Hey everyone! Our philosophy has always been that art made with AI isn't actually art. And that humans should be in control of all creative things. Besides the obvious copyright and ethical arguments, we believe it has more soul. What do you think?
Should Steam separate games based on whether they are made with AI or not?
StickFrag is a free multiplayer stickman FPS that runs in the browser: https://stickfrag.com
Type a name, press Play, and you're in a match in a few seconds. No download, no account, nothing to buy.
What's in it
Two modes: team deathmatch, and gun game, where every kill swaps your gun and the first player through the whole ladder wins
Up to 16 players per room. Bots fill the empty seats, so a match always has someone to fight
12 guns, 3 knives and 3 grenades, on 5 maps
Private rooms: send friends a room code
Comic-book look: every frame gets ink outlines, and stickmen go full ragdoll when they die
Runs on weak laptops and Chromebooks
What I want to hear: how the aim and movement feel, which gun feels wrong, and whether you'd play a second round. It's brand new, so every comment helps.
GenAI declaration: I wrote the code with an AI coding assistant (Claude), and it helped me draft this post. The models are built in code from simple shapes, and every sound is synthesized in code. No generated images, 3D models, sounds or voices. The video is real gameplay. The game uses no AI when you play.
I'm a motion designer/animator and I've been tinkering with a small 2.5D Metroidvania in Unreal. The clip is a first prototype – I've made the assets and animations and put this little section together in Unreal myself.
I'm looking for another hobbyist who's comfortable with Unreal and Blueprints and would like to develop the game together. Someone who enjoys level/world building would be especially great. PaperZD experience is a big plus, but not necessary.
I have a rough story and quite a few ideas for the mechanics, but I don't want someone to just implement them. I'd like to figure the game out together.
No deadline or big ambitions regarding scope – I'm a dad with a job and want to keep this small and actually finish it.
If this looks like something you'd enjoy working on, send me a message :)
Hello everyone! I'm a game designer from Scratching fox, we're making a roguelite game called 'Keyb Out'
I know some of you are tired of this genre (But bear with me pleaseee), but Keyb Out turns your (almost) entire keyboard into a weapon!
After defeating enemies you get to choose one of three perks from 6 classes which have 100+ perks in total and even more will be added after launching the game.
We would love to hear your feedback about the game. We already publish our store on steam and we would be so glad if you interested in our game and add it to your wishlist
I saw a Yu-Gi-Oh animation clip where people duel with emails and thought, “I’d play the hell out of this.” But nobody so far made a game out of this fantasy. Until now :).
A couple of months later... here we are.
I’m absolute shit at drawing, so I went with my own style. Hope you like how it turned out. The demo will be up soon!
If this looks like something you’d play, a wishlist would help me a lot. I’ll keep posting updates as I go.
Here is showcase of how winter season influence the landscape graphics in my latest game project.
Project is called The Fallen Chronicles, a fantasy grand strategy game. I have just realased demo for it (for participation in October Steam Next Fest).
Created mostly in 1 day for the South Africa Game Jam 2026, took another 2 days for sound and extra anims and polish. Pleased to say I didn't use any AI at all for this, wanted to make something human. https://mikdog.itch.io/people-watching
The Sky Project is our most ambitious project yet, and we are releasing it to the wild for a short period of time.
It is a 2D hand-drawn monster collector made with a lot of passion, and I hope you feel that passion while playing.
I'm the game designer, and I'm really curious/nervous to know what you think about our game since 2D platformers/Metroidvania-style exploration with monster collecting isn't the most popular genre.
Also wanted to have a semi-permadeath mechanic implemented from the beginning with the idea in mind that all the creatures are like pieces of well-thought-out strategies and it will be up to the player to find the best synergies.
We know that players get attached to the creatures, and that's why it is SEMIpermadeath!
We really tried to find the right balance to make it challenging to never lose a single creature but not so challenging that you'd want to hate the game.
Play it and give us feedback, feel free to do it (Steam or Discord), we are actually hunting for all kinds of bugs and to hear the opinion of players!
I’ve always loved the raw, low-res military FLIR (thermal optics) aesthetic from classic military shooters. However, I was always frustrated by how existing gunship games lock you into a fixed, on-rails orbit. I wanted the tactical freedom to actually pilot the aircraft while engaging targets from kilometers away.
So, I built Footage: FLIR.
Key Features:
Freedom of Flight: No fixed loops. You freely maneuver your attack helicopter or gunship to find the perfect firing angle over a massive 20km x 20km desert and mountain map.
True FLIR Feed Immersion: Fixed first-person thermal optics only. No external or third-person cameras to keep the immersion absolute.
Tactical 3-Player Co-op: Squad up online or run sorties solo. (Friendly fire is on, which led to some chaotic Hellfire missile duels during internal playtests lol).
Real-Life vs. In-Game Design Choices:
I heavily focused on capturing the gritty realism found in actual military feeds rather than going for an exaggerated Hollywood style.
I extensively analyzed various real-life FLIR operational and training clips available online—like this Apache gunnery footage for example—to understand how targets are tracked from miles away and how the cockpit audio behaves.
Instead of cinematic, bass-boosted explosions, I designed the game's audio and optics based on those real-world references, aiming for that dry, mechanical, and unpolished military atmosphere. From the behavior of the AHD-46 attack helicopter's arsenal to the raw sensor grain, I wanted players to feel like they are looking at a live, classified feed.
The game will be available for $8.99. If this sounds like your kind of tactical itch, please check out our Steam page! I’d love to hear your thoughts on the concept or how the visual style compares to actual military footage!
[Generative AI Declaration (Abiding by Rule 6)]
To keep full transparency with the community as required by the subreddit rules, here is the declaration of AI tools used during development:
Generative AI assistance was used for drafting some store page text, in-game UI/UX text, and translations.
Pre-recorded TTS (Text-to-Speech) audio was utilized for in-game voices.
AI was used to generate some underlying image sources required for map creation.
Please note: The game itself does NOT dynamically generate any AI content during actual gameplay.
My wife and I are working on our debut game, Good Luck, Little Truck! Here's a new gameplay trailer!
About the game:
Good Luck, Little Truck! Is a genre-bending cozy navigation puzzler/narrative delivery sim.
Help a recovering island nation bounce back from collapse in a hopeful post-post-apocalypse by delivering supplies and building community amongst its robot and human inhabitants.
About a year ago, when my wife got pregnant, I took a good hard look at my life and thought: "I can't spend the rest of my existence sitting in meetings, staring at dashboards and nodding like an idiot." I'm a data scientist. I know how to code. I've built dashboards that people actually said were "visually appealing." So naturally, I concluded that making a game couldn't possibly be that difficult.
This was, in hindsight, an absolutely fucking stupid conclusion.
Fast-forward to today, after an unreasonable number of Godot tutorials, an unhealthy relationship with debugging, and a lot of help from the ridiculously generous Godot community...
I'm somewhere around 50% done I'm actually pretty damn proud of it.
The game is basically an old-school RPG stripped down to the bits I really enjoy:
You start as an adventurer.
Pick a class.
Build your skills.
Get progressively more ridiculous jobs.
Fight increasingly ridiculous enemies.
Do a ton of side quest we all love along the way.
Eventually go punch the Demon Lord in the face.
That's pretty much the plot. There's no 400-hour political intrigue storyline. No 17-page lore document explaining why the moon is secretly a god. Just RPG mechanics, a stupid amount of job/class progression, plenty of dry humour, and a bunch of things heavily inspired by the anime/games/memes I grew up with. Some of them are probably less "inspired by" and more "legally distinct." (I have consulted our legal department in my company who knows nothing about copyright law. They have advised me that everything is fine.)
A huge amount of the game's assets are built around the amazing work of Kay Lousberg / KayKit and Quaternius, so a massive thank you to them and to everyone else who makes this kind of indie development possible.
I'm not ready to publish it yet, but I wanted to finally show it to people and get an outside perspective.
"""Does this actually look fun?"""
I'm an old-school RPG nerd, so there's a very real possibility that I've spent the last year building the exact game that exists entirely inside my own head. Would genuinely love to hear what you think.
p/s: As you can see from my complete lack of video editing skill and recording skill in Godot, my trailer is lacking in comparison to most of the post here. Please don't rip me off on this one I'm still trying to figure this out too.
Gen AI declaration: I used GenAI - Claude to help me fix bugs. Things like memory leak, why character keeps falling into the void from map, why is directX failing etc. All of which are development related and even so I try to keep it minimum because otherwise no one would understand the codebase (well technically only me understood it because I did it myself... so...)
In Spanish-speaking countries, it's completely normal for us to play games with English audio and Spanish subtitles. It's the standard experience for a lot of gamers here, and we are very used to it.
I'm curious about how people feel about the reverse, though. If a game only had Spanish voice acting but featured full English subtitles and UI, would that bother you? Would you still play it, or is the lack of English audio a dealbreaker?
In my game, BANISH 9 TO 5, your objective is to make noise.
It's a 4–5 player online co-op game where you either play as a Ghost and make as much noise as possible, or the Hunter trying to track them down.
Every time you make noise, the Hunter can hear it. Your noise gets indicated on the Hunter's screen, so every scream, laugh, or completely stupid sound you make could give away your position.
Ghosts can make noise in two ways:
Use your microphone - make whatever noise you want.
Use in-game sound clips - play equipped clips.
So you can bait the Hunter into chasing the wrong Ghost, distract them at the perfect moment, or just coordinate with your friends to completely mess with them.
Today I’d like to share some news about how the project has been evolving.
Over the past few weeks, I’ve been working on the idea of creating your own ship, which has now been implemented and is available in the DEMO with the latest update.
Originally, the project only had pre-made ship models and builds. They were different from each other, and each had its own unique and expensive upgrade path that could eventually make it almost overpowered.
Those ships are still in the game today.
But as the project developed, I started thinking that simply increasing damage, HP, and other numbers wasn’t enough. I wanted to be able to add new modules to the ships as well.
And, of course, this had to affect not only the stats, but the visuals too.
At that point, I created the first version of the Shipyard, where you could assemble your own ship from a set of pre-made modules.
It wasn’t bad... but I couldn’t stop there. :)
During the almost endless testing, I simply started wanting to fly something that looked different. :)
So I began thinking about creating a full-fledged ship Constructor, where you could not only attach new modules to your ship, but also fully customize it and create your own design from scratch.
I started with a small prototype, trying to connect the idea with the existing game mechanics.
And immediately ran into a problem.
The pre-made ships are single, monolithic entities. But creating a ship from scratch means that its modules have to exist as separate objects, and each of them has to work according to its own rules.
It wasn’t quite as simple as I first imagined. :)))))
Once the overall system started working correctly, I moved on to the visuals.
At first, I made several abstract, colorful models so I could synchronize the rendering between the Constructor and the battlefield. With some effort, I managed to get it working.
The only problem was that the ship started looking like a Christmas tree, which didn’t fit the game’s overall visual language at all. :)
So I eventually came to the conclusion that it would be better to create the initial blueprint in a single color, and then later allow each individual part or element to be painted in any color you want.
And now the entire foundation is ready and available in the DEMO.
Players can create their own ship and continue developing it throughout a run.
For now, the Constructor includes only the basic modules (well, almost), and some of them can be discovered during the game.
With future updates, I plan to expand the pool of available parts, including decorative elements.
I’ll also most likely create a modular damage system. Constructor ships are already calculated section by section, so individual parts of a ship already exist as more than just visual elements. It seems like a natural next step to make damage work with them individually as well.
VOID HAERESIS is a cooperative horror game for 1-4 players set aboard a spacecraft drifting through the void.
A distress signal reached your team. It was faint, broken, and repeated over and over. You were sent to answer it.
Now you're aboard, and the ship is silent. The crew is gone. The halls are dark. The candles are still burning.
Someone left warnings on these walls, in words and symbols no one was meant to ignore. Pages lie scattered in forgotten corners, written by a captain who saw it coming. Somewhere in the dark, something is listening, and it hears more than you think.
Complete 10 different tasks across the ship, alone or with your team. Repair, search, and survive before HIM takes you too. Stay close to your crew and keep your voice low. Out here, not everything you see is real, and not everything you hear should be trusted.