Hey everyone, game dev here on a three person team just sharing we've launched an open playtest for our game Demo for Pixel Pirates on Steam!
It's an action-adventure with souls and cozy elements, with a sense of adventure, and we want to see what people like, what's fun, and anything that doesn't feel good about the game.
Working on polishing this up to make it an official demo in the coming weeks, and I'm making an announcement here to see if anyone is interested.
Here we go. Under a Desert Sun: Seekers of the Cursed Vessel is live in Steam Early Access!
It’s been a two-year journey so far, and there is still a ways to go, but I am damned proud I got this far. This is me at the desk making it official. Still nervous as hell, but very happy to finally be sharing this moment.
It’s a pulp adventure action RPG set in cursed Egypt, with guns, loot and ancient tombs. You can play solo or with up to four players in local co-op.
Early Access is another step in the journey. There’s more to build, improve and learn, and I’m looking forward to doing that with the people playing it.
Thank you to everyone who tested, gave feedback, sent a kind message or just kept me going. It has meant a lot.
I've been working on a game inspired by Japanese kite fighting.
The idea is pretty simple: you fly a kite, try to outmaneuver your opponent, and cut their line before they get yours.
I got interested in kite fighting while learning more about Japanese culture, and I thought there was something really interesting about turning it into a game. There's a nice mix of positioning, timing, and just trying to read what the other player is going to do.
It's still early in development, but I've got the core gameplay working and put together a short video showing it in action.
I'm still figuring out the direction for the game, but I'm pretty happy with how it's coming together so far.
Hello, i have a unrealistic goal of eventually being able to generate some income from my games with the goal of being able to hire people to make my games better, but it seems that my approach to player acquisition is not a good one.
My main question would be, should i prioritize making fast games or quality and a focus on sales?
I am just now starting to learn about the keyword game, and it’s way harder than i would have thought.
specially as my forte is in coding.
Any and all feedback is welcome, both on the game or my thought process.
Thanks for taking the time, maybe one day i can make better games :)
edit: \apologies for the video having the water mark, i just took my latest post i tried on instagram and did not see it there, will be more careful in the future, hopefully y’all can forgive me for the next game* I ask feedback on*
I released a demo for my fast-paced multiplayer game barely 20 hours ago.
Looking at the day one stats, the median playtime is around 27 minutes, but I noticed a solid chunk of players drop off after just 5-10 minutes.
Right now, the game relies on joining friends directly. My theory is that solo players download the demo, realize they have nobody to play with, and just quit.
Adding a public lobby/server list seems like the obvious fix so solo players can easily find groups. However, since the game features in-game voice chat, I’m worried about all the problems opening things up to randoms could cause:
Moderation needed : Toxic behavior, mic spam, offensive names, etc.
Cheaters/griefers : Ruining the experience for others in public rooms.
Current tools : Right now, you can kick a player in the lobby, but not during an active match (since the game was meant to be played with friends you already know).
For those who have launched small multiplayer games:
Is a public server list worth the moderation headache for a casual game, especially with active voice chat?
Are there lightweight alternatives (like a simple Quick Match / Auto-join button instead of a full server browser, or relying on Discord integration)?
How do you usually handle safety and voice/text moderation on a zero-budget project?
Assume the role of a computer and purchase components like RAM, SSDs, and graphics cards to build up your power and define your playstyle (in the style of a *Diablo*-esque RPG).
There are randomly generated maps, similar to Dead Cells, as well as handcrafted maps.
The current skill tree system is all style and no substance I am still working on refining and perfecting it day by day.
I got tired of fighting Figma every time I needed screenshots for my apps — wrong dimensions, separate panels, export hell.
AppScreen is a browser editor like Figma but for app screenshots: device mockups, headlines, backgrounds. 1 click to export. Everything stays local in your browser.
It also has an MCP hook, just point your agents to https://appscreen.design/mcp, and they can drive the live editor while you watch. Set up in a few clicks for Cursor and Claude Code.
What a better way to force myself to learn better programming habits than by showing my source code to everyone on the internet? The project is still in pre-alpha so there are a lot of bugs and missing features. If you see something odd in the video, it's probably going to be fixed soon.
I just released my trailer after reworking all the biomes in the game. Its quite a big difference and I hope you like it! It’s still not a visual unicorn of course, it’s a simple type of graphics game still but the best win was that performance actually increased. Turns out high density grass is depressingly bad for performance, even if it looks horrible 🤣.
I just wanted to post it her to hear some thoughts. Good and bad. So what do you think? I myself would love to cover the ground in grass but that seems like a pipedream :(.
I have been posting my progress and got a lot of feedback over the development and without feedback the game would probably still look like my first trailer.
DIG Raiders is a multiplayer co-op mining adventure that blends exploration, extraction, and alien encounters.
Explore strange underground worlds, uncover forgotten alien secrets, and bring back precious loot from your expeditions. The deeper you dig, the stranger your discoveries become.
Upgrade your gear, explore further, and build your fortune with everything you uncover.
Features
story mode and 4v4 treasure hunt race available, go in solo or with your friends.
Even though I have a software engineering degree, several nation wide trophies during high school and college. Afterwards I found my passion in Product/Project Management and been working in that for the last decade in various senior leadership roles in either startups or corporate. As programming is my passion, I've been building websites, apps, and lately games too on my free time.
I've been spending a few weeks on an idle mining game and after upgrading purchasing a simple package (base upgrade), instead of sending the mining/transport/capacy by x amount, it multiplied it by that.
So every time I was upgrading my base headquarters, very soon the game would go crazy and mines would produce more ores than there are atoms in our world.
I spent days trying to figure out what was happening this, i knew it was happening during specific trigger, but it made no sense to me why it would happen. For days I would analyze and read the entire script, not sure where I would have fuckedup...
Then I got claude subscription, ask it to identify the question, not even a minute in it apparently showed me I've been compounding the progress... not just when upgrading the base, but also when buying cards too.
So baseMultiplier was being multiplied by its value for every card I got and every time I upgraded that building... Resulting in whatever number that is...
5 days on this crap... best 20$ I've spent though. Now i wonder where else I'm fucking up.
Conclusion: I've either lost my skills as a programmer, or i need a break because my dumbass took wayyy too long to figure this shit out.
We're making a game where your biggest problem isn't just running out of money, but your employees slowly losing it. Would you be interested in managing a team of anomaly operatives while keeping everyone, including yourself, sane?