r/aigamedev Apr 10 '26

AI Game Dev Discord

27 Upvotes

Friendly reminder that we have a discord server you can all hang out at. The discussions there are much more in depth, and nothing beats being able to chat to other like minded devs in real time (or close to). Hop on this weekend and say hi.

https://discord.gg/6yrzsDJVGp


r/aigamedev 3h ago

Demo | Project | Workflow got online multiplayer working in my weird cat game!!

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17 Upvotes

Made this weird little cat fighting game over the weekend and now it's kinda an obsession? But made two big updates in the patch just now. Name change! Cat Game 6 is now

And got online multiplayer WORKING. As some of you know that can be tricky! I learned alot too while working with opus on netcode and latency and host 'owning' certain aspects of the game. The back and forth with making the friend codes shorter (originally, they were like a paragraph or two of letters and numbers ha.

So yeah, this little project is something I might update more and package up for Steam.

Right now, you can play it itch.io


r/aigamedev 18h ago

Questions & Help Just added crowd sim to my destruction game prototype, is this too evil?

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173 Upvotes

I've been building a destruction game and just wired in a proper crowd simulation. Watching hundreds of little humans scatter as things collapse around them.

What's in it so far:

  • Full destruction physics (buildings, debris, collision)
  • Crowd sim running efficiently, hundreds of NPCs reacting to the chaos in real-time
  • All wired together in a single canvas, code, assets, and physics logic in one workspace

The whole game was created on Taluna.ai using Fable 5 model. What's missing tho?


r/aigamedev 1h ago

Demo | Project | Workflow Nuns with Guns Update

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Upvotes

Hi all

I posted here awhile back about the game I was developing with AI called Nuns with Guns a bullet heaven where you must protect a church from the demons of hell.

While each nun has a different gun and you can swap between nuns, you also have special abilities called prayers where you can resurrect the dead to help you fight, get a momentary Sanctuary from the horde (as seen in image 3), call for a holy water flood from the baptismal font and more.

https://store.steampowered.com/app/4841200/Nuns_With_Guns/

My own thoughts and the general consensus here was that the assets were poor and a bit too ai looking. I've struggled since then to come up with better 2d assets that give off a more 3d effect and were more readable in general so a few weeks ago I decided to switch it up and try the game in 3d. The screenshots are below and its very early days but I'm liking the directions it's headed in so just wanted some feedback

I don't currently have a video of the game play but it's playing pretty well except the game can be laggy at very high numbers of demons on screen, and the crawling demons animations as only their back legs move which looks quite funny. The steam page hasnt even been updated yet but I will look to do it over the weekend.

For anyone interested in my workflow it's just been a mixture of myself (very basic knowledge) and codex for the coding, assets were made with meshy or just shapes and textures. The game is in three.js.

Looking forward to your thoughts


r/aigamedev 8h ago

Demo | Project | Workflow Co-op Roguelike with Skill Trees, Procedural dungeons & Epic loot

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16 Upvotes

Showing my latest co-op roguelike build that includes 6 different procedural map biomes and dungeons, skill tree with different character paths that goes to level 20, a transparent diablo-style overlay map and some pretty neat fighting!

Video shows me playing the game w my friend

This was the 3 first prompts:

1.⁠ ⁠Core game

Build a Path of Exile-style action RPG where I fight large enemy packs using powerful abilities, level up my skills, and explore procedurally generated dungeons with unlimited rooms.

2.⁠ ⁠Loot and inventory

Add gear drops, weapon pickups, an inventory system with stat upgrades, and a Path of Exile-style map overlay opened with Tab. Give the top-down dungeon more visual depth and atmosphere.

3.⁠ ⁠Expanded dungeon progression

Procedural dungeon maps: code-authored floors and walls, varied environments as players descend, treasure chests, more weapons, new enemy types and larger packs, plus a skill tree for unlocking and upgrading abilities.


r/aigamedev 11h ago

Commercial Self Promotion My first game based in the celtic iron age

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19 Upvotes

Hello all ! Ive been developing my game for the past 9 months. Started with a programmer 2 or so years ago but decided to vibecode it after we had some disagreements. Needless to say its been working so far. 200 soldiers working in unreal. And sandbox similiar to total war.

Started coding this with claude , then switched to gemini , now im back to claude code. Its incredible how the tools have improved so much that before I was getting a lot of compile errors ik the beginning. Now it almost never throws an error. I feel so blessed as a non coder having the ability to mess around d with game design and mechanics. To even be able to develop a game and not break my brain completely to learn c++ from the ground up is a god send. Anyways id love for pro ai folks to check out my project. Im hoping I can show those that doubt a different perspective. Ai used as a tool in the hands of indies is not scary or villainous. Its the opportunity of a lifetime!

Wishlist and sing up for playtest this week !

https://store.steampowered.com/app/4881080/Koryos__Sons_Of_Mars/


r/aigamedev 5h ago

Tools or Resource Best Free Image-to-3D Gaussian Splat Generator Is Fully Open Source

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6 Upvotes

r/aigamedev 15h ago

Commercial Self Promotion Solo dev, used Claude Code + AI-generated art for anomaly overlays become night guard sim

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29 Upvotes

been building this alone for like couple months wanted to share here since the ai part of my workflow.

you are a night security guard watching 5 nights of camera footage and catching anomalies before they get worse.

used claude code as my coding assistant for most of the implementation (state machines, save system, UI, the whole anomaly manager), and Gemini for generating the anomaly overlay art.

steam page just went up as coming soon, disclosure is on the page too if anyone wants the specifics: https://store.steampowered.com/app/4931720/Camera_5/?utm_source=reddit&utm_medium=social&utm_campaign=aigamedev_post


r/aigamedev 8h ago

Demo | Project | Workflow I made my first browser .io game with the help of AI! Includes multiplayer and client-side prediction

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6 Upvotes

Just wanted to share this simple top down naval arcade game made with just Codex in the last 2 weeks! AI has made the development of a browser multiplayer game a lot easier than I imagined. PixiJS is used for rendering, and Colyseus for the multiplayer. ChatGPT was used to generate simple sprites. If you’ve played any niche .io games in the past, you might see the type of game I’m going for.

https://destroyers.io/

Gameplay:

Earn points by sinking enemy ships, then enter a port to upgrade through a tech tree of 20+ unique vessels, each featuring its own weapons, strengths, and playstyle.

Dodge torpedoes and evade gunfire in these all-out ship brawls!

Controls and movement might be a bit hard to get used to, and I'm still working on visual and gameplay tweaks.

It would be cool to have a bit of feedback regarding gameplay. The game might still be laggy due to only having one server region, so I'd like to know how it feels too. Thanks!


r/aigamedev 8h ago

Tools or Resource Saw Meshy T2 just launched low-poly mesh generation. compared the same assets to Tripo Smart Mesh P1.0.

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6 Upvotes

For some time now, I have been using Tripo AI Smart Mesh P 1.0. To see how they differed, I ran the same input through both.

Setup: Same input images, tested at 5K, 10K, 15K and 20K faces.

Findings:

Meshy T2 (on the left of the pic above): Excellent outcomes at 5K faces, however over 10K, edge flow significantly deteriorates. Small accessories, fingers, and weapon pieces are examples of fine details that are lost or cause mesh defects. For 5K faces, it took roughly 45 seconds.

Tripo Smart Mesh P1.0 (on the right of the pic above): Consistent quality over the whole spectrum. At greater face counts, there is no abrupt decline. For 5K faces, it took roughly 5 seconds.

the difference in speed changes my testing process. An added feature for hero assets is the ability to test 20K face variants without changing tools.

Happy to share more comparison shots if anyone is interested. Anyone else tried both? Want to hear other thoughts.


r/aigamedev 4h ago

Commercial Self Promotion Star World Phone Game

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4 Upvotes

r/aigamedev 11h ago

Demo | Project | Workflow Runecraft- A Minecraft Themed RuneScape with a endless worlds

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8 Upvotes

r/aigamedev 9h ago

Tools or Resource Free Glb monster for vibe game

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6 Upvotes

I made a small pack of free CC0 characters and cleaned them into a Three.js / AI-agent-friendly GLB format.

https://ariescar.itch.io/gobkit-free-minions

Or you can call them in your CLI agent, e.g., grab monsters from gobkit.com/freebies and wire up their animation clips. The free manifest makes that one step.


r/aigamedev 10h ago

Demo | Project | Workflow Project I made in a couple of days for Focaccai AI Browser Game Jam

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7 Upvotes

Not the biggest fan of horror games, but decided to give one a go due to the theme of the jam "familiar". All of the assets are made in code by GPT 5.4 using Three geometry.

It's an observation horror game, players need to find the anomaly in each stage, photograph it and make sure to follow the rules to survive.

In case you want to give it a go, here's the link unFamiliar by ResenhaDoBar

EDIT: forgot to mention all the sounds, voices, etc are also made by AI, as well as the code.


r/aigamedev 7h ago

Discussion How to keep pace with testing?

3 Upvotes

Hello,

I am a long time video game player (Mostly 2004 era MMOs), dropped out of video game programming in college 20 years ago after discovering that the coding aspect was too difficult for me, but I've found that with the new tools available I can create the projects I envisioned in the early 2000s.

My question: How do you keep pace with testing the game vs adding new features in long time scale game?

As in, I can create so much content so quickly for my game, but I can't test it nearly fast enough. I've written simulation scripts, but not actually visually seen the end game personally (my AI agent tells me it's great though! haha).

For reference, my game is designed to take just a couple of hours to get through the tutorial, but the mid game takes weeks, and the end game is designed to take months (originally I wanted to go with 6 months, but the AI agent suggested 4 months as a better timeline for my game with a modern audience - it's not 2004 anymore lol.) It's a game that can be run in a browser and it's currently single player, but will eventually be an MMO.

Should I rely on simulations alone and just pray they match up to reality?

Should I add ways to jump to middle/endgame so I can actually play the game myself and not rely on potential hallucinations based on AI reading the code alone?

When is the right time to bring in human testers for a long scale game?

Thank you! - Arno


r/aigamedev 12h ago

Questions & Help Best LLM to be a brainstorming partner?

5 Upvotes

Wondering what people's experience are that have tried different LLMs to be their game design brainstorming partner? Which one is the most creative and actually contributes ideas and pushes back on things that you propose that might not work, etc? Thanks!


r/aigamedev 6h ago

Research AI Driven Game Development with Bevy

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2 Upvotes

r/aigamedev 3h ago

Demo | Project | Workflow Fantasy RPG for mobile driven by real world activity

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0 Upvotes

Heya, I used to be an avid gamer but life happens and time is spent for other things. Thirst is still there so I am making a mobile game which respects your time and rewards you for living well.

Art style is inspired by Black Desert Online, Elder Scrolls Online etc. instead of pixel or cutesy graphics.

Instead of being like Pokemon Go where you need to check your phone while walking, Stridera lets you focus on being present in real time and reap the rewards of your activity later.

It converts calories burned IRL into energy which you use to explore and eventually restore a spiritually hollow world.

I am attaching a video of the world map and first playable biome Verdant Reach.

Game is nearing “vertical slice” play test.

Curious to hear your thoughts on game concept. Do you prefer Pokemon Go style - looking at the phone while outside or something like this?

Thanks in advance for your responses.

AI is used for coding help and image generation.


r/aigamedev 4h ago

Commercial Self Promotion Star World Phone Game

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1 Upvotes

Hello everyone! I'm Spesscarp, a YouTuber and indie game developer. One of my most recent commercial games is Catgirl Simulator:
https://store.steampowered.com/app/3829660/Catgirl_Simulator/

I didn't use AI to write any of the game's code. Instead, I used it as a creative tool. I used it to make high resolution images of tiny 48×48 pixel sprites so it feels like you're I looking at them up close, created illustrated books that feel like they're right out of Skyrim, and generally used ai to make the world feel more immersive.

Star World, however, isn't my game—it's a multiplayer game created by a friend, and I genuinely love what he has built. I think it's an excellent example of AI being integrated into gameplay rather than existing as a standalone chatbot.

Every action you take adds context to your colony and even contributes to other players' colonies if you visit them. Colonists remember what you've done, your settlement changes visually over time, and the AI is woven into an actual colony-building RPG instead of just a conversation. It's also under active development and keeps getting better with each update. This is the sort of AI games I want to see in the future.

I highly recommend giving it a try:
https://apps.apple.com/us/app/starworld-ai-rpg/id6743031331


r/aigamedev 5h ago

Tools or Resource I built an open-source AI runtime for game creators

1 Upvotes

I’m building Vifu, an open-source AI runtime and web creator for making AI-native games. Vifu is designed to work with any game rather than being tied to one engine. It can run through a cloud endpoint, locally alongside the game, or eventually be compiled for the target device. What It Is

Vifu decouples AI state and orchestration from traditional game engines, it builds with single Rust Binary, simple self-Hosted stack with Web Creator Extension.

Why I Built This I ran into several specific brick walls when trying to integrate AI Agents into games:

  1. AI NPC debugging in game engines is broken: Tools like Langfuse exist, but they aren't designed for game loops and require complex observability setups. Trying to debug prompt chains, context, and state inside Godot, Unreal, or Unity editor loops directly is painful.
  2. Fixed provider lock-in: Platforms like Convai or UEPN lock you into their predefined provider pipelines.
  3. Lack of local provider support: Existing solutions rarely support self-hosted setups. I wanted to use local providers like self-hosted Whisper or OpenClaw to build unique, custom agent and runtime combinations.
  4. On-device AI on hardware: Scenarios requiring on-device AI for IoT and hardware are growing. A cross-compilable Rust runtime allows you to run locally on target hardware or delegate to a cloud endpoint.

Why I Started with Interactive Short Dramas I initially spent a massive amount of tokens trying to build a full "Game Generation Agent." I quickly realized that maintaining code quality for raw LLM-generated game code is nearly impossible.

I pivoted to a different workflow: build the creator first, then build games on top of that editor using tools like Codex or Claude Code.

To test this flow, I built an interactive short drama / AI NPC roleplay game. Because the structured editor made NPC logic and state drastically easier to debug, I was able to build the editor, iterate on it, and ship the entire short drama game in a single day.

I'd love to hear your thoughts on this architecture and how you currently manage AI resources in your game stacks.

Repo: https://github.com/vifudotdev/vifu
The docs: https://vifu.dev


r/aigamedev 15h ago

Discussion Integrated UI

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4 Upvotes

First look at my integrated UI for my Angband inspired roguelike. Attempting a more cohesive and familiar UI vs classic windows style. Thoughts?


r/aigamedev 12h ago

Tools or Resource makehuman in blender for human models and mixamo make decent animated people

3 Upvotes

Claude or other any can run this through bender it creates a doll like nude model, then it did a decent jobs of creating clothes and using the cloth simulation in blender to put them on, then wiht mixamo rigging and animations was a lot easier. Fable and opus have the same problems with wrists, it likes to have really bent writes but over all looks pretty good. I still have to try hair and other things https://static.makehumancommunity.org/mpfb/faq/differences_between_mpfb2_and_makehuman.html


r/aigamedev 11h ago

Questions & Help Anytime I add assets FPS drops drastically.

2 Upvotes

I use Kitbash for assets (game-ready assets), and I really struggle with FPS drops once there are a few assets in the game.

I prompt to add a loading screen in the start, which helps a bit, and I prompt to strip the assets for collision, make a lighter version in blender, and to bake the assets + occlusion. I feel like I use all the tricks in the book, but still the FPS can drop to below 20.

What other tricks do you guys use?

Edit: I'm using Godot


r/aigamedev 12h ago

Discussion Feedback on my AI-assisted Slavic mythology roguelike visuals

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2 Upvotes

I've been working on a roguelike dice-building game inspired by Slavic mythology.

What do you think of the overall look based on this screenshot? Does the art style feel cohesive? Is there anything that stands out as needing improvement?


r/aigamedev 13h ago

Commercial Self Promotion We officially released a horror game made using AI-generated assets and AI-assisted coding.

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3 Upvotes

First, I'll explain what kind of game this is, then go into detail about the parts where AI was used.

Monsterguest is a game where you survive three days by serving food and hitting a target quota, with new pressures piling on as the days go by. Using a camera, you'll need to tell monsters apart from humans, and deal with new monsters and killer dolls, all through that same camera.

The game was built with Unreal Engine and VS Code. Most of the functionality was coded using Claude Code inside VS Code — since the game is fairly simple, it was entirely feasible to build using just Claude Code. Many Unreal Engine developers favor Blueprint nodes, but in my personal opinion, if you're working with Claude Code, coding directly can actually be more convenient than using Blueprints.

As for graphics, AI was used for some of the UI and for the black monster that appears in the game, which was created with Meshy AI. Everything else mainly relies on existing assets.

The game is currently 40% off — we'd love for you to check it out.

Link: https://store.steampowered.com/app/4356090/MonsterGuest/