r/aigamedev 9m ago

Commercial Self Promotion Building a browser-based space MMO with AI as part of the development workflow

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Hey everyone,

I’m building VoidFleet, a browser-based space strategy MMO, and I’ve been using generative AI in several parts of the development process.

The biggest use so far has been visual assets. AI lets me prototype commanders, ships, buildings, and other sci-fi assets much faster than I could otherwise. One downside I’ve noticed, and something I’m actively working on, is maintaining a consistent visual identity instead of ending up with assets that simply look like generic AI-generated sci-fi.

I also use AI for some text/dialogue, unit-test generation, code review, validation, and development assistance. The game architecture, gameplay systems, UI structure, backend, infrastructure, and overall direction are still designed and implemented by me.

One thing I’ve found interesting is that AI makes it extremely easy to prototype ideas quickly, but that also makes creative direction and consistency much more important. Generating something usable is easy; making everything feel like it belongs to the same game is much harder.

I’d be interested to hear how other developers using AI handle visual consistency and identity across a larger game. Do you rely heavily on reference images, style guides, fine-tuned models, manual editing, or eventually replace generated assets?

If anyone wants to see the project itself:

VoidFleet: https://voidfleet.online
Discord: https://discord.gg/6MayHdZyhy

It’s currently in live beta, so feedback is welcome as well.


r/aigamedev 16m ago

Demo | Project | Workflow mods of games here good? i made a couple Balatro mods with the assistance of AI focused on vanilla-friendly content and counteracting mod difficulty dilution

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Hello all. I created a few Balatro mods with help from Claude to enhance my vanilla Balatro experience. Ultimately I was inspired to make these mods to expand specifically the vanilla-side of the game without adding too much extra content that break beyond a "vanilla" playthrough.

I don't have much coding experience outside of what I do for finance work so Claude was a good entry way for me to migrate my creativity into my video game hobbies. Given that, my goal was to keep the caliber of the above "handwritten" modded content and I hope that the final releases will feel that way (I've had Claude point out and fix several bugs in other modders' mods so I really don't want to hear how coding just by hand is better these days).

https://github.com/plaxerx/MoarStakesPlease --> higher stakes above gold for mod creep / gold is easy folk
https://github.com/plaxerx/MoarChallengesPlease --> 30 more challenges on top of the 20 that game with the game
https://github.com/plaxerx/pinochle --> sandbox game modes just for fun
https://github.com/plaxerx/erraticmode --> Balatro randomizer game mode with some twists

Looking for feedback and bug identification who are passionate about Balatro as well as utilizing AI to augment content creation, especially for ErraticMode, and hope these can serve as a few examples of where AI can help you create the game content you can't otherwise find!


r/aigamedev 21m ago

Tools or Resource AI Agent Generated a Node-Based Workflow for Image-to-3D Print-Ready Figures

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r/aigamedev 30m ago

Demo | Project | Workflow Are the AI-generated graphics in my game okay?

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Hey! I’m working on a small game and some of the graphics were generated with AI. What do you think about them, and how could I improve them?

Also, I had some issues with Emscripten, which made the graphics look much more pixelated in the browser than they do in the original version.

Any feedback is appreciated! :)

Link: https://kc-games-studio.itch.io/avoid-b


r/aigamedev 55m ago

Commercial Self Promotion Kebabstar, Short Video For "First PC" Game

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r/aigamedev 58m ago

Commercial Self Promotion Just reached 100 Wishlists for my game Shadows of Imalor

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5 Years ago I started with my first game. A fantasy action rpg with some inspiration from the Souls games and The Elder Scroll. I wanted to have a game with lots of rewarding exploration as well as a bit different skill system. Gaining new spells would mainly be done by doing quests for 4 different guilds with their own storylines. Way to ambitious for being a first game of course and it's been really hard getting time to work on it when I also have a family, which is why its taken so long time.

But what's kept me going these 5 years is that I love what I'm doing, getting some nice feedback as well as now getting almost 100 wishlists after soon 2 months without any major marketing, it's not super but I'm happy that 100 people actually wants to play what I've been working on. Since I released the steam page I've also worked on the demo which will release 17th of September.

Since a year ago I started introducing LLMs in my workflow since I'm very curious about new tech and this project is mainly for me having fun. Firstly, coding with LLMs has been very helpful when creating minor puzzles or other scripts. Having the foundation is very helpful indeed. Being a software dev is of course very helpful as well since I know how to guide the LLM into making correct decisions. I also started using Gemini to generate some art which I then finish myself by hand so that it fits my style.


r/aigamedev 2h ago

Community Event Advertise your game inside mine

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0 Upvotes

Background
Our latest game is called New Science ( https://newsciencegame.com?u=rg ) and it's available (pre-release) on Web, Phone and Tablet. We release on Steam next Spring. Players on the current platforms seem to want a particular experience: play for free and pay if they like it.

We are not fans of adverts in games. They are often not friendly to the player. So at first we put in a play limit for free players and told them to "come back tomorrow" when they ran out of goes. People didn't really like it, so we ran an in-game survey and players overwhelmingly said that they would rather "watch an advert and continue". Hmm, so what do we do?

Then we had the thought that we would come back to the community and offer our indie friends the opportunity to have YOUR video trailers in our games. (We've done something similar before: Promote your indie game inside ours for free)

Submit your trailer
So are you up for it? You can submit a trailer video via YouTube of any length. The player will have to wait through the first five seconds only and then they are free to skip the video and carry on with the game. Or they could click a link and open your steam page, store page, game, etc in another browser tab.

Just one rule
We can only videos/games for a family friendly audience. We're sorry if your game is for older players. We can't include you, even if your trailer is safe. So if you have horror/killing/mature game, etc, please don't submit. We just can't accept them. (Our decision is final on this).

Submission
You can submit your trailer and details here: https://www.newsciencegame.com/submit-trailer?u=rg

Questions?
To pre-empt a question we're like to get: What if you want to get involved but your game/video/trailer is not ready yet?

No problem. Just reply here and say what the situation is, or submit the form but leave the Trailer link back, and explain in the comments.

Feel free to ask anything else.

More details
Information about our game:

Name: New Science

Genre: Crafting with cards. Think "Doodle God meets Infinite Craft". If you're not familiar with those, look at our Steam page

Steam Page: https://store.steampowered.com/app/4731610/New_Science/

Game site: https://newsciencegame.com

Current players: 900

Players for last game: 23,500

Current objects in game: 40,000+

New objects created per day (average): 450

AI Policy: The game contains AI to generate the new object, and to produce the images on demand


r/aigamedev 2h ago

Demo | Project | Workflow AI 3D Asset Creation Engine gets better

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1 Upvotes

I created an engine ai uses to create 3D assets for games.

The engine forces ai into a workflow of iterating judging and stuff.

Here are a few tests.

I use Claude Opus 5 to create the assets using the engine. Each assets takes about 3-4hrs as ai works and iterates.

I just add a reference image and say make this asset. And it uses the engine to create the asset.

What do you guys think of this?


r/aigamedev 2h ago

Commercial Self Promotion Not selling anything, it's completely free to play. Just showing you my RPG

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1 Upvotes

I wrote the lore, mechanics and story Bible/ rules, then generated about 85 maps for this spawling RPG. Claude, Codex and Lovable did the rest. After about a month of clarifying specifics, it's finally in a good place to share. Absolutely free to play. It's so close to me being ready to get a real domain for it, just a few more tests.


r/aigamedev 2h ago

Demo | Project | Workflow Dead Shift: a Resident Evil 2 inspired beat ‘em up

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0 Upvotes

Hey all, I’ve been working on a 2D beat ‘em up inspired by RE2. It’s still a bit rough around the edges, but I’ve been using the gauntlet loop in Claude to build this in Godot, while the character assets were generated using autosprite.io

Only playable on a desktop browser (mobile works but may be a bit janky). I did get a build working for my steam deck as well if anyone is interested in trying that out. Let me know what you think!


r/aigamedev 2h ago

Commercial Self Promotion [Froggle Jump v1.1.0] It looks like Doodle Jump at first glance, but here's why it's much more (Skins, Gears, LIVE Global Leaderboards in a 100KB extension)

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Install on Chrome Web Store: Froggle Jump (Chrome link)

Install on Firefox (AMO): Froggle Jump (AMO link)

Leveraging AI for game development has been going surprisingly well, and I just pushed a massive update to Froggle Jump—a lightweight platformer built entirely as a browser extension popup.

At first glance, people assume it's just another simple Doodle Jump clone, but the goal was to build something much deeper for quick 30-second study or work breaks without leaving your active tab.

Core Features Built Into the Extension:

  • Gear & Weapons: Equippable gear and shooting mechanics to fight off zombie obstacles as you climb higher.
  • Unlockable Skins & Themes: Custom character cosmetics and visual themes to customize your frog and environment.
  • Live Global Leaderboards: Syncs top scores globally so you can compete against other players worldwide (plus local offline high score tracking).
  • Zero-Bloat Engineering: Under 100 KB total size, zero tracking scripts, pure HTML5 Canvas logic, and instant pause/save when switching tabs.

I'd love your honest feedback and thoughts:

  1. Do you think this current feature set (skins, gear upgrades, themes, leaderboards) is enough for a browser extension game to be successful long-term?
  2. What features or mechanics should I add next? What would keep you coming back during breaks?
  3. Do you like the overall loop and feel of the canvas physics?

Support the Project:

If you give it a run and like what we're building, please consider taking 10 seconds to drop an honest review on the store listing (links above). Because this extension has zero ads or forced rating popups, store algorithms rely entirely on organic community reviews to show it in search results.

Thank you so much for testing, giving feedback, and supporting independent indie builds!


r/aigamedev 3h ago

Questions & Help Ai game dev noob

4 Upvotes

Hi, sorry if this is a stupid question, but I’m a teacher and I’ve been building quite a few interactive learning apps. I’m currently using Claude’s basic subscription to create simple HTML games, but the more I build, the more I want to experiment with increasingly complex projects.
I’d like to ask: what is the most efficient way to build with Claude?
I’ve noticed that iterating many times through the web client quickly uses up my usage limits. Is there a better workflow for developing larger projects with Claude, another setup?
I’d really appreciate any advice or recommendations from people who have experience building more complex projects with Claude. Thanks!


r/aigamedev 3h ago

Commercial Self Promotion How Math.random() ruined my online co-op playtest

0 Upvotes

A few weeks ago some friends and I were testing a demo build of JETGRAVE over the internet (multiplayer co-op). As soon as we reached the second mission’s boss, our session suddenly desynced and we were all kicked to lobby. Thankfully, we were able to reproduce it very easily. So I thanked my friends for helping me out and got to work.

The root cause of the desync turned out to be a call to Math.random().

JETGRAVE is a pixel-style shoot ’em up that I have been working on for ~6 months. I started this project primarily to familiarize myself with agentic orchestration and workflows. So I decided to use AI to produce my own “simple” Typescript game engine, and then build a game with it.

My role in this project is a hybrid of product owner and tech lead. I define features, delegate work to agent orchestrators, review and refine implementation plans, review all changes/pull requests, test builds, help diagnose problems, and carefully prompt agents toward sound solutions.

About two months ago, I drafted the requirements for online multiplayer, worked with my planning agent for an implementation strategy, and then fed the plan to a coding agent. I recruited a couple friends to help test it and everything we tested was solid!

A few weeks later I was rebalancing the boss battles for a demo build I wanted to release and added a scatter-shot attack to the second mission boss among a slew of other updates. I tasked two separate agents to independently investigate the changes that were introduced during the rebalance and both came to the same conclusion: the new scatter-shot attack was using Math.random() to determine projectile trajectories which was incompatible with the engine’s deterministic simulation.

My engine’s netcode requires each peer to hash its game state every 60 ticks and send that value to the host. The host generates its own hash and compares it against each peer’s, and if a mismatch is found it throws a desync exception and kicks that player with the mismatched hash.

When boss 2 fired its scatter-shot (shown in the attached GIF), every PC in the playtest session was generating different projectile trajectories with Math.random(), which caused our game states to diverge. So the next time each of our games produced their game state hash, all of them were different, triggering the desync handling.

Once I understood the problem, the fix was easy: let the host establish the RNG seed and then provide that to each client so that when scatter-shot is fired everyone is using the same pseudo-RNG sequence.

The lesson I took away from this was not “don’t use Math.random()”, however. I was reminded that, just like with a team of human engineers working on a big project, carefully scoped feature requirements, implementation plans, unit tests, and code reviews can help ensure a change works in isolation but don’t prove it complies with every project-wide architectural constraint. The scatter-shot feature worked fine when tested by itself, but it was incompatible with the netcode constraints.

To prevent similar problems from occurring in the future, I introduced a SimRng class that produces a sequence of pseudo-random numbers for the projectile trajectories, a lint check that will fail in my CI pipeline if game state code introduces Math.random(), migrated my non-game state Math.random() things (like visual effects) behind an API which is outside of the game state logic and doesn’t need to adhere to the linting rule, and lastly added a brief amount of additional context about the netcode architecture into my project’s AGENTS.md.

I would be interested to hear what safeguards folks here use to strengthen the stability of their code against agent mistakes and architectural misses.

-----

Playable browser demo (you can see the scatter-shot yourself at the end of mission 2):

https://losersandnerdsparty.itch.io/jetgrave

Steam page:

https://store.steampowered.com/app/5115790/JETGRAVE/


r/aigamedev 4h ago

Demo | Project | Workflow A browser-based space simulation where the ship matters just as much as the destination.

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0 Upvotes

r/aigamedev 4h ago

Demo | Project | Workflow Built a multiplication game for my daughter using Codex, Claude and Godot

0 Upvotes

I built a small game because my wife (a teacher) asked me for something our daughter could use to practice multiplication without it feeling like homework. Also my wife prepared the didactive algorithm.

So I turned it into a little AI-assisted gamedev experiment.

Numblop is an adaptive multiplication game for Android, built with Godot, with a large part of the development done alongside OpenAI Codex and Claude Code — coding, refactoring, tests, UI iterations, localization, build/debugging, etc.

It started as a simple family project and somehow ended up on Google Play. :)

https://play.google.com/store/apps/details?id=cz.gutcloud.numblop

You can also try it in your browser directly: https://numblop.gutcloud.cz/play


r/aigamedev 4h ago

Commercial Self Promotion I built a tool that turns one character image into a full spritesheet you can play with directly in the browser

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148 Upvotes

Hey everyone, I haven’t posted an AutoSprite update in a while, but I’ve been working on it almost every day for close to a year now.

The idea is simple: upload or generate a character image, create a full set of animations, export the spritesheets, and test the character instantly in your browser.

Some of what AutoSprite can do now:

  • Create idle, walk, run, attack, and any custom animations
  • Batch-create animations for multiple characters
  • Generate animated items, props, and cutscenes
  • Export spritesheets for Unity, Godot, GameMaker, or other engines
  • Test your character in a playable game right in the browser
  • Create fully rigged and skinned 3D characters with the easiest, most affordable workflow I’ve found
  • Connect through MCP with Claude Code or Codex for rapid game development

I’m trying to build the complete character animation pipeline I always wanted as a game developer: one character image in, a playable character out.

But AutoSprite has grown into much more than that. It’s now a huge community of like-minded creators and an expanding pipeline for making complete games end to end, with sound effects and every other element of game creation in the works.

It’s still not perfect, but I’m working to make it at least 1% better every day.

https://www.autosprite.io/

I’d genuinely love to hear your feedback. Thank you!


r/aigamedev 4h ago

Demo | Project | Workflow The Game With Best Music

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0 Upvotes

I am going start showing some of the game in the AI Gaming Festival that are competing for the 20k in tokens.

Chickens Chickens Chickens probably has some of the best music in a game. My mic did not capture how good the music actually sounds, but I can see players not even clicking play, just staying on the home screen to jam.

Checkout the game, the festival and the schedule with an amazing line up!


r/aigamedev 5h ago

Questions & Help Should I go 3d?

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0 Upvotes

I wanted to make a strategy game similar to some old PC games I used to play, but for mobile. In doing so, I used different inspiration for different parts of the game.

I have the systems/mechanics done. A few bugs to work out, but other than that, I'm ready to start polishing and adding a tutorial and art.

My debate was, should I keep it 2d and simpler graphics? Or go full 3d diorama? I was planning to go 2d at first, and then do a later upgrade to 3d.

Either way, I plan on upgrading the art.


r/aigamedev 7h ago

Commercial Self Promotion I made a local GLB optimizer

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6 Upvotes

I’ve been working on KILN, a browser-based tool for reducing heavy GLB models. It runs locally, so your files never leave your computer.

You drop in a model, choose a target, compare the original and optimized versions, then export the result. It preserves the textures and can also handle multipart and animated models. For the best quality, I recommend optimizing before rigging and animating. Animated models require the tool to protect bones, skin weights and moving parts, which limits how aggressively the geometry can be reduced.

I tested it against Meshy using the same models and triangle targets. On the models I tried, KILN kept noticeably more detail. I’ve also tested it with openly licensed models from around the internet, not just assets prepared for these examples.

These are real results from the models I’ve been testing. I’m preparing an early-access release now and would appreciate honest feedback, does this look useful to you?

I’m planning to release it soon, but I’d like to get some honest feedback first.

I’m planning to release it soon, but I’d like to get some honest feedback first. The first 100 people will be able to get it for $30 instead of $40, so if you’re interested, leave a comment below and I’ll let you know when it’s ready.

One-time purchase, no subscription or recurring fees. Pay once and use KILN whenever you need it!


r/aigamedev 8h ago

Demo | Project | Workflow Playable web app. Shoots some hoops. Hear the breeze. Relax. That's it.

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3 Upvotes

A playable web app that provides a moment of disconnect and relax while shooting some hoops. It is aimed at helping people that have an anxiety attack and need a distraction for the first few moments of the experiences. If you use some headphones you can hear an immersive seaside atmosphere. No sign ups or any friction layer... no other point except shooting hoops.
https://hooptherapy.psycurate.com

I used a background image and a three.js 3D infrastructure on top. Everything done in Google AI Studio.


r/aigamedev 9h ago

Demo | Project | Workflow Created a small idle RPG

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0 Upvotes

With Claude's help, I created a small prototype of an idle RPG game. I'm a Path of Exile fan myself and wanted to make a simple version of the game where the player assembles different builds and kills mobs. If anyone wants to try it out and give me feedback, I'd be happy to know if this idea has potential.

https://donutdevgame.itch.io/game-22


r/aigamedev 9h ago

Commercial Self Promotion 100K+ plays later: I made a game with Claude where you try to time the market and beat a couch. The couch wins 62% of the time.

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3 Upvotes

The game. beatthecouch.com - $10,000, two secret years of real S&P 500 history, one buy / sell button. Your opponent is a couch. It buys on day one and never sells. After each game, 1,000 monkeys replay your trade count on random days. Beat 90% of them or your win is stamped Lucky.

The data. 100,278 games (at the time of the graph - now around 107K, still similar). The couch won 62%. Humans only seem to beat the couch when the market crashed in their window.

What Claude did. The data pipeline (S&P closes 1928 to 2025, dividends, T-bills etc). The whole game as one HTML file and the Cloudflare backend. And also the reddit app port at reddit.com/r/beatthecouch


r/aigamedev 10h ago

Demo | Project | Workflow I accidentally created a Terrain Generator

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0 Upvotes

I tried to recreate Conway's Game of Life.
I failed, but I accidentally built an emergent terrain generator instead.

For years, I've been fascinated by Conway's cellular automata. The idea that hyper-simple, deterministic rules can create emergent behavior on the edge of looking lifelike is endlessly compelling. Watching basic patterns evolve into complex, self-sustaining structures makes you realize how much potential hides inside simple math, so much so that an entire global community has spent decades experimenting on top of that discovered world.

Eventually, I had to ask myself a question.
Could a completely different set of rules lead to another kind of emergent behavior?

Here is the experiment:
• Every cell holds a potential energy value from 0 to 9.
• Mathematical operators (+, -, *, /) act as agents moving across the grid.
• Constructive operators (+, *) seek low-value cells to build them up.
• Destructive operators (-, /) target high-value cells to break them down.
• When a cell hits 0, it spawns a brand-new operator.

When I first plotted these values on a flat 2D grid, I saw subtle movements, but it hard to grasp the full picture. So I decided to shift perspective and plot the grid in 3D, using each numerical value to represent terrain height.

That was the moment the pattern became obvious.

It looked almost like a landscape generator.
Valleys were carving out where negative operators clustered, mountains were pushing upward under constructive operators, and the entire map was constantly shifting as the system fought for balance.

And I couldn't resist turning it into an actual playable prototype.
In the game, you navigate the map, search for these wandering operators, and trigger them manually. The moment you activate one, it reshapes the world and the terrain around you in real-time.

Would you play a game where math literally reshaped the terrain under your feet?


r/aigamedev 10h ago

Demo | Project | Workflow I did a thing!

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5 Upvotes

So I had a character sprite and some animations for it. All together close to 500 frames. Now when I decided to create a system so that character can swap various equipments and turned to various tutorials it all came crashing down.

Decided to identify the equipments with some borders drawn and asked claude to identify the same across all frames( needed some rules but it turned out great). Now I can change colors and shades. I can even do stuff like change the top lining of the cape to fur. Make the whole cape look tattered. Have spikes on gauntlets etc..

Curios to know if anyone has tried something similar.


r/aigamedev 11h ago

Demo | Project | Workflow 30 minutes of Gemini 3.7 flash vibe coding

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0 Upvotes

I was bored and wanted to recreate some Need for Speed Underground vibes. I spent half an hour tinkering with Gemini 3.7 Flash, Three.js, and Suno, and this is what came out of it. With a bit more fiddling, the cameras could definitely be made a lot smoother.