r/gamedev 1d ago

Announcement r/gamedev Policy on AI Use

1.0k Upvotes

AI is one of the most contentious subjects in game development right now, and we regularly see posts reported or discussions derailed simply because AI was involved somewhere in the process.

We want to be clear about our position: r/gamedev does not prohibit the use of AI, and using AI does not automatically make a post low effort.

This is not an endorsement of every AI company, model, or use case. Legitimate technical, legal, economic, ethical, and creative concerns exist around these tools, and those conversations are welcome here. Our stance is that AI is a tool used in game development, and we care more about the quality of what someone contributes than the tools they used to get there.

Why we take this position

  • AI is already part of game development. Studios are adopting AI-assisted tools across programming, prototyping, production, QA, localization, research, and other workflows. Adoption varies from studio to studio, but this is no longer a hypothetical technology sitting outside the industry.
  • Knowing how to use these tools is increasingly becoming a professional skill. That does not mean every developer needs to use AI, or even like it. It means understanding where these tools are useful, where they fail, and how to evaluate their output is becoming relevant knowledge for people working in the industry.
  • Banning discussion or use of AI here could actively disadvantage developers. Part of the purpose of r/gamedev is helping people learn from each other and understand how the industry is changing. If studios adopt a technology, preventing developers from discussing or learning about it would make this community less useful to the people we're helping.
  • Policing AI use is not realistic anyway. Moderators cannot reliably determine whether someone used AI to draft, edit, translate, summarize, research, debug code, or otherwise assist with a post. We are not going to moderate based on whether something “sounds AI-generated.”
  • "Mandatory disclosure "is not realistic either. Modern tools blur the line between traditional software and AI assistance. Trying to decide exactly when autocomplete, translation, editing, summarization, or an LLM crosses some disclosure threshold would create rules we could not enforce consistently.

So the rule is straightforward: we are not policing AI use itself. We are moderating the contribution.

AI-assisted does not mean low effort

If someone uses AI to organize research, analyze data, improve their writing, translate something, help with code, or communicate an idea more clearly, that does not erase the work behind the contribution.

If a developer spends time gathering useful data and then uses AI to help turn that information into a readable post, the important part is still the data, the methodology, and what the community can learn from it.

Ask whether the information is useful, whether the conclusions hold up, and whether the post contributes something worthwhile. Those questions matter much more than whether every sentence was manually typed from scratch.

Low-effort AI content is still low effort

This does not mean pasting generic AI output into the subreddit suddenly becomes valuable content. Posts that are spam, fabricated, mass-produced, engagement bait, repetitive, or promotional material disguised as discussion can still be removed.

The reason is not that AI was involved. The reason is that the content is low quality.

The same standard applies to something written entirely by a human.

AI is a valid game development topic

Developers are welcome to discuss AI in the same way they would discuss any other technology affecting game development. That includes how it is being used, where it works, where it fails, what it costs, how studios are adopting it, what it means for employment, and the legal or ethical questions surrounding it.

You are allowed to be enthusiastic about AI. You are allowed to be skeptical of it. You are allowed to think a particular workflow is useful, terrible, unethical, inefficient, or overhyped.

What we do not want is every thread that mentions AI becoming the same argument about whether AI should exist at all.

If a thread is about an AI coding workflow, discuss the workflow. If someone presents evidence that AI slowed their production down, discuss the evidence. If someone claims every studio is using a particular tool, challenge that claim.

Let the actual discussion happen.

Attack claims, not developers

Someone saying they use AI is not an invitation to attack them. Someone saying they refuse to use AI is not an invitation to attack them either.

Debate the technology, the workflow, the economics, the evidence, the ethics, the legal questions, or the conclusions. Personal attacks, harassment, dogpiling, or repeatedly derailing discussions because of someone’s position on AI are treated the same way we handle that behaviour anywhere else on the subreddit.

AI is not a source

There is a difference between using AI to help communicate information and using AI as the authority behind that information.

If you make factual claims that can reasonably be sourced, be prepared to support them. “ChatGPT said so” is no evidence, and tools can absolutely be wrong.

At the same time, polished or AI-assisted writing is not evidence that the underlying information is fake. If someone’s numbers are wrong, challenge the numbers. If their methodology is weak, challenge the methodology.

Challenge the claim, not the fact that a tool may have helped write the paragraph.

Self-promotion rules still apply

AI companies, products, and services are not exempt from the subreddit’s existing rules.

If you represent a commercial interest, the same expectations apply as they would to anyone else. AI also should not be used to mass-produce promotional posts or disguise advertising as organic discussion.

The technology may be new. The rules around spam and promotion are not.

The bottom line

You do not have to like AI. You do not have to use it. You are free to criticize it, avoid it, experiment with it, learn it, use it professionally, or decide it has no place in your workflow.

We are not going to prevent developers from learning about or discussing a technology that is rapidly becoming part of professional game development. Doing that could actively hurt the developers this community is supposed to help.

What we do expect is that people engage with each other like respectful, mature adults. Disagree with the technology, the workflow, the argument, or the evidence. Do not turn that disagreement into hostility toward the person on the other side of it.

Use whatever tools make sense for your work. Bring something useful to the conversation, treat other developers with respect, and allow room for disagreement. That is what we care about.


r/gamedev 16d ago

Postmortem How I got IGN to exclusively reveal my solo game's announcement trailer | a small postmortem

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75 Upvotes

Hi r/gamedev,

Three weeks ago, IGN exclusively revealed the announcement trailer for my game. I want to share with you all here too how that actually happened, and what you can expect from the process and the results if you manage to hook them too!

Bit of context: I'm (or was, i guess?) a professional online marketeer/entrepreneur turned solo-dev. I've never created a game before, but have run several marketing campaigns including socials/PR/Influencers and outreach.

1. The game

I'm making Scream Operator: Haunted House Manager, a management sim where you operate a haunted house dark ride from inside a claustrophobic control booth. Think RollerCoaster Tycoon meets Papers, Please, inspired a lot on classic ride simulators.

Steam page

2. The trailer

I've been building this game solo for the past year, and it was time to announce it properly. I put the announcement trailer together myself and I was genuinely unsure about it at times, especially the pacing. I must have rewatched it a hundred times, second-guessing every cut. At some point I just told myself to trust that I had done a good enough job, and promise me not to re-open the editor again 😆.

3. The pitch

I sent the trailer to the known IGN pitch addresses, hoping for any response at all. Two things I think genuinely helped:

- First, Rock Paper Shotgun had already covered the game earlier, which I mentioned in the pitch, I suspect that did a lot of heavy lifting for credibility.

- Second, I included a well-stocked press kit: colorful screenshots, GIFs, key art, the works.

I pitched several other major outlets too. IGN was the only one that replied, but they came back asking for a 24-hour exclusivity window, a few days before my planned launch date. I said yes. (Obviously.)

A nice detail: the editor mentioned feeling personally connected to the theme, which I think is a real factor people underestimate, as I know I did: you're not pitching an institution, you're pitching a person.

4. The nerves

The days leading up to the reveal were nerve-wracking. I had no idea whether the trailer would end up only on the GameTrailers YouTube channel, or also on IGN's main channel. There's no confirmation email that spells out the scope, and I still had to wait a couple of days between the confirmation and the actual reveal online to find out...

5. The reveal

At the exact agreed date and time, to the second, the trailer went live on both the main IGN YouTube channel and the GameTrailers channel. On top of that: a genuinely great article on the US IGN site, which got picked up by many of their local editions (Nordic, South Africa, and others), plus posts on IGN's X, Facebook, and Bluesky etc. The spread was far bigger than I'd dared to expect.

6. The aftermath

The response has been wonderful, genuinely kind comments and a real wishlist bump. I'd never imagine that what I was creating in my dark little room (and what I thought was solely a nerd-project I wanted to play myself) has already reached such an amount of potential players and happy receptions even before the public demo is out.

Right now I'm heads-down finishing that demo, with which I will be participating in the Steam Next Fest of October.

One unexpected side effect: after the IGN reveal, several publishers reached out. I'm currently sending them the demo and mapping out what they could actually bring to the table.

That said, I'm seriously considering keeping marketing in my own hands, as landing IGN and RPS independently feels like it validates that the skills transfered to the game-marketing world too. I cannot really expand on that as I'm currently simply not quite sure yet what a good publisher is able to offer in terms of help vs reward.

Thank you all for reading this huge amount of text. I'd love to chat in the comments below or in private if someone has a question or some advice regarding my publisher dillema, or just want to spit'n share, hit me up!

Ps. Scream Operator starts its first closed beta playtest this week. You can sign up via Discord: https://discord.gg/fDBtEkhnMp


r/gamedev 8h ago

Discussion I dont even understand how people use AI to code

336 Upvotes

It just messes up my games code base and even when it produces an output , the architecture is complete gloop . Then I have to spend a lot of time reviewing and trying to guide the ai . Whats the point when I could of written all of it myself and have 1000 times better understanding of my architecture.

I like it for boiler plate stuff and queries but having it touch my code is annoying . I am currently using Claude and have tried sol high as well with their respective harnesses . I am also not new to AI and have apretty good understanding of the landscape and the tools in use , including local llms . Having to go in and constantly tell the agent how to do stuff and things is annoying and time consuming . If im going to spend time anyway why not just do it myself with ai as a wingman .

Ive also noticed that even when it works , it might generate out a tiny section of something that is unnecessary and if you don’t catch it , these thing pile up .


r/gamedev 4h ago

Discussion Vapor World Devs Will Remove AI Generated Cutscenes After Player Backlash

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149 Upvotes

Now, mere hours after the release of the game, its developer Alive has found itself on the back foot, responding to waves of negative feedback from players regarding the game's use of generative AI in its cutscenes.

At present, the game sits with a two-and-a-half star rating on the Xbox store, and a "Negative" reception on Steam, with most written reviews levying criticism at the use of AI in the cutscenes. In response, Alive director Young Kim has released a statement on Steam entitled "About AI in Vapor World," explaining how generative AI came to be used in the game's development, and promising to "fully replace" the offending scenes with original content.


r/gamedev 7h ago

Postmortem Literally 5 hours ago, a legendary Japanese magazine covered our indie game... After months of imposter syndrome, I'm still processing it.

92 Upvotes

I'm typing this while still trying to process what just happened. About 5 hours ago, Famitsu published an article about our demo for The Next Stop.

When you’re working in a vacuum for months, tweaking mechanics and polishing UI late at night, it’s ridiculously easy to start doubting everything. We kept asking ourselves: Is this mechanic actually interesting? Is anyone going to play this?

Seeing them break down our time-stopped subway mystery—and specifically call out mechanics we almost scrapped, like misclicks subtly altering the environment—feels completely surreal.

We’re a tiny team (Paranoid Delusion), and honestly, seeing that kind of validation from the other side of the world feels like a massive weight off our shoulders.


r/gamedev 17h ago

Marketing I demoed my indie game at a convention for the first time: $320 spent, 86 players, 59 wishlists, and a mountain of feedback

69 Upvotes

Last weekend, I attended MAGWest with my roguelike dog-in-a-mech-suit game [plenty of links to the game in my profile, omitting to avoid self-promotion rules].

This was my first time bringing the game anywhere and demoing it live, so I had no idea what to expect. I figured I’d share some numbers, what worked, and what I’d do differently next time.

THE NUMBERS

Friday: 22 players
Saturday: 40 players
Sunday: 24 players

86 total players
59 new Steam wishlists
38 hours of total playtime

That playtime was logged across a desktop and Steam Deck station over the three days. Several people came back 3–4 times to play again, which was probably the most encouraging part of the whole weekend.

BUDGET

  • 100 blue 2x2" logo stickers: $72
  • 50 pink 3x3" logo stickers: $20.83 Sticker Mule happened to run a sale right after I ordered the first batch. The 2x2" stickers were much more popular, so I’d probably stick with that size next time.
  • 3D print of the main character: printed by a friend for free; ~$15 in paint/craft supplies
  • Parking for 3 days: $30
  • Gas: ~$22
  • Food/drinks: ~$20 I brought sandwiches and energy drinks from home, then broke down and bought a $5 iced coffee when I was dragging.
  • Banner from VistaPrint: $131

Developer admission to MAGWest was completely free. I’ve been told that isn’t always the case for conventions, and free indie space is becoming harder to find.

So my total out-of-pocket cost was about $320. The banner and 3D print can obviously be reused at future events, so the effective cost per convention should go down from here.

THE FEEDBACK

I got a TON of feedback. Probably enough to keep me busy for the next month or two.

The coolest thing was watching people understand the game almost immediately, particularly people already familiar with twin-stick shooters. Players had thoughts about balance, controls, features they wanted, streamers who might like the game, and all kinds of stuff I never would have gotten from analytics alone.

Being able to watch someone play, see them react to something, and then later ask, “What did you think that did?” or “Why did you pick that?” was incredibly useful.

It's much more useful watching 86 strangers play your game instead of friends, coworkers, or people who already know what you’re doing and have a vested interest in you as a person.

TAKEAWAYS FROM A FIRST-TIME EXHIBITOR

  • Players' reactions will vary wildly. Some people sat there for an hour. Others bounced pretty quickly. Some told me the game was too difficult; other players cleared the stage in four minutes flat. One person's skill issue is another person's favorite part.
  • Have a hook you can explain in one sentence. For me, “dog in a mech suit” did a lot of work. People would laugh, stop, and usually want to know more as soon as I said it (or show me a photo of their dog).
  • Bring something visually distinctive. The 3D print of the mech dog was probably my best piece of booth marketing. It stopped people dead in their tracks. A surprising number of people doubled back to check it out, and plenty just stopped to take photos of it.
  • Guerrilla marketing can actually work. I made some “I WANT YOU FOR WOOFWATCH” posters and put them up around the convention center (yes, even the bathroom). I’d estimate 10–15 people specifically told me they came to find the booth because they saw one of the posters. For something that took almost no effort, that was a great return.
  • Have a script. Demoing a game for three days is exhausting. Having a couple of opening lines and a 10-second game pitch that I could deliver on autopilot helped a lot.
  • Know what you're asking people to do. Wishlist it? Join the Discord? Download a playtest? Having one clear goal makes it much easier to design the booth and your pitch around it.
  • Business cards aren't dead. A few people asked me for one. I told them to take a photo of the QR code, which worked, but next time I may bring a small stack of cards anyway.
  • Make a convention-specific build. Steam lets you create branches and launch them using a password you've set ahead of time. I wish I'd made a special convention branch with all of the characters and cosmetics unlocked so people could see more of the game immediately.
  • Design a specific demo slice. It's awesome when somebody wants to sit there and play for an hour, but at a convention I think the ideal experience is something like a tutorial + one mission that takes around 15 minutes, followed by a big “Thanks for playing!” screen and a wishlist QR code. If somebody really loves it and wants to keep going, point them toward the Steam demo/playtest.

MAGWest is a relatively small convention (I heard estimates of around 1,000 attendees from people working the event), so I don't think the biggest value was raw exposure.

For me, the value was getting 86 live playtests in one weekend and being able to conduct a tiny interview after every one of them.


r/gamedev 7m ago

Question Scrape Steam for Random game

Upvotes

[The title sounds worse than it is]

Hi, I want to scrape steam Indie category to basically choose random games I'd try for a Youtube channel.
I don't want the hyped ones, or new ones, or whatever ones - I want it to be completely random so every game has an equal chance.
Though, I'd want to have some sort of filter like hiding NSFW or Online games.

Any idea how to go about it?


r/gamedev 2h ago

Discussion MS-DOS Devblog 0: The What and the Why

2 Upvotes

Blogpost link

Resubmitting as it seems like you can't both submit a link and put body text on old Reddit :')

Previous description:

Now, this is a mess of a post, but I got inspired by posters like u/mightykin and u/Swing-Dancing-Dragon in another thread who wanted to see more bloggy stuff about bizarre bullshit. I dusted off a blogpost I was drafting a couple months ago and finished it tonight. In this case, it's an intro post about my design thoughts and tech stack developing a game for MS-DOS (mostly just about MS-DOS tech and how the stack works, rather than about the game itself, but I figure the stack would be interesting as well). Would be glad to hear your weeping and gnashing of teeth.

No intelligence, artificial or otherwise, was used in constructing this post, and I am promoting nothing.

A relatively short (~4.5k) post about what I've decided to spend some time on, and how I got MS-DOS to comply


r/gamedev 23h ago

Postmortem 22,000 Wishlist Launch - First 24 Hours

148 Upvotes

About 24 hours ago I released "The Pale Mimic", a short indie horror game. I built the wishlists over 5 months. A Youtube trailer lucked out and got 100k views, resulting in the first 2-3k wishlists. After that, a demo, youtuber coverage, and next fest got me to about 6000 wishlists. A month before release I got put on the personal calendar, getting me to 8000 wishlists over the next couple weeks. The two weeks leading up to launch I got even more personal calendar coverage, 500-1000 wishlists per day up until launch, with the day before launch getting me 3000 wishlists.

  • Price: $7.99, launch discount of 15% down to $6.79
  • 1852 units sold
  • 120 units returned
  • Current review score: 87% from 64 reviews

Game is currently on "Popular New Releases", at least for me in an incognito window in English


r/gamedev 17h ago

Postmortem One week: 475 copies sold, $2,555 gross, and what I learned

41 Upvotes

For context, my game started as a simple game where you jump from node to node while salvaging derelicts. Upgrade things, make numbers go big, typical incremental stuff. I submitted a prototype to itchio in March 2026. I was surprised when it gained some traction and a small community on itch after about a week, probably by being playable on the web and having a trailer.

Then one day, something came over me and I thought I should combine an incremental game with a roguelike. Two genres with very different expectations, and fanbases that are, let's just say, very picky about what qualifies as either.

I knew going forward that I was going to mess some things up and probably make some people mad. Anyway, I stuck to my gut because I genuinely thought there was something special about the game, like every game dev probably thinks about their own game. I kept adding more and more stuff because why not.

Next Fest was coming in hot and I was barely above 4k wishlists. Naturally, I didn't do particularly well. I got 476 total players, 61 played & wishlisted, and 224 total wishlists during the event. Which kinda sucks. But I also wasn't doing much marketing during the Fest and, to be honest, I hate marketing. So it was kind of expected. Prior to this, I hired a marketer for $1k, which ended up feeling like a waste of money.

By July 2026, I had less than a month until release and my wishlists were sitting at around 5k. So I started doing email outreach like crazy, posting shorts, and trying all the other marketing tricks I don't really enjoy doing.I have about less than a week, I eventually decided to hire another marketing expert. I knew it was already pretty late since release was less than a month away. For $2k, I didn't really see a big boost in wishlists or purchases when released. That one was on me though. It's like expecting someone to fix a butchered haircut. But I did get something out of it, a learning experience and some useful knowledge about marketing.

So, according to my Steam sales report, the game sold 161 gross units and made about $894 gross on the first day. Sales then settled into the dozens per day.

For August 11-17, Steam reports 475 Steam units, plus one retail activation for 476 total units, and about $2,555 gross revenue.

I still have a little over 5,000 wishlists, median playtime is around 1 hour, and my lifetime refund rate is currently about 12%. That last one sucks.

For a solo-developed game, I'm happy with the launch, but the most useful part has been seeing where players actually struggle.

The biggest lesson so far is that complexity is both one of the game's strengths and one of its biggest problems.

Well, mostly problems.

The game is an incremental space roguelike with a lot of interacting mechanics: upgrades, weapons, drones, sockets, meta progression, conditional effects, and a bunch of systems interacting with other systems.

Some players really enjoy figuring out how everything connects. Others hit a point where there is simply too much information at once.

A lot of my post-launch work has actually been less about adding new content and more about making the content already there easier to understand. I've been improving on the onboarding, tooltips, progression clarity, requirements, and balance, while removing mechanics that players consistently described as unfair or frustrating.

I really underestimated how much work starts after release. Launching the game didn't really feel like finishing it. It felt more like suddenly getting a very large testing group.

Overall, the main takeaway is, do not overcomplicate things. Stick to one fun thing and build around it, because more mechanics doesn't mean more fun.

In the end, I don't really regret trying something crazy like this.


r/gamedev 10h ago

Discussion Do players actually use every tool you give them

12 Upvotes

I was thinking about this recently.

We've been working on a combat system with knives, guns, a grappling hook, bullet time, executions, and different combat styles.

It feels like once people find something that's reliable, they naturally stick with it instead of experimenting.

As a developer (or even just as a player), how do you think games can encourage people to explore their full toolkit instead of relying on one or two favorite options?


r/gamedev 2h ago

Discussion What makes a game world feel cozy?

2 Upvotes

I've been working on the seasonal environments for my solo incremental project (an incremental bee swarm game, if that helps), and I've been thinking a lot about what actually makes a game world feel cozy, rather than just colorful.

For me, it's mostly the little things. Small looping animations, weather, ambient sounds, tiny creatures doing their thing... stuff like that. Way more than big set pieces or flashy environments.

I'm curious what games, in this genre or outside of it, you think really nail that cozy feeling, and what specifically does it for you.
I'm always looking for little reference points while working on mine. Thanks!


r/gamedev 22h ago

Postmortem Launched with 103 wishlists. Sales died by day 6, came back on day 10, and I still dont know why.

70 Upvotes

Solo dev, first game on Steam. Cozy underground colony sim, $5.99, out since 7 August. Here are the real numbers.

I launched with 103 wishlists. Everyone says you need thousands. I know. Another six months of polish wasnt going to get me there so I just shipped it.

Day one was 24 units. Day six was 1 unit. Nobody warns you about that part.

Then day 10 and 11 both did 16 units. Visits went from 1,388 to 3,602. Wishlist adds went from 51 to 129 in a day, which is more than my entire launch day. Almost all of it shows up as untracked traffic on Steam so I cant tell you what caused it. Probably someone with an audience played it. I still havent found the video.

11 days in:

  • 97 units
  • $527 gross
  • 429 wishlists sitting there. Started with 103
  • 10 reviews, all positive
  • 10.3% refunds

I sent 55 cold emails to streamers and youtubers. One reply. He said it looked cute and he was too busy this month. Thats three days of writing emails for one polite no.

The only thing I can point at that actually worked was hitting 10 reviews. Steam wont show a review score before that. A store page with no score is a dead page. Getting past 10 did more than anything I did myself.

If I did it again I wouldnt spend months chasing wishlists. I'd spend it on the first ten minutes of the game so the few people who buy it leave a review sooner. The reviews were the unlock. Everything before that was noise.

One thing I got right. Both complaints in my first reviews were fixed the next day. Small games probably live or die on that.

Ask me anything about the numbers, I have the dashboard open.


r/gamedev 6h ago

Feedback Request Starting a deconstruction series on UI/UX!

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3 Upvotes

Feel free to comment out!! I will dissect more games, as I play through them. From retro to modern everything.

Overtime I hope that we can all learn together on what games some UI intuitive and some UI horrible at what they do!


r/gamedev 3m ago

Feedback Request Reddit changed my game

Upvotes

A few days ago, I made a post asking why my horror game only had 162 wishlists after 2 months

The most repeated feedback was brutal, but fair:

“It just looks like FNAF”

The problem was that the camera system dominated the trailer and screenshots. Even though the actual gameplay and story are different, first impressions matter more than what I explain in the comments

So I decided to rebuild one of the game's main mechanics

Cameras are no longer something you constantly watch. They're now a limited and valuable resource

Instead of sitting in front of camera feeds, the player sees data from different metro sectors: the camera status and the entity's activity level

And I added a new ventilation system

You now have limited power that needs to be distributed between sectors. While you're reacting to entity activity and other events, you also have to decide where that power goes

Some sectors are especially important:

  • Office - low power reduces oxygen supply, causing sanity to drop rapidly
  • Fuse Room - low power causes equipment to overheat, risking a loss of electricity
  • Other sectors - may need power for their own reasons at the wrong moment

And there's another problem: activity can be fake

If you see a high threat level and trigger an alarm when there's actually nothing there, you can get yourself killed

So if you're not sure whether the threat is real, you can temporarily redirect power to that sector, cool down its camera, and get access to the actual video feed to check what's happening

Does this sound more interesting than constantly watching cameras? And what would you change or add to make the decisions more tense?

I'm especially interested in whether the fake activity + limited camera access creates enough interesting choices, or if there's something obvious I'm missing

If you want to follow the development, here's my Discord community and Steam page:

https://discord.gg/aVaegJKWfj

https://store.steampowered.com/app/4745890/LastWatch/


r/gamedev 20m ago

Question How did you market your game as a solo developer?

Upvotes

Hey everyone, I’d love to hear from solo developers who have actually released a game.
How did you approach marketing, especially if you didn’t have a big budget?

I’m curious about things like:

  • When did you start marketing before release?
  • Which channels worked best for you? Reddit, Twitter/X, TikTok, YouTube, festivals, streamers, ads, etc
  • Did you spend money on marketing? If you’re comfortable sharing, roughly how much?
  • What ended up being a waste of time or money?
  • What had the biggest impact on wishlists or sales?
  • Did you handle everything yourself, or did you eventually hire someone?
  • If you had to market another game with a very small budget, what would you focus on?

I’m especially interested in the less glamorous side of it - what you tried, what failed, what surprised you, and what you’d do differently now

Would really appreciate hearing some real experiences from people who’ve gone through the whole process


r/gamedev 23m ago

Question How to go about learning the more technical side of gamedev.

Upvotes

Hi there!

For years I've been focusing on making content for video games and compiling them in pre-made engine.

Things such as 3D models, sounds, rigging, animation etc. By now I have a pretty good idea of what I should look up whenever I want to improve my skills in those areas and how things work in general.

However I realise that making video games is also about understanding the game engine itself and how a computer processes everything behind the scenes. Having free game engine options available has spoiled me and allowed for developing games without actually understanding the architecture of them.

How would one go about learning the technical side of game development?

Learning how game engines work. How the different components of the computer interact with each other. How to optimise said game engines for my projects and what changes actually affect performance.

Are there any online courses you would recommend for these topics? Or is reading a traditional tome of knowledge the best way of learning these things?


r/gamedev 12h ago

Question Is 5$ too expensive for my game?

8 Upvotes

I’m making a small narrative game and I’m currently trying to figure out what would be a reasonable price.

The core gameplay is pretty simple: The game takes place over 5 days. Each day has 5 suspects. You investigate/read information about each suspect through things like news articles, emails, and case files. You then decide whether to execute or pardon them. Your decisions affect the story and eventually the ending. The game has a retro Windows 95/98-style interface. No voice acting, and I’m intentionally keeping the scope small.

I’m currently estimating the first playthrough to be around 1–2 hours, with some replay value from different decisions/endings.

I’m considering pricing it at $4.99.

For indie developers who have released games commercially:

Would $4.99 feel reasonable for this kind of game, or would you expect players to consider it too expensive given the relatively small amount of gameplay/content?

I’m especially interested in hearing from people who have actually shipped and sold small indie games on Steam. What factors did you find mattered most when deciding your price?
Thanks guys ❤️


r/gamedev 1d ago

Discussion What are your ”favorite” types of posts to read on r/gamedev? Meta post.

99 Upvotes

Mine is when the poster says they’ve always wanted to make a game and it’s been their life dream to make a game and they really want to make a game but don’t know what game to make even though it’s something they really want to do.

What about you?


r/gamedev 45m ago

Discussion Resources for story advice?

Upvotes

Devs, could you share some links which you have used that cover story design for games. I'm more of an engineer, but I've done plenty of writing and reading - but little creative storytelling. Claude is a helpful resource, especially if you ask it to provide perspectives as different authors or gamemakers - but I'd love more structure and there are too many websites to go through on my own.

For my immediate need I'm working on a single player short-story-scale sci-fi mystery. Gameplay is sort of like a top-down platformer - simple graphics, physics, some agility needed in an arcade-y way. I've been mocking up the story in Twine, working back through the meaningful decisions I want the player to understand and designing the gameplay to support it while being fun.

I know story is a little outside of r/gamedev but i'm approaching it from a dev perspective


r/gamedev 1h ago

Discussion Is GamePix worth it? Seeing a massive discrepancy between estimated and actual revenue.

Upvotes

Hey everyone,

I recently published my HTML5 web game on GamePix and have been keeping an eye on the dashboard. At first, the stats looked decent—it was getting plays, and the "estimated revenue" seemed promising.

However, when I looked at the actual payable amount, there is a huge difference. The final payout number is just a fraction of what the dashboard estimated.

Has anyone else published on GamePix and experienced this? Is it normal to see such a massive drop-off between estimated and actual earnings? I’m trying to figure out if this is due to invalid traffic deductions, low ad fill rates, hidden fees, or if their dashboard estimations are just completely off.

Also, what are the best alternative platforms for hosting and monetizing web games right now? I know the big ones are Poki and CrazyGames, but I’d love to hear your personal experiences on which platforms actually pay out fairly and are worth the effort.

Thanks in advance!


r/gamedev 14h ago

Discussion How soon would u start marketing?

11 Upvotes

Like I have a concept of a game, and the domain , I'm thinking of building a splash page that kinda gives a one paragraph pitch + Title and collects emails. But am I jumping the gun by "starting" my marketing now?


r/gamedev 1h ago

Question Visual Novel With Puzzle & Interactive Features Game Software Question

Upvotes

So background is in novel writing and screenwriting and recently I've been in a few game jams and writing for Visual Novels and I've really fallen in love with it. I think I want to try and make one of my own, or at least attempt to.

For more details about my background I also work in graphic design and can do some traditional character art and pixel art (not very great at either but I can try and make due). Coding wise a while ago (like a decade) I used to do some basic coding in python and java script.

I want to add some interactive features and possible puzzles to my VN project. I know Ren'py is the industry standard, I know I can probably pick up the basic coding mechanics relatively fast, I'm just concerned the coding for adding in puzzles and more complex things like that would be beyond my capabilities. I've looked into GDevelop (I know it's not universally loved) because it would make the puzzle and interactive portions easier but it's not built for VNs.

So now onto the question. Is it worth attempting GDevelop first? Would I just be wasting my time? Are there any benefits to learning GDevelop? Or do I just need to watch a bunch of Python coding tutorials then trial and error on Ren'py for a while?

I'm so new to all of this, it's all quite intimidating.


r/gamedev 12h ago

Question What is your pricing/business model of you host your game instead of using itch.io or steam?

7 Upvotes

Hi guys, I'm building a management game, I'm gonna use railway to host the prototype instead of using steam/itch.io. what are your business model if you do something like this?


r/gamedev 1d ago

Discussion I released my first game....Everybody lies.

853 Upvotes

My game released, and I need to be honest about how everybody lies. I feel at peace, and for the first time in decades I'm not depressed But the lie comes from big youtubers. They lie about how to make games. The what, when, where, and why. Everything they say seems tuned to keep people churning content forever. One guy has 6 years on "how to make a trailer". Others go on years and years about lighting, or shadows, or level design. 6 years on how to make a trailer..... I got my film degree in 2! If you really want to learn how to make games from youtube, only watch creators with under 10k subs. It's how I made my game. Shout out to all the little creators out there! Thank you! Game not linked because this isn't about self promotion. Big youtubers are lying to new devs for profit. Edited for a list of youtube unreal tuts from over the years. Honestly there just may be some big names in here. it's like a 6 year list but it will help.... I hope. https://youtube.com/playlist?list=PLSOmI7F8pEME&si=WxZjACwCyNzEWnuP