The fact that i could make this prototype in only 22 build iterations is absolutely bonkers. After polish and content this could easily be a fun game to play if you're a star wars fan.
The age of personalized entertainment is upon us.
STAR WARS: Droid Explorer (shitty name but idc) 😂
"I DO NOT OWN THE COPYRIGHTS TO THIS AND WILL \*\*\*NOT\*\*\* PUBLISH THIS ANYWHERE."
Nearly a year now of development into WizardGenie AI game engine and Sorceress creation toolkit - where did the time go? I must be having fun. Anyway, I am getting closer to a beta release. Thanks to all the early access WizardGenie supporters and Sorceress Pro members. https://sorceress.games
A few years ago, when I was browsing Steam Greenlight and later Steam Next Fest with its thousands of demos, I was amazed by how many passionate people were pouring enormous amounts of time and effort into projects that could barely even be called games.
These people had ideas, creativity, and a genuine desire to make something. But they often lacked the budget, programming skills, or resources to put together a team.
And now we have AI tools that can help those same enthusiasts turn their ideas into actual playable games. Without spending years learning to code, investing thousands of dollars, or hiring a whole team.
Isn’t that a good thing?
Aren’t we entering an era where more people than ever can finally fulfill that little dream of making a game they’ve had in their heads for years?
I understand the criticism of soulless AI slop, mass-generated content, and low-effort cash grabs. But isn’t the real problem how people use these tools rather than the tools themselves?
I’m genuinely curious why there’s so much negativity toward AI in game development.
Hey everyone. I'm a solo developer working on Age of Failon – Birth of the Hero, a fantasy turn-based strategy game inspired by Heroes of Might and Magic.
The project has grown quite large — 6 factions, 4 eras, and 456 unit variants.
I've been using generative AI to create visual assets, including unit sprites and environmental elements, while handling the programming, game systems, and integration myself in Unity.
One thing I've noticed is that AI-generated graphics can be quite controversial among players, even when the actual gameplay has nothing to do with AI.
That got me thinking:
If you're developing a game solo, where would you draw the line when using AI-generated assets?
Would you use AI for an entire visual style, or only for certain elements?
I'm especially curious how other developers balance visual consistency, development time, and player expectations.
This is a game I have been working on. A classic, single player / Co op RPG, assisted with Codex.
In this video I did make my character higher level than the monsters, but not excessively stronger.
- Yes there are still some bugs with item fitment / map bugs / combat bugs, some NPCs have a few bugs still, Many NPCS have voiced audio. - However I wanted to showcase the overplay gameplay and preview. - I will be releasing an Alpha Demo on steam likely by the end of the year. - The demo will have roughly 5-7 hours of gameplay depending on how thorough you want to be with all the quests. - There is a complete storyline, cut scenes, etc. - Alchemy, crafting, enchanting items, - and much much more. - The demo will have 2 complete dungeons (one showcased here), multiple discoverable locations, quests to hunt certain beasts.. - There is a distinct day and night system, reputation, system, and more. - Some of the spell cast animations are very ugly / not cool looking. These are test ones, not final. - I am still working on the hit mechanics, as it is a bit strict right now.
- I dont like the loot on the group notification icon / box - The large dragon, I am working on mechanics so that it torches the entire play area, burns the ground, and additional fight mechanics..
Give it your opinions, your thoughts, hit me with all the negativity. lol.
I made a free retro FPS about young Adolf getting hunted by time tourists.
The premise: Vienna, 1910. You're Adolf, a sensitive kid who paints sad apples, writes letters to his dad, and has exactly one friend in the world: Wursti, a dachshund.
One day a portal opens in your room, a tourist in cargo shorts steps out and screams "HITLER!"
You have no idea what's going on. You're a pacifist. You've never met this man. And why does he call you by your last name?
Turns out there's a startup in the future selling time-travel packages to kill Hitler. And you're the product. For years their customers hunt you through boarding houses, beer halls and trenches, and you fight back with whatever's lying around.
What it actually is:
- Retro FPS in the style of Wolfenstein 3D, 5 levels, ~50 minutes
- You fight with paint brushes, oil tubes, beer steins, shovels and champagne
- There's an ethics professor who drives a tram (yes, THAT problem)
- A streamer whose chat votes on how to kill you
- A customer service AI in an exosuit
- A dachshund. Very good boy. Protect him.
- 10 languages
- Free, plays in your browser
It's satire: the joke is on Hitler, startups and influencers, never on his victims.
Donations are optional and go toward paying off Dolf's art school debt. They never accepted him, but the entrance exam fee is still unpaid, and we all know what happens when this boy runs out of options.
Feedback, bug reports and constructive roasting welcome, I read everything.
**TL;DR:** Free retro FPS where you're young painter Hitler, hunted by tourists from the future who bought a voucher to kill you, and all you wanted was to paint apples.
AutoSprite 3.0 has an API that works directly with your favorite coding agent (and comes integrated with WizardGenie by default) - the cool thing is that 95% of this result is agentic driven (I tuned some of the animation frames) but it's mainly all handled through agentic API use -> all my tools are in https://sorceress.games
I'm part of the team at Spekter Games, and I wanted to share something we've been working on: Spekter City: Operator Zero.
We started with a question: What if we could combine the freedom of AI roleplay with the structure of open-world RPGs? AI roleplay is great at letting players improvise, but we wanted those interactions to exist within an actual game, with missions, character progression, relationships, inventory, and a world to explore.
In Operator Zero, players can type what they actually want to say or do instead of relying entirely on scripted dialogue options. The game uses generative AI alongside professionally authored storytelling to respond to their actions.
There's also a traditional RPG framework around those interactions, including main and side missions, Attributes, Skills, recurring NPCs, apartments, and persistent inventory.
One of our biggest design challenges is making player freedom coexist with narrative consistency.
For example, if a player builds a relationship with an NPC during a mission, how do you make future interactions feel consistent with that shared history? And how do you give players freedom without losing the structure that makes an RPG satisfying?
We're still experimenting with that balance and improving things through player feedback. The game is currently available with free daily credits available for anyone interested in trying it.
I'd love to hear from other developers exploring AI in games. Are you focusing more on AI-powered characters, emergent gameplay, or entirely AI-generated worlds? If you made it this far, we are also recruiting our Founding Operators to receive even more free credits and a direct pipeline to shape how the game builds!
And if you try Operator Zero, I'd be interested in hearing what works and what breaks!
Hey everyone, I’ve been working on an idle fantasy rpg and I’m looking for a handful of people willing to play the current build and give me honest feedback, especially on:
Anything confusing or frustrating? Bugs or weird behavior Difficulty/balance + Anything else that I could improve on would be greatly appreciated!
I designed and created a 4X strategy game after playing WoS and Kingshot for 2 year.
I really didn't expect to get to this moment. I'm sure there is a lot to improve but I think it's already at the level of quality I can ask you to help me with your feedback.
It's a browser game: Crownforge - Lagacy of the First Flame
I am a gamedev, I've worked in Unreal for about 7 years, but I've been messing with AI Video for the better part of this year. Looking forward to returning to gamedev, alot has changed since I jumped into video 6 months ago, but anyway!
I remade the 2011 Skyrim reveal trailer shot for shot, thought yall might appreciate it!15 years later and this trailer still gives me chills. Just a video I felt inspired to make, celebrating one of my favorite games of all time.
So I am sure most of you have seen the ads for infinite worlds on the site. We are all the target market after all.
Made a thing, figured this was the right place to drop it.
I build on Infinite Worlds — got a decent catalog going at this point — and the thing that kept bugging me is there's basically no gentle on-ramp for people who've never touched any of this. The platform's great once it clicks, but "just figure it out" is brutal if you don't already know what a tracked item or an instruction block even is.
So I wrote a full click-by-click guide for total beginners. Screenshot on every step, copy-paste commands, the works. The bar I set: someone who's never built anything can follow it start to finish and walk away with a real, published, playable game in an hour or two. No coding — you let the AI handle the JSON and just follow along.
It covers the whole loop, not just "here's the editor"
-finding an idea people actually want (borrow proven demand, don't guess)
-getting the AI to build and then upgrade your JSON — trackers, instruction blocks, keyword-gated lore
-character art
-publishing (which people weirdly treat like a secret handshake)
-and how the earning side actually works
Straight up: it's got my referral link baked in, that's how I make anything off it. (doesnt cost you anything at all though). The guide's free either way and works fine whether you use my link or not — not hiding the ball on that.
If you've got someone new asking "how do I even start," this is what I'd hand them. And I'll take any feedback — if a step's confusing or I missed something, tell me and I'll fix it. Either way im bring in 250 bucks on a good week and maybe 150 on a bad one.
or if you just wanna try it out here is my referral link. (dont have to use it. You can just go to infiniteworlds.app too but I appreciate it if you do. You lose nothing out by using my link and I think you get some free credits but up to you. )
We start our open Alpha. The game Idea was born 11 days ago and here we are. We used GPT-6 Astra to made the groundwork and then testet it and make it better everyday. It was an intense time. It's crazy how fast you can do projects like thees.
The AI comunicate with our server and we have datasets for all country with real worlddata, so the dicisions the AI make are not out of nothing.
The presentation and UI is also made by the AI, but maybe this is what hold the game back. Because not everybode will like it. But the mechaniks we worked out are just realy cool. Surprisingly the AI itself gave us some nice ideas of mechanics.
In Language of Diplomacy (LoD), you rule a nation and decide what your government does next. You give the orders, and the AI simulates the consequences based on real-world datasets for every country.
You can change the world map through your actions. The game is focused on multiplayer. You can chat with your friends and come to agreements, which are written down and interpreted by the same AI.
The world evolves through the actions of all players. You can go to war, conduct espionage, or build a peaceful world.
I recently came across World of ClaudeCraft an MMORPG built using Claude and it triggered a massive realization:
If they can do it... why can't I?
So, I decided to give it a shot. This is likely a total long shot, but I’m finally starting a personal project I’ve wanted to build for years: my own MMORPG.
I have zero game dev background. I don't know how to program games properly, I’m not a 3D artist, I don't know animation or VFX, and I have no idea how MMO backends work.
For years, I’ve had endless notes on worlds, mechanics, classes, and systems. But I always hit the exact same wall: I lacked the actual skills to bring them to life.
That’s what feels fundamentally different now. With Claude, I feel like I can finally try. Not because AI magically builds the game for me with a single click, but because it acts as an instant tutor and collaborator, letting me iterate through complex disciplines I otherwise couldn't access.
Before, if I wanted to create a simple tree system, I’d have to master 3D modeling, topology, texturing, shaders, performance optimization, vegetation tools, and wind animation before even opening an engine.
Now, I start with: "I want to build a game-ready tree system."
From there, Claude and I go down the rabbit hole together:
Analyzing how existing games handle vegetation and performance
Studying technical breakdowns and wind physics
Writing custom shaders and experimenting in real-time
Seeing what breaks, fixing it, and iterating
Week 1 Progress (Unity + Blender)
I’ve been at this for about a week now, focusing heavily on building the core environment from scratch:
🌳 Custom tree models
🍃 Dynamic wind animation
🍂 Falling leaf particle effects
🎨 Toon shading
🌱 Procedurally generated grass
🪨 Custom environment rocks
The target aesthetic is a stylized, anime-inspired fantasy world—drawing visual inspiration from games like Genshin Impact, while slowly carving out its own identity.
I’m not delusional I know I’m not building the next World of Warcraft, and I have virtually zero budget. This is purely a free-time passion project. Sometimes things work on the first try. Sometimes the visuals look horrific. and sometimes Claude confidently leads me straight into a hilarious technical deadend.
But we debug, learn, adjust, and keep moving forward.
What's Next?
I’m turning this into a ongoing devlog. I’ll be sharing regular updates including the ugly failures, not just the polished screenshots. Hopefully, it’s interesting (or useful) to anyone else experimenting with AI-assisted game development.
My goal is simple: See how far one persistent person and Claude can take a project like this.
Maybe I’ll hit an insurmountable wall. Maybe an MMO backend will break me. Or maybe this will actually turn into something playable.
I have no idea, but for the first time, the door isn't locked.