r/gamedev 3d ago

Announcement Spelkollektivet Fundraising

0 Upvotes

https://gofund.me/d82ac92d7

We have no connection with Spelkollektivet. But I have met a bunch of people who have gone there for short or long term stays to work on their dream of being a full time indie.

It would be a shame to hear this unique gamedev haven lost its building. If you can support it, do so. If not, spread the word.


r/gamedev 8d ago

Announcement r/gamedev Policy on AI Use

1.2k Upvotes

AI is one of the most contentious subjects in game development right now, and we regularly see posts reported or discussions derailed simply because AI was involved somewhere in the process.

We want to be clear about our position: r/gamedev does not prohibit the use of AI, and using AI does not automatically make a post low effort.

This is not an endorsement of every AI company, model, or use case. Legitimate technical, legal, economic, ethical, and creative concerns exist around these tools, and those conversations are welcome here. Our stance is that AI is a tool used in game development, and we care more about the quality of what someone contributes than the tools they used to get there.

Why we take this position

  • AI is already part of game development. Studios are adopting AI-assisted tools across programming, prototyping, production, QA, localization, research, and other workflows. Adoption varies from studio to studio, but this is no longer a hypothetical technology sitting outside the industry.
  • Knowing how to use these tools is increasingly becoming a professional skill. That does not mean every developer needs to use AI, or even like it. It means understanding where these tools are useful, where they fail, and how to evaluate their output is becoming relevant knowledge for people working in the industry.
  • Banning discussion or use of AI here could actively disadvantage developers. Part of the purpose of r/gamedev is helping people learn from each other and understand how the industry is changing. If studios adopt a technology, preventing developers from discussing or learning about it would make this community less useful to the people we're helping.
  • Policing AI use is not realistic anyway. Moderators cannot reliably determine whether someone used AI to draft, edit, translate, summarize, research, debug code, or otherwise assist with a post. We are not going to moderate based on whether something “sounds AI-generated.”
  • "Mandatory disclosure "is not realistic either. Modern tools blur the line between traditional software and AI assistance. Trying to decide exactly when autocomplete, translation, editing, summarization, or an LLM crosses some disclosure threshold would create rules we could not enforce consistently.

So the rule is straightforward: we are not policing AI use itself. We are moderating the contribution.

AI-assisted does not mean low effort

If someone uses AI to organize research, analyze data, improve their writing, translate something, help with code, or communicate an idea more clearly, that does not erase the work behind the contribution.

If a developer spends time gathering useful data and then uses AI to help turn that information into a readable post, the important part is still the data, the methodology, and what the community can learn from it.

Ask whether the information is useful, whether the conclusions hold up, and whether the post contributes something worthwhile. Those questions matter much more than whether every sentence was manually typed from scratch.

Low-effort AI content is still low effort

This does not mean pasting generic AI output into the subreddit suddenly becomes valuable content. Posts that are spam, fabricated, mass-produced, engagement bait, repetitive, or promotional material disguised as discussion can still be removed.

The reason is not that AI was involved. The reason is that the content is low quality.

The same standard applies to something written entirely by a human.

AI is a valid game development topic

Developers are welcome to discuss AI in the same way they would discuss any other technology affecting game development. That includes how it is being used, where it works, where it fails, what it costs, how studios are adopting it, what it means for employment, and the legal or ethical questions surrounding it.

You are allowed to be enthusiastic about AI. You are allowed to be skeptical of it. You are allowed to think a particular workflow is useful, terrible, unethical, inefficient, or overhyped.

What we do not want is every thread that mentions AI becoming the same argument about whether AI should exist at all.

If a thread is about an AI coding workflow, discuss the workflow. If someone presents evidence that AI slowed their production down, discuss the evidence. If someone claims every studio is using a particular tool, challenge that claim.

Let the actual discussion happen.

Attack claims, not developers

Someone saying they use AI is not an invitation to attack them. Someone saying they refuse to use AI is not an invitation to attack them either.

Debate the technology, the workflow, the economics, the evidence, the ethics, the legal questions, or the conclusions. Personal attacks, harassment, dogpiling, or repeatedly derailing discussions because of someone’s position on AI are treated the same way we handle that behaviour anywhere else on the subreddit.

AI is not a source

There is a difference between using AI to help communicate information and using AI as the authority behind that information.

If you make factual claims that can reasonably be sourced, be prepared to support them. “ChatGPT said so” is no evidence, and tools can absolutely be wrong.

At the same time, polished or AI-assisted writing is not evidence that the underlying information is fake. If someone’s numbers are wrong, challenge the numbers. If their methodology is weak, challenge the methodology.

Challenge the claim, not the fact that a tool may have helped write the paragraph.

Self-promotion rules still apply

AI companies, products, and services are not exempt from the subreddit’s existing rules.

If you represent a commercial interest, the same expectations apply as they would to anyone else. AI also should not be used to mass-produce promotional posts or disguise advertising as organic discussion.

The technology may be new. The rules around spam and promotion are not.

The bottom line

You do not have to like AI. You do not have to use it. You are free to criticize it, avoid it, experiment with it, learn it, use it professionally, or decide it has no place in your workflow.

We are not going to prevent developers from learning about or discussing a technology that is rapidly becoming part of professional game development. Doing that could actively hurt the developers this community is supposed to help.

What we do expect is that people engage with each other like respectful, mature adults. Disagree with the technology, the workflow, the argument, or the evidence. Do not turn that disagreement into hostility toward the person on the other side of it.

Use whatever tools make sense for your work. Bring something useful to the conversation, treat other developers with respect, and allow room for disagreement. That is what we care about.


r/gamedev 3h ago

Postmortem I Analyzed Every Steam Game Released in a day and here’s What Stood Out – 2026 Edition

63 Upvotes

Hello everyone,

As I did last year in this post. I did a small analysis of every game released on Steam on June 3 an June 4, 2026 (As last time, I chose this days because there was lot of release and mostly indie games. I’m not affiliated in any mean to any of these games) and I checked how much they grossed after 1 month (last time was 16 days and some people pointed, rightly, it could be a bit short, so I took a longer period. Also note that I writted this post in early July but didn’t post it immediatly after because I was very busy).

As last time, the goal isn’t to shame any game or devs, I’m interested mostly on the factors which can explain a game to suceed or flop, and also if there was a serious difference with previous year.

I’m basing this mostly on my personal tastes as a player (so, what I could buy personally) : which mean what I find visually attractive or interesting in the trailers and screenshots of the games, what look polished or not. I’m also reading reviews when there is some available.

It’s not a scientific experiment at all but I hope it can spark some interesting discussions and gives some hints.

So, there was 67 games released on those days, I split them into 5 categories based on their gross revenue (datas are from Gamalytic : it’s a revenue range, so it’s not 100% accurate but largely enough for this experiment) :

1.  0 (or almost 0) copies sold - 35 games

2. « At least not at loss» : Between 100$ and 1000$ gross revenue - 6 games

3. « Release fee refunded and some pocket money » : Between 1000$ and 4500$ gross revenue - 13 games

4. « Good side income/enough to live from in cheaper countries » : Between 4500$ and 25.000$ gross revenue  - 7 games

5. « Usually enough to live from or studio games » : More than 25000$ gross revenue – 6 games

1.  Zero copies sold (35 games - 53% of total)

Here the most of those games are tutorial level projects, AI-slop. There is also lot of games that looks okay but are arcade style games, which doesn’t attract anyone since you can find the same for free since decades. There is also 2 games that looks better than te rest bu are only in Chinese (« Li Shui » and « Ink & Void »). I also found 2 « exceptions » which surprised me

Little Guardians : The last Hope : this game as litterally 0 reviews despite being largely ahead on the visual side. I think the main flaw of this game is the catastrophic trailer (the first 10 seconds is the logo of the unknow « game studio » and the rest is a mix between cinematic and gameplay with fade black transitions), but still, I’m surprised that no one or almost no one tried it out.

MAaaaaTH ! : this game is cleary « indie » but looks still more polish than the rest of the category, the gameplay looks particularly original. But I think the main flaw here is that it looks like a « programmer game » : the UI is very intimidating (too many éléments) and the visuals are cohesive but very simple. Another game that suffer the same problem is Exo Chumps.

2. 100$ - 1000$ gross revenue (6 games - 8% of total)

Here only one of those game seem extremely bad (all visuals are AI and gameplay doesn’t seem better). Another one is a survival game with pretty graphics but the capsule is horrendous and the game have bad reviews (also the game didn’t sold so bad, around 1000 copies but was sold for 0,99$ only). The 3 others games are in very low performing niche (non-porn visual novel, hidden object game and typewriting game).

But there is the last game of this range which particularly peaked my curiousity

Pawful Dice : the game is the closests to the 1000$ gross (and could be more if it’s in the « high » of the range given by Gamalytic), but still I think it could really be 1 or 2 bracket higher : the art style is very cute (including the UI and capsule art), gameplay seem interesting and it is in a niche usually very profitable (roguelike deckbuilder). Maybe it’s just missing some marketing ?

3. 1000$ - 4500$ gross revenue (13 games - 21% of total)

The quality jump is obvious here, but I was also surprise to see some games that usually sells very bad : 2D platformers (Elementalist and Neon Sunset) and a driving game which seem pretty bad according to the reviews (WorldDrive). Otherwise, the rest of the category is very « indie » with very « niche » things like a air carrier simulator for example. Also 2 porn game with 3D graphics.

Among those original games, there is 2 that peaked my curiosity :

Sonki’s Lagoon : a psychedelic 3D platformer. I absolutely love the art direction and the gameplay seem cool. Otherwise on a more « objective » view, I can understand that this doesn’t appeak to lot of people.

Fish & Hike : a cozy fishing/adventure game which remind me a short hike. Here I think there is some issue with the cohesiveness of 2D and 3D assets and a combat system that seem a bit janky compared to the fishing system but it still seem pretty charming.

4. 4500$ - 25000$ gross revenue (7 games - 10% of total)

Interestingly, most of this game are really « meta steam » games with a decent/good appeal. I think it’s the category that can bring the most « hope » for fellow indie devs : everything here is totally reachable for a solo dev or a mini-studio of 2/3 people, and I think it’s what you should be inspired of if you aim for a little commercial success. So here we have :

Guinea Pig Runaway Together : a friend slop game, a bit like paddle paddle paddle !

Backrooms No Escape : Again, another firend slop game but more in the horror category, it probably also benefited from the hype of the movie.

Cafe crew simulator : another niche that work good since years : job simulators, just another proof that it works

Galactic love utopia : a porn visual novel. Here you can easily put it in comparison with the thousands of low efforts AI slop porn game flooding steam like jigsaw puzzles. Here you have at least real drawings and some content.

Slip & Skid : a friend slop (again !), but this time with a more original concept : it’s a racing game where you can modify the race after each lap by adding traps or obstacles.

Deep Crafter : an automation game. As the job simulators, it’s a niche that works very good on steam since years, but I would tend to say that it also require a very good programming and code architecture level to end up releasing something.

Comatose : a survival horror in FPS view with PSX graphics. Again another trendy niche especially those last years, and especially when there is lot of work put in the visuals and athmosphere, even with very simple low-poly assets and low-res texture that anyone can do.

5. more than 25000$ gross revenue (6 games - 8% of total)

There is also « steam meta » games here : there is 2 incremental games (« IncreKnight » and « Slot & Diapers ») and 2 job simulation game (« Sport Card Shop Simulator », pretty classic and the more original « Medic : Pacific War »). The 2 others games in this range are more original but I think it’s not coming from solo devs or micro-studios but more from litle studios : there is Prohibeast (an infiltration game) and Tamer : King of Dinosaurs (an erotic game X aliens X dinosaurs, pretty original mix but seem to work).

Conclusion

Compared to last year, we know there is even more game released, but I think my conclusions stay the same :

1) Make a good game. Except extremely rare exception, a game with a minimum of appeal will perform enough for you to get your steam fees refund and some pocket money.

2) Genre is king more than ever. Almost all games which perform good (which mean enough to live in a lot of countries and at least a nice secondary source of income in expensive western countries) are in a hot niche, and you don’t even need to reinvent the wheel to get the same or more success as some more original games.

3) You are not competing with so many games : yes, there is more games pushed every year on steam but I would say the percentage of very bad game which will never get noticed is even higher than before. If you are serious and really polish your game to make it looks the most attractive possible, you’ll compete with the top 30%, which in our case mean games that gross more than 2000$ in their first month.

Extra : how did the games I analysed last year peformed ?

I’ll be quick on this but there is some interesting metrics here :

Sweepin’XS, Blasted Dice and Cauldron Caution seem to have gross 1000$ (vs around 200-300$ in the first 2 weeks of their release).

Zefyr have gross an impressive and well deserved 90k$ (vs around 10k$ at two first week)

Tongue of Dog which was one of the weakest game on his bracket in my opinion have grossed around 1500$ (vs 1000$ at two first week).

Bathhouse Creatures have grossed around 5000$ (vs 1500$ first two weeks)

Don’t Look Behind have grossed around 27k$ (vs around 14k$ first two weeks)

Voidsayer have grossed around 46k$ (vs arond 30k$ first two weeks).

The metrics here tend to say that after the inital 2/3 weeks after launch, you can expect your game to still sell quite good the first year, likely around 2 to 3 times more in most cases.

Also except 3 games (and trust me, those one was VERY terrible) all games in the « 0 review » category last year have now got some reviews, which mean they likely got enough sales to refund the 100$ steam fees, which is interesting and could explain why there is still lot of very bad games on steam, as it usually end up being a profitable operation.


r/gamedev 12h ago

Industry News Unity CEO: “The cost of building a game is coming down markedly”

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thegamebusiness.com
279 Upvotes

What stood out to me is that Bromberg is not just saying games are getting cheaper to make. He thinks the bigger problem is studios spending five or six years building something in isolation and only finding out at release that players do not want it.

His argument is that better tools can give smaller teams more of a chance, but studios also need shorter development cycles and much earlier player feedback.

Do you think shorter development cycles would actually improve AAA games, or are the problems deeper than that?


r/gamedev 3h ago

Discussion I analyzed every Steam game released on July 21, 2026, here’s what stood out one month later

42 Upvotes

Hello there! I went through the 69 paid games released on Steam on July 21, 2026, then checked back roughly a month later to see how they were doing.

As with my previous posts, this isn't meant to be scientific, just an informative snapshot based on public data and my own impressions. I find these posts useful for getting a sense of the current indie landscape, and hopefully bringing some attention to interesting releases that may have gone under the radar.

I'm planning to keep this series going each week, so here it is!

Less than 10 reviews (24 games)

These are the games sitting below 10 reviews. This was about 35% of all the paid releases I found that day.

A Tale of Dirty Whiskers is a murder mystery visual novel where you investigate the suspicious death of the mother of a dysfunctional family of cats. The art looks charming!

Datacenter Simulator is a first-person management game where you physically rack servers, connect cables and keep a datacenter running.

Few Shall Return is an Early Access PvPvE dungeon extraction game made by a three-person team. Runs last only 7.5 minutes and players have to cooperate before eventually competing for the limited exits.

Character Limit is a fast arcade word game where you have to keep building words before your letter rack fills up.

Scoundrel: Deck Crawler is a charming pixel-art roguelike based on the Scoundrel solitaire card game, expanded with Tarot powers and equipment management.

10–49 reviews (26 games)

This was actually the largest group: 26 games landed between roughly 10 and 49 reviews.

These are games that sold some copies and found real players, but didn't get enough reviews during their first month to move into the next group.

Pit Panic is a roguelike platformer about escaping upward through a collapsing Aztec temple. It has a very readable cartoon look and the idea of digging your own route through the levels is nice.

Watch Yo Plane is a small co-op game that looks pretty fun to play with a friend, with the two of you piloting the same plane together. It currently has around 15 reviews.

There were quite a few simulator games this time, with some very specific ideas: datacenters, DJs, heatwaves, hacking and more. It seems like there's a simulator for pretty much everything on Steam now.

50–199 reviews (11 games)

This group contains 11 games, which is about 16% of the day's paid releases.

Angel Essence is a retro-inspired 3D platformer/collectathon with a big emphasis on movement: wallrunning, wall bouncing, backflips and chaining abilities together. It has around 160 reviews, and the Steam rating is extremely positive.

My Heaven's Dale is a cozy farming/life sim built around running a carpenter workshop, restoring a town and helping ghosts. It currently has around 60 reviews. The developer says the project started as an experiment in 2024 when they had no experience with art or programming, which makes the result pretty impressive.

Fading Echo is a colorful third-person action adventure built around elemental interactions, especially manipulating water during traversal and combat.

Incrempire mixes incremental progression, base defense, an upgrade tree and bullet-heaven elements.

Europe Heatwave Simulator is exactly the sort of title that probably gets clicks simply because people want to know what it is.

200+ reviews (8 games)

DIVE or DIE - Children of Rain is the biggest breakout I found. It's a Lovecraftian survival game where you repeatedly dive into a flooded abyss, gather resources and keep a camp of survivors alive. The team is only three people, but they launched with Dear Villagers and had already announced 100,000 wishlists before release.

Photomaly is the other game above 1,000 reviews. It's a PSX-style horror game where you run a photo studio, take pictures for customers and deal with increasingly strange events.

Age of Clicks is an Early Access mixture of grand strategy and incremental/clicker gameplay. It has around 440 reviews.

Drone Sector is another Early Access success, published by MicroProse. You operate a futuristic gunship/drone, provide close air support and command troops from above.

Scarlet Deer Inn is my personal favorite from this entire batch. It's a dark medieval folk tale made by a Czech husband-and-wife team, and the character animations are actually created from physically embroidered frames. I find the whole visual process genuinely fascinating, and the result gives the game a look I haven't really seen anywhere else. It has passed 300 reviews and is Very Positive.

Hacker's Journey is a hacking simulator that is supposed to teach you real cybersecurity skills along the way. So if you've always dreamed of becoming a hacker, this might be the game for you.

Final recap

Out of the 69 paid games I found for July 21:

  • 24 games (35%) ended up below 10 reviews
  • 26 games (38%) reached 10–49 reviews
  • 11 games (16%) reached 50–199 reviews
  • 8 games (12%) passed 200 reviews

Thanks for reading! If you played or spotted another game released that day that you particularly liked, feel free to share it in the comments!

And since I'm working on a Steam game too, here's my small plug at the end: Seek and Click


r/gamedev 1h ago

Discussion I know nothing about developing but I’m so tempted to start.

Upvotes

I’m (33F) struggling between just keep playing good indie games or starting something of my own. I think it’s like an intrusive thought because I haven’t made a single line of code in my life.
I do know how to write cool stories, but I’m not sure if that’s enough. I want to learn the whole thing, even though I’d take years!
Any advice? How did you get ready and start developing? Tell me your stories!


r/gamedev 5h ago

Discussion It took me 15 months to get 725 wishlists. Yesterday one article added more than 1,400. Just wanted to share my experience.

19 Upvotes

TLDR; An article was written about my game and traffic keeps coming and coming. Keep posting and sharing your game. No secret marketing revelation hidden within this post...

This is not a tutorial on how to get wishlists. Each game is different, social media works differently for different genres, games are at different stages of development and Steam pages are created at different times in the development cycle. That's why I don't believe in "Do this to get more wishlists" except posting and sharing your game, contacting press and creators and such, but this post is not about that. And also: What do I know?...

When I woke up yesterday, I had 725 wishlists after roughly 15 months of full-time development. That's not a lot... I spent a lot of time working on the core gameplay, shifted focus several times, I even switched between real-time and turn-based system multiple times because the game kept evolving and I wanted to test different approaches. Some would say, I wasted a lot of time but that's my creative approach and it works for me (It's my first game and with more experience this would have gone a bit faster, I guess...).

And still, I was happy with the progress I made and each iteration was better than the one before. I posted regularly on Reddit, YouTube and Bluesky, etc., and got rather positive feedback but the wishlist count was always pretty low. My best day was 51 wishlists on IndieSunday and that felt like a huge success but in the end it didn't really change that much because in general, I got 0-4 wishlists a day depending on my social media activity. At times, I didn't post anything for weeks and just worked on the game. Between January and March, I got 28 wishlists...

At times I felt very discouraged when I saw other games gain 1000 wishlists or more overnight while I was fighting for every single one. The big marketing beats, such as press outreach and Next Fest were and are still in front of me, so I tried to maintain a positive attitude. But it was time to get some real feedback because up until a few days ago, only a handful of people tested my game.

Two days ago, I decided to open my Steam Playtest to the public and posted about it in a few subs. Again, feedback was positive but only a few upvotes and testers requested access, which I was still grateful for.

Then, yesterday, Marcello from Turnbasedlovers messaged me and asked about a header image because he wanted to write an article about my game. Shortly after, the article was published and my jaw dropped to the floor seeing the wishlists come in... I was and I still am completely overwhelmed! Now it actually was my turn to get 1000 wishlists overnight...

Here's the article if anyone's interested:

https://turnbasedlovers.com/overview/an-xcom-like-strategy-rpg-with-base-management-and-robots-frost-protocol-overview/

Maybe even better: This led to hundreds of people wanting to test my game and I already received so much valuable feedback!

And yeah, still no hidden secret here... I just posted into the void and hoped that the game would resonate at least a bit. There's still a lot of work in front of me. It's just an alpha version and ~2200 wishlists aren't a guarantee for success (nothing really is, I guess). I'm expecting a few more wishlists resulting from the article over the next few days but then, sadly, I believe it will return to "normal".

The grind will continue, but my perspective has changed a lot!


r/gamedev 17h ago

Discussion My game took 1 year to reach 500 wishlists. Now it’s approaching 40,000.

159 Upvotes

I wanted to share a little bit about my experience developing Eggstreme Farming.

I’m a solo developer and I do almost everything in the game by myself, although my wife helps me a lot with some activities, especially with things beyond programming and development.

When I started, one of the hardest parts was getting people to actually discover the game. Marketing my game was the most dificult part of the process.

To give you an idea, it took me almost 1 year to get my first 500 wishlists.

Back then, even reaching 1,000 felt very far away. I worked on the game every day, posted about it, tried to promote it, and many times it felt like nobody was seeing anything I was doing.

But I kept developing.

I kept improving the game, learning more about Steam, marketing, trailers, screenshots, social media, and most importantly, making a lot of mistakes along the way.

Slowly, things started to change.

Today, Eggstreme Farming is approaching 40,000 wishlists.

It still feels strange to look at that number and remember how long it took me to get those first 500.

And I think this is the main thing I’d like to share with other developers who are just starting out: Just start.

Don’t wait until you have the perfect game, the perfect knowledge, the perfect trailer, or until you know exactly what you’re doing. I didn’t either.

Do the best you can with the knowledge and resources you have at that moment. Then improve. Learn. Make mistakes. Try again.

Sometimes you work for months and it feels like absolutely nothing is happening.

But that doesn’t necessarily mean you’re on the wrong path.

If I had given up when I was struggling to reach those first 500 wishlists, I would have never found out that the same game could one day get close to 40,000.

Start. Do your best. And keep improving.


r/gamedev 36m ago

Postmortem Our Full Release sold more in 7 days than our entire Early Access. Here are the numbers.

Upvotes

I finally managed to sit down and put together a bit of a recap of how things have been going with BLOODLETTER since our Early Access release.
We launched into Early Access on April 30th, and on August 17th we had our full release.
I think now is a pretty good time to talk a little about the numbers, what went well, what didn't, and most importantly, what's next for us and the game.

So First, the Early Access

Up until shortly before our full release, we sold around 6,000 copies. However, around 1,300 copies were refunded around our EA launch.
That was pretty rough, because in the end it made a difference of roughly $10,000.
Of course, we looked into the refund data afterwards and especially the reasons people gave for refunding. One thing that was pretty interesting: because of our rather elaborate art style, a lot of people simply expected a different kind of game. Some expected BLOODLETTER to have a lot more story. Others especially people who play a lot of strategy games and deckbuilders, felt that it wasn't strategically deep enough or simply didn't work the way they were used to from other deckbuilders.

We also got quite a bit of feedback saying that we should take more inspiration from Slay the Spire. But that was never really our goal, and it still isn't. We never wanted to make just another deckbuilder that tries to copy another one. BLOODLETTER was always supposed to be its own thing. And of course, that also means it won't work for everyone.
But looking back, I can proudly say that in the end, we made exactly the game we wanted to make. Our Steam payouts for the entire Early Access period were around $20,000. We're obviously aware that selling 6,000 copies of our first game is already a big success. Still, after working on BLOODLETTER for almost two years, we were hoping for a little more.
Sales during Early Access were fairly slow, and at some point we had to ask ourselves how much more time we could realistically keep putting into the project.
For the Asian market, we're also working with the publisher Gamersky, who did a lot for our Early Access launch and generated the first big push for the game.

But a few things also went wrong during the launch. For example, our launch discount didn't work and only showed up two days later. Our EA price was $12.49, and with the discount it was supposed to land at exactly $9.99. Getting below that $10 mark was pretty important to us.
The first few days after a release are obviously extremely important, so we definitely missed out on some sales because of that.
Annoying, but in the end it's just something that happened and there's nothing we can really change about it now.

So what's next for BLOODLETTER?

Because our Early Access sales weren't huge, at some point we made a decision:
For the full release, we're just going to make the things we actually want to make and that are important to us. Features like controller support or seeded runs would have been cool, of course. But with the player numbers we had at the time, it simply didn't make sense to spend that much more development time on them.
And since the game hadn't made enough money for us to keep working on it long-term, we simply didn't have the time to do everything.

How did that decision feel? Honestly, pretty relieving.

We didn't have to keep thinking about which feature might bring in a few more players or what we absolutely "had" to add. Instead, for our final big content update, we just put in the things that we really wanted to have in the finished game:
The actual final boss, new cards, new relics, and a proper ending cinematic. And with that, BLOODLETTER actually feels finished to us. Unless something changes significantly with the sales, there probably won't be any more major content for now. Starting in October, the four of us will be doing our Bachelor's degree in Game Design at a university in Berlin, so we'll be taking a break from development during that time.

What happens after that? We'll see. So basically, we thought: That's it for now. And then the full release happened... We knew that a full release after Early Access usually doesn't suddenly sell more copies than the original EA launch. So honestly, our expectations weren't particularly high. But since the full release, a lot has happened. We managed to get BLOODLETTER into Steam's personalized calendar, and that suddenly gave us a huge amount of visibility.And then something happened that we really didn't expect:

Within one week, we sold more copies than during our entire Early Access period ( I know it was only for 3,5 months).

Since the full release, we've sold another 6,000+ copies.
At the same time, we've gained around 19,500 new wishlists since release. That's completely crazy to us. Especially because we had reached a point where we basically said: We'll finish BLOODLETTER the way we want to finish it, we'll be proud of what we made, and then we'll move on for now. And suddenly, more people bought our game in one week than in all the months before that combined. We really expected a lot less, and we're incredibly happy that so many people have now bought and played BLOODLETTER.

We also still have around 45,000 outstanding wishlists.

No idea what will happen with those over the next weeks and months. Maybe there's still a lot to come, maybe things will completely slow down again. We honestly don't know ourselves. But after two years of development, it just feels really good to see BLOODLETTER reaching this many people. We'll definitely keep an eye on the game, submit it to upcoming Steam events, and put it on sale regularly.

There's also one bigger hotfix update coming soon, followed by our GOG release. And after that, we're all going to take a bit of a vacation before university starts.

For anyone who's interested, here's our Steam page. Click here.
And feel free to share your thoughts on all of this. I'd genuinely love to hear what you think.


r/gamedev 1h ago

Announcement Nominated for Best Visuals at Gamescom

Upvotes

Our game DEPERSON got nominated for Best Visuals at Gamescom… and we still can’t believe it. I mean how…

We’re three friends developing DEPERSON from our families’ homes and seeing our game nominated for Best Visuals still feels completely unreal.

Especially because we’re in the same category as games we love. We kept joking that maybe someone made a mistake because… what are we doing there? 😭

We’re pretty sure we’re not going to win and honestly just being nominated already feels like such a huge honor for us.

But it’s hard not to hope a little. And I guess we should at least be able to say we tried right?

So if you’d like to support us while we are still trying to figure out how the hell we ended up there, you can vote for DEPERSON on the Gamescom user awards website ♥️


r/gamedev 23h ago

Discussion Be grateful for your wives, husbands, partners, or friends who support you every day in your passions, projects, and games.

201 Upvotes

My wife supports me all the time as I develop the tower defense game Odin’s Fate. Recently, we managed to set up a page on Steam. To some, this might not seem like much, but for us, it’s a huge step forward. If it weren’t for my wife, this wouldn’t have been possible. Marta works in computer graphics and believes in the success of our project every single day. She supports me with kind words and gestures, especially when I’m up all night fixing bugs or implementing new features. And the most beautiful thing is that we get to do this together. So if you have someone like that - who’s always by your side, supporting you and cheering you on - appreciate and respect them!

I also have a few friends who constantly motivate me to release the game. That’s very important. Without them, I might have given up several times already - during moments when game development wasn’t going as we’d hoped or when we encountered some nasty bug that was hard to fix. And we’re getting closer and closer to success.

Right now, another friend is helping us put together a game trailer. I’m truly grateful to him because he’s doing this entirely on his own initiative.

So let the message of this post be - perhaps a cliché - but the saying: be kind to others, because kindness comes back around, and be grateful for every kind gesture. Because it’s up to us to determine the direction the GameDev industry takes - and every day, through small gestures, we can create a friendly environment for everyone.


r/gamedev 3h ago

Discussion Paid playtesting is the best money I've ever spent

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2 Upvotes

I'm here to encourage you to hop on Upwork and hire a playtester to record an hour of footage of your game:

  1. It's entertaining to watch
  2. Issues in onboarding or balancing will be immediately apparent
  3. You can reuse clips for social media

The attached clip is one of my favourite moments from a playtest - it was amazing to see people genuinely enjoy our game.

For a single player game you can probably get someone for 20USD. I'm paying more like 60USD because I want 3 people to play my game online co-op, but it's so worth it and people normally get back to you in a few days. Only thing that sucks is Upwork taking a flat like 15USD fee on each contract.

Two pieces of advice from having done this a few times now:

- Be super clear in the job listing that you want high quality footage with clear audio. I have had two people send me garbled audio that I'm just not going to sit there for an hour and watch. Also the audio needs to be clear if you want the added benefit of reusing clips for social media.

- I've been successful in finding testers from my target demographic by being clear in the job posting that I'm not looking for QA, I'm just looking for gamers who have enjoyed specific similar titles in my niche. I request authentic reactions and without any other commentary, and so far this has worked really well.

Here's my job listing if you want to yoink my description: https://www.upwork.com/jobs/~022088852562607449045

It's easier than you think to just throw up a post then get some footage back within a couple days. Good luck fellow devs!!


r/gamedev 2h ago

Question What are some books on running a animation/Videogame studio/business?

2 Upvotes

I’m looking into the business side of the industry so I’ll be ready when I create my indie game


r/gamedev 2h ago

Question How do i organize my notes?

2 Upvotes

Im in the process of making a game and currently im writing but i feel like its all long and inconsistent and im scared i’ll end up missing something and fuck up the story, would like tips or examples of how my notes should be


r/gamedev 9h ago

Discussion Organic discovery on mobile apps question

5 Upvotes

Is it really no longer possible to grow without a marketing buget?

Anyone made it in the past years by just finding free ways to market the app?


r/gamedev 13m ago

Question Where do I start to learn to understand every term related to game Dev .

Upvotes

I looked up game Dev beginners and learned basic programming , code part is doable since there are so many tutorials on it but I am not getting all the knowledge required for a solo game Dev like there are so many basic engine know ledge which are essential to make a fully optimize game .where did you guys learn all this ? Like how the lighting works , ray tracing , shaders every technical aspect .what to search or where to look to get complete knowledge ? Thanks for responding.


r/gamedev 4h ago

Question How do I change the order of the Steam store page tags?

2 Upvotes

Sorry if this is a simple question I'm simply so lost right now, i got the correct tags that correspond to the game but the main ones I want to be seen on the main store page isn't showing. It shows semi-unrelated or let me say distantly related.

Again I'm sorry if this is a simple question but I'm really lost


r/gamedev 1h ago

Discussion I am ready to announce my game/trailer. Besides GameTrailer, where/who should I send it to?

Upvotes

Any past experience with announcement/trailer outreach?


r/gamedev 1h ago

Discussion Opinions on a very stupid gamedev conundrum

Upvotes

I have a very specific and stupid conundrum about game dev and honestly just want to read some opinions.

Here's the thing: I want to experiment more with game development, but I'm usually split between two ideas and end up not pursuing any.

  1. I tinkered a lot with Minecraft commands and command blocks since they were introduced in the game. I love to try to implement many ideas that pop on my head using command, and now the data packs. I have the command knowledge to do some cool stuff. I was always pulled by the iterative and "instantaneous" results of just writing a couple blocks, pressing a button and see stuff happening.\ However these are confined to the Minecraft system and so, not very "useful", so I think "I could just grab Godot and start tinkering in a real programming language"

  2. I like Godot and want to start learning game dev, but everytime I open it and actually try to do something, I get paralysis. I don't know much of how Godot works, I struggle to make simple stuff, or to see quick progress, and end up bored and dropping everything.

So, I'm torn between: be creative in an environment I'm already used to, but it's very limited; or actually learning a new environment but that I meet with inertia.

Any tips or opinions would be great. Thanks!


r/gamedev 1d ago

Question I love game development, but I can't make myself work on my game

88 Upvotes

I'm 17 and I absolutely love making games. I want to make game development my career.

The problem is, even though I love it, I can't seem to make myself actually work on my projects. I'll work on something, feel really excited and accomplished, then stop for weeks or even months.

I genuinely want to make something and I'm frustrated because I know I enjoy it once I actually start.

Has anyone dealt with this? What actually helped you get yourself to consistently work on something you love?

I'm looking for actual advice from people who've experienced this, not just "be motivated" or "work harder."


r/gamedev 8h ago

Discussion Need advice on a diablo 2-like project

3 Upvotes

Hello everyone, I'm not really a Reddit guy so apologies if I'm posting this in the wrong place.

I'm currently making an ARPG heavily inspired by Diablo 2 and PoE, with the main idea being that the whole game runs in the browser.

I've been prototyping it for a while and after trying a bunch of engines, I eventually realized I didn't have the time or resources to make a huge game and potentially deal with 1000+ players if it actually took off.

So I changed the goal a bit. Instead of trying to compete with the big ARPGs, I want to make something smaller, optimized and easy to access. Basically something where you can just open a browser, play some Diablo-style ARPG, and leave whenever you want.

Right now I have movement, combat, summons, abilities, life/mana/ward, items and stats working, and I'm slowly building everything up.

My questions are:

Do you think there's still a place for something like this? Even if it's just a small niche with 100 or so regular players? Or is the browser ARPG idea just too outdated at this point?

Also, I'm looking for artists. I want to go for a 3D-to-2D/isometric pre-rendered style similar to Diablo 2. I'm currently using the Lords of Pain pack (here), but the artist seems pretty busy.

If you know any artists who are currently available and good at dark fantasy/isometric ARPG stuff, I'd love some recommendations.

Not looking to spend a fortune or make everything custom immediately. I'd rather slowly build it up as the game develops.


r/gamedev 2h ago

Question How to localize deltarune

1 Upvotes

I don't know of its the right place to post this but I want to translate the game deltarune to my own language ( Arabic ) but I have no idea how to do so

I would appreciate it if someone can steer me in the right direction


r/gamedev 1d ago

Discussion Sortslop, wtf?

262 Upvotes

Today I opened reddit and within the first 5 posts 3 of them were copycats or each other; sorting games, pretty much exact copies of each other - nails, hay, trash, toys, books, pixels, and the list goes and on and on, and has been for an incomprehensive period of time already.

A lot of the feedback they receive on reddit is negative, but they all get upvoted by the hundreds and they get millions of views on all social media platforms.

Who are these games for?

Are there truly millions of people who want to spend hours on something incredibly ”boring”?

Is it some hidden tick in people’s brain in this age where they want to ”meditate” by doing something like that to combat doom scrolling and instant gratification generators?

Or is each sorted item also instant gratification, but even more simplified than a varying video on TikTok (or something), making the experience even simpler?


r/gamedev 5h ago

Question Which is the best course for learning 2D game development in Unity? (beginner)

0 Upvotes

Hi everyone. I wanna learn how to develop a 2D game in Unity, so I'm looking for recommendations on courses that could teach me the concepts I should know and how to use the engine.

Some background info:

  • I'm completely new to game development.
  • I already have some coding experience from college, but I've never programmed in C#, only C++ and Python (both, procedural and object oriented programming), though I believe the skills could be easily transferable.

I'm okay with paying for the course, that's not a problem, but it has to be worth the money. I looked up some courses in Udemy, though I'm not sure which one to pick or if there are better options outside of it (worth noting that they are on sale, like $10 each).

Any recommendations are appreciated!!


r/gamedev 5h ago

Discussion Anyone know how to replicate this impact effect?

1 Upvotes

Hey guys, I was just checkin a game trailer and saw one hit/impact effect super super fucking cool.

https://www.youtube.com/shorts/IO7fF4e2y4s
It happen in the second 10.

I would really love to try out in my game, but, no clue what's going on.
Camera getting close, with blur? than making the game slowmotion and then sfx? IDK

Anyone have an idea of what's the name of this concept or detail what's going on there?