AI for Games
Indie studio · Godot 4.7 · since 2026

Games where you build, code and think

AI for Games is making three games: a colony on an alien planet, a strategy game where your code commands the robots, and Battleship on land. Every build goes to playtesters first, and we fix it based on their reports.

3games in development
31builds playtested
56playtester reports
14devlog posts
GAME 01 · SURVIVAL & COLONY

LOGOS

Your home planet is gone. The research landing capsule Ark-7 touches down on a green meadow of an alien world, and you start with two sticks and three fibres. Build beds and a shuttle brings new settlers. Feed them, give them work and get the settlement ready for the wolves at night. Aurora Centre guides you over the radio.

top-downpixel artcraftingsettlersday–night cyclegamepad
sticks›axe›storage›settlers›furnace›iron›radio tower›shipyard
44story chapters over the radio
320²tiles per world from one seed
2:34longest playtest session, h
More details, screenshots and build history →
The landing capsule and an explorer on a hill above a valley at sunset
The colony by day: landing capsule, log house and stone house, garden beds, settlers The colony at night
CodeCraft cover: a robot base in a mountain valley
The CraftScript editor over the first mission map A developed robot base
Game 02 · Programming RTS

CODECRAFT

A robot colony awaits orders, but you can't command it with the mouse. You write a program in CraftScript, run the simulation and watch the worker mine ore while the assault robot hunts the enemy. If something goes wrong, pause, fix the code and run it again.

strategycustom CraftScript languageautocompletecampaign
3campaign missions
v13build in playtest
10/12testers beat mission 1
Missions, language and build history →
Game 03 · turn-based tactics

Ground Battle

The 2040s. The Kordon Directorate crosses the Sezha River, and only the outpost at Stone Ford stands in the way of its column. Your army is hidden on your half of the map, the enemy on theirs. Strike cells based on recon intel: each unit fires its own weapons, so a lost mortar crew won't fire again.

Battleship on landMinesweeper-style reconcommand pointscampaign
6missions in Act 1 "Front Line"
2command points per turn
0.4.0version in playtest
Rules, missions and version history →
Cover: a staff map, unit tokens and a red pencil
A battle on the Proving Ground: Veresk tokens, recon numbers, a destroyed Kordon platoon Mission M1 "Stone Ford" result: victory in 11 turns

Target practice

A Kordon column is hidden on this 10 × 4 field: a platoon, a mortar crew, a sniper pair and a recon team. Find it in as few shots as you can.

miss hit unit destroyed

What playtesters say

Quotes from OnlyPlaytest surveys, translated from Russian. We read the complaints too: almost every recent build was shaped by them.

Really addictive. I thought I'd run through it in 30 minutes or so. Ended up stuck in it for two and a half hours. I want more content.
LOGOS · Tester #24
A bit awkward, a bit clunky, but VERY interesting. Makes you want to experiment.
CodeCraft · Tester #22
Loved the title screen music!!!
LOGOS · Tester #18
Interesting idea and execution.
CodeCraft · Tester #16
Interesting idea. There's still work to do, but overall I liked it.
LOGOS · Tester #23
Interesting idea. Good for teaching beginner programmers.
CodeCraft · Tester #5
Such a vibe of a game.
LOGOS · Tester #19
The Ground Battle playtest opened on 31 October. Your review could go here.
Ground Battle · spot open

How we make games

A small studio with a short loop. A new build ships every few days.

  1. Idea and designEach mechanic is written up in a design doc first, then coded.
  2. BuildGodot 4.7 and GDScript. Automated tests run before every release.
  3. PlaytestThe build goes to OnlyPlaytest, and testers install it via OnlyLauncher.
  4. ReportsWe read the surveys, watch gameplay recordings and collect bugs.
  5. Fixes and devlogWe fix whatever got in the way of playing and write about it on OnlyMakers.

The studio name is honest: we make the calls on design, story and balance, and AI helps us turn them into a game quickly. We write code and docs together with Claude Code, generate art in ChatGPT and PixelLab and polish it by hand, and placeholder voices use speech synthesis.

Play before anyone else

Playtests are free; you need Windows and OnlyLauncher. After playing, fill in a short survey: we read every report and use it to fix the next build. LOGOS and Ground Battle are Russian-only for now; CodeCraft also has English.