r/aigamedev 16h ago

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

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 13h ago

Demo | Project | Workflow Nuns with Guns Update

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6 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've mainly been focusing on the in game visuals and gameplay so the upgrade screen, HUD and such are just placeholders.

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 23h ago

Demo | Project | Workflow Built a Crossy Road style voxel browser game using Claude. Here's how the workflow went.

0 Upvotes

Wanted to share my experience using Claude to build a full 3D voxel browser game from scratch. The game is a Crossy Road style road-crossing game with a duck, traffic, rivers, coins, and unlockable characters. Everything runs in the browser.

How Claude was used in the workflow:

Started by describing the core game loop to Claude: a character that hops forward through lanes of traffic and rivers, collecting coins and avoiding getting hit. Claude generated the initial 3D scene setup, camera positioning, and the grid-based movement system.

From there I iterated on each system one at a time:

  • Vehicle spawning and traffic lanes were the first challenge. I had Claude set up lanes with different vehicle types moving at different speeds. Getting the spawn timing right so the game feels difficult but fair took several rounds of adjustment.
  • Collision detection needed careful prompting. The first version was too forgiving, the second too strict. Ended up describing the exact hitbox behavior I wanted and Claude got it dialed in on the third attempt.
  • River and log mechanics were probably the trickiest part. The duck needs to land on moving logs and move with them, fall in the water and it's game over. Getting the duck to stick to a moving platform smoothly took the most back and forth.
  • Coin system and unlockable duck characters were added last. Claude handled the state management for tracking coins and unlocking new characters without breaking anything that already worked.

What went well:
Claude is strong at generating 3D game logic when you describe the behavior clearly. Each feature was added incrementally and Claude kept the existing code stable while adding new systems on top.

What needed extra work:
Mobile responsiveness. The 3D rendering doesn't behave the same on smaller screens and Claude's initial solutions didn't fully solve it. Still not perfect on all devices.

The full game is free to play here: https://vinish.dev/duck-crossing-roads-game

Happy to answer questions about the workflow or specific prompting approaches that worked.


r/aigamedev 8h ago

Commercial Self Promotion Multiplayer fantasy novel played via EMAIL

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0 Upvotes

For the last few months I've been building a fantasy novel you don't just read, you play — and it arrives one chapter at a time, in your inbox.

It's called Duskhaven. Here's how it works.

Every morning you get an email — a chapter written for your character alone. Where you are, what just happened, and the choice in front of you. You reply in plain English with what you do: bargain, investigate, betray, run, pick a lock, make a friend, start a fire. The next morning a new chapter arrives showing what your choice set loose on the world.

The part I'm proudest of is that it's multiplayer. Duskhaven is one city, and every player is a real person living in it at the same time. Your paths cross. The thief a few letters ahead of you is somebody's actual character — you can ally with them, undercut them, or hunt them for the same prize. Five powers pull at the city: the Crown, the Guild, the Temple, the Undercity, and the Free Blades.

I built this solo and it's early — rough in places, and I'm shipping fixes almost daily. It's free. If a novel that writes itself around a few dozen strangers' choices sounds like your kind of thing, the gate's open.


r/aigamedev 14h ago

Discussion Anyone else notice how r/gameenginedevs gets super unreasonably offended by AI?

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0 Upvotes

r/aigamedev 8h ago

Demo | Project | Workflow Fable built this prototype in a few hours.

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14 Upvotes

I've always wanted to play a colony sim that mixed RimWorld + Factorio + The Sims, but where the game could evolve organically like Spore—more or less in "stages." Kenshi actually defines this concept pretty well, to be honest, but I want something tailored to my own vision. Well, it's far off—very far off, to be honest—but it's still something. Pathfinding works reasonably well, and the building systems are functional, complete with furniture and some degree of progression. The game is still very rough around the edges; I'd like it to feature specific professions and workshops, like a blacksmith, etc. It also includes procedural dungeons, skills, and classes (all incomplete). I tried to make it keep going, but it reached a point where it was introducing bugs every time it touched anything, so I'm going to shelf it and try again on Fable 6. As for the assets, I opted for low poly due to the scale I'm aiming for.


r/aigamedev 4h ago

Demo | Project | Workflow Welcome Erfgooiers.. to my first game

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0 Upvotes

r/aigamedev 18h 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 58m ago

News Tycoon/ Simulator built entirely with Ai this is the epitamy of Ai power and good research ,I know NOTHING about developing and built this in just 3 months try it out

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Upvotes

Spent the past three months building this game because I’ve been bored at my current job and I wanted to learn coding and so I bought this game that is super colourful and fun and nothing too crazy just some simple old clicking buying and growing. DM personally if you want a promo code

Feel free to criticise and give harsh feedback ,obv I’m a developer to some extent so don’t be nice give me raw feedback here!


r/aigamedev 17h ago

Commercial Self Promotion Star World Phone Game

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3 Upvotes

r/aigamedev 17h ago

Commercial Self Promotion Star World Phone Game

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2 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 2h ago

Discussion MCP is worse than no MCP (Godot)

6 Upvotes

I've been trying to use an AI loop to create a Godot game for a while now and I've consistently used the godot-ai MCP following some advice I found online. My Sol-medium usage was draining super fast every day and I thought that was just the way it was.

I then saw a post from someone who made a pretty good looking 3D game in Godot without using any MCP, so I thought I'd run some tests.

I generated a big detailed prompt to make a prototype game including instructions of exactly what to do. I then created two empty projects in Godot. For one of the projects, I installed the godot-ai MCP and told Codex (Sol Medium) to use the godot-mcp, and in the other there was no MCP installed and Codex just used Godot headless for everything.

The results surprised me.

The output for the godot-ai MCP project:

And the output for the non-MCP project:

The graphics and feel of the game were much better without the MCP. But here's the kicker, the non-MCP session costed 2% of my weekly $20 Plus subscription, but the MCP session cost 11%!

The non-MCP one was also done in 3 minutes, while the MCP-driven one took 27 minutes!

This is crazy, I assumed the godot-ai MCP would cost more but at least produce better results, I wasn't expected it to be worse, or the cost difference to be this much.

After this test I won't be using MCP's anymore. I think the models and Godot headless itself is good enough (better even) to function without it that it's not worth the overhead.

Anyone else had the same experience? I don't know if this is unique to Godot as it functions so well in headless mode or if there will be similar results for Unity or UDK.


r/aigamedev 8h ago

Tools or Resource Yet Another MCP/CLI for Godot

16 Upvotes

Hey,

Its just as the title says, another MCP/CLI I created for working with Godot 4.7+. I created it because like every developer with too much coffee, a AI friend, and a 5min thought...I figured I could do it better different. Given that there are so many of these type of tools all ready out, I figured I just keep it to myself and use it for my own games. However, with Unity releasing their Unity CLI project, and my project being similar to theirs in terms of how it was designed...and I figured a $10bn company cant be wrong all the time.

Anyway...I am working on getting it in the asset store/lib; need to design some proper branding for it... but you can check out the docs for it here
https://regiellis.github.io/godot-mcp-go/

FYI: This was/is not a "vibe coded" project, but Claude did ride shotgun. For context, I been writing code for a while.. been the game for 20+ years...still working as a DOT in a large law firm. Why does this matter...it doesn't to most of you, but for those it does matter to...there you go...also I am "dogfooding" in my first game as well

Comment if you got ?s


r/aigamedev 23h 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 22h ago

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

6 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 16h ago

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

30 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 6h ago

Demo | Project | Workflow AI-generated choose-your-own-adventure game in Python

2 Upvotes

I’ve been playing with a small pattern for making LLM apps feel more like actual apps, not just prompt wrappers.

This one is a Python/Flask choose-your-own-adventure game. You start a session with a genre and player name, then the model generates a scene plus three possible choices. When you pick one, the backend sends the story history back to the model and gets the next turn.

The part I care about most is the state handling:

the backend stores the game session

each turn has location, health, inventory, and status

the model is asked to return JSON, not just prose

the app can parse that JSON and keep the game moving

Code: https://github.com/team-telnyx/telnyx-code-examples/tree/main/adventure-game-python

It’s a toy game on purpose, but the pattern maps pretty well to training sims, guided support flows, onboarding tutorials, or anything interactive where the model generates the next step and the app keeps the rules.


r/aigamedev 7h ago

Community Event SLOP JAM 4 - No AI Slop allowed in GMTK Jam? No Problem - join Slop Jam this weekend

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4 Upvotes

r/aigamedev 18h ago

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

14 Upvotes

r/aigamedev 21h ago

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

14 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 11h ago

Demo | Project | Workflow AI-modernized MUD, Darkwind!

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30 Upvotes

Not sure how many of you have heard of a MUD, but MUDs are just text-based MMOs that started over 30 years ago!

My MUD, Darkwind, started as a traditional MUD back in 1992, but I never really stopped building it.

Today it’s still a text-based multiplayer RPG, but the systems underneath it have evolved far beyond what most people probably picture when they hear “MUD.”

Here, I have 30+ years worth of lovingly hand-written text of room descriptions, items, weapons, armor, monsters, bosses... so much cool stuff, and I use AI to generate the images of those things! It's been incredible to see this world come to life!

It has persistent characters and housing, extensive crafting and professions, custom combat systems, evolving fantasy and cyberpunk progression, dynamic world mechanics, large explorable regions, and regular content releases.

Some recent additions include:

  • Forestry and finite harvestable timber resources
  • Carpentry, furniture, construction materials, and housing upgrades
  • Three independent moons with persistent real-time cycles
  • Moongates affected by moonlight and rare eclipse conditions
  • A cybernetic Cortex progression system with firmware abilities, heat management, targeting, and combat resources
  • Persistent homesteads and player-built progression
  • Reworked dungeon crafting with deterministic rewards and pity protection

All of these mature, deep game mechanics running in a modern web client, accessible commands and interfaces, active development, frequent releases, and a small but dedicated community. We currently reach around 20 players online at peak and roughly 40 regularly active players.

I'm attaching a few screenshots so you can see what I'm talking about!

That’s enough to make the world feel alive, but I’d love to grow it further.

I'd love your feedback! Thoughts, ideas, and of course I'd love for you to come explore it.

Darkwind: https://play.darkwind.ai


r/aigamedev 23h ago

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

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8 Upvotes

r/aigamedev 11h ago

Demo | Project | Workflow Level Editor progress + Baked lightmaps for my custom AI-assisted game engine

70 Upvotes

I've got a "Face Carve" tool, which allows me to make doorways in seconds, and with clean edge loop topology. The overall UX has also been massively improved. Yes, I'm using Quake textures for testing, lol.


r/aigamedev 45m ago

Demo | Project | Workflow Creating a Game Character, rigging it and animating it using Codex on a Blender Fork

Upvotes

Built a game character end to end using Codex on a Blender fork. Generation, rigging, and the walk animation were all done in one shot with fairly minimal prompts.

Didn't expect it to hold up as well as it did with that little direction. Posting it as a showcase more than anything.

Happy to answer questions about the setup.


r/aigamedev 12h ago

Commercial Self Promotion Three Browser Games Inspired By My Favorites

3 Upvotes

Hey, I'm akg123/agardner26. For fun in my spare time I built three small browser games, each one inspired by games I've loved. I used Claude AI to help build them, while I took care of design and playtesting. The art is a combination of one instance of my original animation art for a title screen and Claude-generated SVG vector art for icons, etc. Each game is free, runs right in your browser, phone or desktop (phone is usually my preference), needs no account, and saves locally. They are mainly text-based, though Star Voyager and CrownGM have more visual elements.

Rafters (the newest one) - A single-player basketball career sim inspired by Hardwood Legacy (another recent AI game) and Basketball GM (the goat), folding in the deeper features from each. You're one player, from your choice of college to the day you hang it up. My main focus was tuning the simulation to mirror real basketball statistics, so the box scores and career arcs come out realistic.

CrownGM (the first one I made) - an original mashup of the stats-driven storytelling of Basketball GM (the best web sim ever made) with the dynastic drama of Crusader Kings 3 and an attempt at a reactive world inspired by Kenshi. Steer a dynasty through the generations in a fantasy world you create and shape, dealing with succession, rebellions, wars, magic, and dragons. Also inspired by all the fantasy books I've read, so you may find some character names you recognize :P. I tried and am still trying to have most of the events be written by me, I'd say it's at about 50% written by me versus generated by Claude 'in my voice.'

Star Voyager - a space-captain sim in the tradition of Space Trader, the original Elite, and Dark Nova, a game I played a ton as a kid. Explore the galaxy, smuggle or trade honest, fight pirates, and make credits. The ships are original SVG based on my own designs and art, and the title-screen animation is one I actually made on Procreate back in 2022 that finally found a home here.

Rafters is the newest, so it'll have the most bugs, but I've genuinely enjoyed playing all three and I hope you do too. Thanks for taking a look. Bug reports, thoughts, anything else, all welcome.

https://akg123games.pages.dev