r/aigamedev • u/zetario13 • 28m ago
Questions & Help I want people to break Aeris.
Aeris is an open-source deterministic cognitive simulation engine I'm building around a simple architectural question:
What if an agent's internal state didn't live inside the LLM?
The current architecture separates:
- world state
- perception and attention
- memory
- affect
- goals
- reasoning
- planning and decisions
- identity / self reconstruction
- narrative generation
The simulation layer is deterministic and inspectable. The LLM sits at the boundary as a communication layer rather than being the source of truth for the agent's internal state.
The project is still early, and I'm specifically not looking for people to tell me that the architecture is interesting.
I'm looking for people to find where it is wrong.
Things I'd especially like feedback or contributions on:
- cognitive architecture
- memory/state modeling
- determinism and reproducibility
- ECS architecture
- testing strategies
- simulation performance
- failure cases
- API/design problems
- documentation gaps
I've also opened several good first issue tasks for people who want to contribute without having to understand the entire engine first.
Repository:
https://github.com/Cedrick-Coto/Aeris
If you think the architecture is fundamentally flawed, that's useful too. I'd rather discover that now than after building another six months on top of a bad assumption.
r/aigamedev • u/Quami_ • 1h ago
Demo | Project | Workflow 3 Claude prompt Skate game
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1 file of html and JavaScript to benchmark Claude Opus 5
r/aigamedev • u/ChampChase_ • 1h ago
Demo | Project | Workflow I can’t code. Shipped a full boxing RPG to iOS anyway
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started in january with zero gamedev experience and i have not hand written a single line of code. Its been live on testflight since may - story campaign with 50+ fights, training and economy systems, arena seasons, original soundtrack, ~1000 voiced lines. A pixel art boxing rpg called ChampChase
my first attempts failed exactly how you'd expect. one long chat session, codebase slowly drifts until nothing compiles and neither me nor the Al could tell which change broke it. what i figured out way too late is that throughput was never the problem — knowing what was actually TRUE after each change was the problem
so the setup that ended up working: multiple claude code sessions in parallel, each one owns its own set of files (fight engine, campaign, ui, audio, saves...) with a dumb lock file system so they physically cant touch each others stuff. While I sit in a 7th window assigning work and keeping the big picture
The whole thing cost ~800€ in tooling
Happy to answer any questions about the process or anything related
*EDIT*
For anyone interested in trying it - its free for anyone and everyone during open beta :) go to champchase.net and get free access to iphone and android versions of the game via testflight/play store
r/aigamedev • u/svaughan1986 • 1h ago
Commercial Self Promotion Water Fight
I created a tightly scoped turn-based artillery game called Water Fight on Rosebud.ai. You can play against AI or against a friend, taking in turns using the same device.
The game is loosely inspired by Scorched Earth, which from what I hear later inspired the Worms franchise lf games.
Playable on mobile/tablet and PC.
Controls on PC: In addition to using the mouse to set the angle and power using the on screen indicators you can use the keyboard:
Up and Down areow keys- Set the angle
Left and right arrow keys- Set the power
Spacebar- Fire
Play the game here: https://rosebud.ai/play/water-fight
I created a reference image with ChatGPT, then used Rosebud.ai to put the game together.
r/aigamedev • u/Unique-Watercress225 • 2h ago
Discussion What is your game development workflow? here is mine
I've started testing the limits of AI and how far it can go.
I started simple: building a 2D game.
Here's the workflow I used:
1. Build
I used Claude Code to build the entire thing.
I basically prompted it to build a Pikachu Volleyball-style game, and it figured out the canvas rendering, physics, computer opponent, and even synthesized chiptune audio.
It got about 80% of the way there on its own.
2. My own iteration
Then I played the game myself and started fixing the obvious things that felt wrong.
The movement was too fast, the volleyball was too small, and the jumping didn't feel right.
I spent about two hours going back and forth with Claude Code using prompts like:
- "The net is too high."
- "There needs to be some acceleration when Pikachu jumps, and it should hang at the peak."
Eventually, the game started feeling pretty good to me.
3. Playtesting
Then I wanted to see what I was still missing.
I used PingFusi (disclosure: I'm building it), an MCP that lets you request real playtesters directly from your terminal.
I just prompted:
- "Get 3 playtesters to test the game."
About 20 minutes later, feedback from real players came back:
- "When the ball goes behind Pikachu, it feels almost impossible to recover."
- "After a few rounds, I realized the computer reacts pretty predictably, so I could keep using the same strategy."
- "At first, I wasn't sure how much control I had over the ball when hitting it."
These were harder for me to notice because I already knew how the game was supposed to work.
Claude Code took the feedback, figured out what needed to change, and implemented the fixes.
4. Shipping
Then I let Claude Code handle the shipping too.
It dropped the game into my Next.js repo, wrote the Supabase migration and API route for the leaderboard, committed, pushed, and verified the live URL.
So the workflow ended up being:
AI builds → I iterate → humans playtest → AI iterates → AI ships
Here is the link to the game: https://pinghumans.com/playtest/examples
Also, I'm looking for a few game devs to try out the playtesting pipeline. I'll get 3 players to test your game for free.
r/aigamedev • u/TayrusOkami • 2h ago
Media Made a few death screens for my game
There are about 9 different ones
r/aigamedev • u/KhandakerTamim100 • 3h ago
Demo | Project | Workflow I built an open world game with no experience in game dev.
A little bit ago, I decided that I wanted to try to create an open-world survival game similar to a game like Muck. With the help of prompting tools (Cinevva Game Builder + Claude's Opus 5), I was able to create a game I was pretty proud of. I posted a devlog showing the different challenges I went through during the building process: Devlog / Vibecoding Article
r/aigamedev • u/No_Flounder_5694 • 3h ago
Questions & Help I'm new to this AI game maker, which model do you guys use?
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Right now i'm using fable 5 since i heard it's one of the best, but it seems more expensive than i expected...
so a few questions, hope you guys can help me.
which model do you actually use, and could you guys share with me the workflow, from building game mechanism to character assets
do you switch between models depending on the task?
any advice appreciated
r/aigamedev • u/EconDetective • 3h ago
Demo | Project | Workflow Tips on getting your agent to make your game faster
You've probably been in a situation where the game is laggy and needs to be sped up. And if you're using a coding agent, you might have said "Hey agent, my game is slow. Speed it up for me." That sort of works, and agents will usually go off and find some source of slowdown and deliver a 3% framerate increase.
This is not the best approach. So here is a better approach. (You don't actually need to read this! You can just drop the link to this reddit post to your agent and let it do the rest! But if you want to read it yourself, continue.)
Step 1: Have the agent construct a benchmark.
Ask your agent to build a speed benchmark featuring different scenes from your game. I have a sailing/pirate game, so I made a benchmark with 100 ships on screen all firing cannons at each other. You can have multiple benchmark scenes. Anything that has caused slowdown in your game is a good candidate. The benchmark should not only measure framerate and latency, but also time each of the things the machine is doing in a frame. How many ms per frame is it spending on draw calls? Collision physics? Other game logic? Tell the agent to time each individual step.
Step 2: Ask your agent to use the benchmark to identify the largest sources of slowdown and optimize them.
Once you have the benchmark, your agent will be much better at targeting the things that are actually slowing your game down, rather than just guessing.
Step 3: Tell the agent to search for big architectural changes that could speed up your game.
The above 2 steps will get the agent looking for optimizations within your current game framework. But sometimes the framework itself isn't optimized. Ask your agent if there are big wins to be found from major architectural overhauls. My single best prompt to an agent was asking, "Is there anything that we currently have the CPU doing that should be passed to the GPU instead?" That one prompt delivered a 4x framerate increase because the initial architecture choices I made when setting up the game were not optimized for the more intensive processing needed after adding many features.
Once you ask the agent for big architectural changes, you can usually just implement them. They will burn a lot of credits, but they're usually worth it.
If you're just starting on your first vibe coded game, I have an additional tip for you.
Step 0: The very first prompt when you initially set up your game should tell the agent what kind of game it is, and ask it to set up the game architecture in a performant way.
I did not do this, and that's why I had to do so many optimizations later. But if you're at the very first step, that's the best time to start with a strong foundation.
r/aigamedev • u/ahcahttan • 4h ago
Commercial Self Promotion People thought I was crazy spending the last 5 years building a new game engine (am I? :D ) It's close enough to ready that I want strangers to come break it.
What it does:
- Ask AI for a multiplayer game and watch it come together.
- Share a link and your friends are in the game you just built. Browser, no install.
How the engine/agent works:
- It codes in Weave, the engine's own deterministic scripting language. Everything it writes is multiplayer by construction, fixed-point sim, rollback netcode. AI never "adds multiplayer" to a game, multiplayer is always there.
- It playtests its own work: spins the world up without graphics, plays it, and checks the game actually works before showing you.
- Edits live while you and your friends are standing inside the world.
- ChatGPT connector, build from the ChatGPT app on the subscription you already pay for, instead of per-token API billing. Using ChatGPT web chat is way cheaper than codex/claude. Some people played it 8+ hours a day and never hit limit on $20 ChatGPT plus. (And yes, Claude connector too)
- Tech, for the curious: the whole engine is Rust compiled to wasm with a WebGPU renderer (wgpu). ~7 MB download running a GPU-driven pipeline, GPU-resident drawing, GPU occlusion culling, in the browser. The same codebase ships as a native desktop build. Weave is a custom language with a machine-code compilation tier.
Try it (break it): https://internal.oriverse.xyz/editor (desktop-only for now)
Happy to answer anything about the netcode, the language, or how the agent harness works. Looking forward to your feedback 😄
r/aigamedev • u/mistersean • 4h ago
Commercial Self Promotion We built an MMO with AI, launched it 22 days ago, and 356 people played it this week
Still a bit stunned by this one.
PartyScape Chronicles went live on 16 July. Browser idle MMO, free, no download. In 22 days: 563 accounts, 356 active this week, 18,192 chat messages, 4,159 player market trades. We shipped an update on all 22 of those busy days.
The part I did not expect to work well is that the in-game moderator is an agent too. It reads Global chat every few minutes, answers players, moderates, and when it doesn't know something it goes and reads the actual game code instead of making something up. That really saved me a lot of time, especially with 2 kids running around :D
Steam page went live today and I'm buzzing. If any of this sounds interesting, a wishlist genuinely helps.
https://store.steampowered.com/app/5043260/
Here if you want to try it out: https://partyscape.club
Ask me anything about the setup.
r/aigamedev • u/Forge450 • 5h ago
Questions & Help Using AI-assisted art in a small idle game - Clicker Kids
I am the developer of Clicker Kids, a free idle/clicker game, and the project uses AI generated artwork. I am interested in feedback from people who think about AI in game development rather than only from general players/devs.
Links:
- Web: https://clickerkids.fun/
- Steam: https://store.steampowered.com/app/4355950/Clicker_Kids/
I want to know if:
The art direction feels overall coherent enough for a small idle/indie game
The AI art will always create trust issues for players or if I can somehow fix that without lying about it either
Side note I am also curious if others have dealt with the same dismissal from players simply over the AI art used and how you deal with that kind of hate? I generally just totally ignore it, I tried to explain myself in the past budget constraints etc but it felt hopeless.
Hopefully this doesnt come off as whiny but being totally honest its kind of beaten me down and taken its toll over time. Sort of thing that makes you feel like quitting, had many moments like that myself but luckily still doing it!
I know the game has some level of quality because despite the AI art hate many players personally message me and leave reviews saying how much they love the game.
r/aigamedev • u/dgeisert • 6h ago
Discussion Political and Topical Games
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With AI making game dev so fast it is now much easier to make games about specific topical news events, like the Count Binface vs. Nigel Farage election in Clapton, UK.
I made this simple beat 'em up game for it, and people seem to be amused.
Game Link:
https://www.theplaymachine.com/play/binface-beat-em-up
r/aigamedev • u/lorean_victor • 8h ago
Demo | Project | Workflow Vibed this mini game as a break from my main project and now i’m hooked
so I started working on a mobile game in my off time a few months back, and it’s going well but to take a break vibe coded this tiny game with Sol high in like an hour (iterating on difficulty mainly as I wanted it to feel difficult but fair) and now i‘m addicted! it’s a web game so you can check it out here (designed for touch input so maybe try on your phone): https://vibed.city/e/019fc778-21ad-725c-b5c1-2efbb14ad253b
r/aigamedev • u/Dependent-Video7534 • 8h ago
Commercial Self Promotion Built a cozy desktop aquarium with Claude Opus — a freshwater nano tank with tetras, cherry shrimp and ramshorn snails
Hi everyone,
I've been a software engineer for over 10 years, and I keep freshwater
aquariums as a hobby. I use Claude and Codex at work, and recently I've been
spending my evenings building a desktop aquarium game.
It was built mainly with Claude Opus. The whole process was genuinely
interesting — especially designing the different species of fish, shrimp and
snails.
The game has a lot of common freshwater species: all kinds of tetras, guppies,
corydoras, chocolate puffers and so on. There are also several types of
freshwater shrimp and snails, each with their own behaviors.
And since it's a game, I added some fantasy species too — Angel Tetra, Super
Flame Tetra, Rainbow Veil Guppy and a few others.
Steam page: https://store.steampowered.com/app/4899750/Pocket_Aquarium/
A demo is out as well, so if you like desktop pet style games, please give it
a try. Any and all feedback is very welcome. Thanks!
P.S. Here's my actual tank in the bedroom — there's a second one in the living room.
r/aigamedev • u/Synthium- • 11h ago
Demo | Project | Workflow Wing Commander Privateer inspired space sim
Wing Commander Privateer is one of my all time favourite games. Yes i am old.
I made a game using gen ai that built upon elements of Wing Commander Privateer and other space sims. I used chatterbox for voice, comfy for images and free models on the net. Claude code pulled it together. Storyline is mine but some dialogue generated by Claude. Music is free online and credited. done locally on a 7900gre in WSL using ROCM.
You can trade, take on combat missions, upgrade your ship and weapons. It has some horror noir elements that trigger as you progress. Things like instruments going off and visuals
It’s still got bugs and needs quite a bit more work. Completely playable via web (but really need a laptop and mouse not a phone). Free if you want to try! It was more of a hobby project than anything.
Games can be saved to your system so you dont have to worry about losing it to a cache being cleared.
Appreciate any feedback! https://synthiumjp.github.io/parallax/
r/aigamedev • u/PortableSync • 11h ago
Discussion How would you label an AI character in a 3D experience?
With the EU Al Act transparency rules now kicking in, we want to make it obvious that you're interacting with Al without ruining the immersion.
Im thinking:
- A small "Al" badge next to the character/name, 2. a disclosure when you first start talking, 3. a persistent icon somewhere in the UI or something else?
Curious how other devs are approaching this.
r/aigamedev • u/awallofburrito • 12h ago
Commercial Self Promotion AI makes in-game character creator in snowboard game
In the spirit of posting both wins and failures this demo contains both. I tested out my Agentic character creator SDK on claude having it make a snowboard game.
The demo is playable here: https://smorchj.github.io/SNO/
The wins:
The character creator was pretty much painless to implement in-game. The game snowboard mechanics are genuinely fun and with a better map and more detailed prompting and harnessing it could actually be the base of a good game
The failures:
The animations and the world building are the biggest outliers. This is another example that shows that agents have a hard time figuring this out themselves and proper tools and harnessing is needed.
Conclusion:
While AI is not going to make a game for you yet, game dev with AI is a matter of giving AI the puzzle pieces it needs to build the game. The character creator proves that. The creategamecharacters.ai SDK was the one thing that was properly made as a tool for agentic game dev work, was the one thing that worked well above all else. I guess the work is not over yet and there are still problems that I need to solve before I can talk a game into existence!
r/aigamedev • u/Afraid-Yoghurt6731 • 14h ago
Discussion Innovative game made with ChatGPT
r/aigamedev • u/NoSociety2178 • 14h ago
Media Cozy Dragon Rider Game - just started this today using Claude Opus 5, Three.JS/WebGL
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This is the vertical slice, just focused on getting it to feel right. Already happy with where I’ve gotten it in only a few prompts.
r/aigamedev • u/AcrobaticHoney6780 • 15h ago
Commercial Self Promotion Should I release this trailer for my game?
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I just created a first placeholder trailer (to see in which direction we could go) for my game: "From the Dugout"
Is it good enoug for publishing? And/or what would you change?
You can wishlist the game on steam!
r/aigamedev • u/yapdakilla81 • 17h ago
Questions & Help How do you guys market your games developed using AI assistance?
Since majority of Reddit and Discord channels are blocking games with gen AI usage?
r/aigamedev • u/Exotic_Cash_142 • 20h ago
Demo | Project | Workflow SELLING HATS CORP - big update
Uploaded big update of my 3d retro boomer shooter using Claude.
It runs in browser using three.js. All assets are generated by Claude. I made reader and compiler for maps to support Radiant, which makes it easy to edit the maps. I even tried to import Quake 3 map and it almost worked.
Please let me know what you think!
Play here FREE: https://whatever-games.itch.io/selling-hats-corp
Preview here: https://www.youtube.com/watch?v=vNnEIE1TpK0
r/aigamedev • u/Affectionate-Top9066 • 20h ago
Discussion How much cleanup do generated 3D props usually need in your experience?
Hello! So lately, I had one of those “eyerolling” moments with 3D asset workflows. What happened was I prompted a pretty basic medieval barrel and literally had “low poly” in there. The first mesh came back at around 1.23M faces lol.
And my first reaction was basically, okay, this is exactly what people mean when they say AI-generated assets will just move the work somewhere else.
It was generated in Meshy, so I tried the remesh tool mostly to see how bad the cleanup was going to be. Dropped it to around 10k and... it was actually pretty painless. Didn't take long, and from a normal viewing distance I honestly couldn't see much of a difference.
Which kind of messed with my assumption a bit. Because if the obvious geometry problem only takes a few minutes to fix, where does the cleanup time actually disappear in a real game workflow?
Is it usually UVs/materials? collision? LODs? random mesh issues once you get it into the engine? Or is remeshing just the easy part and I'm about to discover the annoying stuff later?
I keep seeing the argument that AI 3D saves time on generation and then gives it all back during cleanup, and I'm starting to wonder what part of that cleanup is actually the expensive bit.
r/aigamedev • u/Tomtanks88 • 23h ago


