r/aigamedev Apr 10 '26

AI Game Dev Discord

28 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 4h ago

Commercial Self Promotion Arkansas 2125 Beta 0.4 is now in development!

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22 Upvotes

I'm officially working on Beta 0.4 for Arkansas 2125, my solo-developed post-apocalyptic turn-based RPG.

This update will bring new quests, an expanded Evergreen City, more NPCs and dialogue, new locations, and a lot of bug fixes and quality-of-life improvements.

If you haven't checked out the game yet, now is a great time! Your feedback helps me improve the game with every update, so I'd love to hear what you think after playing.

Thanks to everyone who's been following the development and supporting the project.

In the project I use chatemgpt, which helps me write the code, translate the plot and work with textures.

https://store.steampowered.com/app/4546490/Arkansas_2125

More updates are coming soon! ☢️


r/aigamedev 4h ago

Demo | Project | Workflow Loopy Farm 🚜 - Lessons and data from development after launch.

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9 Upvotes

Hey there, fellow builders and gamers! 🚜🚜🚜

A couple of months ago, I posted here about the launch of my farming game Loopy Farm. The game is fully developed with AI. Since then, life got busy on many fronts, so I had less time available for development, but I did not stall and somehow managed to publish 11 updates since the release of 1.0.

Today, I released a major update with the implementation of Seasons, which is a recurring LiveOps feature that brings new strategic aspects to the gameplay.

On this occasion, I wanted to share with you some more lessons from this solo development journey.

Data from Loopy Farm so far:

- Currently around 80 registrations.

- Some players are still coming back to the game repeatedly weeks after registration, which is an amazing feeling and shows some retention signals! (even though the dataset is very limited to draw any conclusions)

- 4 payments (3 from my friends and 1 from the player I do not know 🥹).

- Didn't run any campaigns yet, just tried posting mainly on Reddit here and there. This community building has proven to be more difficult than I originally expected.

- A lot of technical debt for sure.

My lessons and tips (note: I'm using Claude Code and I have experience as a UX designer and Game Designer):

- *AI as a GAME DESIGN sparring partner*: Proved to me as a great sparring partner for the game design discussions before the actual game development. Now anytime I start a new feature, I start in planning mode, where I share my ideas to get challenged or to get another perspective. I know it has its shortcomings and limitations, but in some cases these new perspectives helped me to steer my original idea to a better direction.

- SUPER SECRET NEGLECTED TIP: AI is great at building tools for your game. As designers, we should be doing this more often. In my case, it helped me build economy models for various gameplay stages, balance calculators, etc.

- SUPER SECRET NEGLECTED TIP 2: After each important game design session, use the AI to create a summary of the feature for you. Since the AI has context and code available, it can help you keep your specifications always up-to-date. Take it to your advantage. Anytime in the future you will revisit something, you will be thanking me for this practice.

- Fable was a significant help in the optimisation efforts of my game. Before, the performance on mobile wasn't there. Now, with a few optimisation rounds, I managed to progress, and the Android version is almost ready.

- *SKIN IN THE GAME ASAP* - As long as you are not building the game just for yourself -> Try to publish your game with the target audience as soon as possible and start collecting feedback. You can even see it here on Reddit. Sometimes just a trailer before the actual demo can help you collect amazing feedback and build a community. (I'm guilty on this one, and should have gone public much much sooner)

- Following on the lesson above -> Building the first user base of players? The truth is, you can't just rely on the "virality" of your game only. Sure, there are cases where it happens, but simply having a good game is unfortunately not enough. Marketing is not something that you do after. It should be part of the process from day 1.

- Use your early builds as a source for the feedback. Either by directly talking with your players or by a structured feedback form. Just a simple "What do you think" post is a missed opportunity.

Got any questions? Do not hesitate to ask or reach out via DM.

Interested in the game itself? You can test it out at loopyfarm.com

Follow the journey at https://www.reddit.com/r/loopyfarm/


r/aigamedev 6h ago

News img2threejs X Opus 4.8

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11 Upvotes

r/aigamedev 57m ago

Commercial Self Promotion Don't forget to test on different devices

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Upvotes

Posted my game here a few days ago and I forgot to test on some browser versions like safari. Turns out some stuff broke. With the numerous browsers available, make sure to test at least on the most popular ones.

Anyways play the game here.


r/aigamedev 7h ago

Discussion A problem with your games is that theyve already been done and are overused. Make your own story python game, simple arcade games etc. And then nothing that really justifies it. Like please add some identity

16 Upvotes

r/aigamedev 8h ago

Tools or Resource Open-Source AI Can Generate Animations for Almost Any 3D Skeleton

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14 Upvotes

r/aigamedev 12h ago

Discussion MCP is worse than no MCP (Godot)

22 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 10h ago

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

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14 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 21h ago

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

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91 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 9h ago

Demo | Project | Workflow Brought strategy game's loading time from 60s to 10s

10 Upvotes

This might be a small brag compared to some of the cooler projects I see on this sub but I'd tried a lot of things to bring the load time down before and gpu prewarming, caching, chunking barely reduced it by a few seconds.
Then I asked claude (fable with some claude skills I'd built up over the last months from fiddling with the project) to take a look and plan how it'd approach it, split the implementation into reversible phases and the usual project management stuff.

But i didn't expect moving from a sequential building layout at game start to preallocating locations once the roads are laid out to boost the speed so much.

It's a handpainted map (with a few math tricks to make the hills look nicer) so no procedural logic.

But it got so fast that the loading screen animation suddenly didnt have time to finish.
Crazy stuff. I guess I need a new animation now.

New Loading time - 10s

Old Loading time (60s)


r/aigamedev 1h ago

Questions & Help I have nothing final yet should post capsule and in engine stills to my Steam page?

Upvotes

Working on my first steam release and wondering

if it makes sense to post some capsule art and in

engine stills now and update when I'm rdy. to

show in game gameplay. Do I just write out the

gameplay and premise? Or is this all a waste until

I have gameplay footage? Just want to make sure

I'm not shooting myself in the foot


r/aigamedev 6h ago

Questions & Help How are you feeding your gameplay back into the agent?

7 Upvotes

Sorry for the confusing title, let me explain. I’m making games using Claude Code and Godot. But Claude Code can’t “see” videos the way it can “see” still images. So I have it take screenshots to test/verify its changes, in addition to text-based telemetry that it’s able to review.

One game I’m working on is a physics game and screenshots alone aren’t that informative, I really want video. So I have it record a video, down sample it to ~10fps, and put the frames into a single image like a contact sheet that the model can then review. It’s hard to say if this has improved work quality though.

Anyone have better ideas to get more information about the game back to the agent? Obviously I’m still doing a lot of manual testing but I feel like this visual/experiential gap is currently a bottleneck for setting the agents out on more ambitious tasks.


r/aigamedev 1h ago

Discussion Job Hunt

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r/aigamedev 8h ago

Demo | Project | Workflow I Built a 3D Game-Ready Character From One Image Using an Automated Node Workflow

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6 Upvotes

r/aigamedev 8h ago

Media Control the game with your movements

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5 Upvotes

r/aigamedev 4h ago

Demo | Project | Workflow Rate my BulletHell

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2 Upvotes

I made this as an experiment using codex luna xhigh as orchestator and Qwen3.6-35B-A3B to write and review the code, which ended up as a decently effective and very cheap setup for long runs. I'm using a custom CLI to automate turns and select different models for main and agents if you want to check that out too: https://github.com/S1gil0/lookingglass


r/aigamedev 7h ago

Commercial Self Promotion Head 2 Head Wrestling Manager : A WWE GM game that I have been working on for over a year, inspired by many other simulation games

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3 Upvotes

r/aigamedev 4h ago

Discussion Creating something kind of weird with Codex...

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2 Upvotes

r/aigamedev 21h ago

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

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37 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 17h ago

Tools or Resource Yet Another MCP/CLI for Godot

18 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 1h ago

Community Event Partnering With Rosebud AI And Only 50 Spots Left!

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Upvotes

Its been only 3 weeks since starting the AI Game Festival and 150 games have submitted so far! Only 50 spot left until the 200 quota.

Please submit your game. If you think your game is not ready, submit now and you have 6 weeks to get a 10 minute demo redo. I'm making a post on how to prepare your game for festival in those weeks to win the $20k in tokens.

Rosebud has been an amazing partner putting this together. One of the sessions we have coming up is how one their game got 20k players, where there will be AMA with the developer.


r/aigamedev 8h ago

Commercial Self Promotion Hard Road - Relaxing driving game

3 Upvotes

I built a relaxing, post-apocalyptic driving game - let me know what you think of it!

https://hardroad.xyz

Built using a combination of Claude Code, GPT-Sol and Kimi. Basically AI + my game development experience.


r/aigamedev 7h ago

Tools or Resource Does the "best" AI character tool depend on the character?

2 Upvotes

I've been trying a few AI 3D tools, and I don't think there's a single "best" option anymore.

A realistic hero character, a stylized NPC, and a low-poly enemy all have different requirements. That's why I've stopped judging tools by their marketing demos and started looking at how well they fit the type of character I'm actually building.

I've been using V2Fun for some character prototypes since it covers more of the workflow, but I'm curious how everyone else chooses.

Do you pick an AI tool based on art style, animation support, export quality, or something else? What's made the biggest difference in your pipeline?


r/aigamedev 18h 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.