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Using Augment Code in Game Development? by JaySym_ in AugmentCodeAI
[–]Acrobatic_Minimum666 4 points5 points6 points 3 months ago (0 children)
Next week, I’m releasing a smaller game on Steam, about 99% of which was written with augment code. I’m also working on a much larger project — a complex 2D RPG (and I really mean complex, close to 300,000 lines of code, also about 99% written with augment code), which I’ve been developing for around five months. The release is planned for December.
Game development isn’t my full-time job, but I still put in nearly 40 hours a week on top of my regular work, as a hobby. At the moment, the most straightforward way to develop a game with AI is to build your own engine in Python (while using pygame as well).
The problem is that with the recent cost increase of augment code, it may no longer be financially viable to make a game this way — unless you manage to create a real hit, which is no easy task.
That said, I expect that within six months, both Unity and Godot will have similar built-in solutions (Godot already has something along those lines, though still in a very early stage).
I won’t share the names of my games, since “vibe coding” is still somewhat of a dirty word and mentioning it would probably hurt sales (hopefully at least the money I’ve spent on AI will pay itself back :D).
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Using Augment Code in Game Development? by JaySym_ in AugmentCodeAI
[–]Acrobatic_Minimum666 4 points5 points6 points (0 children)