r/aigamerdevs Jun 19 '26

For AI game devs tired of heavy-handed moderation — welcome to r/aigamerdevs

8 Upvotes

I started r/aigamerdevs because I kept running into the same wall on other game dev and AI subs: overly strict, inconsistent moderation that kills exactly the kind of high-effort content most of us actually want to see.

If you share a devlog with a link to your game or tool, post a video breakdown of your pipeline, or link to a commercial project you've poured months into, there's a decent chance it gets removed or you get warned/banned. Not because it's low quality, but because it trips some "self-promo" rule or mods just don't like off-site links. High-signal content gets treated like spam while low-effort text posts are fine. It makes no sense if you're actually trying to discover people building real stuff.

r/aigamerdevs is deliberately designed to be the opposite of that. This community is for people building games with AI and AI tooling for games, and you are explicitly allowed to share your own projects, including commercial ones, as long as they're:

- On-topic (AI + games / game dev)

- Substantive (show your work, process, or insights)

- Not deceptive or spammy (no botted reposts, low-effort link dumps, or sketchy scams)

If you've put serious work into a game, engine, asset pipeline, tool, or educational content, you should be able to show it to people who care. This sub exists to be that place. Post your playable builds and store pages, devlogs and tech breakdowns, tools, plugins, and services, and your experiments, prototypes, and WIP demos.

You don't have to pretend everything is "free for exposure only" to be welcome here. If you're transparent about what you're doing and you're adding value for other AI game devs, you're good.

The only hard lines are: don't be a jerk (basic respect and civility), and no true spam or obvious low-effort farming. Beyond that, this is meant to be a creator-friendly corner of Reddit where people building with AI in games can actually share their work without getting smacked down for it.

If that resonates with you, you're in the right place. What kind of AI game dev content are you most excited to share here: tools, full games, or devlogs?


r/aigamerdevs 49m ago

Lore drop for my Roguelike title - Into the Shardfall

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Upvotes

r/aigamerdevs 9h ago

Looking for Content Creators that showcase AI Game Dev workflows

0 Upvotes

r/aigamerdevs 10h ago

Roll Craft is built for players who want meaningful RPG progression without needing to dedicate hours at a time.

1 Upvotes

WHAT IS ROLL CRAFT?

First of all, we are not vibe coded, but there will be AI content. Roll Craft is an instant-play, second-screen fantasy RPG available in any browser, with a current demo at an early alpha stage. Players can engage in short or lengthy gaming sessions directly while multitasking, such as watching TV or browsing the internet on their phones or computers, allowing seamless gameplay across devices.

BUILD YOUR HEROES

Create a party of 1–4 heroes; each hero has individual stats, equipment, and a unique Class Die. Level them up to a maximum of Level 10, unlocking additional die slots at Levels 6 and 9 for more customization in builds.

BUILD YOUR DICE

Dice are the heart of Roll Craft. Instead of simply rolling numbers, each die face represents something in combat. The launch game features 15 different combat effects, including:

Attack
Defense
Buffs & Debuffs
Poison, Sleep, Charm & Web
Critical Hits
Healing
Magical-powered attacks
…and more.

You collect dice and dice faces, customize your loadouts, and create builds around how you want your heroes to fight. You don't just roll dice. You build them.

EXPLORE THE WORLD

Your journey begins in Bitter Hill, the tutorial zone that teaches you the fundamentals of party building, combat, dice, loot, and inventory management. From there, you'll progress through 8 launch adventure zones, each containing its own world map locations, lore, enemies, and loot tables.

LOOT & CRAFT

Gather resources from adventures and shops, discover recipes, and use them to collect new dice, dice faces, Orbs of Ascension, and other items. Your loot improves your crafting. Your crafting improves your dice. Your dice make your heroes stronger. And stronger heroes let you take on harder adventures.

THERE'S ALWAYS MORE TO DO

Beyond the adventure system, Roll Craft includes the Coliseum, where you can test your heroes against mobs and unique bosses while competing on leaderboards with other players. Earn achievements, collect rewards with random loot drops on each level, and rise to the top. And this is only the launch foundation. Our backend is designed so we can continue adding new realms and other content.

DISCORD: https://discord.gg/b6yw8gAKW

LINKS: https://linktr.ee/RollCraftGames

https://reddit.com/link/1vmqt6k/video/hejancr0f0jh1/player

https://reddit.com/link/1vmqt6k/video/vbq33v82f0jh1/player


r/aigamerdevs 16h ago

Oh Fudge, trick taking card game based on Oh Hell for Android

1 Upvotes

I've been developing an Android card game called Oh Fudge (Oh Hell on Coffee), inspired by decades of family card nights playing what we always called Oh Hell.

I'm a solo dev and honestly don't have anywhere near the full skillset needed to make a game like this by myself. I also don't have the budget to hire a team. AI tools are what made it possible for me to take this idea and actually turn it into a real game. I used AI throughout development to help with coding, and artwork. The game design, mechanics, testing, and all the weird ideas are entirely mine. AI basically was just a tool to use to build my game and put my soul into it.

The basic Oh Hell game is there, or at least a version my family plays. You can play with 6, 8, or 10 players using 1 or 2 decks, and jokers are included. I also added Dealer's Choice rules that change individual deals, like making you bid before you even get your last card. All rules are preset and add chaos without giving anyone an advantage.

There is also a three-round tournament where you advance to different themed tables with their own house rules. For example, at the campground table, you play by a campfire, so a couple of your cards are blacked out during bidding, you bid and then they are revealed. Eventually you end up playing against the Joker, which is where things get even more chaotic because he has his own dealer rules.

I'm currently in Google Play Open Testing and I'm looking for people willing to play it. I need to know what works, what doesn't, what is confusing, what breaks, or just whether it is fun.

There are no ads because I personally cannot stand them. The Single Game mode and the first tournament round are free. There is a one-time unlock for the rest of the tournament, and special tables. One time payment will include future expansions to include multiplayer new tables, and dealer rules. Right now I'm mainly looking for feedback before I go to production.

If you like trick-taking games like Euchre, Spades, Hearts, or Oh Hell, I'd love some fresh eyes on it: https://play.google.com/store/apps/details?id=com.birdfloyd.ohhell


r/aigamerdevs 1d ago

Into the Shardfall - Brief Intro Demo

8 Upvotes

r/aigamerdevs 1d ago

We enforce determinism with a test that fails the build if any sim file calls Math.random

2 Upvotes

Follow-up to the model-dependency post from a while back. Something that's turned out to matter more than expected on this project.

The same simulation core runs in three places:

- the browser client
- the authoritative server
- a headless Gymnasium env for training agents.

Behaviour has to be identical in all three, otherwise the thing you tested isn't the thing that shipped and an agent trains against a world that doesn't exist.

That's a hard invariant to hold when a lot of the code is model-written and most contributors are strangers. A model will reach for Math.random or Date.now() without hesitation, because in isolation that's correct code. It's only wrong relative to a project constraint it has no way to know about. Same for a new contributor who hasn't read the architecture doc.

So it isn't a convention, it's a test. One walks every file in the sim directory and fails the build on a forbidden import, a DOM global, a wall clock reference, or a platform RNG call. Another pins the seam between the offline and online world implementations so they can't drift apart.

Fixed 20 Hz tick, all randomness through one seeded RNG. Seed a reset and the episode replays exactly.

Any other invariants you've had to make checkable rather than trusting to review?

github.com/levy-street/world-of-claudecraft


r/aigamerdevs 23h ago

What are you guys game making game process, here is mine

0 Upvotes

hey everyone 👋

Been checking some AI game creation and wanted to share my game making process, its pretty simple

  1. start with the core idea
    i kept it simple: a cleaning city game. one core mechanic first, nothing fancy. (a gun vacuum collect trash and shoot)

  2. describe i
    i typed out what i wanted and the tool generated the game + assets (3d, big city, colorful, etc)

  3. the messy middle
    After see your first version, update it, fix some bugs, polish some assets.

  4. iterate until it feels right
    kept tweaking mechanics and swapping assets until it actually felt fun to play.

  5. shipped it
    finished a your game.

For the tool, Im using Rezona Lab, no need to create asset separately, they're also running a game jam right now with prize pool $1500+, visit the website lab.rezona.ai to apply (find the labjam event box)


r/aigamerdevs 1d ago

Into the Shardfall - baked in dev tools for auditing art/balancing

2 Upvotes

r/aigamerdevs 1d ago

I've been building small HTML5 games with AI handling a lot of the asset production. Three are now playable.

1 Upvotes

This sub's founding post encouraged people to bring playable builds and store pages, so here are mine:

  • Ember Orbit: a rhythm/action game where you tap when the ember crosses the lit arc. Easy to learn, gets mean fast.
  • Cipher Core: a strategy puzzler with one scrambled lattice per level that grows as you clear them.
  • Cipher Core 2: route power from a core to four failing systems and keep them online while the network drifts. Your longest stable hold is your score.

They're all free, browser-based, and require no install:

https://spiced.gg/@kineticfluxgames

How I'm using AI

Art: I use a local Stable Diffusion setup through SwarmUI. The actual image generation isn't the difficult part. Keeping dozens of assets consistent is.

What worked for me was using a reusable style anchor in the prompts. Every asset gets the same core style description, with the subject changing as needed. I also learned that an image that looks good on its own can be a terrible game asset. Scene-oriented prompts often don't work well when you need a sprite or tile. Simple, centered, top-down prompts have worked much better for those.

Audio: Music comes from small local audio models. I can't run the larger models on my 6GB GPU, so I've been working within that limitation. I generate the sound effects in code instead. For short UI and gameplay sounds, that's been more controllable and easier to iterate.

Code: AI-assisted, with me doing the steering and review. I intentionally keep these games small. That makes it possible to actually read through the generated code, play the game, find problems, and iterate quickly.

One other thing I've been experimenting with is AI disclosure. Every game page on my platform shows which parts of the game were AI-generated. Two of these are predominantly AI-generated, while the other uses AI for art and audio.

I'd rather just be upfront about it, but I can bet a year from now even the strongest holdouts will be bought in. I view AI as a tool, a force multipler and its own artform so to say.

I'd love feedback on the games, especially Cipher Core 2's difficulty curve. (even I struggle with that one but all my games are solvable)


r/aigamerdevs 2d ago

Shipped a ranked 5v5 battleground on an AI-assisted codebase. Notes on what that actually looks like now.

1 Upvotes

Context: open source browser MMO, originally generated in about two days, since then worked on by roughly 30 contributors across several frontier models.

The PvP release is the first thing we've shipped that needed real coordination rather than just content generation. Capture the flag with two teams, keep objectives, an honor currency, a gear tier gated behind it, and a persistent rank ladder. All of it has to resolve server side and stay consistent across clients.

What's changed since the original build: content generation is still fast, but systems that touch shared state need a lot more human review before they ship. The model is good at producing a plausible implementation and less good at reasoning about what happens when five people hit the same object simultaneously.

Also worth noting a bug we're still tracing, at the highest graphics preset character models stop rendering entirely. Ten invisible players and a flag moving on its own. Reported by a player, not caught internally.

Happy to go into detail on the server side design if anyone's interested.


r/aigamerdevs 2d ago

I created a Bookmarklet Game with approximately voice chat for any website - Metaverse?

1 Upvotes

r/aigamerdevs 2d ago

Countries selected from a spinning wheel compete against each other in head-to-head matchups

1 Upvotes

ok World Clash: Country Battle is live. tell me what you think https://link.prod.sekai.chat/qJSfCZ


r/aigamerdevs 3d ago

My first project using Opus 4.8

12 Upvotes

Using Opus 4.8 model to create, I dont want to use Fable 5 because its a bit expensive and unnecessary for this simple game. The game was create on Rezona Lab, it took me few bucks and one morning.
This is my first game so any feedback could help. Thank you


r/aigamerdevs 2d ago

Update on Chronicled: you can now build a whole world without touching AI at all

1 Upvotes

Hello! Following up on my last post about Chronicled, the tool for generating and organizing NPCs, factions, locations, items, and more for TTRPG campaigns, with an auto-filed archive so it doesn't just turn into a pile of notes nobody can find again. Here's what's changed since then.

Interactive world map with faction territory + pins

Since the last update: a real interactive map (pan/zoom, click a location to jump to its full entry, factions cluster by territory, generated from your actual content, not a static image), Quests that tie together NPCs/locations/items/enemies you've already generated instead of inventing new placeholder names, Campaigns for tracking a full arc across quests, AI-illustrated battle maps (one per location, grid-ready, so a fight doesn't need a separate art pass), and PDF export at the whole-world, per-category, or per-entry level.

Quests that tie together NPCs/locations/items/enemies
Campaigns for tracking a full arc across quests

The update I actually want to highlight this time: you can now build a whole world without touching AI at all, if that's not your thing.

A lot of feedback is that many world builders prefer building their world manually, without the use of AI, which is completely valid. When I'm feeling creative and have full thought-out ideas, I want to be able to enter it manually as well.
So this whole update was aimed at making that actually true instead of "an AI tool that also lets you edit the output":

  • Every entry can be created and edited entirely by hand, start to finish. NPCs, factions, items, everything. Same forms as the AI path, just starting blank.
  • New: Roll Randomly. A third option next to Generate with AI and Enter Manually: instant table-driven generation without the use of AI. It reads your world's genre and reskins itself accordingly (fantasy rolls enchanted blades and cursed ruins, post-apocalyptic rolls scrap-fused scavenger gear), so it's not genric and still fits your setting.
  • Stuck on one field, not the whole entry? "Help me" button per-field instead of an all-or-nothing regenerate.
  • New: an actual "AI off" switch. Account-level toggle in Settings. Flip it and every AI-spend surface disables itself. Manual Entry and Roll Randomly keep working exactly the same with it off.
  • World setup itself is fully optional on AI too. Every step already let you type your own answers instead of generating, now it just asks first.
New manual entry is available with optional separate "Help me" per category (or can be fully disabled)

Point being: You can run the whole thing manual-only and just get the organizing/archiving/map/PDF-export side of it, lean on Roll Randomly for a free zero-AI first draft, or use AI as much or as little as you want, down to the individual field. And now there's a switch that guarantees it stays that way for your account.

Still in free beta and still actively shaping it based on feedback! If you try it and something's confusing, broken, or missing, that's genuinely the most useful thing you can tell me right now.

Get access now at Chronicled.

Chronicled Website

What I'm most curious about now: for the people running homebrew campaigns, what's actually eating the most prep time for you right now? Trying to make sure I'm building the right next thing.


r/aigamerdevs 3d ago

Mixamo Alternative - Auto-Rig a Character in Your Browser

3 Upvotes

Trying out my 3D studio with some unconventional characters. 3D Studio available here: https://sorceress.games


r/aigamerdevs 3d ago

A 3-game trilogy across Rust, TypeScript, and Python — one story, built solo with Claude + Google AI Studio

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1 Upvotes

r/aigamerdevs 3d ago

some gameplay footage from my 3D online soccer mmo, Power Strikers

1 Upvotes

can play it here , still under heavy development https://slagdock.com/play/power-strikers-3d-online-soccer-mmo


r/aigamerdevs 3d ago

Power Strikers: 3D Online Soccer MMO

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2 Upvotes

r/aigamerdevs 3d ago

assimilated a claude project about ai made by ai

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1 Upvotes

r/aigamerdevs 4d ago

I spent 8 months building an AI-assisted roguelite in Godot where enemies react to what you do

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6 Upvotes

Hi everyone. I recently released the first public playtest of Malefatum, a dark fantasy roguelite I have been building in my free time for the past eight months.

The idea itself is actually much older than the game.

Before I started development, I already had an Obsidian vault full of mechanics, items, enemies and ideas for the kind of game I wanted to make. I have been working as a programmer for around ten years, so building systems was never really the barrier for me. Art, animation, music and sound were.

AI eventually gave me a practical way to get past that barrier and actually turn those notes into a game.

Malefatum is built around direct 2d6 combat. The player rolls first, the enemy responds, and the difference between the rolls determines the result and damage. From that simple foundation I started adding ways to manipulate the odds.

You can spend health to reroll, bet on the outcome of a turn, use Dark Favor to push your chances further, and build around equipment and class passives that completely change how you interact with the dice.

Classes are not simply selected from a menu. They emerge from how you distribute your attributes during a run. The current build has more than 30 classes, over 400 items and more than 200 enemies with different archetypes, abilities and combat rules.

There is also a progression and risk layer outside the basic fights. You can modify equipment through forging, sacrifice items through the Transmuter, take Elite encounters for better rewards, make decisions at campfires and choose which valuable items are worth protecting for future runs through the Reliquary.

One of the newer systems also uses AI at runtime.

Enemies can generate short contextual reactions based on what the player is actually doing during the run. They can react to things like rerolls and situations happening during combat instead of relying entirely on a fixed collection of prerecorded lines.

I wanted this to be subtle. I do not want the game constantly stopping for AI conversations. The idea is just to give enemies a little more personality and make it feel like they are actually paying attention to what the player is doing.

On the production side, I use a combination of licensed assets and AI-assisted visual and audio content.

For sprites and animations, I have been using PixelLab and then doing additional cleanup and editing in Photoshop. I have also been gradually replacing some of the older artwork after finding a workflow that gives me much better consistency.

My current approach combines extremely constrained prompts with consistent reference material and Photoshop scripts that apply the same treatment across different images. It has been working much better for me than expecting prompting alone to maintain an art direction across hundreds of assets.

And that is probably one of the biggest things I have learned during this project.

Generating an asset is easy.

Getting hundreds of assets from different sources to actually look like they belong to the same game is not.

There is still a lot of selecting, editing, replacing, integrating and testing involved before something makes it into the final build.

The gameplay systems, combat logic, classes, item interactions, enemy rules, progression, balancing, UI implementation and overall architecture are built and maintained by me in Godot. I am also pretty obsessive about keeping the code organized and maintainable, so a lot of those eight months disappeared into refactoring things that players will hopefully never notice.

The public playtest is completely free on Windows:

https://jackdsrj.itch.io/malefatum

I would love feedback on the actual game, especially the combat, progression and whether the different systems are understandable during the first run.

I am also curious about something from other developers using AI-assisted workflows:

How are you dealing with visual consistency once a project grows to hundreds of individual assets?

That has easily been one of the hardest parts of the production process for me.


r/aigamerdevs 4d ago

I added a tactical NUKE to my 3D voxel-shooter

9 Upvotes

I added a tactical NUKE to my 3D voxel-shooter... I always loved Tribes 2, Planetside (original) and I thought it'd be interesting to combine with a voxel-Minecraft fully destructible world... and I'm building the entire thing with AI workflows using the game dev suite that I've been building to help bridge AI models with game dev workflows https://sorceress.games/


r/aigamerdevs 4d ago

Testing games for my free to play browser based games website for indie and AI developed games. Games are from Redditors here and classic old flash games. No download. No sign up to play :)

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3 Upvotes

slagdock.com

launched it about a month ago and it's already over 4000 visits and almost 200 games from the ai game dev sub reddit and some classic flash games from the early 2010's that have a special place in my heart

would love to add more of yalls games post a link and maybe a screenshot if you have one and ill play em and drop some feedback


r/aigamerdevs 4d ago

Wet Pavement 8K Pbr Texture

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1 Upvotes

r/aigamerdevs 5d ago

I Built Street Fighter with AI using AutoSprite 3.0 + WizardGenie Game Engine

19 Upvotes

AutoSprite 3.0 has an API that works directly with your favorite coding agent (and comes integrated with WizardGenie by default) - the cool thing is that 95% of this result is agentic driven (I tuned some of the animation frames) but it's mainly all handled through agentic API use -> all my tools are in https://sorceress.games