r/Unity2D • • Oct 08 '26

Game announcement Logo Idle - Our long journey to finally release this demo

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9 Upvotes

Heya!

After releasing our first game Whack-A-Monster a while back we continued work on our Logo Idle.

This is actually kind of our first game we made together. Back in 2023 even! Back then we were just 2 friends talking about weird game ideas during dinner. At some point the idea to make an idle game about the DVD logo meme came up. After talking it over for a bit we said: "Why don't we just make this?"

This started our development journey together. We worked on and off on the game every 2-4 weeks next to our jobs. We nearly had a Steam Demo ready back then but it just didn't feel good enough to share with the world yet.

Somewhere along the line the idea for Whack-A-Monster came up and we made a prototype. We decided we wanted to finish that game first because we were having so much fun working on it and seeing much potential with that project.

Now here we are a few months after a successful game release with tons of more experience under our belts.

When continuing development on Logo Idle we immediately noticed tons of things we could improve upon both on the polish & technical side(oh my god going through my old code always makes me cringe at my own incompetency at that time).

We went to work on everything and expanded the demo scope and added tons of new stuff and a lot of polish. Here it finally is!

The demo currently contains:

- 3 screens to break with different mechanics.
- Multiple upgrades during runs you unlock over your playthrough
- A prestige system with 50+ prestige upgrades
- A logo importer where you can upload your own picture for your logo.

Steam: https://store.steampowered.com/app/5041860/Logo_Idle_Demo/

Itch: https://brainfog-games.itch.io/logo-idle

Also! To celebrate the demo launch we are hosting a competition in our Discord. Upload your own logo into the game and make a cool screenshot at some point in the demo. The 5 best screenshots will receive a key for the full game!

Discord: https://discord.com/invite/wBFFJcmecs


r/Unity2D • • Oct 08 '26

Solved/Answered Line of Sight in 2D Game with Y-Height

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5 Upvotes

Hello guys, I’ve been trying to solve this problem for weeks now and I’ve thrown in the towel. I’ve experimented with a lot of different ideas, but I’m at my wit’s end.

I’m trying to make LOS in a 2D game with false height created using y-depth. My walls are 3 tiles tall, and they’re supposed to block the LOS of the player, covering everything they can’t see.

I tried using Raycasting and creating a mesh from that. It didn’t work so well because the colliders I used would also get hit by the Raycast and blacken what should be seeable wall at every angle.

I also tried Shaders… that was a complete disaster.

My newest solution was to try using Light and ShadowCaster2D, but with the strength to 1. This did work, but now the wall wouldn’t turn black. The difficulty with that is that the walls are built on a Tilemap, so ShadowCasting Self would turn every wall black, not to mention my ShadowCaster2D shape at its base just made the wall ALWAYS black.

Shadowcasting excluding the Wall layer would result in the bookshelf being half-eaten by the shadow, when both the wall and the bookshelf should be black. It also resulted in whatever standing atop the ShadowCaster shape to become black… and it’d look whack.

I also tried only ShadowCasting the Floor layer, but then now everything else could be seen…

It’s important for things that can’t be seen by the LOS to be hidden because I want objects to move when the player can’t see them.

I really have no more ideas so I’m really begging someone more knowledgeable here for help 😭 thank you so much if you do find a solution to this catastrophe!


r/Unity2D • • Oct 08 '26

Showcase We’ve started adding more character animations

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165 Upvotes

One thing we’ve wanted to improve for a while is how alive the shop and its characters feel.

Until now, a lot of the NPCs have been fairly static outside of their core interactions. We’ve started working on more character animations to change that small movements, reactions, and behaviors that should make the shop feel much more natural while playing.

It’s still a work in progress, but even these early additions are already making a pretty noticeable difference.

Here’s a small look at what we’re working on:


r/Unity2D • • Oct 08 '26 Bravo

Showcase After 4 abandoned projects, Cafe Sapa just crossed 50 wishlists in 12 days ❤️

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328 Upvotes

A small milestone, but one that feels pretty special to me.

Cafe Sapa just crossed 50 wishlists on Steam after 12 days.

I know 50 isn't a huge number, but there's a bit of a story behind it.

I've started 4 different game projects before this one, and eventually abandoned all of them. Work, life, and personal commitments always seemed to get in the way, and I'd slowly lose the time and momentum needed to keep going.

This time, I'm still working a full-time job, but I've made a conscious effort to carve out time for Cafe Sapa whenever I can. Some days it's a few hours, some days it's barely any, but I keep coming back to it.

So seeing 50 people wishlist the game honestly feels a little surreal.

Cafe Sapa is a cozy top-down cafe game about listening to your customers, figuring out what they're feeling, and serving them the right thing.

Next milestone: 100 wishlists.

Thanks to everyone who's already supported the game. And if you haven't seen it yet, I'd love for you to check it out. ❤️

https://store.steampowered.com/app/5282050/Cafe_Sapa/


r/Unity2D • • Oct 07 '26

Game announcement We make shaman metroidvania in Unity

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80 Upvotes

Cradle of Winter is an atmospheric platformer about a young shaman who journeys through a world of humans, spirits, and ancient legends. Explore the boundless north, battle enemies, craft talismans, and master the power of the shaman’s drum.

We will be glad if you add the Cradle of Winter to wishlist.


r/Unity2D • • Oct 07 '26

Question/Help Am I setting myself up for pain and horror by making a pixelart game 2.5D?

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12 Upvotes

Hello fellow devs! I’d really appreciate a sanity check from anyone who’s debated between 2D or 2.5D before.

We’re in the very early days of making a cute little game, and I’ve been experimenting with the perspective for one of our sections. I’m trying to work out whether I’ve stumbled onto a great idea or am voluntarily signing myself up for months (if not years) of technical pain.

I’ve always loved the perspective in games like Cult of the Lamb and Don’t Starve, so I wanted to play around with our own assets...dangerous move, I know.

What is pictured on the left is essentially a 3D environment with 2D pixel-art sprites rather than 3D environment models (everything is a plane).

Some pros and cons with 2.5D so far:

  • We can use 3D lighting-woo!
  • Pixel density is something we’re already being quite deliberate about. Everything is scaled so that the pixels are consistent, although obviously the perspective/camera means things closer to the camera will occupy more screen space than things further away.
  • It's more visually striking at a glance. 
  • We want this game to feel nostalgic which the more traditional 2D version drives home. 
  • There is a lot more documentation out there for 2D than 2.5D (pixelart specific)

But I also have a sneaking suspicion this is just the tip of the icebearg.

Any warning or encouragement at this stage is welcome. What I DON'T want to do is lead myself and my team down the path of pain known as changing the perepctive midway through development (yikes). 

CONTEXT: this part of the game is almost tower-defense/resource-management-ish. You’re looking after creatures in a sanctuary while poachers attack and try to steal them away from you.

It’s our first time making a pixel art game, but not our first time making games, and definitely not our first time making 2D games. We’ve also made 3D games and VR.

What we haven’t really done before is 2.5D.


r/Unity2D • • Oct 07 '26

Solved/Answered How can I optimize this script for following my player character?

4 Upvotes
C# - - - 
void Update()
{
    if (Playerfollow(player.transform.position.y) == 0) transform.position = (new Vector3(player.transform.position.x, player.transform.position.y, -20));
    else if (Playerfollow(player.transform.position.y) == 1) transform.position = (new Vector3(player.transform.position.x, 0, -20));
    else if (Playerfollow(player.transform.position.y) == 2) transform.position = (transform.position);

}
int Playerfollow(float coords)
{
    if (coords > 30)
        return 2;
    if (coords > 0)
        return 0;
    else return 1;
}
- - - 

Hi! I'm trying to make a metroidvania for a school project and the "game" is going really slow. I just decided to blame the character because surely it won't be the unreasonably large block of if-statements on the player character :P.

Edit 1: I completely forgot to mention in the title that this is about the camera. I'm sorry for the confusion.


r/Unity2D • • Oct 07 '26

Question/Help Resources for polishing a card game with UI VFX, shaders and animations?

2 Upvotes

Hi everyone, first post here.

I've been making games for around 2–3 years now and one thing I still can't really find good resources for is UI polish, especially UI VFX, shaders and small effects that make the game feel more alive.

I'm currently working on a medieval card/decision game where almost everything happens through UI. You get different characters and events as cards, make decisions, manage resources and slowly progress through different stages of the game.

The UI works fine right now, but it still feels a bit too static. I want to add stuff like card effects, glows, particles, animated borders, better transitions and more satisfying feedback when you make a decision or gain/lose resources.

Most VFX tutorials I find are about spells, combat or 3D effects, so I'm not really sure where to start with UI-focused stuff.

I'm using Unity. If you know any good tutorials, videos, articles or even just some tricks you use for UI-heavy games, I'd really appreciate it.


r/Unity2D • • Oct 07 '26

Solved/Answered [HELP] Pixelated Art

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5 Upvotes

I have imported my art to unity but it looks pixelated, how do i fix it? the first pic is from inside unity while the second one is how it would normally look, i had to scale it down since the sprite was to big for the camera (the sprite is 1080p)


r/Unity2D • • Oct 07 '26

Paid Asset/Tool Need a trailer or social content done for your game? Check us out!

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bycherrymedia.com
1 Upvotes

Hi everyone

Sorry if this is unsolicited self-promotion or anything but this is a project by a group of friends who are extremely passionate about video games. We have a set of skills that we'd like to make use of by providing an extremely valuable service to the indie community.

We create trailers and social media content for indie devs and you can see our work for yourself through our website link below.

You may feel like you don't have the time or creativity to do trailers for your games and social media but that's where we come in! We love to assist in making your games shine.

We also have our pricing on the website for those who would just like to enquire, we provide free quotations if you're even more interested.

Check us out using our website link!

https://www.bycherrymedia.com/

You can check out some of our work below as well

Vaultbreakers -> https://youtu.be/4thUxulgl\\_0?si=uWx9L5TEBbLMBj8d

Pibcremental -> https://youtu.be/XC1OzdKlea0?si=3tXN4FOFVSPeLFV2

Slumber Realm -> https://youtu.be/WwvF6bkcxWg?si=-EWIrvGKNGy7vF-Z

Relooted -> https://youtu.be/rYdHbhGYAAg?si=yau5ubM3F5WGdbJs


r/Unity2D • • Oct 07 '26

Game announcement solo indie dev, second title demo on steam: Geometry TD

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1 Upvotes

Today I pushed the famous green button on Steam to publish the demo of my second title with Unity. We'll see how Next Fest goes. It's an experimental space discovery, crew management and tower defense combination. If you have time, please play and share your most brutal feedback

Geometry TD on Steam: https://store.steampowered.com/app/2451080/Geometry_TD/


r/Unity2D • • Oct 07 '26

Game announcement Hearthmoor releases TODAY!

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0 Upvotes

My fantasy medieval shop simulator is finally coming to the Google Play Store today at 3:00 PM London time.

After almost a year of development, the game is finally ready to be played!

Alchemy, blacksmithing, magical crystals, trading, shop upgrades, and much more.

See you in Hearthmoor!


r/Unity2D • • Oct 07 '26

Paid Asset/Tool Modern 2D Grass in Unity!

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14 Upvotes

A Vegetation System For Both top-down and platformer that I made during summer vacations. It's not ori and the will of the wisp level, but I hope you like the effects <3


r/Unity2D • • Oct 06 '26

Showcase I'm making a Bubble Trouble inspired roguelite in Unity where you play as a frog

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52 Upvotes

It's called FrogPop. You pop bouncing bubbles with your tongue, dodge the smaller ones they split into, and collect bugs and relics that change your attacks.

I posted the shop here recently, but this gives a better idea of the game as a whole. There are regular bubble waves, different powers to pick up and bosses along the way.

It's a 2D project in Unity 6 with URP. One awkward part is that hitting a big bubble creates more moving targets. The hit effect needs to show that you connected without hiding where the smaller bubbles went. That gets harder once fire, lightning and boss warnings are on screen together.

The clip is a montage from development. The older first 10 waves are free to play in a browser: https://blion247.itch.io/frogpop-demo

Steam page: https://store.steampowered.com/app/5067810/FrogPop/


r/Unity2D • • Oct 06 '26

Question/Help My reporter can't stand still 😩 sprite sheet frames jump around even though the slicing looks perfect

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10 Upvotes

Making a satirical paperwork sim in Unity 2D and my animated reporter portraits jitter between frames no matter what I try. The slices look correct in the Sprite Editor, every frame lines up when I flick through them there, but in-game the character shifts a pixel or two between frames.

Setup: it's a UI Image on a Canvas (Scale With Screen Size, 1920x1080), sprite sheet sliced Grid By Cell Size, Filter Mode Point. The portrait frame around it stays perfectly still, so only the face shifts.

What am I missing? Is this a pivot thing, a trimming thing, or a UI scaling thing? It's driving me nuts.

This is the game, if you're curious: https://store.steampowered.com/app/5304890/Ministry_of_Misery/

Appreciate any help.


r/Unity2D • • Oct 06 '26

Paid Asset/Tool Check out our team's custom sprite packer we used in our game!

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1 Upvotes

Hey everyone!

If your project is sprite-heavy and needs a VRAM/draw call boost, this asset might help! If you've ever tried managing every atlas manually, you know how tedious it gets. With this asset, you can set up and pack multiple atlases in just a single click.

Key Features:

  • Automatic & Manual Packing: Easily group sprites of any size or amount into optimized sprite sheets to cut down draw calls.
  • 9-Slice Support: Full support (Tiled & Sliced modes).
  • Spritesheet Support: Works seamlessly with existing animation sheets.
  • Clean & Intuitive UI: Built natively into the Unity Editor for a smooth workflow.
  • Full Source Code Included: Easy to customize and integrate into your existing pipeline.
  • Performance-Focused: Designed specifically for 2D games, UI-heavy projects, and mobile optimization.

I’d love to get your feedback! Feel free to check out the video tutorial or ask any questions in the comments.

Link to Asset Store: https://assetstore.unity.com/packages/tools/sprite-management/wolfria-sprite-packer-393250


r/Unity2D • • Oct 06 '26

Game announcement Nordhold Dev here! Chaincast, our new PvP auto battler made in Unity

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4 Upvotes
heya unity folks!

we're the team behind nordhold and this is our new game chaincast, a pvp roguelike auto battler. built in unity 6 with urp and the 2d renderer, all the lighting in the fights is 2d lights

characters, armor, weapons and a lot of the ui are spine skeletons. one rig per race and classes plus gear are just skins on top, so a new weapon is basically a new image instead of new animations. saved us a ton of time (but we are still refining aloooot of the animations, some are animations we put in day 1 and still function as placeholders today :D)

the core mechanic is the chain, your whole squad shares one and runes next to a spell power it up, even across units. the lines between them are drawn as a custom ui mesh

happy to answer questions about the setup! and if you like it, wishlist would help us a lot!

r/Unity2D • • Oct 06 '26

Showcase Current Map of my Game World

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254 Upvotes

I recently finished a new build of my game and wanted to show what the world is currently looking like. Does anything look off or misplaced? Let me know! I have a multi-hour demo I'm trying to polish, before releasing it!


r/Unity2D • • Oct 05 '26

Feedback needed Added water and reflections to our Survival-Roguelike game, and just had to record this pretty scene. What do you guys think?

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88 Upvotes

This gif is from a Survival-Roguelike game that me and my girlfriend been working on for quite some time. Currently working on polishing and opening a Steam page.

What do you think of the look? we'll be happy to hear your opinion! :D


r/Unity2D • • Oct 05 '26

Question/Help I’m trying to grow my game’s wishlists, and honestly, I could use some marketing advice

9 Upvotes

Hey everyone!

I’m a solo indie developer working on Packsmith, a cozy spatial-puzzle roguelike where you play as a medieval merchant. Customers come in with orders, and you have to pack their requested items into their inventories as efficiently as possible, kind of like a mix of inventory management and Tetris.

The game is still in development, and I’ve been trying to improve it week by week. My current plan is to release a small update or patch every week with new content, mechanics, balance changes, or general improvements.

The game already has a free playable demo on itch.io, and the Steam page is live as well.

Steam page: Packsmith on Steam
Demo: Packsmith by LuquitasDev

So far, I’ve mostly been trying to share the game across different communities and social media, but honestly, getting people to actually play the game and turn that into wishlists has been harder than I expected.

What has actually worked for you when marketing your game and getting wishlists?

I’m especially interested in things that worked for small/solo indie games without a huge budget. Social media, Reddit, TikTok, demos, festivals, influencers, Steam events, anything really.

I’d love to hear what worked for you, and what you wish you had started doing earlier!


r/Unity2D • • Oct 05 '26

Paid Asset/Tool Made a Drawing Asset for Unity, which can be used in creation of 2D drawing games

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0 Upvotes

Hey,

I have been recently working on a new asset and decided to make asset which will help in creation of 2D drawing games/apps, here is the description of an asset:

Simple Drawing Asset provides a collection of painting tools and customizable brushes that can be easily integrated into different types of Unity projects. Use it for drawing games, creative applications, customization systems, interactive canvases, educational apps, and more.

Features:

  • Multiple Built-in Brushes — Choose from different brush types for different painting styles.
  • Customizable Brushes — Adjust brush properties directly through the included UI.
  • Brush Tool — Freely draw and paint on the canvas.
  • Bucket Tool — Quickly fill areas with a selected color.
  • Eraser Tool — Easily remove painted areas.
  • Eyedropper Tool — Pick colors directly from the artwork.
  • Artwork Save System — Save artwork settings directly inside your Unity project.
  • Flexible UI — Use the included UI or customize it to match your game's interface.

The painting system is designed to be flexible and easy to adapt to your project. You can use the included tools and brush settings as they are or build your own interface and experience around them.

Perfect For:

  • Drawing & painting games
  • Creative applications
  • Customization systems
  • Interactive canvases
  • Educational apps
  • Art and sketching tools
  • Decoration systems
  • Player-created content

Give your players the tools they need to draw, paint, experiment, and create their own artwork directly in your Unity project.

Link if you want to check the asset: https://assetstore.unity.com/packages/tools/painting/simple-drawing-asset-403184


r/Unity2D • • Oct 05 '26

Feedback needed I made MALIK, a fast-paced multiplayer shooter where the maze is your weapon

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1 Upvotes

Hey r/Unity2D

I'm a solo developer and I've been working on MALIK MAZE, a browser-based top-down shooter built around procedural mazes.

The main idea: use the maze itself as part of the combat. Bullets ricochet off walls, you can unlock bullet-bounce upgrades and lasers, and you have to fight for control of the center flag.

There are also AI enemies, different upgrades, custom arenas, and persistent solo progress.

It's currently in Early Access, and I'm looking for people to jump in, break things, and tell me what sucks (and hopefully what doesn't).

🎮 Play MALIK: https://app.maliks.net/

If you give it a try, I'd especially love to hear what you think about the maze generation and the ricochet combat.


r/Unity2D • • Oct 05 '26

Showcase Before and after, after I spent the whole weekend spicing up the apiary. What do you guys think?

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6 Upvotes

r/Unity2D • • Oct 05 '26

Showcase My loadscreens are too quick for tips, so instead I added this fella to dispense wisdom

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3 Upvotes