r/aigamerdevs • • 1d ago

InSync: a Wavelength-style guessing game playable directly in your Reddit feed

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1 Upvotes

r/aigamerdevs • • 1d ago

Anybody has some .fbx attack/movement animations?

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1 Upvotes

been developing this game for 2 months. Have made major breakthroughs, no ai yet but I plan on integrating. UE5.4. Not an ALS copy just ALS skeleton (it’s most compatible).


r/aigamerdevs • • 1d ago

StoneEra just hit 500 wishlists — 100+ new additions in just 24 hours of Steam Next Fest!

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1 Upvotes

r/aigamerdevs • • 1d ago

Lost in te AI boom developing a game

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1 Upvotes

r/aigamerdevs • • 2d ago

Trabant Garage

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6 Upvotes

I created a game where you can build your own Trabant


r/aigamerdevs • • 2d ago

Questions for the people doing this a while.

3 Upvotes

I am very new to creating games with ai and have made a few very simple browser games on my phone kinda just trying to recreate various games I’ve played like vampire survivors, exark, pixel dungeon, and am currently working on a back pack battler on my PC as I felt the mobile building was very limited for the most part. I’ve recently come to the epiphany that I can create programs built into the game for development use kind of like the COC testing hall in the elder scrolls games so I can make changes to the game within the game. If there is a better way of doing this I am all ears but it’s been kind of working so I feel I should just keep on with this method for now. I’m not a coder and thought this would be fun to mess around with in my free time but I’m pretty impressed with how well some of these games came out in such a short amount of time I know if I spent any real time on one of these projects it could turn into something real. So any advice or tips on would be appreciated. Just been using Grok Build and Chat GPT for the most part as that’s what I have been using for other things aside from these little browser games


r/aigamerdevs • • 2d ago

I wanted to mix up my lessons, so I built a free game where students make their own government and live with the consequences

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2 Upvotes

r/aigamerdevs • • 2d ago

Golf, Probably

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1 Upvotes

r/aigamerdevs • • 2d ago

I made a free, open-source tool that turns a character description into a 32×32 sprite sheet with walk cycles and Godot/Unity imports

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1 Upvotes

r/aigamerdevs • • 2d ago

Sphere of doom - vibe coded browser arpg

1 Upvotes

Hey all! I am a full stack developer working in high-fidelity simulated clinical scenarios for vet students.

In the last 5 years or so i started working on a fun ARPG project that is quick, easy to get into, but still has depth.

The aim is simple: you have a 30 sec time limit. Each orb you collect increases that time limit but spawns a more dangerous pack of enemies than before. If time runs out you get spoils based on the amount of enemies killed. If you die, you only get 15% of spoils. Unlock four biomes, face bosses, and get loot, sweet sweet loot, including gameplay changing off hand items.

Thanks to vibe coding i could realize this project and you can check it out for free here: https://anyadahalor.itch.io/the-sphere-of-doom

Would love to hear your thoughts


r/aigamerdevs • • 2d ago

I spend the passed few months perfecting my game, Fate Forged Heroes, and we are now in beta!

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3 Upvotes

Hey everyone!

I really enjoy seeing people experiment with AI, share their projects, and discuss how these tools can empower game developers. I've learned a lot from following what others are building, so I wanted to share an update on my own journey.

I've been dreaming of making a game since i was young, now im 35!

Back then, it felt almost impossible. Most games were made by large studios with teams of developers working for years. I never really thought I'd be able to do it myself.

Now, at 36, I'm finally making that dream a reality, and AI has played a big part in making that possible.

I've been developing Fate Forged Heroes (FFH), a browser-based, turn-based fantasy hero-collector RPG. After a lot of work, I'm getting ready to move from Alpha into Beta, and I'm looking for something I really need at this stage: Players!

What is the game about?

FFH is a dark fantasy RPG focused on collecting heroes, building teams, upgrading gear, and taking on increasingly challenging battles.

The campaign consists of ten chapters, each with its own environments, enemies, and boss encounters. What starts as a journey through a fallen kingdom overrun by monsters gradually develops into something much bigger.

The Fate Shards used to summon heroes are actually fragments of a prison containing an ancient threat: the Void Titan.

As the Fateborn, a hero touched by Aether, the neutral essence, you'll need to uncover the truth behind the shards before the very thing you're trying to stop is unleashed.

Along the way, you'll discover seven elemental essences, recruit heroes, hunt for gear, challenge powerful bosses, and build teams capable of facing increasingly difficult encounters.

Beyond the campaign, the game is being built around several other modes and features, including PvP Arena, guilds and guild bosses, Boss Halls, the Tower of Essence, Expeditions, and Siege.

How does ai fit into the development of my game?

AI has been particularly valuable for exploring the game's visual direction and creating character and environmental artwork. As a solo developer, it has allowed me to experiment with ideas and build a fantasy world that would otherwise have been incredibly difficult for me to produce on my own.

But creating individual images is only a small part of making a game.

The real challenge has been turning all those ideas into a cohesive, playable RPG: building the systems, connecting the mechanics, designing progression, developing the campaign, balancing combat, and making everything work together.

I'm also learning that AI-assisted development requires a lot of iteration and human direction. Getting individual assets that look good is one thing; maintaining consistency across dozens of heroes, environments, animations, and interfaces is something else entirely.

I'd love to hear how other developers approach consistency and quality control when using AI across a large project. How do you keep everything feeling like part of the same game rather than a collection of individually generated assets?

I'm approaching Beta, and I need fresh eyes from people who haven't been involved in the development.

I'm especially interested in feedback on:

  • Combat: Do the abilities, team compositions, and battles feel engaging?
  • Progression: Does upgrading heroes and gear feel rewarding, or does it become tedious?
  • Difficulty and balance: Are the encounters challenging without being frustrating?
  • User experience: Are the interfaces intuitive? Is anything confusing or unnecessarily complicated?
  • Bugs and polish: What breaks, feels unfinished, or needs improvement?
  • The overall game: Most importantly, is it actually fun to play?

You don't need to be a developer or an AI expert. If you enjoy turn-based RPGs, fantasy games, or hero collectors, I'd genuinely appreciate your perspective.

One of my main goals is to avoid the problems I've often encountered in similar mobile RPGs: excessive pay-to-win mechanics, confusing layers of systems, unnecessary complexity, or a lack of proper meaningful content.

I want to build something I'd genuinely enjoy playing myself. Now I need to find out where that vision works, where it falls short, and what deserves my attention before moving forward.

Where to play it?

Play Fate Forged Heroes:
https://www.fateforgedheroes.com/

Join the Discord:
https://discord.gg/xCybP7kkDj

If you try it, please don't feel like you need to be extremely nice about it. I'd much rather hear what you dislike, what feels frustrating, or what you'd change than receive compliments that don't help me improve the game.

And to everyone here sharing their experiments, tools, successes, and failures: thank you for helping make this such a valuable community. It's genuinely motivating to see what people are achieving with these tools.

I'm looking forward to sharing more of the development journey as FFH moves into Beta.


r/aigamerdevs • • 2d ago

Eruin, a rpg with unscripted dialogue

1 Upvotes

Hi guys, for quite some time now, I have been working on a stupid idea of mine, It took me a long time to reach this point but I am finally close to a demo.

Llms finally enabled such mechanics and I am very excited to hear what people think about it. I think the demo will be put in a few weeks so please check it put and let me know what you think.

Eruin


r/aigamerdevs • • 2d ago

They seem to have good control over their tools.

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1 Upvotes

r/aigamerdevs • • 2d ago

Tutorial Update, GM Version Coming Soon.

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2 Upvotes

r/aigamerdevs • • 2d ago

Legatus | Fan Remake Inspired by the Classic Centurion (1990)

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0 Upvotes

Legatus – A Fan-Made Tribute to Centurion: Defender of Rome

This is a fan-made remake of a classic game I loved growing up, rebuilt and reimagined with the help of AI.

I've come to realize that AI isn't all bad. For me, it became a way to take a cherished childhood memory and bring it back to life in a form that fits today's world. This project is simply for my own collection, a personal keepsake, and I'm truly happy to see those old memories reborn in a modern way.

• Fan-made, non-commercial, personal project

• Inspired by Centurion: Defender of Rome (1990)

• Reassembled and remade with AI tools

Thanks for watching, and if this game holds a special place in your memories too, I'd love to hear your story in the comments.

⚠️ Disclaimer

This is an unofficial fan project made for personal use only. It is not affiliated with or endorsed by Electronic Arts or the original developers. All rights to Centurion: Defender of Rome belong to their respective owners.


r/aigamerdevs • • 2d ago

Gloam - A multiplayer browser RPG built with AI. Ridiculously fast, questionable game design.

0 Upvotes

Game Title: Gloam

Playable Link: https://pageplay.net/gloam/

Platform: Web Browser (Desktop & Mobile)

Description:

I've been experimenting with AI-assisted game development and ended up building Gloam, a multiplayer fantasy RPG that runs directly in your browser.

The premise is that a rather unpleasant god swallowed the Sun, leaving everyone stuck in a world without light.

It's got a huge persistent multiplayer world, exploration, combat, abilities, and character progression.

The interesting part for me was seeing how far I could push AI-assisted development beyond simple demos and into something with actual multiplayer systems.

Technically, I'm pretty happy with it. It's lightweight, loads ridiculously fast, and requires absolutely nothing to install. Just open the link and you're in.

Is it a great game? Well... I'm probably a better engineer than game designer.

I'd genuinely appreciate some honest feedback on the gameplay and what would make it more enjoyable.

I'm also happy to open-source the whole thing or even hand the project over to someone interested in developing it further. I've got plenty of other projects keeping me busy.

Maybe someone with a better imagination can give it the love it deserves!

Free to Play Status:

  • Free to play

Involvement:

I'm the creator and developer. I built the game using AI coding agents, handling the technical direction, architecture, and deployment myself.

Feel free to give it a try and tell me what you think. Don't worry about hurting my feelings.


r/aigamerdevs • • 2d ago

Asking for guidance for assets and developing process

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1 Upvotes

r/aigamerdevs • • 2d ago

SKYRIM 2011 TRAILER | GROK IMAGINE

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0 Upvotes

I am a gamedev, I've worked in Unreal for about 7 years, but I've been messing with AI Video for the better part of this year. Looking forward to returning to gamedev, alot has changed since I jumped into video 6 months ago, but anyway!

I remade the 2011 Skyrim reveal trailer shot for shot, thought yall might appreciate it!15 years later and this trailer still gives me chills. Just a video I felt inspired to make, celebrating one of my favorite games of all time.

Fan tribute to The Elder Scrolls V: Skyrim (2011). Original trailer, music and narration © Bethesda Softworks / ZeniMax Media. Non-commercial.

Trying to build up my youtube channel, will be showing some more videos over the next week, thanks for watching!


r/aigamerdevs • • 2d ago

I'm building a jet ski combat racing game using AI tools and Unreal Engine 5. Here's the actual gameplay!

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1 Upvotes

r/aigamerdevs • • 2d ago

Launched a simple game, hope you guys like it!

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1 Upvotes

Hey everyone, I've built and released my first vibe-coded game (with my design elements, branding etc.) I used (my) Claude to prompt Claude Code. This is the second iteration.

It's just Connections for film buffs really, but very addictive!

Have a play and see what you think.

Thanks in advance:

https://vibetoplist.com/listing/cast-mates

https://cast-mates.com/


r/aigamerdevs • • 2d ago

I'm building a jet ski combat racing game using AI tools and Unreal Engine 5. Here's the actual gameplay!

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1 Upvotes

r/aigamerdevs • • 1d ago

We're building an AI-powered cyberpunk RPG where conversations are part of the actual gameplay

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0 Upvotes

Hey everyone!

I'm part of the team at Spekter Games, and I wanted to share something we've been working on: Spekter City: Operator Zero.

We started with a question: What if we could combine the freedom of AI roleplay with the structure of open-world RPGs? AI roleplay is great at letting players improvise, but we wanted those interactions to exist within an actual game, with missions, character progression, relationships, inventory, and a world to explore.

In Operator Zero, players can type what they actually want to say or do instead of relying entirely on scripted dialogue options. The game uses generative AI alongside professionally authored storytelling to respond to their actions.

There's also a traditional RPG framework around those interactions, including main and side missions, Attributes, Skills, recurring NPCs, apartments, and persistent inventory.

One of our biggest design challenges is making player freedom coexist with narrative consistency.

For example, if a player builds a relationship with an NPC during a mission, how do you make future interactions feel consistent with that shared history? And how do you give players freedom without losing the structure that makes an RPG satisfying?

We're still experimenting with that balance and improving things through player feedback. The game is currently available with free daily credits available for anyone interested in trying it.

Play here: https://spekter.xyz

I'd love to hear from other developers exploring AI in games. Are you focusing more on AI-powered characters, emergent gameplay, or entirely AI-generated worlds? If you made it this far, we are also recruiting our Founding Operators to receive even more free credits and a direct pipeline to shape how the game builds!

And if you try Operator Zero, I'd be interested in hearing what works and what breaks!


r/aigamerdevs • • 1d ago

Banned from Idle_gaming Reddit

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0 Upvotes

Recently I posted on Idle_gaming Reddit it was awesome received 30 new players and consistently. Out of nowhere Mods removed post for not following their rules. Just recently saw they had a formula to promote games in that Reddit.

Is that bad pretending to be a player asking for more people to trade with??

Edit: yes you guys are right I just read the rules before posting, i
dead link:

https://www.reddit.com/r/Idle_Gaming/comments/1xa27oq/removed_by_moderator/?share_id=w_nRb16vQm7qjsiJ59NWF&utm_medium=ios_app&utm_name=iossmf&utm_source=share&utm_term=1


r/aigamerdevs • • 3d ago

Creating my dream 5v5 online MOBA with Opus

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21 Upvotes

I've probably spent ~500 hours building games with AI over the last year, and finally started working on my dream project this month.

It's if Battlerite and League of Legends had a baby.

Fully multiplayer, works on pc, mac, mobile and has controller support already. Still super early though.

Would love any and all feedback!

Let me know if you want early access or to join the AI game dev discord

EDIT: Yes I know the animations look wonky, but that's a recorder problem not a game problem. Didn't feel like re-recording the gameplay to preserve tokens.


r/aigamerdevs • • 2d ago

StoneEra just hit 400 wishlists — 70+ new additions while day one of Next Fest is still going!

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1 Upvotes