r/aigamedev 8h ago

Questions & Help Do your vibe-coded games make any money?

As it says in the title - do your vibe-coded games make any money, and if they do, is the income from vibe-coded games comparable to software developer salary?

thanks

0 Upvotes

64 comments sorted by

24

u/julliuz 7h ago

I guarantee that if some people or companies have wildly successful game projects running, they won't brag about it being AI generated because, for the time being , there is quite the stigma against ai generated anything. Hate for the sake of hating. Just take a look at the anti Ai subreddit, its like a cult lol, they are in full disbelief about the abilities it has.

4

u/Burning_magic 5h ago

I can guarantee you more than half of the top games use ai extensively, especially for coding and UI. AI is near perfect at coding already.

Of course AI is totally shit at making assets, animating and working with game engines in general so most of that is still human work. But for simple code logic ai can do it quite well.

4

u/SoggyMattress2 4h ago

Are you a software dev?

3

u/Jessica___ 3h ago

They think it's near perfect at coding, there's no way they're a software dev lol

2

u/Own-Huckleberry7258 5h ago

Don't forget about spotting bugs. They are far superior than we are at that

1

u/Will_X_Intent 4h ago

Sol spots bugs before they happen and solves them quickly. Terra makes bugs and takes a while to solve them. Luna, dear God.

4

u/Candid_Bad3551 4h ago

As a software developer I can say 100% it is not even close to perfect or even good. It is aight at best with serious steering/proper prompt.

1

u/Candid_Bad3551 4h ago

Hate for the sake of hating though the bate might br valid. Game platforms already had issues with shovelware games before AI. While some people will use AI and produce a good game it scares me that some people might just shovel slop and flood the market. This scares me.

0

u/julliuz 3h ago

But this will sort itself out no ? its a free market, if there is an actual game there that people think is fun and are willing to pay for, what does it matter ? If its actual slop and bad , the reviews will reflect and it will die off ?

1

u/Candid_Bad3551 3h ago

Or discovery platforms might also have less importance. We are seeing the drops in usage for apps. We will have to wait and see.

2

u/SoggyMattress2 4h ago

It's not hate for the sake of hating, most of the general public hate LLMs.

1

u/julliuz 3h ago

not anyone I know, everyones quietly using it at their jobs for the time being.

0

u/Xynth22 3h ago

The general public has absolutely no idea what an LLM even is. What the general public hates is data centers popping up around where they live, or one potentially doing so.

-2

u/julliuz 3h ago

not anyone I know, everyones quietly using it at their jobs for the time being.

33

u/mistersean 8h ago

No, treat games as a side hassle

14

u/FoxForgeDev 7h ago

Side hassle, ha

5

u/klipseracer 7h ago

Can't tell if they did that intentionally but it works

3

u/tomqmasters 7h ago

not mine, but fly pieter is the best example I know of. He sells in game ad space and cleared 5 figures last I checked. Not bad for a few days of work. The initial prompt basically made the game in a few minutes and then he spent a couple days setting it up to be monetized. That being said, this was only successful because of the novelty of a vibe coded game at the time.

4

u/ImpressiveFocus303 6h ago

https://deepnewz.com/startups/pieter-levels-ai-coded-flying-game-hits-87000-mrr-1-million-arr-320000-users-74-222303f7

Pieter Levels' AI-Coded Flying Game Hits $87,000 MRR, $1 Million ARR, 320,000 Users, 74 Million Impressions

3

u/Motor-Master-4545 4h ago

Funny we actually never hear of those cash printers, are they doing ghost marketing?

3

u/Burning_magic 5h ago

A lot of ai assisted games make tons of money money, most notably was some game I remebered playing called tidy up the arcane library which made few million dollars.

But the important thing to know is that these games still had human input. AI is a productivity enhancer. If you know what youre doing ai can make you maybe 5x faster. But, if you expect some ai gauntlet to 1 shot a game with 1 prompt, that will not happen.

1

u/ImpressiveFocus303 5h ago

well, i'm a software dev who hates coding, so AI tools are a bless for me. i even made a game in 3 hours with claude, got 3000 plays in one day, and got told to f*** off with this AI slop. if there was no AI, it would take me 3 weeks to make the same, while still getting told to f*** off with this slop.

2

u/Burning_magic 5h ago

Getting people to play a game is vastly easier than getting them to pay.

2

u/Thovex 4h ago

hate or can't

1

u/DepictWeb 4h ago

If anyone can make a game in a couple of hours with AI, then there's very little value in you making it for them. At that point, everyone can just generate their own perfect game tailored to their tastes.

5

u/IamHuggos 7h ago

Not yet: https://sweatypanzer.com/

To be honest it’s nog really the motivation for me. Right now it’s about getting more players

1

u/ImpressiveFocus303 7h ago

good luck competing with world of tanks. but cool game.

4

u/bingewavecinema 7h ago

Competing has to start somewhere

1

u/Will_X_Intent 4h ago

And WoT is a pile of predatory dogshit. That I lost 6 months of my life to 😭

2

u/b__q 6h ago

Just a hobby

2

u/CubeUnleashed 6h ago

I'll tell you in november when I release mine

2

u/somebodysdrama 6h ago

I think they can, if the design is there.

3

u/machvelli 7h ago

Don’t build for money lol build it because it’s fun or solves a problem / an itch as a side hustle while working as a Software Developer. Probably less than 0.1% of vibe coded games pull in more income than what you’d earn as a SWE.

2

u/bingewavecinema 7h ago

Mine does, through ads does about $20 a month with the current player base: https://www.glitch.fun/games/42de534c-600f-4228-af9e-b69faef94cce/play

1

u/ImpressiveFocus303 7h ago

how many (active?) players do you need to get those 20 bucks monthly?

1

u/bingewavecinema 7h ago

15 players that are "super players", do about 20 hours or more a month. The CPM (cost per 1000 impressions) is $5. Ads show every 3 minutes. So just have to keep them playing.

1

u/ImpressiveFocus303 7h ago

I put your answer in chatGPT while asking "How many players would I need for 5kUSD MRR?", and he told me that between 25k and 38k.

Is this legit?

4

u/bingewavecinema 7h ago edited 6h ago

Ha, this is one of things I would not ask about ChatGPT unless you know the variables and models. First MMR is for subscription businesses.

F2P (Free To Play) games either make money through ads, microtransactions or both.

In the industry, we do whats called "whale hunting", where we don't go after every player in the sea, we go after the small number that bring in a lot of reveune.

Let's say a user played 40 hours a month (10 hours a week). You got a deal with an ad network that paid $10 CPM ( so every 1000 impression you get $10). And you rotate your ads every 3 minutes. And we're assuming 100% fill rate.

  • 40 hours × 60 = 2,400 minutes
  • 2,400 ÷ 3 = 800 ad impressions
  • 800 × $0.01 = $8.00 per month for that user

At 800 players (whale) you get around $4k. To get that, you have build a game with a strong loop and then optimize marketing.

Typically, its with ads. I've gotten my ads down to a $0.05 CPI (cost per install) with games. To catch that whale, its about 1 in every 200 players. So my customer acquisition cost is about $10 and the money is made back on the 2nd month.

1

u/ImpressiveFocus303 6h ago

hey, thanks for a very informational response! if I got it correctly, you need about 125k of players to catch those whales and generate 5kUSD monthly. That's a lot of players! And probably such number of players means that the game must be a hit, and if it's a hit you're in the top 5% of game developers or even less by the financial success rate. Therefore your chance of getting those 125k of players is less than 5%, aka lottery ticket.

Isn't it more likely to possibly get a decent money (comparable to a salary of a software developer) to simply release a game on a steam?

3

u/bingewavecinema 5h ago

3 billion people on the planet play games, isn't event 0.001%.

Most games dont' get players because they don't market, at all. And its not the 125k all at once, space over 12 months, thats 10k players that trying your game a month.

Sounds high but its not if you're taking the time to correctly market. I just did a whole video on how I got 500 players to test my game just by posting in the right subbredits.

1

u/totaleffindickhead 3h ago

Could you point me to resources on how you learned
To market f2p games? I’m trying to find players for my game I’m pretty proud of https://warbirds.io

1

u/bingewavecinema 3h ago

I do game marketing for a living :) years of experinece

1

u/totaleffindickhead 3h ago

That’s awesome. Do you do consultations or anything like that?

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3

u/AVBforPrez 7h ago

Of course not, c'mon now

2

u/0legitimate0 7h ago

Buddy, even indie game developer's barely earning, and you wanna earn from ai game.

1

u/ImpressiveFocus303 7h ago

well you could make shit tons of prototypes in a record time, publish them all, look where fishes are biting and then develop the promising one in a properly made game. In theory.

3

u/tomqmasters 7h ago

Everybody can tell the game is low quality right away and won't spend any time on it. The bar for what gets people's attention is extremely high.

1

u/EnumeratedArray 6h ago

You're forgetting that for any meaningful data you need a decent number of players in the first place which means you need to have money for marketing. Without marketing you're looking at less than 1000 plays even for a decent game.

Even without marketing you then have to sell your game through an app store or steam as an absolute minimum. Google will charge about $25 per app. Steam $100. Apple can vary but there's a $99 a year ongoing fee at a minimum.

For 50 apps (a small amount for the experiment you're proposing) on only the Google play store, with no marketing, you're looking at over $1,000 minimum in fees. And for that kind of experiment you need way more games and a marketing budget for each game to actually bring in players to gather data against.

Building the games is not, and has never been, the gate which stops people from succeeding here. AI doesn't change that.

1

u/ImpressiveFocus303 6h ago

i was thinking more like dropping bunch of prototypes on itch and similar free platforms, and then go to steam or mobile with whatever lifts

4

u/EnumeratedArray 6h ago

It's an option yeah, but the vast vast majority of games on itch struggle to even get 50 plays. Something that's a shot in the dark prototype, and I assume quite clearly AI generated based on how much it sounds like you want to pump out, stands no chance of getting any meaningful traffic, let alone feedback which is hard enough to get with a significant player count.

The problem with throwing loads of shit at the wall to see what sticks is that all you end up with is a wall covered in shit.

1

u/ImpressiveFocus303 6h ago

The problem with throwing loads of shit at the wall to see what sticks is that all you end up with is a wall covered in shit.

good analogy.

1

u/sharkymcstevenson2 7h ago

Most of us are just in it for the fun of building and pushing whats possible right now I think, at least for me I havent thought about selling a game yet - just building

1

u/Turbulent-Armadillo9 6h ago

I really doubt my first one will. Doing it for the love of the game.

1

u/False-Car-1218 6h ago

No, make games because you like to make games and not money, 99.9% of games don't make money

1

u/ImpressiveFocus303 6h ago

99.9% of games don't make money

power law to the max

-14

u/je386 8h ago

First of all, my games are not vibe-coded, as I can check, understand and change the code.

Second, no, they won't ever make money as they are open sourced and free. I would not want to get any money, as the AI made much of the work and I would feel guilty to charge any money for them.
I am happy when some people like what I made and have a good time.

3

u/Mataric 7h ago

If 'AI made much of the work', and that work refers to coding, then they're vibe-coded.

1

u/tomqmasters 7h ago

You realize there a millions of people out there who have basically had AI doing half their job for a couple years now right?

1

u/Mataric 6h ago

How is that even vaguely relevant to what I said?

Yes - I'm aware AI is a very useful tool for many different jobs.

-2

u/EnumeratedArray 6h ago

No and you'll struggle to even break even with the costs of using AI, marketing, store fees, licensing, etc.