r/aigamedev • • Jul 17 '26

Commercial Self Promotion After about 3+ weeks of vibe coding this game on Cursor, I'd love to share my dungeon crawler deckbuilder roguelike game!

1.6k Upvotes

Here's the trailer of the early game and concept! Sound on for full experience. If you like what you see, feel free to wishlist the game on the steam store page!

Check out the steam page here (and wishlist!):
https://store.steampowered.com/app/4364310/Cook_The_Dungeon/

Here's what I used to make this game:
- 100% vibe coded on Cursor, using mainly Grok 4.5, Opus 4.8, Composer 2.5, GPT 5.5
- Built on Godot Game Engine
- Graphics are mostly created with ChatGPT Images 2.0 API, using a custom art tool I made so I can produce artworks with more consistency
- There were many, many micro decisions that I made to get it to look less sloppy, but I think there's more room to improve! The UIs are not final yet
- Had a lot of fun vibe coding this game because the models are getting soooo good at nailing the coding part.

Edit: The game is still in WIP so its not 100% completed yet, but I've gotten the Act 1 of the game content done so far. Once Act 1 is polished and ready, I'll share a demo for playtesting and feedback!

r/aigamedev • • 19d ago

Commercial Self Promotion I remade No Man's Sky with Opus 5.5 + Three.js on Tesana – traverse the galaxy fully seamlessly

447 Upvotes

This is actually insane. You can really build anything you want. I felt i had to try to make a No Man's Sky-inspired game. So after 40min of generating.

Here's a playthrough, a No Man's Sky-style space game I built with Claude Opus 5.5 and Three.js on Tesana. It runs in the browser, and there are no loading screens anywhere: you can take off from a planet, climb through the atmosphere into space, and land on the next planet in one continuous flight.

What's in it:

- Procedurally generated star systems, and you can warp between them. Every planet has its own terrain, weather, plants and animals (some of them will attack you). Ancient alien ruins with a language you slowly decode by reading inscriptions .Mining, asteroid fields and a space station

This was a first prompt output. I wrote "Make a fully procedural No Man's Sky game, where I can seamlessly traverse between planets.

Happy to answer questions about how it was made.

Try it here: https://tesana.com/game/sky-reach

r/aigamedev • • Jul 26 '26

Commercial Self Promotion I spent 8 months making my first AI assisted game. It reached #2 among all Steam demos

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552 Upvotes

I’ve always loved games, but I didn’t come from a traditional game development background.

About 8 months ago, I decided to use AI tools to finally turn one of my game ideas into something real.

AI was involved throughout the project, especially with coding and parts of the visual workflow. But most of the process was still designing systems, testing builds, fixing bugs, reworking balance, removing ideas that weren’t fun, and rebuilding things until they felt right.

That project became Slotbound, my first game.

I released the Steam demo about two weeks ago, and it reached #2 among all demos on Steam.

Seeing a game I had been working on alone for 8 months reach that position honestly didn’t feel real.

More than the ranking itself, I’m grateful to everyone who played, reported bugs, left reviews, and shared honest feedback. A lot of the improvements I’m working on now came directly from those players.

There is still plenty I want to improve before the full release, but this response has given me even more motivation to keep going.

Thank you to everyone who gave Slotbound a chance.

r/aigamedev • • 26d ago

Commercial Self Promotion REPOST: My first game ever 100% with AI from the ground up! Batcula: the Flappy Gothic Arcade

602 Upvotes

Note: Forgot to add the game footage video so I had to repost it, my apologies!

EDIT: Wow folks I'm mindblown, thank you so so much... so many lovely comments and super useful feedback which I will take into the next round of improvements! Also thank you for whoever donated too, Batcula Fangs You!

So this is my very first video game ever created entirely with AI with ZERO coding/development experience (all 100% vibe coding). So I will share below my learnings, tips, ideas and workflows:

  1. Batcula was done solely through ChatGPT and Claude Code ( with some minor image cropping using Figma) + Suno for Music!
  2. I asked ChatGPT to think of a "2d flappy bird pixel style video game about a bat flying through Transilvania and the Carpathians and collects blood droplets and feeds on villagers to survive through the game, but also thing of a minigame that you have to do when you feed on a villager like tap quick, or a circular motion, etc"
  3. ChatGPT generated some screenshots of the video game which looked absolutely stunning so then I asked Claude Code to build me a video game based on the screenshots provided by ChatGPT
  4. Maybe I got lucky but the first rendition through Claude Code already played very smoothly and I just found it really addictive to play.
  5. I spent several days iterating and slowly adding more levels, backgrounds, obstacles, villager logic, scoring system and even the music!
  6. The parallax background was hard work as I had to keep asking ChatGPT to render a background then separate the foreground from the backdrop etc (What you see in most of the levels in Batcula)
  7. The villagers were done entirely through iterating several frames of animations (example "Render 6-7 frames of Batcula feeding on this villager and save them on transparent background)
  8. I had no knowledge of hosting, deploying, etc so everything was a step by step walkthrough with the use of Claude.

Hope you enjoy taking Batcula for a flight and spot some hidden mechanics that I've added 😎

Feedback is welcome, by the way!

https://batcula.com/

r/aigamedev • • Sep 14 '26

Commercial Self Promotion After burning through four weekly Astra limits, I finally brought my childhood MMO to the browser

688 Upvotes

17 years ago, when I was 14, I ran a Tales of Pirates private server called One Piece Online.

The community had made the server source available, and that gave me a starting point. The setup I used back then was C++ running on Windows Server 2003. Now I'm coming back to it with a different idea of what I want to build.

I've burned through the equivalent of four weekly Astra usage limits getting here. Luckily, I had access to usage resets, which let me keep going. The result so far is Corals, a playable browser alpha built from that old project.

I replaced the old C++ client with a browser client, rebuilt the database layer around PostgreSQL, and moved the backend to Linux. Getting accounts, character persistence and gameplay working together again has been a big part of the work.

A big part of my workflow was using /goal to give Astra time to dig through the old code and work out how the game's systems fit together. The longest of those runs lasted 36 hours. Before rebuilding a mechanic, I needed to understand what the existing code was actually doing. Those long runs helped me work through that, system by system.

I'm keeping the original assets and core mechanics as a foundation. From there, I want to build my own lore and change the gameplay into something I always felt was missing from the original.

Sailing is a good example. I always found the old navigation mechanics a bit too simple. I found a project called Open Ocean on GitHub and have been using it, with Astra's help, to rework that part of the game. That's the kind of change I want to make throughout Corals: take the starting point I already have and see how much further I can develop it.

The video shows where the alpha is today: previewing classes, visiting the blacksmith, exploring, fighting in the snowy forest and sailing out of the harbor. I cut the waiting around, but kept the gameplay at its original speed. There's still plenty of work to do on the game.

There's something pretty strange about returning to a project from when you were 14 and finally being able to build the ideas you had for it. That's what this project is for me.

Has anyone here used AI to come back to an old game project? How far did you end up taking it from the original?

You can try the current alpha here:s https://playcorals.online

DISCORD if you want to contribute and share your ideas : https://discord.gg/Wty7ddxTP

If you'd like to see where this goes, you can follow me on itch : https://antoinecarle.itch.io/corals too. I'll be sharing updates there as I keep working on Corals. And if you give it a try, I'd love to hear what you think.

r/aigamedev • • 1d ago

Commercial Self Promotion My 2.5D Pixel Online RPG

425 Upvotes

Hi Everyone!

Looking for some feedback on how the visuals / gameplay looks on my in development 2.5D Pixel MMORPG that I am developing with my fiancee.

Boss fight starts around ~38 seconds with a "phase two" at around the 1:10 - 1:20 mark

First impressions? Thoughts on what could be improved or changed? From first glance does it look like something you would be interested in playing?

Edit: Some people have been asking for a wait list or how to stay in touch, I'm providing our website which also has our discord, please feel free to join! It was just started recently and does not have much activity. The current play test is friends and family only, but the very short "demo" is available for anyone who would like to try it.

Caveat: The website content and clips are largely outdated and show mostly old clips right now / a visual style that we have since moved a bit away from. Thank you for all your interest!

Website: https://lumoriagame.com/

Discord: https://discord.gg/gZFxH338Q

r/aigamedev • • Jul 10 '26

Commercial Self Promotion I still can’t code. But after 8 months, the Steam demo I built with AI is finally live!

597 Upvotes

I can’t write a single code and I usually need AI to explain the code it generates. But 8 months ago, I had one idea:

What if a slot machine built your army?

That idea became Slotbound, a roguelite autobattler where you spin a 3x3 slot machine, summon units, strengthen your army, choose upgrades, and survive enemy waves.

I built it by describing what I wanted to ai coding tools, testing the results, finding what broke, and repeating the process until the systems worked together.

AI made it possible for me to build the game, but it couldn’t decide whether the game was fun, balanced, or easy to understand. I still had to design everything, test countless runs, rebuild the UI, and throw away ideas that didn’t work.

After 8 months, the Steam demo is finally live.

Steam demo:

https://store.steampowered.com/app/4906570/Slotbound_Demo/

r/aigamedev • • 8d ago

Commercial Self Promotion I finally made my childhood dream anime game!

275 Upvotes

Hey guys
I've been following your creations for a while and I have to say you guys inspired me to finally get into making games with AI and make my childhood dreams come true!

I've been working on my dream anime fighting game, Jump Impact, for the past few weeks. And it's finally at a level i'm comfortable with showing it to people. I've posted a few tweets about it and the reactions have been overwhelmingly positive with people reaching out to set up discord servers and asking to help out with the game cause it's their childhood dream too!

So it finally gave me the courage to share the game here with you guys as well. Would love to hear what you all think and what feedback or tips you have for me!

The project started with GPT 5.6 Sol, made some improvements when GPT-6 Astra came around, but the real magic happened after Opus 5.5 dropped! I've been running 5 Claude Max 20x subs + 1 GPT Pro 20x subs non-stop for the past 2 weeks to get the game to the level it is at now. Plus some help from Meshy and Tripo for the models and rigging.

My goal is to add characters from ALL animes I've watched to the game eventually. I'll be dropping the game tomorrow in case anyone here is interested.

Cheers

If you want to see more footage:
Gameplay Footage Tweet - 20 New characters Added Tweet

r/aigamedev • • Aug 30 '26

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

577 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 • • Jun 26 '26

Commercial Self Promotion I can’t code, but after 8 months of building with AI, my first game is finally public

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395 Upvotes

Hi everyone,

I’m not a developer, and before this project I had basically no programming or game development experience.

For the past 8 months, I’ve been building my first game almost entirely with AI and today I finally released the first public playable version on itch.io. and waiting for steam

The game is called Slotbound

It’s a slot machine roguelike defense game where you spin to summon units, absorb them to grow stronger, choose upgrades, and survive enemy waves.

This is not a finished full release yet. It’s an early playtest/demo version, and there are definitely things that still need improvement. But after months of rebuilding systems, fixing balance issues, changing the UI, and trying to make the game feel like an actual game rather than just an AI experiment, I finally felt ready to let people play it.

It still feels strange to me that an idea I had in my head became a real playable game even though I cannot code a single line by myself.

I’d really appreciate any feedback itch io

You can play it here

itchio: https://optimaarch.itch.io/slotbound

The game name is Slotbound

Thanks!

r/aigamedev • • May 22 '26

Commercial Self Promotion I’m not a developer and this slot machine roguelike defense game was built almost entirely with AI

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373 Upvotes

Hi everyone

I’m not a developer and had basically no programming or any game development experience before but I made this game.

Over the last 6 months, I’ve been building a slot machine roguelike defense game almost entirely with AI assistance.
- 100% of the game’s code was generated with AI. I absolutely cannot code a single line at all.
- Many visuals, animations, UI elements, Backgrounds, Main menu pixel arts & animations are also AI-generated
- Only few assets were bought or edited manually

The game mixes:
slot machine mechanics, roguelike, defense and basically its wave bsed survival.

I mainly focused on game direction, balancing, visual consistency, and polishing the overall experience while AI handled most of the technical implementation.
It’s honestly been pretty surreal seeing an idea in my head slowly become a real playable game despite not coming from a programming background.
Still a lot left to improve, but I wanted to share the progress here.

Feedback is welcome.

The game name is 'Slotbound'

r/aigamedev • • 7d ago

Commercial Self Promotion I built animation software that lets you iteratively create and edit animations with AI

425 Upvotes

I've been working on a tool called Warp Studio, originally built to help with my own game development projects. The idea is pretty simple: AI is incredibly powerful for creating things, but it's much more useful when you can actually control and iteratively edit what it creates.

At the heart of Warp Studio is a smart mesh deformation system that makes animating both 2D artwork and 3D models incredibly easy. Instead of manually rigging, weight painting, or redrawing frames, you can place pins on a character and simply move them around. The surrounding mesh deforms naturally, making it possible to create complex movement with surprisingly little effort.

You can animate things yourself or have AI do the work through natural language prompts.

One of the biggest discoveries I've made while developing this is just how much better AI performs when you give it powerful tools to work with.

Instead of asking Codex or Claude Code to build an entire animation pipeline, write scaffolding, debug rendering systems, and run tests just to produce an animation, you can give it access to software that already handles all of that and makes it easier for it to work with.

It's a similar reason why AI can accomplish so much when connected to Blender through MCP. The AI can focus on actually creating rather than constantly reinventing the tooling.

Warp Studio has full MCP support, meaning you can connect tools like ChatGPT Codex or Claude Code and have them directly operate the software.

There are a few different workflows built into the app:

  • Warp Puppet: Take a 2D character, automatically separate it into parts, rig it, and animate it using AI or manual controls.
  • Warp Animate: Import a single image and quickly animate it with smart mesh deformation, pin movements, and automatic tweening.
  • Warp Director: Build and animate complete editable scenes, including multiple characters, backgrounds, and effects.
  • Warp 3D: Import 3D models and animate them using smart mesh deformation without traditional rigging or weight painting.

You can combine these workflows, make manual adjustments, ask AI to change specific things, and keep refining the result without starting over.

The goal is to bring the level of creative control you'd expect from software like Adobe Animate or Spine into an AI-native workflow, rather than treating AI generation as a one-shot process.

Everything is designed around producing editable work that can ultimately be exported into game-ready animations and assets.

I think the future of AI-assisted game development isn't just prompting AI to make finished assets. It's having powerful creative software that AI can actually use alongside you.

Warp Studio: https://crockiestar.itch.io/warp-studio

r/aigamedev • • Jul 31 '26

Commercial Self Promotion I vibecoded an AI-powered tool to adjust rigs and swap character parts in real time for my MMORPG

531 Upvotes

Some time ago, I posted here about Pawbound, an MMORPG I’m developing with a lot of AI involved in the process, especially for creating assets.

I eventually reached a point where continuing to use characters baked into spritesheets became impractical. Since I plan to add outfits, equipment, and cosmetics, I would need thousands of different combinations and spritesheets.

Because of that, I vibecoded my own tool for creating and adjusting 2D rigs using JSON. It allows me to separate character parts, adjust positions, control layers, test animations, and swap equipment and other assets in real time, without generating a complete spritesheet for every possible combination.

I have no professional experience with animation or rigging, so I’m learning a lot as I go, but I’m really excited about the results so far.

The game is here for anyone who wants to check it out: https://play.pawbound.online/

----
Edit, since some people seem to be misunderstanding the main point of the tool:

I know tools like Spine and DragonBones already exist. I am not claiming that I invented rigging, skeletal animation, timelines, mesh deformation, or character-part swapping.

The main difference is that my workflow is assisted by AI.

I am a complete beginner when it comes to rigging and animation. With traditional tools, I would first need to study animation principles, walk cycles, timing, weights, meshes, bones, and the software itself before I could create something usable.

With this tool, I can give Claude the rig structure, references, instructions, and existing animation data, then simply ask:

“Create a walk cycle.”

“Create an attack animation.”

“Now create a running animation.”

The AI generates the animation data, adjusts the rig, weights, and mesh deformation when needed. After that, I only need to review the result and make small corrections through the timeline.

So the point is not that existing tools cannot do these things. The point is that I no longer need to manually create the entire animation or become an experienced motion designer before I can use them in my game.

This was a problem I personally had, so I built a tool to solve it, and it has been working very well for my project.

r/aigamedev • • 10d ago

Commercial Self Promotion Asked Claude to generate a AAA game trailer and left it to iterate overnight

31 Upvotes

I kinda think Claude cooked hard here - it had total creative direction and my prompt really sucked!

r/aigamedev • • Jul 25 '26

Commercial Self Promotion I am making a branching rpg game with jrpg style combat

177 Upvotes

Fateward is a turn-based RPG where all combat, dialogue and exploration visuals are baked video rather than real-time 3D. The engine plays and composites clips, so there's minimal GPU requirement. It runs offline on anything, including mobile.

Stack is Higgsfield for video(Kling for cheap scenes, Seedance for others), Suno for music, ElevenLabs for voice and SFX, Claude for code, localization, and pipeline automation.

Every enemy gets unique attack and hit footage. The same spell landing on a boar and on an armored knight are two pieces of video. That's the actual novelty and it's also where the budget goes but with current ai technology full FMV rpg games are possible.

Self-cast spells only need one video per area instead of per enemy, which saved a large chunk of generation cost.

Combat is turn-based with d20 skill checks (I switched from d20 to hit to JRPG style so it flows faster) , and dialogue options are gated by checks or requirements(spell, previous choices made).

Exploration is point and click to move in first person, interacting is almost always in 3rd person

Solo dev and a lot of failed generations.

Steam page: Fateward

Happy to answer anything about the game!

The thing I'd most like feedback on: watching this, does it read as a game, or as a video with UI on top, any suggestions on what i could improve, has anyone here tried something similar?

r/aigamedev • • Sep 15 '26

Commercial Self Promotion After 2–3 years of learning and building with AI, my dream game has a demo on Steam

235 Upvotes

Making my own game has always been a dream of mine. I started with very little coding knowledge, but over the past 2–3 years, I’ve been slowly turning that dream into Portal Beasts.

It’s a monster-catching RPG with a twist I’ve always wanted you directly control your beasts in real-time battles. You explore worlds through portals, build a team of up to six beasts, and work towards becoming a Portal Ranger, protecting the ecosystems these creatures call home.

AI has been a tool throughout development, helping me figure out code, work through problems, and experiment with ideas. There’s still been a lot of hands-on work, learning, and rebuilding along the way. I understand so much more now than when I started, and seeing an idea finally work in-game is still the best feeling.

The graphics are a mix of my own artwork, AI-assisted or generated art, and purchased game assets. Bringing everything together into a consistent world has been a big part of the process too.

There have been plenty of bugs, awkward animations, and moments where something looked much cooler in my head. But after all that work, there’s now a playable demo on Steam, taking you through the beginning of your adventure and up to your first Portal Ranger exam.

It’s still a work in progress, but I’m excited to finally share something people can play. I’d love to hear what you think, especially about controlling the beasts and how the battles feel!

https://store.steampowered.com/app/4545580/Portal_Beasts_Demo/?beta=0

r/aigamedev • • Aug 13 '26

Commercial Self Promotion Claude optimized my 3D survivor to handle 1000 monsters on screen

175 Upvotes

I've been developping this game for the past 3 months with the help of claude to make it as optimized for performance as possible.

Claude helped me with optimization of draw calls,GC allocations, batch rendering, baked frame animations on monsters etc... it really is a beast at coding !

Try the demo of the game here and see for yourself how good performance is, link : https://store.steampowered.com/app/5064170/Go_Next/

r/aigamedev • • Jun 01 '26

Commercial Self Promotion I can't spend one more second in a 9-to-5. So I spent a year making a video game.

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218 Upvotes

I can't take it anymore. Not the job, not the Sunday dread, not opening LinkedIn and seeing everyone perform how thrilled they are to be doing this forever. The thought that this is my life until I'm 65 genuinely breaks something in me.

So a year ago I started a new project: the 7th (after 6 I never finished). I decided to make a video game. I'd never made one. No clue about coding, design, anything. I learned by talking to an AI, reading Reddit and watching YouTube. Every weekend and every vacation day for a year went into it.

The game released yesterday: https://store.steampowered.com/app/4302630/9_MINUTES_AND_59_SECONDS_TO_HEAVEN/

It's not a 10/10 (maybe IGN gives it one, who knows). But it has a weird, unique concept: every player lives a completely different game, it's deeply introspective, and there are a ton of different endings. No two people get the same experience.

Here's the honest part: I really believe I could dedicate myself to this. Mainly because I can do it and not hate it after 8 hours of work. Instead, I love every bit of it: every day I learn something new, I build a new feature, and I realize this is where I want to be for the rest of my life. I don't want to get rich just to walk away from the 9-to-5 and make things that are mine.

I just hope someday this game does well enough that I can actually send this message for real.

r/aigamedev • • Aug 14 '26

Commercial Self Promotion you shouldn't have to apologize for how you made your game

122 Upvotes

you all know the ritual by now. you post your game anywhere outside this sub and the first comment isn't about the game — it's about how the game was made. steam makes you fill out a disclosure like you're declaring contraband at customs. the itch comments turn into a philosophy seminar. r/gamedev treats "i used claude" like a confession. and the actual game — the thing you made, that works, that's fun — nobody talks about that part.

i got tired of that energy, so i built whim (buywhim.com): a marketplace where AI-assisted is the default assumption, not an accusation. nobody's scanning your screenshots for six fingers.

how it works:

- browser games and apps run instantly — buyers click play, no downloads, no installs

- upload a single html file or a zip (three.js stuff works great), set a price or go free

- you keep 90%. no $100 fee, no review queue, no disclosure checkbox

- first listing's free

it's early and small, and i'm not going to pretend otherwise — but that's also the pitch: the first 50 people who sign up become founding members (free listings for life), and right now a founding member's first game gets featured on the homepage for a week, because there's room for you on the homepage.

i vibe-coded the marketplace itself, obviously. come look: buywhim.com — and tell me what sucks

r/aigamedev • • 8d ago

Commercial Self Promotion I spent $1400 to build My PermaDeath ARPG with AI in a weekend and it has over 5000h of playtime already

34 Upvotes

I finished the first version of my game, Aestra: The Last Wish, last week after only a weekend of solo dev. It’s a real-time pixel action RPG with permadeath.

I posted it on Reddit and it attracted 800+ players, with an average playtime of almost 6h. Some power players have already spent 30–50h. Total playtime in the game is over 5000h. The feedback has been so good, especially about how well it runs on mobile. I actually played it for 6–7h on my flight from LA to Bali, completely glued to the screen.

I’ve now added a $1 microtransaction for a new class: the Death Metal Bard (WoW players will recognize the Death Knight inspiration). I want to see if this game I vibecoded can make back some of its cost.

The first version of the game only cost me around $100 to build, with 4 classes, levels 1–60 and online support. But once real players were actually jamming, I got addicted to improving it. I’ve now spent almost $1,400 expanding it to levels 1–100, 9 classes and 3 extremely tight, detailed and fun raids. Plus multiple world bosses, a floating turtle city full of mystery, etc. Which I did for an aditionall 3-4 days. So almost a full week now of vibe coding.

You pick a fun&unique class, start at lvl 1 and grind & quest your way to lvl 100 through different zones and biomes. Each class has 3 deep talent trees. Gear up, quest, explore professions, clear dungeons & raids and whatever you do, don’t die.

Death is permanent. Your hero is gone and you start over. Only the very rare Embers of Rebirth can bring you back, and you might find one or two in a whole run. And I've also added so other players can revive you (let me know if you think it's a good idea)

Every zone has a normal dungeon and a heroic version for endgame. The first really hard challenge starts at lvl 60, when you have to ascend Aestra’s Tower. If you make it through, even harder raids await at lvl 100.

The game is addictively simple and deep at the same time.

Let me know how you like it, how far you get and when you died the first time :)

Play free in your browser or mobile: Play Aestra
Favorite the game and leave a comment if you like it :)
(the right bar in game)

r/aigamedev • • 10d ago

Commercial Self Promotion My browser game suddenly took off - and Season 2 just started

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282 Upvotes

"6,898 loops in the first 30 minutes of Season 2, from 22:00 to 22:30 CEST."

So. I made a game. A browser game. The famous "io" games. Didn't even know what IO games was exactly. But I had an idea. And I bought an "io" domain. InkDom.io
Then I posted a few places online about the game. And it honestly became more than I could've ever hoped or dreamed for. (Okay I actually dreamt about this). But wow.

It's an online game where the world map is the map. You make loops to claim land with ink. Can form alliances. You can claim other players land. And basically it's just about who gets the most land. But with small twists, like it calculates how many people is inside your land, and inside each loop you take - and the people pay you taxes, so you earn money, etc.

Quickly thousands of players had played the game, and now, in no time, it somehow formed the coolest community, where players are chatting, forming alliances, planning actual real STRATEGIES in my game. There's even like special lingos being made like "Shield snipe". Some players are active on a subreddit here on Reddit about the game.

The game runs in Seasons, and Season 2 just began, with a countdown screen, where all the players that waited for it could chat and talk about what they'll do for Season 2.

It's all just... surreal. I've wanted this for so long. I've been creating so many wierd games, apps etc.

And then one of the small wierd ideas, that I purely made for fun is the one blowing up.

I'm posting this in AI Game Dev because I've used a bunch of AI for this.

Now I even see this as a "how far can I take this project" using AI, since it allows me to work sooooo much faster, and use my energy on being creative etc.

Why am I posting this? Absolutely no idea. My better half is tired of hearing me babble about it. And my friends have stopped hearing at my ideas a looong time ago.

Keep building guys and girls. You apparently literally never know what suddenly just hits just right

r/aigamedev • • Aug 15 '26

Commercial Self Promotion Six weeks, one person, zero hand-written code — my browser MMORPG is live

131 Upvotes

EDIT: Registration does not require an email. It can be added later in the game settings to enable the forgotten password feature

Lythravel is a 3D voxel MMORPG that runs in a browser tab. It went live yesterday, it's free, and I didn't write the code. Claude Code did, over about six weeks of daily sessions.

Three things kept a project this size from turning to mush:

One design doc in the repo that every session reads before it touches anything. When a session and the doc disagree, the doc wins. Otherwise session 40 quietly reinvents what session 12 already decided.

Every architectural call written down as a numbered file - 194 so far. The model has no memory of yesterday, but it reads. The repo has to be the memory.

Nothing is done until a bot proves it. Scripted clients connect over the real network protocol and play: levelling 1 to 50, a 20-bot PvP match, six bots clearing a dungeon. They print PASS or FAIL. "The code looks right" is worth nothing when you didn't write the code.

Where it consistently failed was anything you judge with your eyes. The world ran at 20 FPS for weeks because animating one Babylon scene setting broadcasts an update that marks every material dirty, so the whole scene re-evaluated every frame. Nothing in the code looked wrong. You only catch that by playing it.

Six classes, two continents, levels 1-50, dungeons, a 12-player raid, world bosses, 10v10 battlegrounds. Desktop browser, no download, no launcher.

https://lythravel.com

It's brand new so the world is quiet — the Discord is where we agree when to actually play: https://discord.gg/SdJrn5WPBQ

Come and have a look around — I'm in there most days, and I'll come over and say hi.

r/aigamedev • • Sep 24 '25

Commercial Self Promotion We're building an Open Desktop AI Art Tool that you can use to craft your game cinematics

861 Upvotes

Right now all of the generations are free. We'd just like to get your feedback.

We're not just an aggregator of models (Veo, Kling, Flux, Nano Banana), but also an aggregator of services (eg. you can log in with Midjourney, and soon everything).

We want to be the ultimate AI tool aggregator.

Also, this is going to be open source. I've just got to purge our repo of secrets and rotate them.

It's built in Rust for Desktop. And we'd welcome contributors. I think we can build something better than Freepik, Higgsfield, Krea, etc. and make it totally open.

We're not going to try to be Comfy or Invoke - those are local-first tools, which are great, but require a lot of installation and technical capability. We're going to be closer to the commercial foundation models, but an aggregator that is completely yours to own. We also have a bunch of advanced creation modalities like 3D scene layout and blocking that most other tools do not have.

Link: https://getartcraft.com

Join our Discord to track our progress and get our Github link when we publish the code.

r/aigamedev • • Sep 15 '26

Commercial Self Promotion After a year of development, the Steam page is up for my first game!

330 Upvotes

I’ve been developing this game solo for the past year as a passion project while finishing grad school, and the Steam page just went live today! It’s a physics-based party brawler where you control your sword 1:1 with your mouse/right joystick and you can use every dismembered bone as a weapon.

Steam Page:
https://store.steampowered.com/app/5073210/BoneHeads/

If anyone's interested, this was my development approach!
I have 0 previous development experience, so I designed the game from the beginning with the approach of asking myself how I could work WITH the limitations of AI tools, rather than against them. That philosophy is what ended up informing so many aspects of the game. I wanted to build a combat game, but good combat needs good animation, and AI was not capable of that. I reflected on what a combat system without any animation could look like, and remembered this old flash game called Madness Interactive. In that game your hand and weapon floated Rayman-style, and they followed your mouse movement. I knew I could do something like that. I love sword fighting games, so I decided to lean into that. In Madness Interactive, there wasn't any real animation either - the characters' sprites just tilted.

My first prototype was with 2 cartoon knight characters with floating limbs. The characters moved with the foot sprites just shifting back and forth. I wondered that if I could get some level of animation from just moving sprites through code, maybe I could take it a step further. I learned about procedural animation, and that was a game-changer. I wanted to make a more realistic knight, so I generated an image of one and used Canva to cut up the character's body into separate PNG's. I made a body-ik puppet-style system with separate head, torso, upper and lower arm, leg, and foot sprites. However, the realistic knights just constantly looked disjointed, because there was no way to ever not have gaps.

Again, I needed to ask myself how I could stop trying to fight this limitation, and work with it. I realized that a knight character would never look good through this method, so I asked myself what type of character would look natural having some gaps in each limb. And that's when I landed on skeletons. Cartoonish skeletons having gaps between their limbs is a staple in media, so I figured it was perfect. Once I replaced the knights with these skeletons it looked so much more natural. I decided to make the body-ik more complex, splitting the legs into upper and lower leg sprites, and a separate pelvis and spine sprite. These changes allowed for me to really fine tune the procedural animation and get it looking better.

A design rule I had for the animation was that I never wanted there to be a single instance where sprites snapped/teleported at any point (i.e. in a lot of games return-to-baseline animations have some level of quickly snapping the character into place). I wanted every single movement to be continuous. The procedural animation system allowed for this (though it took months of work to get each animation perfectly smooth). One of my proudest mechanics is the step-based locomotion. Your character steps continuously with your movement input. If you let go of the input mid step, the foot naturally drops straight down. This allows for really dynamic postures. You can even pivot on one foot if you keep moving your input back and forth before the foot lands.

Dismemberment came as a natural extension of the skeleton characters - it wasn't an idea I had initially. And then using dismembered limbs as weapons followed soon after. Many of my ideas just ended up scaffolding on top of each other, all from that base of working with the limitations of AI.

Initially, when my partner play-tested the game, she would just wildly flail the sword with small movements and get a ton of hits. I wanted the game to feel skill-based and precise, so I had to figure out a way to take away the ability to just spam attacks. A stamina system didn't feel good. So I ended up making the sword a fully physics based object with inertia and acceleration, and based damage on the velocity of the sword. With the added acceleration, you couldn't flail the sword with short swings, because it now needed long arcs to get enough speed to actually do real damage. That took a lot of iteration to get it feeling weighty without feeling sluggish.

It took months to figure out a way to get horizontal sword movements to look good in 2d. For the longest time I actually had an inner deadzone the sword couldn't pass through, so you couldn't even do horizontal attacks. I eventually discovered the 2D animation technique of "foreshortening," where you make the object appear shorter and shorter until it crosses a midline, and then increases it's length again. That makes it look like the arms and sword are swinging outward across the body/toward the screen in 3D.

The collision system was one of the most difficult pieces and took months to get feeling good, especially the sword dragging across an enemy. Dynamic hit reactions using the procedural body-IK really helped add satisfying impact to hits.

Tl;Dr: Instead of deciding on a specific game idea and then trying to figure out how to make that with AI, I designed something based on the limitations of AI that it could produce competently.

r/aigamedev • • Aug 27 '26

Commercial Self Promotion 16,000 people played my AI-built game last month. I use the free browser version as a funnel to the monetized app.

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153 Upvotes

I’ve been casually building Nelly Jellies with Codex for about six months, a few hours each week. Six months ago, 174 people played it. Last month, more than 16,000 did.

My strategy is pretty simple. I only share the free browser version. People can click and play without downloading anything or creating an account.

If they enjoy it, the native app has some extra bonuses and that’s where I monetize through rewarded ads and Jelly Pro.

Has anyone else tried this funnel? Do you have any questions? I’m happy to help the community where I can.
AI game dev is beyond fun.

If you try it, drop your high score! 💜🐙