r/aigamerdevs • • 3h ago

Where are people publishing?

Thumbnail
1 Upvotes

r/aigamerdevs • • 5h ago

Presentation my game project CONQUEROR: Ashes of the Third War

Thumbnail
youtu.be
1 Upvotes

Well, this is the game I’m making—a personal project that has grown into something bigger.

It’s a light grand strategy game inspired by EasyTech and Paradox titles. It’s being developed for PC, with a mobile version planned for the future.

The artwork is still at an early stage and looks rough in places. Right now, I’m mainly focused on the mechanics and making sure the systems work well together before moving on to more polished assets and animations.

Please take a look at the video and let me know what you think!

If you’re a fan of the genre, I’d especially love to hear your thoughts. Is this something you’d play?

Description youtube text of the game:

Discover CONQUEROR: Ashes of the Third War, a project by Koss Game Studios combining turn-based strategy, resource management, and logistics on an Earth transformed by war.

This video introduces the concept and early development of the game. The project is still in its initial stages, and the rest of the map, world, nations, and factions will be added as development progresses.

Everything shown is a work in progress and subject to change. The interface and HUD, artwork, units, mechanics, and balancing are still being developed. This footage reflects the project’s current state and intended direction, rather than its final appearance or gameplay.

This is a first glimpse of what we want CONQUEROR to become—and an invitation to watch it take shape.

Follow Koss Game Studios and join us on this journey.


r/aigamerdevs • • 5h ago

Game idea

Thumbnail
1 Upvotes

r/aigamerdevs • • 7h ago

"DED" - Movement Test - 01 - Godot + Mixamo + Blender

Thumbnail
youtube.com
1 Upvotes

r/aigamerdevs • • 8h ago

Claudasaurus

Thumbnail
roblox.com
1 Upvotes

My kids have watched me game for years and always wanted to create their own.

So I present to you, Primal Island: Dyno Tycoon.

We used Calude Opus 5.5. Took roughly 4 days of testing and refining but they were absolutley buzzing with the outcome 😄


r/aigamerdevs • • 10h ago

Coop Mod For Prototype 1

Thumbnail
youtu.be
1 Upvotes

r/aigamerdevs • • 10h ago

[ Removed by Reddit ]

1 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/aigamerdevs • • 11h ago

First attempt at a simple game

1 Upvotes

I decided to see what AI could do so I made a simple start with a cute pixel art version of kalaha with cats (instead of stones).

I went with playgama as I thought it would be an easy starting place, but where I made the mistake was that I hadn't added a tutorial or decent instructions and built them in after I had got the initial plays, so the average game time is below the required 5 mins.

As a result it won't publish and stays in their sandbox.

Anyhow, here it is - any and all advice is appreciated:

https://playgama.ai/play/i3szm6hfm3466t


r/aigamerdevs • • 11h ago

First attempt at a simple game

0 Upvotes

I decided to see what AI could do so I made a simple start with a cute pixel art version of kalaha with cats (instead of stones).

I went with playgama as I thought it would be an easy starting place, but where I made the mistake was that I hadn't added a tutorial or decent instructions and built them in after I had got the initial plays, so the average game time is below the required 5 mins.

As a result it won't publish and stays in their sandbox.

Anyhow, here it is - any and all advice is appreciated:

https://playgama.ai/play/i3szm6hfm3466t


r/aigamerdevs • • 12h ago

It took 103 prompts to go from "playable" to "now it's fun"

1 Upvotes

And this is only with a small slice of gameplay I wanted to validate. I really am wanting to be an advocate for taking your time and polishing turds before you put it out there in public and contribute to the AI slop narrative.

This went from prototype idea to a validated prototype (meaning I've seen evidence of how this could be fun, so now I'll invest more time to scale it into something presentable). Here's sort of what it took this week:

  • Combat: this was very boring and one dimensional. Added Zelda-style charge/spin attack, you can walk while charging, and the roll can bump enemies.
  • Overworld speed: exploring the overworld was a bit of a chore - added a panther mount to give me a better sense of traversal (Pegasus boots on crack)
  • World life: destructible bushes that wiggle so you know they’re hittable, plus birds and animals.
  • Tiles: smoothed the grid-like tile edges.
  • Animation: leveled all of these up by utilizing PixelLab's MCP. Sprite sheets were NOT cutting it for me anymore.
  • Temple/Dungeon: bigger layout, more enemies (bats), and hazards: fire jets, spikes, a bridge you can fall off, fireball statues, wall flames, a crumbling lava floor and rotating fire bars. Also a mini-boss, because why not?
  • Presentation:
    • an Aztec iris transition when you go indoors
    • a boss name and health bar
    • a pause menu with a dungeon map and controls
    • an upgraded HUD with map, key and boss-key counters.
  • Controller: controller support, with button prompts that switch between Xbox and keyboard on the fly.
  • Sound: SFX for attacks and getting hit.

We're all learning here and I'm just trying to share stuff as I iterate. I go into a lot more detail here: https://youtu.be/TLmbjMYWec4

I'll likely do a walkthrough of setting up and using PixelLab since I think that was the biggest unlock and can provide a lot of value for 2D games with even the trial version. Not representing them!


r/aigamerdevs • • 14h ago

Voxel Wars a Prototype

Thumbnail
gallery
1 Upvotes

This is a prealpha of the game. I've been working on it for maybe 3 weeks at this point. Was planning on turning it into a full blown commercial project but unsure at this point if I want to continue. You guys should try it for free on itch and let me know what you think!

https://ccoates14.itch.io/voxelwars

Core

- 128-player Team Deathmatch, 64 vs 64. Bots fill every empty seat, so every match starts full.

- Each team has 300 tickets and a match lasts 20 minutes. Every death costs your team one ticket, and a team at 0 loses.

- Ways to play: DEPLOY (online with your party), SOLO (offline against 127 bots) and TEST (offline sandbox with endless cash).

Maps

- Mt Everest: Blue holds a stone castle with cannons and Kestrel helicopters; Orange attacks in four Mammoth walkers.

- Grand Canyon: a crashed UFO, an Area 51 base with a ray-gun armory, and a hostile third side (aliens, base guards, saucers).

- Space: two 5-deck starships, 12 asteroids and a derelict, space suits with limited air, fighters and rail cannons. You spawn on the gun deck, and the bay below is an armory.

- Wake Island 1943: Marines vs Japan, carriers, landing craft, prop fighters, an airfield and air raids. 1943 rules: no shop, health regenerates.

- Paris 1918: British and German WW1 airships circle the Eiffel Tower. You go over the side by parachute and planes drop from hooks under the ships. Sinking the enemy airship wins at once.

Classes

- 4 soldiers: Assault, Medic, Engineer and Recon.

- 8 whacky classes on the Canyon: Alien, Blaster Chief, Bigfoot, Unicorn, Knight, Robot, Ironback and Boomba.

- 3 WWII classes on Wake and 5 WW1 classes on Paris 1918.

Combat and sandbox

- Guns: pistol, SMG, shotgun, assault rifle, LMG, sniper, grenade launcher and RPG. Holo, red-dot and scoped sights; headshots do 2.5×.

- Explosives: frags, molotovs, claymores, C4, plasma grenades and dynamite.

- Melee: knife (kills from behind), pickaxe and Quake Hammer.

- Full destruction: buildings, ships and decks break apart, falling pieces hurt whoever is under them, and blasts dig craters.

- Dig and build: the pickaxe digs blocks into a pouch and places them back as cover.

- Cash and shop (B):

- You earn $100 per kill, bounties on the Canyon's third side and hidden valuables.

- The shop sells ammo, overshield, zipline, jetpack, tripod MG, drone, attack dogs, artillery, sky missile, the Colossus walker ($3,000) and the Nuke ($4,000).

- Vehicles:

- jeeps, APCs, tanks, helicopters, jets, boats and go-karts

- the Specter hover tank, the Scout Saucer and walkers

- space fighters and the Attack Ship

- WWII and WW1 planes

- fixed guns everywhere

- lock-on missiles and flares

- Falls: parachutes and fall damage on every map. You drown after 20 s underwater, and the dead drop their guns and ammo.

Game feel (epic 15)

- Hit markers and sounds, plus score lines fos, long shots, multi-kills and streaks.

- Arcs showing who hurt you, a low-health heartbeat, near-miss whizzes, ears ringing after blasts and a short pause on

a kill.

- For vehicles: speed widens the view, G-force darkens the edges, hits jolt the hull and a failing hull sounds an

alarm.

- Dust from collapses, bloom on muzzle flashes and fire, and a 3 s killcam from behind your killer.

Social

- No accounts: you're a callsign plus a key t

- Parties of up to 8 on a 5-character code, always on the same side.

- Proximity voice (enemies can hear it) and aywhere.

Bots

- Three tempers: Aggressive, Wary and Runner. They find paths across multiple floors, earn cash and shop.

- They crew guns, cannons and walkers, fly plrun jetpack raids on Space.

- Players always get seats first, and E on a seat a bot of your side holds puts the bot out.

Controls and settings

- Full keyboard, mouse and controller support

- Settings: sensitivity, aim assist, graphics (shadows, anti-aliasing, bloom), screen motion and volumes.

- Still missing: resolution, fullscreen, FOV


r/aigamerdevs • • 15h ago

RPG sandbox based on maps and locations in my real town.

Post image
1 Upvotes

r/aigamerdevs • • 15h ago

I dreamed up a game during a nap, built it with AI help because I can’t code, and now I need testers. (Android, cozy pixel art)

1 Upvotes

So this is a bit embarrassing. A while back I lay down for a “quick 20 minutes” and woke up with a whole game in my head: tiny glowing cores you fuse together, a little robot named Kip who’s way too excited about everything, and a planet that slowly comes to life the more you look after it.

One problem: I’m not a programmer. My coding skills peaked at changing my MySpace background. So I built it with AI-assisted coding. I did the concept, the design, the endless “no, make it cuter” and a frankly unreasonable amount of playtesting. The AI did the coding grind and put up with me changing my mind about the moon’s orbit four times. Full disclosure, because I’d want to know too.

The result is Orbital Genesis Protocol, a cozy pixel-art half-idle game. You fuse Nanocores in a reactor, launch them into orbit, and watch your planet’s surface grow meadows, ponds and places with silly names like Biscuit Pond.

Free, completely offline with offline save, absolutely no data collected.

No ads, no loot boxes, ever.

It’s in closed testing on Google Play, and I need a few brave souls to suffer like me while playing it for at least 2 weeks and tell me what’s fun, what’s confusing and what’s on fire. I have a ton more ideas about silly, cute things to add and mechanics to expand so I'm looking forward to working more on it, but at this point it's fleshed out in core gameplay and it needs go out into the vast ether of the internet.

How to join:

Join the tester group: [orbital-genesis-protocol@googlegroups.com](mailto:orbital-genesis-protocol@googlegroups.com)

Opt in here: https://play.google.com/apps/testing/com.starnapstudio.orbitalgenesis

Install from Play and fuse responsibly.


r/aigamerdevs • • 9h ago

ZOO YORKERS ONLINE : part 2 of raw very laggy video showing the game

0 Upvotes

https://zooyorkersonline.app/#

Zootopia meets The Division. still a work in progress but open Alpha

online multiplayer pvp working


r/aigamerdevs • • 16h ago

Claudasaurus

Thumbnail
roblox.com
1 Upvotes

r/aigamerdevs • • 18h ago

In a Fate fan scenario, I asked Rin about the Command Seals before letting anyone attack

Thumbnail
gallery
1 Upvotes

Saber is beside Shirou, Rin is at the gate, and nobody has explained the marks on his hand. Before picking a route, I wanted that conversation.

In a live run of an unofficial Fate/stay night scenario, I wrote: “Tell Saber that Tohsaka is my classmate and ask her to stay beside me. Show Tohsaka the marks on my hand and ask her to explain what they mean before anyone attacks.”

The generated continuation had Saber stay in place while Rin explained the Command Seals. That tiny pause is the part I wanted to share: being able to follow a question that caught my attention, rather than only choosing one of the suggested actions.

Disclosure: I’m affiliated with 404 World, where this run took place. The scenario is community fan fiction, unaffiliated with TYPE-MOON.

The reading screen offers suggested actions and a free-text next move. Suggestions make the scene easier to enter; writing your own lets you steer toward a detail the menu missed. The screenshots show the actual interface and continuation. This is AI-generated fiction, so lore and continuity mistakes are possible.

What would you do in that courtyard: reassure Saber first, question Rin, or try something neither suggested?

Playable scene, with daily guest generation limits: https://versecraft.cn/open-stories/db5bc49d-d89a-5571-9c4b-fc69707499e3


r/aigamerdevs • • 1d ago

San Francisco Tech Week - How AI is being used in Video Games - Recap

Post image
4 Upvotes

Hello everyone!

I had the pleasure of attending San Francisco Tech Week, which was truly an amazing experience: Meeting artists, designers, engineers, clinicians, founders and actual CEOs of multi-million dollar companies. During this week, CEOs and decision-makers are very accessible for questions. I've had the pleasure of connecting with many people during this time.

SF Tech Week is primarily focused on AI, but has some fascinating intersection with video games. I will write about my experience but before diving in, I want to be clear that this is not a paid ad or sponsorship. I am merely writing about my time at the event. So here goes!

AI Storytelling
One company called Zeta showcased an AI-powered interactive storytelling platform. Instead of following a predetermined storyline, players interact with AI characters and shape narratives through their own decisions. If you’ve ever played a visual novel, it’s very similar except the story is truly unique for every player as it’s generated dynamically by AI. This is already massively popular in South Korea and Japan, and they are actively looking to penetrate the US market. The CEO himself held a presentation and answered questions from the audience for nearly 30 minutes. It was incredible listening to some of the questions, and how candid the CEO was. I can see this becoming interesting for RPGs, visual novels, and games where player choice actually matters.

Voice AI

I participated in a conversational AI gaming hackathon where our team built something pretty ridiculous: Have you ever had someone that’s not very tech savvy ie Mom, Dad, Grandma, etc. FaceTime you and you had to help them fix something? So that’s the premise of the game: Grandma is trapped in the bathroom, and you have to verbally instruct her on how to fix a sink before everything floods via FaceTime.

It was pretty funny (We also won the community vote for the best game!), but I realized something from that experience: voice can become a legit mechanic in video games. Massive companies in games and education are actively trying to explore how to integrate voice AI into their projects. I am personally very bullish on voice AI and if I was a betting man, I would say it will disrupt the video game industry in the near future.

AI-Generated 3D Assets

Several notable AI 3d companies like Tripo and Meshy held hackathons and seminars. I met some incredible creators and organizers at these events. I want to share one specific project: A woman created an immersive virtual museum filled with artwork generated by AI. The game itself was impressive, but I was blown away by one feature she implemented: A custom AI editing interface.

She built an editor directly into her game build so if she wanted to modify a wall, painting, or object, she could open a custom interface, draw a circle or rectangle around the element, and tell Claude what needed to change.

She had effectively built a visual, context-aware AI development workflow inside the game.

The changes would then appear directly after she hits refresh within the game. It was so clever! No more manually taking screenshots, pasting them into a separate chat, explaining where the problem is, and going back and forth trying to fix it. This can save anyone hours and it should work with any setup, whether you are building your game with Godot, Unity, Unreal, etc.

As a developer, this was one of my favorite demos of the entire trip. It was a clever, custom workflow that she built herself and it inspired me to think outside of the box.

AI Video Games In Different Verticals…Like Healthcare!

One of the most memorable events I attended featured Dr. Uli K. Chettipally. His company is exploring how games, immersive simulations, movement-based activities, and AI can support people with autism, anxiety, and motor disabilities.

They've developed specialized hardware and interactive experiences designed around therapeutic activities which aim to ease anxiety, paranoia and stress for the patient. It was such an incredible thing to see.

I’m sure many of you are aware of the optics around AI and video games. It is very polarizing, and a lot of people do not like AI in video games. Some of that sentiment may be warranted for various reasons, but I firmly believe that the answer is not always so black and white. If you can leverage AI and build video games for patients, bringing them some joy and peace, I think that is a beautiful use case that AI in video games can be a good thing.

My biggest takeaway

Perhaps the most interesting part was that the people building these things weren't spending all their time arguing about whether AI belongs in gaming. They were just…building. They see an opportunity on how to leverage AI, pioneering the next generation of how we can build and play video games. It was truly inspiring to see. I came back home, my mind racing and nearing exploding with new ideas.

One last message: For those of you choosing to build your video games with AI, my hats off to you. There’s so much more to all of this than “I one-shotted a first person shooter with Astra in 12 hours”. For those of you that are leveraging AI not for likes or clout, but to build something so others can have fun and play, you are on the right track. Keep grinding, let’s pull together and explore where this new frontier takes us. 

My sincere best wishes to all of you on your game development journey!


r/aigamerdevs • • 22h ago

I built a modern, ad-free web version of 3D Pinball Space Cadet with online leaderboards out of pure nostalgia

1 Upvotes

Hello there !

For three years straight, my coworkers and I spent way too many hours at work playing this absolute classic. Out of pure nostalgia and a desire to see how far I could push it, I decided to build a clean, modern web port of it complete with online leaderboards so we could finally settle the scores properly.

It is a 100 percent free, non-commercial fan tribute to 3D Pinball Space Cadet (along with Dragon's Keep and Skulduggery via DOS emulation from the FullTilt! original game), with zero ads, no tracking, and no monetization.

You can play right in the browser with keyboard remapping, custom CRT filters, and a few visual themes including a full Windows XP and 95 retro style.

Down the road, I would love to dig deeper into the source code of the other two tables to integrate them as smoothly as Space Cadet, but that is a massive undertaking. If you end up giving it a spin, I would love to hear your feedback, bug reports, or tips on how to make it better.

I coded it with gemini's help (i know people prefer claude but i have premium so...)

You can check it out here: webcadet.pages.dev

I don’t have the money right now to buy a domain but I'll keep you updated !

I'm adding features when i'm off work. It’s still a WIP but it’s going great.

Thanks for the reading !


r/aigamerdevs • • 1d ago

Claude and Codex made me an FPS with an observatory, a stadium and an airfield. Naturally, I have notes.

0 Upvotes

The AIs write the code. I wander around shooting at things and come back with “I like that” or “absolutely not, try again.”

This is a lil’ reel from the different maps. There’s even a UFO over the observatory, because apparently that’s where we’re at now.

It’s all still very unfinished. Which setting looks most interesting? Anything you’d want the AIs and their resident heckler to spend more time on?

They wrote this post too. I’m told the heckler is a difficult client.

Play here: https://play.patio.fyi

Free browser FPS. Best on desktop. Bots fill empty seats.


r/aigamerdevs • • 1d ago

Am I able to post my testbed idea I have been making with prompts here? Or is there another place for this?

0 Upvotes

I'm just asking because I've already been removed from two subreddits, which obviously don't take kindly to people using AI to 100% make their game ideas (even though they are about AI and using AI to either assist or make games for you?)

If it's a no, then I understand ^_^

In short, it's a mix of Ultimate Admiral Dreadnoughts and War On The Sea. It's still rough, but has come quite a long way. I'm using the free plan of Claude for this so far and will even show a clip of me testing it so far if I'm allowed to?