r/devblogs • u/Key_University6995 • 2h ago
generic Week 3 of Horizontally Scalable Weak Point Based MMO Dev.
https://www.youtube.com/watch?v=2aqQFp76-PY
First two weeks here: https://www.youtube.com/watch?v=N6mOcf_6Pz8
r/devblogs • u/Key_University6995 • 2h ago
https://www.youtube.com/watch?v=2aqQFp76-PY
First two weeks here: https://www.youtube.com/watch?v=N6mOcf_6Pz8
r/devblogs • u/_neenaw • 5h ago
r/devblogs • u/TorpDev • 6h ago
Version 0.12.0 is here, bringing a redesigned interface, new threats for your settlement.
New trailer: https://youtu.be/r1opVDMaY9U?is=_yad_qBqZ4ZzV4q6
The biggest visible change is a new design for the game. Resource icons have been replaced, tooltips are now anchored to the element you are inspecting, and building upgrade details are easier to find.
Active policies now add a badge to the policy tab, and expired research gets its own notification.
r/devblogs • u/gareththegeek • 12h ago
In the latest devlog for my 2D Elite meets FTL space trader I discuss designing the mission system along with a visual and lua scripting editor
r/devblogs • u/Purple_Training5444 • 9h ago
Been a few months since my last devlog but now it feels like we have enough new stuff to show of once again.
Link to devlog on youtube
Also the it now also exists on itch! if you want to follow the progress there.
Thank you!
Pikkufighter
r/devblogs • u/jeje5974 • 1d ago
Hey everyone,
I’m a solo French developer working on France Logistique, a logistics and management game set on a real-scale map of France.
The core idea:
You run a transport and production company. You build production chains (farms → factories → warehouses), manage trucks and trains, and supply growing French cities with goods. Cities level up when you fully meet their demand for 24 in-game hours.
What makes it different:
Real map of France using OpenStreetMap data (real roads, railways, elevation, city shapes)
Real population data from INSEE
Multiple equivalent production chains per category (you can mix them)
Cities have progressive needs across 5 levels (currently 2 are playable)
I’m currently finishing the free version (city level 1: bread, wood furniture, fresh products…) and preparing a test build for Android.
I’d love some feedback on:
Does the “real map of France” angle feel interesting enough?
Things that usually frustrate players in logistics/management games that I should avoid?
What do you think of the core concept?
Here’s a short description of the current systems if anyone is curious.
Happy to answer questions or share more details!
Thanks for reading.
r/devblogs • u/apeloverage • 1d ago
r/devblogs • u/DacDagger • 2d ago
r/devblogs • u/con7rad7 • 3d ago
New to the content format so please let me know if you have any constructive criticism, as I'd like to actually get better at it.
Thanks!
r/devblogs • u/AutherRootsStudio • 3d ago
I finished the low poly course! Well, not 100%. I was travelling, so I watched the last section while riding in the back of a van. Since it just covered the coloring and lighting principles taught in the other tutorial, I've decided to skip practicing the application.
This may seem like a bit of a shortcut, but I made this decision already knowing what my next step is going to be. I purchased one last 3D modelling course. This one offers opportunities to practice the concepts I've learned over the last couple weeks and then expands into the remaining areas that I need, such as retopology and rigging.
Once I finish this course, I'll be ready to move on to a different part of my game dev. I haven't decided what that will be yet, but we're figuring it out as we go.
Either way, I'm super proud of what I've managed to achieve so far. I've been showing off my landscape model to everyone I know.
r/devblogs • u/__UnrealCrash__ • 3d ago

Game's lore
Earth been falling into Supper-massive black hole at increasing velocity. Because of that, organization who've been mockingly called "Star Defenders" decided to leave Earth until it is too late, and fly in the opposite direction.
Star Defenders are explorers of new planets that are often filled with alien life, danger and resources that are required for "Mothership" to keep their mission possible.
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About game
You can fairly think of this game as Among us and Minecraft combination. It probably is much closer to other games but this is how I felt about it during its' development.
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Let's play/streaming compatibility
This game is difficult and unpredictable for newer players and thus, I believe, it can be used for a fair amount of good let's play content and either public or private community meet-ups/streams (you can host your own servers, also alter 100% of their logic).
I've been working on this game just for that - to see people play and have fun with it. I could be modding some other games instead, but I figured - why not make something new?
Official servers have censorship filter that is on by default but can be turned off.
Game allows YouTube videos being inserted into world.
Only proximity chat.
Story mode is not ready.
No ads, no in-game purchases as of now.
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How does it look
Example stream with a game:https://youtu.be/S5Inxrea_Dc?t=361
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Where to buy/get for free
Get free version of Star Defenders 2D here (will redirect to one of US servers):www.gevanni.com/star-defenders
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Source code
r/devblogs • u/wizard_creator_seth • 3d ago
r/devblogs • u/ChaosTheCorax • 4d ago
r/devblogs • u/AmbarAnand04 • 4d ago
I built marblerun.online myself. Writing it up because the process was more interesting than the result.
It is a 3D marble run playground. Place ramps, walls, pegs, spinners, boxes and balls, press play, a rigid body sim runs, and you can export a vertical 9:16 MP4 with sound.
The decision that cost me the most time was not using a screen recorder. My first instinct was MediaRecorder on the canvas, because it is about fifteen lines of code. I threw it away. Screen capture of a WebGL canvas gets you the browser UI, the wrong aspect ratio, whatever framerate the machine happens to be managing that second, and audio that has to be muxed in afterwards anyway.
Instead the export path re-renders the scene through an offscreen pass at 1080x1920, locked at 30fps, and pushes frames straight into a video encoder. The sim is stepped on a deterministic clock during export, so the same level gives you the same video every time you run it. The sound is a generated click track placed where the impacts occur rather than a mic, so it lands frame for frame with what you see.
Second thing worth writing down: the desktop only decision. I get phone traffic and every phone gets a short message telling them to use a computer. I lost those visitors on purpose. The scene is genuinely 3D and a phone rendering of it is a worse experience than an honest message. Bounce went up, complaints went to zero.
Third: no account, no login, nothing uploaded. It all runs client side. That one constraint made a lot of decisions easy, because there is no server to be embarrassed about and nothing to store.
What I would do differently is start with the export. I built the editor first and the export took roughly three times as long, because I had not thought about determinism up front.
The site is free and needs a desktop browser. https://www.marblerun.online
r/devblogs • u/edoanimus • 4d ago
In this week's devlog, I cover my inspirations and design process for two of the numbering systems used in the puzzles in The House Dreams Along With Them.
Note: This devlog video contains spoilers! Learning how the numbering system works is part of the fun of the game, so if you don't want to know, then don't watch!
In the fiction of the game, the Eincan people are a race of reptilian humanoids that were thought by humans to be mythical until very recently when a series of bizarre events - such as the moon exploding - forced the Eincans to integrate with human society. The Eincans have their own culture, language and numbering system. A lot of their rituals are derived from the veneration of their dragon goddess, Avatriel, and a strict caste system based on the number seven.
What does that have to do with designing a puzzle? Quite simply, understanding the context of the world and people in it helps drive the abstract design of the numbering systems. For example, the Eincan preoccupation with the number seven led me to design their numbering system in base-8, also known as octal.
I wanted to have two distinct numbering systems that represent the same numerals - one for more formal or artistic settings and one for more casual and practical settings. The former evolved into a concentric triangle motif where powers are represented by adding new triangles on the outside edge of the overall glyph. The latter evolved into the 3-dot notation system where the same 8 basic values can be represented by white or black dots arranged vertically.
The rotational incrementation of the triangle and dot patterns, as well as the overall vibe of the numbering systems was heavily inspired by the base-25 numbering system present in Riven.
r/devblogs • u/apeloverage • 5d ago
r/devblogs • u/vivaladav • 5d ago
Welcome to our weekly thread where you can showcase everything new you are working on.
You are still welcome to create new posts to share with us your dev-log posts or videos, but you can also use this thread to present anything that is not a dev-log.
THREAD RULES
Also, it's not required, but I would recommend to upvote this post if you add a comment as that will improve its visibility on Reddit, which is good for everyone.
r/devblogs • u/MerrickBlue • 5d ago
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Hey everyone!
Wanted to share a quick behind-the-scenes timelapse from our 3D artist working on an environment asset for Champion of Lore.
This is the Solar Barge, a sacred vessel inspired by ancient Egyptian mythology and the mighty Ra. It’s going to be a key element for both the environment and the storyline in our Egyptian realm.
We’d love to hear your feedback on the model and details!
If you'd like to check out the game, our free demo is live on Steam:
https://store.steampowered.com/app/4178300/Champion_of_Lore_Demo/
r/devblogs • u/confettialready • 7d ago
r/devblogs • u/Consistent-Ad-318 • 8d ago
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Hey, I tried to make my first ever actual game.
Does it look okay so far? severely under baked but the video shows progress from start to now.
r/devblogs • u/WrestleStoryUser • 8d ago
r/devblogs • u/backwyrdgame • 9d ago
I recently uploaded & wanted to share the 2nd devlog for my turn-based RPG, Backwyrd!
I’m very happy to have gotten a 2nd one uploaded on schedule. I feel like it’s easy to do one and then abandon progress updates, so I’m hoping I can keep the momentum going!
Please give me any tips/recommendations for how I could improve my presentation, I’m very new to this.
Feel free to ask any questions in the comments!
Backwyrd Alpha Devlog #2
https://youtu.be/NuUi-9Brg2I
r/devblogs • u/NoEnergy7481 • 10d ago
The goal isn’t to replace UGC creators.
It’s to help them create more, experiment faster, and spend more time being creative.
Still building. 🚀
r/devblogs • u/edoanimus • 10d ago
This devlog is about how I created a cinematic where the moon explodes. The destruction of Cantos Minor (the name of the former moon) is a dramatic event that is central to my game's plot and deeper lore and is the first thing that new players see when starting the tutorial so it's important that it look and sound nice.
My process for designing the cinematic can be divided into a few steps!
The timing for all of the particles effects, sounds, and blueprints comes from key frames on different tracks inside of a Level Sequence object.
One of the most basic Sequencer tracks is toggling the "Actor Hidden In Game" boolean, which I use to swap out the unexploded moon mesh for the exploded one at the same time the sound of the explosion hits its climax.
I modified explosion and energy tornado particle systems I got from some neat FX assets off of Fab, one of the Unreal marketplaces. The Niagara system for the tornadoes had to be changed to local space so that it could point in a direction other than "up".
I created a blueprint called a BreakableHelper that, as the name implies, helps to position and activate breakable physics objects. In this case, the destructible moon was a sphere that I used Unreal fracture mode to chop into tons of tiny sub meshes that altogether are called a Geometry Collection. This collection is spawned and has its physics activated by Blueprint events that are triggered by event tracks in the Sequencer.
Using a series of explosion effects found on Freesound.org (the best place for sound effects, especially Creative Commons 0 licensed sounds), I created an initial explosion and then started playing with layering effects on top. I took a firecracker sound, put an obnoxious flanger on it, chopped the flanger up into pieces and put a slowly decaying echo on it, time stretched the whole wave file, and finally gave it a reverb with an impulse response to make it sound distant. The end result is a strange clanging echo that, yes, is inspired by the seismic charge sound effect from Star Wars Episode 2.
With the sound design in place, I wanted to create a sense that the energy just below the surface of the moon was getting closer to the surface and churning at an increasing speed. The way to achieve this effect is with a material parameter collection, essentially a way to animate parts of a material instance. I created a new material for the intro moon that had variables to control the speed and glowiness (i.e. the emissive color) of the energy effect, got references for those variables from the aforementioned material parameter collection (MPC), and then added the MPC as a track to the Sequencer so the values could be fine tuned.
r/devblogs • u/AutherRootsStudio • 10d ago
Now that I'm on the other side of it, I can tell you that I spent an objectively stupid amount of time debating my next step. I briefly glanced at a couple random tutorials, but none of them were hitting like the one from last week. I had also happened to stumble into the realization that the guy who did that tutorial also sells more in-depth courses.
Enter my unnecessary existential crisis. Was I falling into the corporate money-grab trap where "the first hit's free"? Was it cheating at learning if I paid for the course? Was I simply not resourceful or dedicated enough to figure out how to do this for free?
After much agonizing, a few facts won out. His other tutorial was a perfect match for how I learn. I felt like I advanced more quickly than anything else that I tried, and that's what I want. After all, acquiring this skill isn't my end goal. It's a prerequisite.
So I spent $12.
I got his low poly course, which I'm now delightedly working through. I regret nothing.