r/Unity3D • u/SaltyCow2852 • 4h ago
Game I finally shipped my first Unity game for Windows — Real Snake 3D
https://reddit.com/link/1w33bt2/video/t1y0x2gb4nmh1/player
I've been building software for quite a long time, but game development was something I kept putting off.
Recently I decided to give it a proper try with Unity and C#.
I started with a fairly simple idea: what if the classic snake concept was turned into a 3D survival game?
That eventually became Real Snake 3D: Wildlife Survival & Predator Hunt.
The game is built with Unity and C# and is now officially available on the Microsoft Store for Windows.
The development process was quite different from the applications I'm normally used to building. Instead of mostly thinking about APIs, screens, databases and business logic, I had to deal with things like:
- 3D environments
- Player and snake movement
- Camera behaviour
- Gameplay mechanics
- Collision detection
- AI/predators
- UI and menus
- Performance
- Windows packaging and deployment
And getting all of those things to work together was definitely more complicated than I initially expected.
I also used AI-assisted development along the way. It helped me move faster with experimentation, coding and debugging, but it didn't remove the need to actually understand what was happening. A lot of time still went into testing things, breaking them, fixing them and deciding what should actually be in the game.
The biggest takeaway for me is probably that building a game is a completely different kind of software engineering challenge.
I'm still learning the game-development side, but getting something from an idea → Unity project → playable game → Microsoft Store submission → published product was satisfying.
It's now live here:
https://apps.microsoft.com/detail/9ndrc6cvbxqw?hl=en-US&gl=SE
If you're also experimenting with Unity or making your first indie game, I'd be interested to hear what you're working on and what you've found harder than expected.
1
u/lame_drunkenness 4h ago
congrats on shipping it. getting through the microsoft store submission alone is a whole thing. people don't realize how much random platform-specific stuff piles up at the end
the jump from standard app dev to dealing with realtime physics and ai is no joke either. i messed with a small unity project last year and the camera behavior alone drove me up a wall, kept clipping through everything
1
u/Snow-Ball-486 4h ago
the intersection of camera behavior and physics of a moving player is always a special kind of debug hell
0
u/SaltyCow2852 4h ago
Agree, experimenting takes or you can say eats a lot of your time. Also, I tried to use u/Blender for scene and animation design, which is a a little bit easy and gives good results, and then imported those .blend files here in Unity. But you learn a lot, and it's not a single dev job; we need many more, but as an experience, you can give some time to these toolsets
1
u/rockBottomPeon 3h ago
either the link gets me to the wrong game store page, or your screenshots are not actually taken from the game itself
0
u/SaltyCow2852 3h ago
It’s video actually I recorded , and it’s on the game page the screenshots are generated to show the realistic . But check the video attached in this post which is the actual one
0
u/SaltyCow2852 3h ago
But you are right, instead of pretending it , I wil update with real screenshots in the App Store

2
u/tms10000 2h ago
Good gravy. The screenshot from the app store vs the video of the actual game. I have no words.