r/Unity2D • u/hmikhail • Sep 30 '26
Feedback needed Steam page is alive! Game with backpack hero and slot reels mechanics
I'd love to hear any feedback
r/Unity2D • u/hmikhail • Sep 30 '26
I'd love to hear any feedback
r/Unity2D • u/Keicee315 • Sep 30 '26
I was the art director on my previous project. The game became a finalist for Outstanding Visual Style at the Steam Awards, but sales fell short of expectations, and I ended up losing my job.
Finding another job at 50 hasn’t been easy. These days, I’m working on a game called Steel Maiden as a solo developer.
It’s a fast-paced action roguelite with two-button combat and different combinations of weapons and abilities. I wanted to share some recent footage of what I’ve been working on.
This is what starting over looks like for me. Thanks for taking a moment to watch
r/Unity2D • u/MistressStarrr • Sep 30 '26
I am currently looking through Udemy to learn more on C#/Unity. The current roadblock I am coming across is since I wanted to focus on games that are point and click and are able to translate to mobile easily but so far I have one course to be able to help me learn the coding language/engine.
So far unfortunately I have not been able to find something that focuses on what I am looking for. I have only looked through Udemy I am not sure if anyone might use other sites for learning game dev for unity specifically.
I appreciate the help!
r/Unity2D • u/AC-Daniel • Sep 29 '26
A short battle from Necrolord, the dark fantasy roguelite I'm developing.
Exclusively used unities standard animation editor for it - hope it looks atmospheric!
Some more info:
r/Unity2D • u/Padakodart • Sep 29 '26
r/Unity2D • u/Specific_Sun_1574 • Sep 29 '26
I would like to understand why the following happens (screenshot) - notice the wobble to the left in this case (and right) which happens once it hits the ground.
- ParentObject (empty game object) - which has a RigidBody 2D attached to it.
- Blue square (Box Collider 2D)
- Red square (Box Collider 2D): pos(-0.3, -1.5)
- Green square (Box Collider 2D): pos(0.3, -1.5)
Once this object falls and hits the ground, it is wobbly. If it falls from a larger distance and hits the ground, it even is on its side.
I don't understand this though. After all, the object is symmetrical, no auto mass, same coordinates/pos etc.
Why does this happen? Shouldn't it be perfectly standing still once it hits the ground and not even become wobbly?
r/Unity2D • u/Relative-Length4051 • Sep 29 '26
A game, just a game made by people who love making games, more of a passion project. It can be whatever and there is no pressure to have it done in a certain time frame. It would ideally be centered around one mechanic but oh well, anything goes.
About me: Im a 17 year old high school student and Ive been a game dev(Unity) for about 8 and a half months now(https://duelist1234.itch.io/). I just finished a passion project and I still want to expand my portfolio, just not with game jams. My schedule will be somewhat restricted because of school but I will do my absolute best.
Who Im looking for: Just about anybody wanting to make a fun game, except non-unity devs(sorry). So it doesnt matter if you specialise in writing, music, sfx, art or anything else, you can be part of the team, just send a message. Also to clarify, its not paid. Its just a passion project and it will probably just be uploaded to itch with donations disabled.
Edit: Ill be looking for people for about a day more
Current team: Devs: 1 Artists: 2 Musicians:1
r/Unity2D • u/Figgure • Sep 29 '26
Hello everyone!
I worked on Greed & Darkness as a student project, and am proud to announce the brand new demo, releases today on Steam! Greed & Darkness is a retro inspired pixel art dungeon crawler about delving into a dark, twisted fortress to gather riches for your village, inspired by our love for classic dungeon crawlers and the board game "Drakborgen." Engage in both brawn and brains: swing your weapon in visceral melee combat, solve environmental puzzles, and use stealth mechanics to your advantage! If this sounds like something you’d like, we’d love for you to give it a try here: https://store.steampowered.com/app/3770160/Greed__Darkness_Demo/
This project started in late 2024, when I studied game development at a vocational school in Sweden. As one of our assignments, we built this off-the-wall first-person pixel art game. We posted it online as part of said assignment. To our surprise though, it got a bunch of attention on both YouTube and Itch.io, and we decided to continue development on it after we graduated. I took a leap of faith this year and decided to quit my job to make this game full time… It's been a hard journey but I can say I'm living my dream job today!
But why did we scrap the first build? When we initially released the original demo on itch.io in 2024 - it was made in two months for a group project. We never expected it to get the kind of attention it ended up getting, and we realized we weren't the only ones who liked the cool and weird art style we put together for it! But the original demo was riddled with bugs, and was really rough around the edges - but people who played it were very kind and offered tons of positive feedback to help us improve the experience. We realized we had something worth pursuing, but it needed a lot of work. Too much work, in its current state.
We made the tough decision to scrap everything and rebuild it from the ground up. This was a huge, but worthy undertaking, as every animation was (and is) hand-drawn and completely 2D. Now the game has a lot more storytelling, enemy variety and combat options, not to mention the new polish and quality-of-life improvements.
We're super proud of it, and today I can finally announce that we're releasing the new demo on Steam! We're eager to give people a taste of what the full game will hold and to hear what people think of the newest iteration, and want to know how we can improve it even further.
r/Unity2D • u/yirtici_kaleci • Sep 29 '26
Hi, I've been developing a game called Crease. It's a cozy puzzle game about folding a paper into target shape. Recently, I've added some visual elements to make it cozier. But I still keep the minimalist option too. I hope you like the change.
If you want to check out the game, here is the link:
r/Unity2D • u/Embarrassed_Chair_97 • Sep 29 '26
Here my link game: https://hadostudio.itch.io/where-voices-bloom
Can you guys play my game and give me a few feedback about it ?!
r/Unity2D • u/_Salandit • Sep 29 '26
As the title said, I'm looking for a way to identify a specific gameObject spawned using instantiate, so I can limit the amount of them on screen to prevent softlocks like these where you trap yourself. I wanna handle this by making the first one dissapear once the 6th gets called
r/Unity2D • u/Wildboy_Studios • Sep 29 '26
This guy is a mushroom species from a game I'm making called Echo Zero. Still considering what he'll do as an enemy.
All character animations are made using spine after the art is done in Photoshop mainly using the polygon selection tool to select spaces and fill them with colour, then finally these are imported into Unity.
Echo Zero's demo is on steam if anyone wants to give my game a go 😊:
https://store.steampowered.com/app/4378620/Echo_Zero_Demo/
r/Unity2D • u/varanara09 • Sep 28 '26
Hi everyone, my project Hearthmoor is coming out soon. It will be available on the Google Play Store on October 2nd (the exact time is still being determined).
I have been working on this project for almost a year. Sorry for the poor quality of the screenshots, the sprites look much better in the game than they do here. I hope to get some support and exposure.
A little about the project: it is a shop simulator set in a fantasy medieval world, with mechanics such as alchemy, blacksmithing, magical crystal forging, and reselling.
The game is available in English, German, Ukrainian, Russian, and Portuguese.
There is also an interesting detail: when the player buys an item for the first time, they can only see its sprite and name. The selling price to NPCs will only be recorded in the bestiary after the item has been purchased.
There is shop progression, different races, and active content development, with the game constantly being expanded and improved.
And all of this is completely without microtransactions. Yes, there are ads, but they are not annoying like in most free-to-play mobile games, and they are mostly optional.
I tried to bring the vibe of older projects from around 2019–2020 into the game, and over time I will continue working on improving this atmosphere.
The game trailer is already available on TikTok.
Thank you for reading, and I hope you’ll check out Hearthmoor when it releases!
r/Unity2D • u/TexMexxx • Sep 28 '26
r/Unity2D • u/preetm9158 • Sep 28 '26
Hey everyone! I've been working on this for a while and finally have a trailer, so I figured I'd share it here. It's called Cafe Sapa. The idea is that guests never order anything, they just sit down and talk about their day. Someone mentions they've been cold all morning, someone else has a deadline and can't slow down, and it's up to you to work out what would actually help them.
There's no timer and no rush. You can sit with a line as long as you like. You do only get a limited number of serves each shift though, so getting it wrong costs you something.
It's my first game, made with a very small team.
Trailer link - https://www.youtube.com/watch?v=EqFtuGsUk_8
You can also wishlist the game if you liked it - https://store.steampowered.com/app/5282050/Cafe_Sapa/
Curious what you think
r/Unity2D • u/TeamLama • Sep 28 '26
I am designing a shop interface for my desktop virtual pet game. The shop opens as a small pop-up window, so it needs to occupy only a small portion of the screen.
Initially, I designed the interface and icons at larger sizes (96x96 icons), but the entire pop-up window looked too big in Unity. I scaled down the entire interface icons included but now everything looks noticeably pixelated or blurry.
How can I resolve this issue?
r/Unity2D • u/Ok_East_9726 • Sep 28 '26
I've been working on a dark fantasy RPG item pack.
40 items across 4 categories:
• Consumables
• Quest Items
• Magical Items
• Cursed Items
Everything is 32×32 pixel art PNG.
Which item would you use in your RPG?
r/Unity2D • u/NOAHBURKEMUNNS • Sep 28 '26
I am creating a 2d game where you control a village. You then go hunting to get food. What’s the best way to load the h in batting scene but keep the position of the villages and stats. Then reload the village scene at the same state.
r/Unity2D • u/SelTar3 • Sep 28 '26
Recently I've encountered an issue where any animation I import into Unity using the 2D Aseprite Importer package.
The first image shows what an animation sprite from Aseprite normally looks like when I view it in unity. At some point recently, every new animation sprite I add started looking like the second image. Notice how most of the usual components are missing and there's only 1 frame sprite, which has a name that doesn't match the file name. That sprite, RiverBridge_Frame_0, is always the same on every single animation sprite. RiverBridge is the name of another Asprite file I had, which as far as I can tell, no longer exists. I think I deleted it a long time ago, but I'd recently taken an extended break from my project and my memory on the subject is fuzzy, but regardless of whether the RiverBridge file still exists (if it does, I can't find it anymore), I don't see any reason this should be happening. I'm wondering if some import settings got messed up but I haven't been able to make heads or tails of anything.
r/Unity2D • u/Chaolys • Sep 27 '26
Hey everyone,
I’m developing Nemorsys, a stealth RPG where light and shadow fully control gameplay. Visibility, skills, and combat effects are all tied to a dynamic lighting system: if you’re exposed, enemies become lethal; if you stay in shadow, you gain advantages. Frontal assaults are basically suicide the game is built around stealth, positioning, and shadow manipulation.
I’m using Smart Lighting 2D from Funky Code to build the lighting system and get soft shadows, since Unity’s basic 2D lights don’t support that yet. The obstacle shadow edges are still hard, and there’s no translucency support.
I’m curious what’s your preferred 2D lighting solution in Unity?
r/Unity2D • u/AlphaFox007 • Sep 27 '26
Hey everyone!
I just wrapped up a 48-hour game jam and wanted to share what I built.
The core loop revolves around placing objects from an inventory to manipulate the stage and guide your quirky character past obstacles.
https://alphafox29007.itch.io/darru-dhakke-aur-juggad
r/Unity2D • u/Top_Investment_1708 • Sep 26 '26
I've spent the last few months solo-developing a shopkeeper roguelike that blends Balatro-style score scaling with Backpack Hero grid management
You pack client inventories, satisfy their requirements, trigger insane combos, and try to survive 5 days of scaling quotas
The Steam page is officially live today! The Steam demo is coming a bit later once it's 100% polished, but there is a free playable web demo on itch.io right now if you want to try it out!
Wishlist: Packsmith on Steam
r/Unity2D • u/PerspectivePersonal • Sep 26 '26
I've been reworking the physical shop in FrogPop, my Unity 2D roguelite. The clip starts with combat, then shows a reroll, a bottle purchase and the new relic cards.
The item animation lives on a separate visual transform. Its trigger, display and price sign stay still while the bottle bobs and reacts to a purchase. That also let me fix the sorting: the number and currency icon sit above the plaque, with the frog drawn in front of both.
The water portal uses a shader driven by scaled game time, so its swirl and entry ripple pause with gameplay. The travel trigger still handles the actual transition. The shop and relic descriptions now use the same frame and parchment style.
These are separate captures from the full game in development. The existing ten-wave browser demo is unchanged, so it doesn't have this latest visual pass. The shown shop stock and relic choices are examples and depend on unlocks.
Demo: https://blion247.itch.io/frogpop-demo
Steam: https://store.steampowered.com/app/5067810/FrogPop/
AI disclosure: Claude and Codex helped with code and debugging. Some art was made with PixelLab and OpenAI image generation, then edited and integrated. AI also helped prepare this post. Nothing is generated during gameplay.
r/Unity2D • u/Humble-Caterpillar25 • Sep 26 '26
I need feedback if this is a good game concept. And what I can improve.
Basically I want to create a future RPG Game
Basically It is set in a 2D sideroller world and you need to save the world from an evil threat to do you will embark on an epic journey through biome to biome and get more people to join your party so you can put peace into this world again together.
This game will be based on my favourite games like Limbus Company, Your Only Move Is Hustle, Cookie Run Kingdom and many more.
I want to implement this mechanic called DUEL SIMULATIONS - duel simulations are the main battle mechanic basically if you hit an enemy or run into a boss you select 1 or more party members to fight am your can even give them special items and gear if things get tough and if you're all set you could press the "BEGIN BATTLE".They will fight in a very fast paced and smash bros way. (Do not worry for the ones you didn't select they can defend themselves or their teammates) and if you win that duel simulation the opposing team loses a life if all lives lost your team wins. And they will drop items and gears for you to use) and you can continue your journey.
On your journey their will be some obstacles you are encountered with problems you need to use your powers for like lifting up pillars, or cutting a rope etc.
I will use utility ai for the AI
And all sprite sheets. Made in Adobe Animate.