How are you finding players and reaching creators when your game uses AI assets?

I'm a solo developer and released the Steam demo for Submundus today. It's a dungeon crawler with deckbuilding and survival mechanics. I use AI in development, including assets, and disclose it on the Steam page.

My approach so far has been to be open about it without making AI the game's selling point. I talk about the game itself, answer honestly if asked, and leave negative comments about AI use alone. I'm happy to discuss problems with the game, but I don't want to spend launch day arguing about whether AI should exist.

Creator outreach was also discouraging with my previous game: the only replies I got were from scammers. I'd like to hear from people who've had better experiences.

Do you know any YouTubers or streamers who are willing to cover games with disclosed AI use? They don't need to specialize in AI games or support AI publicly, just be interested in playing something in their genre regardless of how some assets were made. Deckbuilders, roguelites and turn-based dungeon crawlers would be particularly relevant.

If you've released a game using AI, what actually helped you reach players? Specific channels, communities, or examples of coverage would be useful, even if the results were small.

I'm keeping the disclosure either way. I'm trying to figure out where outreach is worth the effort.

reddit.com
u/thvaz — 15 days ago

Submundus — explore a dungeon while wounds and hunger pile up in your deck. Free demo out now.

I've just released the free demo for Submundus, a turn-based dungeon crawler with deckbuilding and survival.

You wake up in an underground cell with no memory of who you are. From there, you explore room by room, fight monsters, search for supplies, and try to find a way to the surface.

Wounds, hunger, thirst, and fatigue become cards that clog your hands. Getting through a fight can leave you with a deck full of injuries, and resting takes resources you might need later. Time passes as you cycle through your deck, so supplies keep running down as you play.

The demo takes roughly 30–60 minutes, with several characters to try and encounters that change between runs.

I'm developing it solo under the name Tabula Forge. If this sounds like your kind of game, the demo is available for Windows on Steam:

https://store.steampowered.com/app/5273910/Submundus_Demo/?utm_source=reddit&utm_medium=social&utm_campaign=demo_launch&utm_content=roguelites

youtube.com
u/thvaz — 15 days ago
▲ 17 r/ClaudeGameDev+1 crossposts

Lancei o demo de Submundus: um dungeon crawler em que fome e ferimentos entram no seu baralho

Hoje lancei o demo gratuito de Submundus, um dungeon crawler com construção de baralho que estou desenvolvendo sozinho.

A ideia é que o baralho seja seu corpo, inventário e relógio. Ferimentos, fome, sede e cansaço viram cartas que atrapalham suas mãos. Além de vencer os combates por turnos, você precisa explorar as salas, buscar recursos e decidir quando vale a pena parar para descansar.

O demo oferece cerca de 30–60 minutos de jogo, com diferentes personagens e encontros que variam entre as partidas.

Se você curte deckbuilders e exploração de masmorras, fica o convite para experimentar!

Demo na Steam:
https://store.steampowered.com/app/4984970/Submundus/?utm_source=reddit&utm_medium=social&utm_campaign=demo_launch&utm_content=jogosindiesbr

E, se gostar da proposta, adicionar o jogo à lista de desejos ajuda bastante o projeto.

u/thvaz — 11 days ago

Submundus - A deckbuilder/card-battler survival/RPG where your deck is your character sheet.

I've been working solo on Submundus, my second game project. Submundus is a 3D dark-fantasy dungeon crawler/deckbuilder, and since people here often ask about actual AI pipelines, I thought I'd share mine now that the game is reaching a presentable state.

The basic pipeline looks like this:

Concept / visual development
I use Claude (now mostly Opus) to discuss concepts and ChatGPT image generation to explore characters, monsters, props, rooms and UI concepts. I usually iterate quite a bit before treating an image as something worth taking further.

3D assets
Selected concepts go into Meshy for 3D generation. The resulting models still need work on Blender and inside Unity: scale, materials, positioning, animations, lighting, effects, and sometimes shaders to make them fit the game's visual style. (I tried using Tripo but had more problems with their models than with Meshy, though Tripo models and texture sometimes look slightly better)

Programming
The game is built in Unity. I use Claude Code heavily for programming assistance, and I've also connected it to the Unity Editor through MCP, so it can inspect and work with the project rather than only generating isolated code snippets. I know C# but using Claude Code greatly enahnces development speed.

I still design the systems and decide how they should behave — card mechanics, combat rules, survival systems, progression, UI behavior, etc. AI mostly accelerates implementation, debugging and repetitive work.

Audio
I use Suno for music and some sound/ambience generation, then select and integrate what actually works in-game.

Integration / art direction
This turned out to be more important than I expected. Generating an individual monster, prop or image is fast; making dozens of independently generated things look like they belong to the same game takes considerably more iteration. A lot of the work ends up being lighting, palettes, shaders, UI, camera composition and simply rejecting outputs that don't fit.

I also use image generation a lot to visualize interface and features ideias before implementing.

The screenshots are from the current build. Still heavily in progress (one of the cards in one of the screenshots is still missing its illustration), but otherwise this is close to the visual quality I'm targeting for the demo.

The Steam page was approved today, and I'm currently rushing to finish the demo in time to hopefully enter the October Next Fest.

I'm curious how similar this is to other people's pipelines here — particularly people combining AI-generated 2D, 3D and code rather than using only one of them.

Steam page if you'd like to see the project:
Steam Page

u/thvaz — 2 months ago

Anti's Hysteria

I wish they are right and this game really uses AI art, for it will be a success.

u/thvaz — 2 months ago