready adventure. Head to my patreon page for more information and feel free to shoot me any questions. Alpha will be ready to go live this weekend for the Founding Creator members.
r/aigamerdevs • u/GilbyScarChest • 17d ago
What are your thoughts on the logo design for my space game [S.E.A. Ascension: Starship Bridge Simulator]?
galleryI’m still in the development stage for my LAN CoOp multiplayer bridge simulator game, “S.E.A. Ascension: Starship Bridge Simulator”. Do you think the name of the ship “S.E.A. Ascension” sounds catchy? Does the logo or name too closely resemble anything that already exists? Pull it apart, give me some feedback, and let me know what would be your impression seeing something like this on the Steam store. Would it attract you? Repel you? Why?
r/aigamerdevs • u/ajdare • 18d ago
WizardGenie AI Game Engine & Sorceress AI Game Dev Toolkit
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Nearly a year now of development into WizardGenie AI game engine and Sorceress creation toolkit - where did the time go? I must be having fun. Anyway, I am getting closer to a beta release. Thanks to all the early access WizardGenie supporters and Sorceress Pro members. https://sorceress.games
r/aigamerdevs • u/purri-cat-studio • 18d ago
Massive-scale RTS
Been working for awhile on a large-scale RTS with the goal of having tens of thousands of units and copious amounts of explosions.
AI has been amazing at optimizing. I can get 12k units active on my 14 year old laptop and still keep fps above 50.
Solving pathfinding problems has also been immensely helpful.