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I developed an LSP, VS-Code extension and NPM package, please try it out and give me your thoughts!

I developed an LSP, VS-Code extension and NPM package, please try it out and give me your thoughts!
Hey folks!
We’re two brothers behind Master of Dungeon, and we’re happy to be back here after some time since we first started sharing the project.
For anyone who hasn’t seen it before - quick recap. We loved playing D&D, but like many of you, we just couldn’t keep up with regular sessions anymore. Work, life, scheduling… it got harder and harder to come back to the table. So instead of letting that feeling go, we decided to try and recreate it in a different form.
That’s how Master of Dungeon came to life - a single-player, text RPG inspired by the freedom and storytelling of D&D.
We’ve now been working on it for over a year, going through multiple testing phases, iterations, and a lot of feedback from early players. And we finally feel ready to take the next step.
Here is the Google Play link: https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl
if you’re playing on iOS, you can do it here: https://testflight.apple.com/join/mg6UrBH9
We’re honestly really curious (and a bit nervous) to see what you’ll think once more people get their hands on it.
If you’d like to follow the development more closely or jump in a bit earlier, feel free to join our Discord already. We’re preparing a special reward for people who were with us before the official release and helped shape the game along the way.
Thanks for reading - and as always, we’d love to hear what you think ^.^
curious if people here are vibecoding VR games and what stack works best for it.
i tried React Three Fiber + webxr on quest 2, mostly LLM-written code, worked surprisingly well on first try.
want to try Meta's Immersive Web SDK next.
what do you use? unity with copilot? unreal? something on the web? what worked for vibecoding?
Hi everyone ^^
I wanted to hire some artists to create some 3D custom models for our game... but they cost a lot and cannot afford it
Any suggestions about this topic? I'm afraid that AI 3D models may have some serious issues, especially if they need to be animated (but I may be wrong)
Ran a 3-month comparison of AI 3D generators for our indie game project. We're a 4-person team making a stylized adventure game in Unity. Here's what the data actually looks like in production.
Test Parameters: 200 total assets generated (props, environment pieces, simple characters), same prompts across all tools, measured generation success rate, import success rate, time to production-ready.
Meshy came out at 94% generation success, 98% import success, 78% production ready rate (assets needing less than 30 min of cleanup). Tripo was 97%/96%/72%. Rodin was 89%/94%/81%. Hunyuan (the open source option) was 82%/88%/61%.
For stylized games specifically, Meshy's slightly saturated textures and cleaner topology worked better for our art style. Rodin's hyper-realistic textures looked wrong next to our hand-painted characters. Tripo landed somewhere in the middle.
The Hunyuan factor: It's free and open source, which is tempting for budget-conscious indies. But the 61% production-ready rate means you're spending more time fixing. Free isn't free if it costs you time.
Generated 10 variations of "wooden crate" in each tool. Meshy had the most consistent style , all 10 looked like they belonged in the same game. Tripo had style drift. Rodin was consistent but took longer.
Cost wise they're all pretty cheap compared to hiring out. The commercial tools run $15-30/month depending on the plan. Hunyuan is free to run but you need a decent GPU or cloud compute, and the extra cleanup time adds up.
Final verdict for stylized indie games: Meshy for most props and environment assets. Tripo for simple background elements where speed matters. Rodin for 1-2 hero assets per project. Hunyuan for experimentation and learning, not production.
Hey guys,
I'm a solo dev starting a new project in RPG Maker MZ. I'm trying to find some AI tools to speed up my development, but I don't want to jump between five different apps. I'm hoping there is some kind of unified AI assistant or Copilot-style tool specifically for RPG Maker.
Here are the main issues I'm trying to solve:
By the way, I recently heard about people using MCP (Model Context Protocol) servers to connect Claude directly to RPG Maker projects to read maps and edit battle databases, but I'm not sure how stable that is. Also, I am on a tight budget so I really need free tools or cheap, one-time purchase options. I'm open to trying other engines if they have better seamless AI integration, but it has to be capable of making deep, complex RPGs (not basic no-code tools like Rosebud, which are too simple for my project).
Does anyone have a solid workflow for this, or has anyone tried those RPG Maker MCP setups? I'd appreciate any recommendations. Thanks!
I’ve been thinking about AI-native browser games and one problem keeps coming up: AI can generate content quickly, but that doesn’t always mean people actually want to play it.
We’re building a small AI-assisted game platform, and the main thing we’re trying to figure out is how to make AI support the gameplay instead of replacing it. Ideally, AI should help with creation, remixing, and faster iteration, while the player still has real choices, goals, and reasons to come back.
For people here working on AI games, what do you think separates a “cool AI demo” from something with actual gameplay value?
I’m happy to share more context if anyone’s interested.
My family have played this card game for years.
Eventually decided it deserved to exist outside our living room, so I built it into an iPhone app.
Closest comparison is rummy, but it’s got its own spin on things.
Finally got it live and looking for honest feedback from people who don’t share my surname and therefore won’t automatically tell me it’s brilliant.
The game’s called Ace To King.
I’m not saying don’t use AI to build, create, explore ideas. I think it’s used pretty widely right now across the industry and you should be using it too.
BUT: Stop RELEASING (on steam or wherever) or self promoting your terrible clone, using bad pixel art, where everything looks AI. Seriously, it’s not going to be a success, nobody is going to play it, you’re kidding yourself if making a copy of another game using a clearly detectable AI image generation scheme is going to do anything other than hurt you, and saturate the market further.
Put some effort in, or just walk away. Building a good game is never going to be easy, or we would have people making a hit game constantly.
Been slowly working on my first real game project, Threadbound, and finally recorded a short clip showing some of the current movement systems in-engine.
Still very early and rough in a lot of areas, but this clip shows:
The core idea behind the game is a painterly 2D action-platformer / Metroidvania where movement and combat blend together continuously through real-time equipment swapping and momentum-based traversal.
A lot is still placeholder or being reworked (especially animation consistency), but it’s been really exciting finally seeing the systems start to come together visually instead of only existing in design docs and prototypes.
Would genuinely love feedback, especially from people who’ve worked on movement-heavy games before.
It's been more than three years that we started making games (visual novels) using AI art and published them on Steam. (We were indeed one of the first.) Since then, we have been asked again and again how difficult this is, given the overall strong anti-AI sentiment.
The answer: Forget it!
We have a few bad reviews because of that, but our first AI generated game still got 88% positive reviews in Steam, and our best one has 93%. And download numbers are by no means lower than for our non-AI visual novel. – Okay, we are small, so no review bombing and brigading happened to us, like it would if we were AAA, but still, the whole thing teaches one important lesson:
Players in general do not care whether it's AI made or not!
They want to play a good game. Not AI slop, not an asset flip, not shuffle ware. Just a good game. And they don't care how it's made, as long as it is good!
If in opinion polls most people say they dislike generative AI... well, most people say what they think they are supposed to say... And then they still use ChatGPT, and they still play our games.
So, don't worry too much about this whole controversy. It's definitely overvalued.
EDIT: Just for clarification: Our games or SFW and mostly rated 12+.
Instead of going back n forth between ChatGPT and Codex being the middle man, how are you guys using Hermes or any other agent? Trying to find steps on how to improve my workflow
all three happened in the last few days and i keep thinking about them together
first, the studio behind Party Animals ran a $75k AI video contest, got review bombed instantly, issued an apology. they said they "hoped AI could be a more accessible tool." the reviews are still bad
second, Amazon had a studio pivot an entire game away from something the team was excited about to make it "more AI." then laid the whole team off anyway. so the pivot wasn't even about the product, it was about optics or cost cutting or both
third, Garry Newman's s&box is actively suppressing AI generated content and straight up admitting their steam reviews aren't great partly because of it. a creator who built his career on user generated content is now distinguishing between human UGC and AI UGC and penalizing the latter
and meanwhile over 7,300 steam games disclosed AI content in early 2026. double what it was in 2024
here's what bothers me about this sub specifically. we talk a lot about AI as a tool for indie devs to punch above their weight, ship faster, do more with less. and i genuinely believe that use case is real and valuable
but the market signal from players is pretty clear right now. they can tell. and they don't like it. not because the assets look bad necessarily but because something feels off and they've learned to associate that feeling with AI slop
so i'm genuinely asking, are we building tools that empower developers or are we building the infrastructure for the next wave of steam shovelware. and is there a version of this where the answer isn't both
I am bit confused if I should continue building the levels or not. RIght now I am building level 14. Though I enjoy playing the game but I am highly doubtful if this will get any downloads. What do you guys think about the game? If anyone wants to try it and give feedback, I can send my App Store link.
In case you would like to try the game here's the app store link.
Arrow Fall
The truth is that it will inevitably be involved in the creation of almost every game in the future. Not always in the same way, but you better believe it will be an effective tool to allow people to ship games faster.
That being said all of you afraid of your games being torched for being slop - make better games. The majority of people aren’t going to care if a great game was made with AI assistance. The reason AI-made games are being torn apart is because, quite frankly, a ton of them suck. AI has lowered the barrier to game release substantially and a lot of crap is making it out there. If your game looks and plays terribly, it’s going to be roasted.
Put together interesting ideas with character developments, story immersion, and creative art (even if you didn’t generate it). Based on what I’ve seen here, the majority of you simply aren’t doing that.
You can sign up on our Discord server at https://discord.gg/mqWh5R9KUx
She draws. He codes. One month.
I made a game using AI for the first time. I’m planning to release it on Steam to gain some experience.
I used the Godot game engine, handled the coding with Claude Code, and created the images using Chat GPT and Meshy AI, with my wife doing some simple tweaking. For the sound, I used elevenlabs and suno.
I took the lead in the game design, balance, and system planning, refining them through discussions with the AI.
Below is the link to the Steam page. Please add it to your wishlist!
https://store.steampowered.com/app/4696030/Return_to_Lumia/
ps. I received a lot of feedback that it sounded too AI-like, so I just translated it exactly as I said it.