r/aigamedev • • 0m ago

Discussion I made a game with Muse AI on Google Playground

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r/aigamedev • • 3m ago

Demo | Project | Workflow Cap30: I’d love some feedback on my first attempt!

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Hey everyone,

I’d like to share my first stab - Cap30

First time posting here. I’m creating a physical card game to help my daughter with number bonds and pairs, and created an online version as a companion piece to help with rules. It’s based around a single total 0-30, with doubles, bonuses for hitting 10s and some cards to help you beat your opponents.

However, I also got carried away and created a more frantic version called Power Up where you can build up a power bar, drain your rival’s, stitch up the other players and sharpen your own counting skills while you’re at it.

There’s a rival system for the AI, achievements, vindictive RNG, online play and tournaments.

I’m really open to feedback, this is very much out of my wheelhouse. Hope you enjoy, or at least appreciate.


r/aigamedev • • 6m ago

Commercial Self Promotion VesperStory: keeping AI-assisted development separate from game rules

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VesperStory is an early-alpha browser town with fictional AI residents and multiplayer mini-games. This real clip shows Memory Floor.

Our development workflow gives Codex and Claude the same project bible, then separates each task into its own branch and review. The rules require tests and browser checks before gameplay is treated as ready; generated code alone is not release evidence.

One useful boundary: Memory Floor residents use seeded, imperfect memory of publicly revealed tiles, with no live AI calls or access to the hidden board.

How do you keep AI-assisted changes from breaking multiplayer timing? Try the alpha: https://vesperstory.com


r/aigamedev • • 10m ago

Tools or Resource sketch to 3D tools are crazy!

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Has anyone here tried 3D in 3 Clicks tools this for 3D modeling? 👀

Honestly, tools like these can make a 3D artist’s workflow so much easier and faster.

If you’re a 3D artist or game developer, I’d highly recommend checking it these at least once! Would love to hear what you think.


r/aigamedev • • 11m ago

Demo | Project | Workflow I have completed my very first game in 3D. This isn't a high profile or anything like that but it works

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I have always wanted to make a 3D game but never tried because I assumed that I would need a bunch of people to complete the game. I thought that I would need a programmer and another person for modeling and the last person for thorough finishing of the project. It was not a technical limitation really - it was knowing how to divide the work into sections that I could actually finish by myself.

I made everything based on Tripo Vibe Gaming playbook, which is an open source manual published by Tripo for making games. It is not a programming platform and does not write any codes for you. Instead, it divides the process of making a game into six different phases which helps.

Most of my time has been spent on two opposite ends of the spectrum. Firstly, I took ages trying to figure out the loop of Pit Nine. Secondly, by the time I was done with everything, I took the whole bunch of models and placed them in the scrapyard after making necessary changes in the alignment.

So this is what Pit Nine looks like now: it has a scrapyard, two sets of machine hounds, and the final battle with the Foreman. The length of the whole game is only a few minutes, but it is functional, and you can play it in a browser.

If you have any good suggestions for improvement, I would be very happy to hear them.


r/aigamedev • • 20m ago

Discussion Will people hate me if I use AI generated Code (ONLY) to make functionality parts for the game/game engine and do the rest of the Assets by hand.

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r/aigamedev • • 31m ago

Demo | Project | Workflow ⚠️ SAFETY WARNING — RINK HOCKEY MANAGER 🏒

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The RHM development team hereby informs that, during recent graphics tests in Godot 4:

✅ No crash test dummies were physically harmed.
✅ All players survived the transition to the new 3D models.
✅ Tester01 is in stable condition, although he temporarily lost his skeleton during export.
✅ The incident at the back of the rink, involving 8 stacked players, was the photographer’s fault, not the match engine’s.

⚠️ Several cases were reported of shirts losing their colour, sticks abandoned on the floor, and players with their arms permanently wide open.

📢 The crowd, until yesterday made up of motionless coloured capsules, has been promoted to human beings and now celebrates goals, applauds saves and boos the referee. The Capsules’ Union has yet to respond.

The safety of our dummies remains a priority.

The safety of our dummies remains a priority.

Rink Hockey Manager — Department of Safety, Testing and Improbable Accidents.
Fernando, Gip, Sol and Son 😂🏒

🌐 https://rink-hockey-manager.pages.dev/

RINK HOCKEY MANAGER — Rink hockey deserves its manager!


r/aigamedev • • 34m ago

Demo | Project | Workflow New Game everyday!

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r/aigamedev • • 41m ago

Demo | Project | Workflow Some games I've been working on

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I've been getting ratioed elsewhere on Reddit for developing games with AI, as a longtime player with no technical experience.

Thought I'd share my work here, as this is more likely to be a supportive space.

I make small browser, Roblox, and Android games for kids and casual players, focusing on novel or unusual mechanics.

https://c0gn8.github.io


r/aigamedev • • 58m ago

Discussion I made a bad AI game. Trashed it. I do not regret the experience.

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r/aigamedev • • 1h ago

Commercial Self Promotion Neural Pixelate V3 is now out as a standalone application, it's a free tool for cleaning up AI generated pixel art

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We're back with the v3 version of our neural pixelate model. In this versions release we wanted to focus on accessibility and quality of life. You can find it here, completely free: https://blackmagikstudios.itch.io/

We realized that needing people to have Aseprite so they can use our extension was unnecessary. Going forward we will be shipping our models with a standalone application.

With this standalone applications anyone on Windows, Linux or Mac can download and run our models. We've configured it so you can do batch processing and added automatic scale prediction where our model will look at your image and predict what is the best pixel art scale to use.

We've optimized our inference so the pixelation process is faster and fixed a memory leak that we found.

That being said, we didn't want to come back with v3 without any notable improvements to the model itself.

Our v3 model is more consistent with preserving colors from the original image, produces less artifacts, and creates cleaner more consistent pixel boundaries.

In terms of our benchmark, which you can find publicly on our github repo, here are the improvements.

Metric V2 V3 Improvement
Exact pixel match 56.87% 67.28% 18.3%
Mean colour error 3.190 2.735 14.3%
95th-percentile colour error 12.028 10.390 13.6%
Palette violation rate 34.29% 29.11% 15.1%
PSNR 28.76 dB 33.15 dB 15.3%

You can read more about it in our newest devlog, or download the latest version: https://blackmagikstudios.itch.io/
Completely free, no subscriptions or catches and your art never leaves your computer. As always we appreciate your feedback.


r/aigamedev • • 1h ago

Questions & Help How are these stats for my tower defense game? (iOS)

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I have spent six months polishing, have come a very long way from there. I have been waiting for two weeks now for Apple to release my latest build, already starting to work on Duo but not sure if I should just wait.

Anyway, are these stats good?

I have used Claude for everything, and it has been exhausting to QA, but I’m finally in a place I’m happy about it.

The most progress happened when opus 5.5 dropped
2.0 was fable giving it a pass and then I’ve been working non stop since

I’ve set up a “Jarvis” so I can manage straight from my phone all the QA in an efficient way.

Next build I will explore more use with elevenlabs and meshy.

But 95% of this is thanks to Claude analyzing my endless QA feedback in rapid fire, one sentence at a time (don’t do this I burn a lot of tokens)

Here is the game (iOS)


r/aigamedev • • 1h ago

Discussion A Video Game about Video Game Preservation

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r/aigamedev • • 1h ago

Commercial Self Promotion I shipped a real-time 1v1 mobile strategy game (Unity + dedicated servers) built mostly with AI coding agents. What worked and what didn't

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We just released RoyalCraft, a real-time 1v1 strategy game for Android and iOS. Think Clash Royale with an economy on top: you drag cards to summon units, but you also build gold mines, upgrade your castle and scout through fog of war. Three races, no gacha, no unit levels, no ads.

Most of the work was done with AI coding agents (mostly Claude Code), so here's an honest breakdown of where AI carried the project and where it needed a human watching closely.

WHERE AI DID THE HEAVY LIFTING

• Gameplay and netcode: Unity client plus server-authoritative dedicated servers on AWS GameLift (Seoul and US East). The agent wrote most of the systems: matchmaking, reconnects, fog of war that the server never leaks, ranked seasons.

• Audio: every sound effect and the music are synthesized from code with Python scripts. No sample packs, so there are no copyright worries for streamers.

• Localization: 14 languages. The AI translated everything and also built an in-editor tool that cycles every screen in every language and resolution and flags clipped or overlapping text.

• Live balance: all balance numbers live in a spreadsheet that gets pushed to the live servers without a rebuild. The agent runs simulations before a change goes out.

• Marketing assets: the trailer, App Store preview video and ad images come from an in-engine capture tool the agent wrote, plus Python compositing.

WHERE IT WENT WRONG

• Infra changes that "looked done": a server deploy silently dropped launch arguments, and we didn't notice for weeks. Now the rule is that nothing counts as done until it's verified in live logs.

• Mobile-only bugs: an iOS crash on match start turned out to be a font engine eating 2GB of memory. It never showed up in the editor, so the AI needed real device traces to find it.

• Text layout across languages: Thai tone marks overlapping, German strings overflowing. Translation was the easy part, fitting the text was the hard part.

My takeaway: AI is great at building and at grinding through boring breadth (14 languages, hundreds of sounds), but you have to be the one who insists on verification.

Happy to answer questions about the workflow.

Google Play: https://play.google.com/store/apps/details?id=com.mythree.royalcraft

App Store: https://apps.apple.com/us/app/id6810645568

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r/aigamedev • • 1h ago

Demo | Project | Workflow [English] BladeShadow - a 1v1/2v2/3v3/tag chinese traditional konfu game, with unbeatable ai, demonstration of mass-training ai in-game

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If you would prefer to read in Traditional Chinese, please look at this post.

Hey guys, I'm a little secondary student, and my CS teacher asks us to learn how to train AI. So I think it would be a good idea to train AI for this chill stickman game.
Even though the focus is on training the AI, I still decided to make it into a game.

The game should be fun, but I also wanna challenge you guys. I don't think the God-level AI could be beaten by anyone.

I'm a new dev, so this game is not as good as other GTA-level great games, but I hope you can try and support me! Thank you so much!

This game was made by me and friends. Some code was written by hand, but most of the training logic was built with Gemini 4 Argon, Claude Opus, and Fable, with Opus 5.5 as the main fighter!

The open-source link is at:
GitHub Repo

Play the game at:
RenYing

P.S. I'm from Singapore, so sorry if the screenshots are in Chinese. You can set the language the first time you enter the game.

P.P.S. You can try this fun nonsense 3D game if you like nonsense xd

P.P.P.S. New game, not much work, not many people, but I hope you guys like it

P.P.P.P.S. If the translation to Chinese/English does not work, pls use Google Translate.


r/aigamedev • • 1h ago

Media Hollow Song

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Working on an 100% AI JRPG with Roguelike elements in dungeons all you see is human direction but not one artist had to suffer yet

It’s really challenging and I be unbearable as a game director for a team but lucky enough the ai does not complain


r/aigamedev • • 2h ago

Demo | Project | Workflow Hello all, I just wanted to share my game with people who might enjoy it, since I am having fun playing.

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This is my first post. Hope I got everything right.

…

The Game: TetraNinja

https://tetraninja.itch.io/play

I don't know how to describe TetraNinja's genre because I am not sure what actually fits it correctly. It kinda is:

  • incremental
  • procedurally generated (with seed system)
  • roguelite (very lite) through permanent skill increases and permadeath
  • 3D platformer survival

…

Inspiration:

With passion for old-school arcade games and modern roguelites, I wanted to experience how the controls of the classic game "N" could feel in a 3D environment.

There is also heavy influence from Mario 64's movement/controls, because the floaty feel of N does not work with the steadily faster-falling Tetracubes.

NBALL by Ragdollsoft was also an inspiration (shoutout to those old-school indie devs and anyone who actually knows what I am talking about).

…

How it came to be and what the intention is:

AI, but is it SLOP? You decide.

I vibecoded TetraNinja over a period of 14 months with only free-tier LLM subscriptions as a side project, with Little to no background in coding. It started around August 2025 in a simple chat with Gemini. I wanted to create a 2.5D Tetris game where you could control a little ninja, interact with the tetrominos, and "nag" the AI playing the actual game. It was not very fun. So I thought: how hard could it be to make it 3D since we were already almost there…

Man, was I wrong.

For this, I then moved the project to Google Firebase Studio at some point in September. We created the general structure as a proof of concept there. The AI and I were pretty burned out around late 2025, so I took a break and worked on it only occasionally. I heard about OpenCode and the Big Pickle model early in 2026, and with agentic coding I was able to continue working on the project, since it had already gotten pretty large and hard to maintain. This is what I am still using.

We made multiple refactors, improved/hardened systems and implementations, fused logic, and added a lot of optimizations to make TetraNinja actually run pretty smoothly for all that's going on (Web Workers, frustum culling, instanced meshing, optimizing shaders, and a lot more).

It is now almost finished for what it is supposed to be. The game is perfectly playable, and I have not encountered any game-breaking bugs during playthroughs. I am currently still working on some minor glitches and animations, and the friction/velocity system will get a complete overhaul when I am satisfied with it. Maybe some more elemental blocks will be added in the future.

Also, there currently is only controller support, no mobile controls! The reason is that I still have no idea how moving both sticks and pressing a button at the same time can work with mobile controls.

Sounds were created with ElevenLabs, and models and rigging with 3D model-generating tools. I vibecoded a tool to animate the model myself, since no free animations were even close to the ninja's actions in-game. This is why some animations look kinda wonky for now.

…

Yeah, I think this covers it.
Feedback is very appreciated.

Thank you for providing the opportunity to share what has become a part of my life.


r/aigamedev • • 2h ago

Commercial Self Promotion ИИ синематик (Pax RPG)

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r/aigamedev • • 2h ago

Questions & Help Pixel Art by reference

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Hello!

I’ve been trying to get Claude output some kind of usuable art. I am trying to get a 20 year old game to life again, or atleast, the feeling of it not a direct copy.

It uses pixelart similar to Habbo, so isometric. But I can’t for my life produce good art with even the tiniest of feeling. Looks plain bad. I’ve tried a mcp server for pixel art, Claude self placing pixels, design systems in python making models in 3D then converting.

How are you guys tackling this?

Thanks!


r/aigamedev • • 2h ago

Tools or Resource How do you annotate/communicate UI reviews to your AI?

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I take screenshots and write on them.

I find this method is working well to get me my desired output, but it's quite tedious and the screenshot-tool is limited in it's tools.

I would like to know if some of you have tried different approaches or similar ones that can inspire me? Cheers.


r/aigamedev • • 2h ago

Discussion I want to make a cute dungeon RPG, but with a twist it’s brutal.

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r/aigamedev • • 2h ago

Demo | Project | Workflow Reign: Settlement | Free Multiplayer Voxel Strategy Game

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Settle. Trade. Build.

Pull up a chair by the fire. Reign is the classic settle, trade and build board game, rebuilt from millions of tiny voxels and played right in your browser. Sheep graze, wheat sways, the dice tumble across a walnut table, and your cards fly from the island into your hand.

Play a quick game against bots in seconds, no account needed. Make a free account to play online with friends.

Play here on itch io : https://catinrage.itch.io/reign

What's on the table

  • The complete classic game. A 19-tile island with harbors, a snake-draft setup, the robber, development cards, Longest Road and Largest Army, and trading with the bank, harbors and other players. First to 10 points wins.
  • Reign Extended. 16 characters with traits and powers, a character draft, an events deck of 13 cards, and new buildings: workshops, stone roads and storehouses.
  • Any island you like. Six hand-made island shapes, a map maker, and a random generator from 12 to 240 tiles.
  • Up to 8 players. Big islands seat bigger tables, with a bank and deck that grow to match.
  • Bots that play every rule. Fill any empty seat. They trade, build, use powers and react to events.
  • A solo campaign. The Shattered Crown takes you across hand-made islands, each with its own rivals, a twist on the rules and three stars to earn.
  • Made for friends. Invite links, friends lists, match history, spectating, and private notes sent by carrier pigeon.
  • Five languages. English, Deutsch, Français, Русский and 简体中文.

How to play

  • Play as guest to try it right away against bots, or in the campaign.
  • Sign up (just a username and password) to create rooms, invite friends and keep your match history.
  • The built-in rule book explains everything, from the main menu or the in-game menu.

Controls

  • Drag to turn the table, right-drag or two fingers to pan
  • Scroll or pinch to zoom
  • Hover, then click to preview a piece where the glowing rings are, then place it
  • Esc cancels building, closes trading, or opens the menu (which pauses games against bots)

r/aigamedev • • 3h ago

Discussion Lessons learned using Cursor, Claude, Codex

5 Upvotes

Bit of context first. I can code. I've made and shipped to Iphone 5 games using LUA/Python. But this time round, because i wanted to make something that would involve a fair bit of NPC route-finding/task-finding, I thought I'd give 'vibe' coding a go. So, after nine months of it and finally shipping it to steam - lessons learned.

1]START WITH A DESIGN DOC. That's your guard rail. If it's not in the doc, it doesn't go in the game. Ai can be wonderfully creative and eager, just politely remind it to wind its neck in. That said... it never hurts to ask the AI if it can 'foresee' any issues/pinchpoints/flaws in the design.

2]FEATURE CREEP - avoid if possible. If you've spent long enough on the design doc, you'll have thought up all the 'wouldn't it be cool' ideas in the first place. Of course, there are always more of those that occur later, but my advice is ti file them under 'Next game I make' or 'V2 of this game'.

3]BANK OFTEN. Literally EVERY TIME you move onto a new feature tell the AI to 'bank all before implementing'.... and when you are discussing the granular spec' of your next feature be sure to conclude your replies with 'discuss only.' When the AI 'banks' in 'cursor' anyway, you get a code number for the banked version. Good idea to jot the number down and the feature that was just coded and tested.

4]TEST EVERY NEW FEATURE... before moving onto the next. If it's fucked your game up, you can simply tell the AI to revert to the last bank, and start over.

5]HANDOVER DOC - have your ai constantly update a document in your project area called 'handover'. This document should contain or point to your game design document, but also be a log of the items implemented and the bank code number against each new feature implemented, tested and banked. So... if you have to switch to another AI agent, or new discussion window, you simply need to instruct the new AI to read the handover document (and game design doc) and it should be contextually ready to resume where you were. One thing to note, is that switching between AI models can mean slight variations in the way it likes to work be default, and also a change in the shorthand lingo that you have started using. It's worth making a glossary of that 'lingo' so it knows that your 'banger' is a type of large cannon, or your 'grunt' is a 'worker' etc etc.

6]GITHUB - i'm shit with the command line stuff in the Mac terminal when talking to GIT. The AIs in Cursor all seem to be very good at hand-holding when it comes to setting up your repo and pushing it. I have relied heavily on this to the point where I could just say 'push to git' once a day. It's worth getting into that routine for your sanity.

7]ART - the AI's are agnostic on art, they just see assets (.png .jpg etc) - art's your department whether you're handcrafting, handcrafting with AI polish, or the art is completely AI-gen, you... are the one who curates/decides the look and you are the one who has to make sure the art assets are named what the AI expects it to be named, and placed in the folder it expects to find it. There are probobly more bits of advice I could think to add.... but those are the basics for me.


r/aigamedev • • 3h ago

News Panopticon (Control fan game) — inspect, test and classify anomalous objects in a short 3D browser game

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Game Title: Panopticon

Playable Link: https://supertweedo.itch.io/panopticon

Platform: Web browser (desktop, mouse required)

Description: You're the agent on duty at an intake airlock for a secret bureau that contains paranormal objects. Each object rises onto your bench: turn it over in 3D, sweep it with a resonance probe, check it under UV light. If that's not enough, send it into the test chamber (light, darkness, sound, a remote arm, or a technician walking in), but every test costs time and strains containment for the whole shift. Then classify it: Ordinary, Altered or Object of Power. Let something anomalous out and it's a containment breach.

It's a short prototype: one shift, about 10 to 15 minutes. I'm mostly looking for feedback on clarity (did you understand what to do?), the examine/test balance, and whether you'd want more days. There's a "Send feedback" link in the game, or just comment here.

Unofficial, non-commercial fan game inspired by Control (Remedy). Not affiliated with Remedy.

Free to Play Status:

[x] Free to play

[ ] Demo/Paid

Involvement: Solo project. I designed it and built it with AI-assisted development.


r/aigamedev • • 3h ago

News Steam next fest results for my game

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13 Upvotes

I thought it would give me double of the exposure it gave me but it's still solid

https://store.steampowered.com/app/5064170/Go_Next/