Solo game dev experimenting with AI tools. Confluence: a Spellbreak inspired game on @spawn (coming soon)

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I've hit a pretty major milestone in the development of Confluence, my Spellbreak inspired mage arena game. I have created enough spells and interaction to put together a fight simulation between bots and it is coming together pretty well, but these bots are only scratching the surface with what they can do to make spell combinations. Being able to build something like this out of nothing has been amazing. A big thank you to @spawn for building such an awesome platform.
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My game Confluence is all about blending magic together, but I figured I would showcase each element on their own, starting with fire. Here is a mock fight that I had with a bot. This took multiple attempts to get a win and the bot beat my ass a lot . I'm bad at my own game, but maybe when I publish there will be some prodigies in the @spawn community that will go crazy.
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Everyone's worried the market will get flooded now that anyone can make a game. Most people are consumers to their core. Finishing something still takes hundreds or thousands of hours, and the vast majority will never put that time in no matter how easy the tools make it.
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Nobody asks if a house was built with a nail gun or a hammer. They ask if it’s a good house. Games are no different.
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Building with Claude, Blender, Godot and Meshy/Tripo works well and I’ve been able to make a ton of progress that way. But describing something in plain English on @spawn and watching it get built in front of you, then playtesting it right there without jumping between 4 different programs, is a completely different experience.
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Here is another update to my Spellbreak inspired game on @spawn. I have continued working on the fire and wind combinations and now have a vortex that turns into a firestorm when combined together with any fire that it makes contact with.
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I have been messing around in @spawn for the past week now, and started creating a game inspired by Spellbreak. Spellbreak had a really cool concept with its magic system that allowed players to mix magic together for some really cool combinations, but the game was shut down. This is my spin on that concept. I intend on building it out to be an arena where players can fight each other, there will be a leaderboard, and I will continually work on adding more content. Here is glimpse of my starting point with a standard fire and wind combo.
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I have had to stop all of my game dev due to hurricane Isaias taking out my power for the last 4 days. I am being forced to sit in a dark house, with no internet, taking cold showers, and all I can think about are all the things I want to work on for my game. This is torment.
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When the neighbor's kid makes you lose your ground beef and pasta
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I'm checking out @spawn for the first time tonight. I am currently building One Trip using Godot with the intention of publishing on Steam, which is the more traditional route. Using a platform like spawn to make games will be a fun experiment to compare the experience.
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I started working on One Trip about a month ago, and it is crazy to see how much progress has been made. Here is an old clip from then vs my newest version next to each other for comparison:
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He will not be making a second trip. #ScreenshotSaturday #indiedev #gamedev
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The anti-AI crowd is so brainrotted that they are beginning to hallucinate. You can't even have a wholesome conversation about the future without them coming to shit on anyone with a positive outlook on AI.
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You might lose a few groceries on your way home when attacked by... BEES?!?!
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I'm trying to update the character model for the player character, but he has been turned into a linebacker. Please bro, just relax 😭
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Insisting on carrying all the groceries inside in one trip is just part of the human condition. Surely nothing crazy could happen between the car and the front door? It’s a beautiful day. Don’t get too comfortable. ONE TRIP — in development.
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I cannot stay focused on a single change for my game to save my life. I start making a change to something very specific, and then 4 hours later I look back, the thing I originally wanted to change is still sitting there and all that I have accomplished is nicer looking trees.
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I have spent all day refining the visuals of the game. The textures are smoother, the layout has been completely redone, and the lighting has also been improved. This side-by-side comparison shows how much of a difference those things can make.
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This is just a transitionary period. First people crash out over the change, then, as time goes on, they accept it. Nobody actually gives a fuck about how anything is produced, it's just a gut reaction. Gamers want good games. What tools helped produce them is irrelevant.
42% of gamers are now more comfortable with AI in games than a year ago. Among teenagers, it's 59%. And the same survey week saw three new AI controversies around named games. From Bain & Company's 2026 Gaming Report, surveying 5,339 players across eight countries in June 2026: What the Bain survey found about player attitudes to AI: - 42% of respondents said they had become more comfortable with AI in games over the past year, including 14% who said significantly more comfortable and 28% somewhat more comfortable - Among players aged 13 to 17, 59% reported increased comfort, including 23% at the significantly more comfortable level — the sharpest generational gap in the data
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