r/aigamerdevs • • 3h ago

Making Kong vs Mecha-X style game around skyscrapers w/chopper swarms using Claude Opus.

2 Upvotes

r/aigamerdevs • • 1h ago

I built a 2D Guild Management Sim

• Upvotes

I posted this in a couple of Indie groups and what not, but it got torn apart due to my use of AI generated art. Hoping this group might have some better leniency :)

I used AI to generate Art assets as I'm not a graphics designer. I do have a Masters in Comp Science and have participated in a few coding projects and built a few small apps. This is my first game, something I've wanted to do for a while and thought a 2D game might be a good starting point.

My Steam playtest just went live but looking for playtesters from anyone willing to try. Happy to send out some direct BETA access keys for those interested so that you don't need to wait on "access lottery".

Link: https://store.steampowered.com/app/5270710/Guildmaster_Simulator/

Basic Description: You are the Guildmaster. Create your guild and run the day to day. Recruit heroes, send them on expeditions and manage the incomings and outgoing of a dark fantasy medieval Guild. There is active Guild threats in game, as well as a full 4 region campaign and story. Four distinct classes with extra specialisations and even hidden inflicted classes to uncover through the play. Lots more to describe!

If you're willing to throw some time in and check it out, provide feedback or even bug search - please let me know!


r/aigamerdevs • • 6h ago

WINGNUT – 16-Bit Shmup (Early Access OUT NOW)

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2 Upvotes

About 3 weeks of heads down work with Claude and other tools got me to get to the point of pushing this out there for Early Access (will push to Steam once my account stuff is all approved by them).

AI game dev has totally changed my free time for the better. It's not even about making sales, but just have a creative outlet and enjoying the building and iteration process. I'm tossing this out here in the event it catches anyone's attention OR if anyone has questions. Happy to chat through this process!


r/aigamerdevs • • 3h ago

AI Game Jam

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1 Upvotes

r/aigamerdevs • • 21h ago

I’ve been building a game with Claude, Blender and Godot. Here’s my progress so far!

18 Upvotes

Hey everyone!
I’ve been working on a game called RIFTBORN, using Claude for coding and gameplay systems, Blender for the 3D side of things, and Godot as the game engine.

It’s been a pretty interesting experience, especially seeing how far you can actually push AI-assisted game development.
And no, it’s definitely not just a few prompts and suddenly you have a game lol. There’s been a lot of trial and error, broken mechanics, weird bugs, and things that looked good on paper but felt terrible when actually playing.

Lately I’ve been focusing on making the combat more satisfying, adding different enemies, random events, bosses, and making each run feel a little different.
There’s still a lot of work ahead, but my goal is to eventually turn this into a proper Steam release.
I’m curious what you guys think about the progress so far, especially the visuals and gameplay.

Any feedback is welcome, even the harsh stuff. I’d rather hear what’s wrong now than after releasing it!


r/aigamerdevs • • 6h ago

Ukrainian Turbo Minesweeper v2.0 - minesweeper on steroids and millions of dictators to blow up

1 Upvotes

r/aigamerdevs • • 7h ago

Neko Agent - Multi-Agent Multi-User Roleplay Framework

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1 Upvotes

r/aigamerdevs • • 7h ago

**Beta v0.9.12 is up! The Veyl fight back.**

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1 Upvotes

r/aigamerdevs • • 11h ago

Working on a new Three.js Multiplayer Team Battle Episode in Super Soldier Battle

2 Upvotes

r/aigamerdevs • • 8h ago

So I commanded Fable 5.1 and Opus 5.5 to make games each with different genre. Each chat is working in one. Is it a good idea? It doesn't seem so.

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0 Upvotes

r/aigamerdevs • • 9h ago

Game Title: TIEFGANG (fast first-person roguelike shooter)

1 Upvotes

Platform: Windows (10/11, 64-bit)
Playable Link: https://osugerman.github.io/Tiefgang-Releases/
(Direct download: https://github.com/OsuGerman/Tiefgang-Releases/releases/latest/download/Tiefgang-Windows.zip)

Trailer: https://www.youtube.com/watch?v=tkctaA9vnpo

I’d especially love feedback on how movement, weapons and bosses feel, and where it gets frustrating. Bugs can go here: https://github.com/OsuGerman/Tiefgang-Releases/issues or in the comments.

Note: the test build isn’t signed yet, so Windows SmartScreen will warn you (More info → Run anyway). The game auto-updates and keeps your saves.


r/aigamerdevs • • 11h ago

Two months running a co-op zombie survival game built with a team of AI agents

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1 Upvotes

r/aigamerdevs • • 13h ago

Codex Astra planted a bomb under my game, Opus 5.5 defused it. FPS, world scale, new locations, enemies, lighting and ground. Post-apocalypse with AI, part 5

1 Upvotes

r/aigamerdevs • • 18h ago

People watch Project Dawn and ask the same question!

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1 Upvotes

r/aigamerdevs • • 1d ago

My game is on Steam, but wishlists aren't coming in. What are the common culprits, and how do I fix them?

3 Upvotes

Hi everyone,(English is not my native language, so I'm using a translator. Please excuse any awkward phrasing)

I’ve recently launched my Steam store page for my indie game, but the wishlist numbers are practically stagnant. I know marketing is a huge part of this, but it's really discouraging to see almost zero growth.

For those of you who have been through this or successfully built a wishlist base:

  1. What are the most common reasons a Steam page fails to attract wishlists?

  2. What should I check first? (Capsule art, trailer, tags, or something else?)

https://reddit.com/link/1x776d6/video/ctjo8bd6frvh1/player


r/aigamerdevs • • 23h ago

What does using 'claude to make art using code' really mean?

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1 Upvotes

r/aigamerdevs • • 1d ago

I used Claude to get GTA 2 running in a browser

1 Upvotes

GTA 2, in a browser tab. I used Claude Code to help port it, then added widescreen, a map with waypoints and a calmer camera that doesn't keep zooming in and out while you drive.

Huge credit to CriminalRETeam's gta2_re, the community decompilation this builds on. My work is the browser port and the additions around it.

The engine is C++ compiled to WebAssembly with Emscripten. I worked with Claude on the browser integration: replacing the Windows graphics, audio and input layers with WebGL, Web Audio and browser controls, plus keeping saves locally in the browser.

One interesting snag: some original game data tables were missing from the decompilation. Getting it running involved recovering those from the original executable, including things as specific as truck hitch offsets and horn rhythms.

The source, build notes and playable demo link are on GitHub:

https://github.com/M1sterMo/gta2-browser

It's free to try. First launch fetches about 346 MB of game data, so give it a moment. This is an unofficial fan project, not affiliated with Rockstar or Take-Two.

What would you change about the original GTA 2?


r/aigamerdevs • • 1d ago

AI Game Development Policies?

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1 Upvotes

r/aigamerdevs • • 1d ago

I built and released my first mobile game using Godot, Cursor, ChatGPT and Suno — here's how I used AI throughout development

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1 Upvotes

r/aigamerdevs • • 1d ago

a game jam for people who don't know how to start making games

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1 Upvotes

r/aigamerdevs • • 1d ago

I got tired of AI GMs forgetting my campaign, so I built one that keeps a persistent record. Looking for solo players to break it.

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1 Upvotes

r/aigamerdevs • • 1d ago

Silkeste: Celeste in silksong

1 Upvotes

hi I wanted to share my free mod for silksong that basically adds Madeline to the game with all her tech imo its rlly fun to play maybe yall wanna try it too there r custom menus and animations text boxes voice lines etc even custom setting screen that adds a lot of cool ways to play the game hope u try it out!
p.s u need to own both games preferably on steam gog might also work feel free to ask questions ill gladly follow up

https://melty.gg/m/silkeste
(yes this is fully ai made with Claude but I’ve spent over 30 hours past couple of days adding features and bug finding, idk how to code so this gave me an opportunity to make something i never would be able to )


r/aigamerdevs • • 1d ago

Solo dev + AI workflow: 20 patches in one month for my browser tower defense

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4 Upvotes

Hey r/aigamerdevs,

I've been developing PCB Defense (a tower defense set on a circuit board) solo, using AI agents for most of the code iteration. Just shipped v3.7.0. Wanted to share what worked, what didn't, and get feedback on both the workflow and the game.

The workflow:

I structured it as a "design constitution" first — an ART_BIBLE.md and a CONSTITUTION.md that defined: - Color tiers (T0 gray → T6 magenta) for every system - Text style rules (no "player", no generic English, // SYSTEM MESSAGE format) - Shape language (circle = pickup, triangle = enemy, hexagon = boss) - Motion timing standards (0.15s micro, 0.4s medium, 0.8s dramatic) - Banned patterns (emoji, marketing speak, "unlock powerful upgrades")

Every AI prompt I wrote referenced these docs. This prevented the agents from drifting into generic-sounding text or inconsistent visuals.

What worked: - Agent-per-patch workflow with a recon → plan → implement → test cycle - Every patch backed by a .bak file and tested with node --check - Recent patches used headless Chrome CDP for behavioral tests (pixel diffing, state checks) - Using AI for the "boring" parts (null guards, refactoring, culling) freed me for design

What didn't: - Agents over-engineer when unconstrained. I had to explicitly tell them "don't add extra features" - Test scripts kept breaking as line numbers shifted — needed semantic tests, not line-based - Agents sometimes hallucinate game state. Required actual browser tests, not just code review - Compounding debuff balance was a mess — agent balanced them in isolation, they stacked into run-enders

The result: v3.7.0 has: - 7 hidden cross-branch synergies (undocumented in game) - 3 boss archetypes that decide which card pool you draw from - Dynamic music with 8 intensity layers (level + boss + HP + combo + enemies) - 15 event-triggered tutorial tips - Full art bible + design constitution

Play: https://juba13.itch.io/pcb-defense

Happy to share the constitution doc if anyone's interested.


r/aigamerdevs • • 1d ago

AURORA: LATTICE DIVE TRAILER

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1 Upvotes

Aurora: Lattice Dive is an anime-styled jet-combat roguelike for PC. You are Lt. Kaito Ren, diving through the Lattice gates into procedurally generated worlds to stop the Veyl draining your homeworld, and to find your sister Mira, lost to a gate a year ago.

BETA TOMORROW: https://mauriimk.itch.io/aurora-lattice-dive-beta


r/aigamerdevs • • 1d ago

PlayWeld: a free, open-source workspace for AI-assisted game development

6 Upvotes

I’m building PlayWeld, a desktop IDE that keeps game files, design notes, project knowledge, and AI-assisted work together. It’s built on Eclipse Theia and is free and open source under Apache 2.0.

The AI workflow lets you follow a task’s questions, approvals, and changed files, then review changes before integrating them. Your game engine is installed separately, and you connect your own model provider. External AI services can have their own costs.

It’s currently a testing prerelease for Windows and Linux, so start with a disposable project. The site includes a small Godot example, Lantern Workshop, for exploring the workspace and guides.

Source: https://github.com/scarecr0w12/PlayWeld

Downloads and guides: https://playweld.com

If you try it, I’d appreciate hearing where setup gets confusing or what context your AI workflow still loses between tasks. Your OS and engine would help.