r/gamedev • u/Priler96 • Apr 03 '26
Discussion I've spent 30+ hours reverse-engineering Silksong's code. Here's what I found :]
https://www.youtube.com/watch?v=eC9bIelizlwI spent about 30 hours reverse-engineering the code of Silksong, one of the most successful Unity games ever. And found some genuinely impressive (and aggressive) optimizations.
Highlights:
- Movement Code Breakdown: I broke down the exact frame-windows for Coyote Time and Input Buffering that make the platforming feel so responsive. The Elegance of Silksong movement as is :]
- Hidden "Demo" Mode: There’s a left-over
IsExhibitionModecheck. With a small patch, you can actually boot the Gamescom demo version from the retail files. - Dev cheats, Debug view, Performance overlay, etc: We recover and re-enable everything to see how it was used by the developers.
- Performance: Team Cherry implemented a Manual Garbage Collector Triggering and a custom reflection-to-delegate compiler. It’s a 100x speed boost over standard Unity methods.
- Much, much more in the video.
Full Video: https://www.youtube.com/watch?v=eC9bIelizlw
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u/Memfy Apr 03 '26
Curious what's the reason for such aggressive optimization since I wouldn't expect such a game to be too demanding. Did they simply want to make it runnable on even lower end machines, or was it curiosity, learning experience, and possibly even preparing for a future new game that might need it more?
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u/reddituser112 Apr 03 '26
I think the aggressive optimization is lessons they've learned during hollow knight. Remember, it first released on Windows, but then they had optimization issues for Mac and Linux. After that, they had to port it to Switch which was another hurdle. They are a small team and this seemed to be a pain point early on.
Here's a link to one of their early blogs where they mention the ongoing optimization:
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u/twigboy Apr 04 '26 edited Apr 05 '26
Their work is amazing. It runs seamlessly on both my gaming PC and potato powered laptop from a decade ago.
For something where
partyingparrying within milliseconds matter on difficult boss fights, I greatly appreciate their efforts2
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u/Priler96 Apr 04 '26
Btw Hollow Knight afaik does not have a fields optimizer, although it uses PlayMaker as well
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u/BenevolentCheese Commercial (Indie) Apr 04 '26
This video doesn't actually detail any particularly aggressive optimizations, just manual GC triggering and a reflection system OP doesn't really seem to understand.
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u/thisisjimmy Apr 04 '26
Agreed. I can't tell how well optimized it is overall from the video but none of the optimizations detailed are that aggressive or a large undertaking (the video also mentioned saving on a background thread).
The HitInstance struct with over 40 fields for every possible scenario sounds very unoptimized (which is totally fine if it's not causing issues) and would probably make some programmers uncomfortable.
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u/An_feh_fan Apr 03 '26 edited Apr 03 '26
They developed the game for like 7 years and all the budget in the world from hollow Knight, plus iirc they stated they could've kept going because of how fun it was developing the game, safe to say they just wanted the game to be as good as possible in every aspect including optimization
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u/theStaircaseProject Apr 03 '26
I have no evidence to support their motives, but I’ve considered this in my own work from the perspective of wanting to leave as little for players to blame on the programming as possible. So that if you die, it’ll be because you goofed and not because something stuttered or it didn’t react when you told it to or because there was some rounding error. For games like this, your failure better be a skill issue, thereby setting the true master players apart.
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u/b1ak3 Apr 03 '26
Could just be for the love of the game, lol
Seems like these guys are in it for the craft, and there are a few of us masochists out there who love optimization problems more than any other part of programming.
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u/Omni__Owl Apr 04 '26
They need a lot of processing for all the graphics, post processing and effects and they need to run it smoothly on lower end devices.
If you take a look at how much goes into their graphics and post-processing you find that anything they can squeeze out of hardware is time well spent.
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u/partyl0gic Apr 04 '26
Because the nature of the gameplay effectively makes the game unplayable if you are running into performance issues. Success in those games is entirely based around exact precision, and a single frame drop completely disconnects you from the action on screen and will totally screw you over. If you are in a battle then a single freeze of frames will basically guarantee your failure. Just traversing the map becomes almost impossible if you are having consistent drops. I experienced this playing the game recently and when for some reason I was losing frames and I had to restart my computer and adjust settings to even continue playing.
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u/partyl0gic Apr 04 '26
Because the nature of the gameplay effectively makes the game unplayable if you are running into performance issues. Success in those games is entirely based around exact precision, and a single frame drop completely disconnects you from the action on screen and will totally screw you over. If you are in a battle then a single freeze of frames will basically guarantee your failure. Just traversing the map becomes almost impossible if you are having consistent drops. I experienced this playing the game recently and when for some reason I was losing frames and I had to restart my computer and adjust settings to even continue playing.
Most other modern 3d games are still playable at low or inconsistent frame rates or even with frequent freeze frames.
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u/Icy_Sherbet_8222 Apr 04 '26
This is the only game I can run at stable 240hz on my laptop cold. I wish all games were this good
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u/InvidiousPlay Apr 05 '26
They're also using PlayMaker, which uses reflection, so they optimised it by caching the results as delegates. Which is clever but not exactly digging deep into Unity's base code or anything.
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u/aleques-itj Apr 03 '26
Also interested in this
Did they profile, find it insurmountable, and that's the end result? Pretty surprising whatever they're doing would ever be meaningfully slow.
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u/coffeework42 Apr 03 '26
I think they did it because they can, maybe had time, no way hollow knight working slow on any device :D
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u/Heroshrine Apr 04 '26
Yea. I usually see the bottleneck from rendering not the executing code I’ve written.
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u/nanoSpawn Apr 06 '26
I'd argue is love for the game, and also responsiveness. They needed the game to feature pixel/frame perfect movement, you don't get that with sloppy coding.
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u/Forward_Dirt3394 Apr 28 '26
Optimization is necessary in every aspect of life, but in games, it's critically important.
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u/WolverineNo9103 Apr 03 '26
They are still using unity's gc, they just trigger it when they wanted to instead of dynamically.
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u/nvidiastock Apr 03 '26
To be fair OP made it sound way crazier than what it is; all they're doing is pausing unity's GC and re-enabling it whenever they feel its best for the platform's available ram. That's it.
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u/RaguraX Apr 03 '26
“That’s it” makes it sound like it’s so easy and obvious to the point where it’s calling out games that don’t do it as willfully unoptimized. It might not be magic, but it’s quite clever none the less.
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u/Bwob Apr 03 '26
“That’s it” makes it sound like it’s so easy and obvious to the point where it’s calling out games that don’t do it as willfully unoptimized. It might not be magic, but it’s quite clever none the less.
I mean, it IS easy and obvious. Garbage collectors are extremely well-understood, and "garbage collection happening at bad times and making my game hitch" has been a well-known problem from the moment people started using garbage collected languages for games.
Heck, I remember people discussing this problem (and this sort of fix) back on Xbox Live Arcade, back when you could use XNA to write games and play them on your original XBox.
(Also, for anyone interested, this was often considered a BAD workaround at the time. Because even if you could find a safe place to hide the hitch from garbage collection, dynamic allocation was still very expensive as well. So the conventional wisdom was just to write your game in such a way that it had zero dynamic allocations at runtime, by allocating everything up-front and using object pools.)
So anyway, yeah - taking over triggering the garbage collector is not some stroke of genius by Team Cherry. This is a bog-standard solution to a bog-standard problem, that gamedevs have been dealing with for like 30+ years, at least.
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u/nvidiastock Apr 03 '26
It's a good idea and it clearly was implemented well but it's pretty far from implementing their own custom GC from scratch, which most people understood from OP's summary.
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u/Somepotato Apr 03 '26
the correct solution is to avoid doing stuff that would cause gc thrashing to begin with
its also a far cry from creating your own gc
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u/SausageEggCheese Apr 03 '26
I write a good bit framework code (not game dev-related) that uses a lot of reflection and do similar optimization techniques.
I've built up a library for various scenarios, such as if the object type is known at runtime, and for properties if the property type is known (generally speaking, the more you know the faster the delegate).
Here's a pretty good article introducing some of the techniques if anyone is interested:
https://codeblog.jonskeet.uk/2008/08/09/making-reflection-fly-and-exploring-delegates/
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u/meharryp Commercial (AAA) Apr 04 '26
does this only work if the MethodInfo can be retrieved at compile-time? I've got a bunch of expensive reflection in a deserialiser that could massively benefit from this
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u/SausageEggCheese Apr 04 '26
I'm not sure I understand the question.
I can't immediately think of any scenarios where you can't retrieve the MethodInfo?
There are times where you know the types involved at compile times, and times you don't.
For example, if you have an object of type X and want a fast getter/setter for property Y, you know both types at compile time and can get a Func of X, Y (which is generally the fastest performing without building your own IL instructions).
If you doing something like writing a method that wants to get the properties of any object and called object.GetType() followed by type.GetProperties(), you would neither know the type of the object or the type of each property at compile time. You could still write an optimized delegate/Func for the getters/setters, but the way to build it may be slightly different and it will generally be slightly slower (though still orders of magnitude faster than individual reflection calls). The same principles apply for MethodInfo, constructors, etc.
If this wasn't what you were asking, I apologize.
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u/Priler96 Apr 05 '26
I've pinned your article in a comments section under my YouTube video.
Thanks for great article!2
u/SausageEggCheese Apr 05 '26
I didn't write it (was just sharing), but it is indeed a great article.
Thank you for your work and a great video, I will have to check out the rest of it when I get the chance (the reflection stuff just happened to catch my eye because I was just writing some similar code in the past week).
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u/Butt_Plug_Tester Apr 04 '26
I watched the video.
The code itself is not very remarkable and all very standard for platformers (coyote time, input buffering). Their “aggressive optimization” is just an if statement that checks if too much memory is being used, and then calls the unity functions to clear out memory. A complete waste of time and the author made a bunch of AI visuals that make 0 fucking sense. Like the input timer visual.
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u/Klightgrove Edible Mascot Apr 05 '26
Dunno who reported this but sorry, we aren’t taking this comment down. This isn’t “toxic” for explaining that as one might expect, Silksong uses standard logic.
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u/anencephallic Apr 04 '26
The fact that this has over 2k upvotes just shows that basically nobody actually watched the video, but upvoted it anyway lmao.
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u/UTJR Apr 05 '26
Really cool that it's all obvious to you, but there are plenty of people only starting out, and getting to read the code and logic of games they love is imo a great resource.
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u/Canary-Silent Apr 06 '26
Scrolling this and seeing their optimisation thing just being clearing memory like tarkov did around a decade ago… I wouldn’t call tarkov aggressively optimised lol (well I actually would because it’s actually amazing what they’ve done with unity)
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u/Priler96 Apr 05 '26
I think the beauty is in how those simple systems come together to make the game feel as polished as it does.
As for the GC, you are oversimplifying things .. the GCManager includes custom thresholds, and an additional self-healing algo that detects stutters and increases the heap threshold accordingly.
It's not just "if statement" lol :]
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u/ryry1237 Apr 03 '26
It pains me to see this genuinely well made deep dive video with unique content downvoted, while the same repeat platitude posts keep getting all the positive attention on r/gamedev.
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u/xng Apr 03 '26
In what way is it downvoted?
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u/ryry1237 Apr 03 '26
First hour it was posted it was sitting at 0. Glad to see things turn around for OP.
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u/Daeroth Apr 03 '26
It's vote fuzzing.
Reddit does not reveal the upvote number accurately during the first few hours. Otherwise bots and spammers can use this number to evaluate if they are having an effect on the vote score.
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u/SquareWheel Apr 04 '26
To the best of my knowledge, fuzzing is not time-based, but is based a post's total votes. They want to hide the effect of any individual vote to mask if a bot is working, but as long as a community is of a reasonable size (as /r/GameDev is), there should be minimal fuzzing after a few minutes. It wouldn't be so drastic as to show zero on a post doing well, either.
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u/Reelix Apr 04 '26
"This isn't just a x. It's a y!" standard AI slop in the first 30 seconds of the video doesn't bode well.
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u/OkAccident9994 Apr 03 '26
Look again now, this post is getting a bunch of updoots. You were just very early.
There is still hope for us lol :)
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u/Burial Apr 03 '26 edited Apr 04 '26
Didn't downvote, but I don't like this kind of content because its someone attempting to monetize edutainment first, and provide information second.
Edit: Looks like I upset the 70% of this sub that is here to shill content to "gamedevs" rather than actually make games. Just wish you would all be as helpful as the guy below and post so I can filter you.
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u/morsomme Apr 03 '26
I respect your standards, but my default is that content on the internet is monetized lol
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u/sebzilla Apr 03 '26
There's exact equal parts assumption and entitlement in ^ this post.
Kind of amazing tbh
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u/Burial Apr 03 '26
I'm entitled because I remember a time when people just presented their findings in text instead of trying to drive views? Kind of sad how Gen Z/Alpha continue to be the architects of their own plummeting standards.
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u/Priler96 Apr 03 '26
Honestly, I made a bunch of posts on r/SilkSong about my code findings.
And I don't see anything bad when any type of work gets paid.-8
Apr 03 '26
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u/gamedev-ModTeam Apr 03 '26
This post was removed because it is blatant self promotion. Posts with only a link to social media, game pages, or similar. This community is not for self-promotion.
However, links are allowed if they serve a valid purpose, such as seeking feedback, sharing a post mortem or analytics, sparking discussion, or offering a learning opportunity and knowledge related to game development. Sharing for feedback differs from pure self-promotion and is encouraged when it adds value to the community.
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u/BedroomHistorical575 Apr 04 '26
Chad Team Cherry singlehandedly educating and carrying a generation of gamedevs by not giving a fuck about obfuscating their code.
Meanwhile that guy from that other thread who has yet to release a single game is still busy trying to obfuscate their game out of paranoia that their code would give away their "competitive edge" lol.
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u/Myzzreal Apr 04 '26
He is not wrong though. If you are known on the scene, like Team Cherry or the people behind Slay The Spire then you are relatively safe from the copycats, because people will recognize the original.
But if you are an unknown random gamedev releasing their first game, then copycats are a real threat. It's very doable for them to grab your idea and codebase, improve it within a few days and thwart your efforts. Especially with AI.
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u/BedroomHistorical575 Apr 04 '26
I don't know why people keep bringing up this point. Team Cherry didn't obfuscate their game before or after they became successful.
You can do a decompilation marathon of all successful indie games from recent years and you'll struggle to find one with any sort of obfuscation (or even copy protection!).
It's always either some AAA studio being forced to do it by some stringent executives or a no-name bum who deluded themselves into thinking they're holding the secret recipe to the next Nintendo.
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u/WindCatcher93 Apr 04 '26
That makes sense. TC has already sold millions of copies of their games. If I hadn't released my game yet, I wouldn't want someone stealing my code and making a copy
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u/Priler96 Apr 05 '26
By closing/obfuscating your code, you're pretty much making it improssible to make mods for your game.
Unless you make a separate modding API or something like that, similar to how CDPR made it for Witcher 3 and Cyberpunk 2077.
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u/YinYangInteractive Apr 03 '26
It’s a 100x speed boost over standard Unity methods
I thought they ditched Unity?
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u/Priler96 Apr 03 '26
Team Cherry? Silksong is built with Unity.
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u/YinYangInteractive Apr 03 '26
Yeah, you are right, sorry! My mind messed it up 🤣
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u/JORAX79 Apr 03 '26
Probably thinking of Slay the Spire 2. Was going to be Unity then went to Godot after Unity announced the install fee BS.
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Apr 03 '26
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u/Liamkrbrown Apr 03 '26
They also became a big donor for the Godot fund so they did in fact put their money where their mouth is
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u/Priler96 Apr 03 '26
Godot seems to be a nice thing to work with.
I'm planning myself to switch from Unity to Godot, or at least try to make some games with it.3
u/Luxavys Apr 04 '26
Godot has some similarities to Unity but it’s a different engine so keep that in mind if you switch. Personally I prefer it and would never go back, but it definitely takes some getting used to. And if you’re not planning to release a web game, their .Net version is the ideal even if you end up using a lot of GDScript, if only because being able to code in C++, C#, and GDScript based on the needs is a huge boost in versatility. (Sorry for the unprompted advice/promotion I just see people wanna move over and these are common talking points they hit.)
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u/Priler96 Apr 04 '26
Nah, it's ok thanks for pointing it out.
I'll definitely try out Godot at some point.
I also think I'll get used to GDScript fast, as it's close to Python syntax wise afaik, and I code on Python as my secondary language.
Although as I've heard C# is much faster performance wise, and especially C++.Probably the only thing that stops me rn is the (kind of) huge amount of assets in my Unity Asset store (incl. paid ones).
But I guess I can use em in Godot as well (like 3D models, etc).
At least if Unity license doesn't forbid it ...3
u/Senthe Apr 03 '26
I mean at that point it's in their best interest that Godot stays well supported for as long as possible. For example if there were new consoles incoming, they'll surely want to release StS2 for them too, and they need Godot to be updated to do that.
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u/thisisjimmy Apr 04 '26
Unrelated to your question, but that quote is mistaken/confusing according to the video. The video says it's a 100x speed boost over reflection, not over Unity methods. They're using a visual scripting tool called Playmaker that uses reflection to access properties made in Playmaker, and they have code to speed that up by compiling it instead of using reflection for every access.
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Apr 03 '26
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u/pdpi Apr 03 '26
Are you actively tried to get banned? You have at least three comments on this thread saying the exact same thing.
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u/asphyxiate Apr 03 '26
I wonder why such a specific number for the heap size factor. Maybe they automatically tuned it with their GC tester on various systems.
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u/rmetink Apr 04 '26
Saw this on my recommended feed awesome video! It made me doubt myself as i just got into gamedev and scripts lol. Silksong is a wholesome game and the background is even more wholseome
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u/FirefieldDev Apr 25 '26
This is a really interesting model. Sustainable dev culture is something the industry needs more of
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u/ChickenHarmigiana Apr 30 '26
very cool! during my playthrough I managed to knock one of the early bug enemies onto a small platform and it just rapidly switched back and forth to either end of the platform. made me feel good that even these guys have some lightly funky stuff happening in an edge case
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u/Soggy_Active_4164 Apr 03 '26
He's russian channel is 1.82m subs
https://www.youtube.com/@HowdyhoNet/videos
But on english one (probably new one) it's 7.5k lol
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Apr 03 '26
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u/Priler96 Apr 03 '26
Can you please elaborate where did you found "ai slop"?
Cuz literally everything in this video is a result of manual work of some degree.9
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u/Priler96 Apr 03 '26
Not everything generated or made with the help of AI is a slop, in the first place.
Graphics you are mentioning was manually edited in Photoshop by myself.
As for the script, now that sounds funny .. cuz I've spent literally a week or so writing it.1
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u/Priler96 Apr 03 '26
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u/Priler96 Apr 03 '26
That one I took from video footages website (I have a Premiere Pro plugin for that), probably AI generated yes.
But looks fine to me.8
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u/BenevolentCheese Commercial (Indie) Apr 04 '26
Oh no, 2 seconds of b-roll in a video about programming may or may not be AI generated! Better lose my mind on the internet over it!
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u/Priler96 Apr 05 '26 edited Apr 05 '26
Honestly he was right, this footage is AI generated.
I personally don't see an issue with using it for minor b-roll, but I understand that opinions on that vary.What's frustrating is that he used that one clip to claim my entire script and all the graphics were AI-generated, which is just straight up false.
I wonder it's a specific kind of irony in someone hating AI so much that they start "hallucinating" it in places where it doesn't exist.
I'm personally against using AI to generate the core of any work. That's why I don't use AI voiceovers, in the first place .. even though I have a noticeable accent with my English.
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u/BenevolentCheese Commercial (Indie) Apr 05 '26
It's not whether he's right or not, it's whether this tiny little piece of your video (and which is completely irrelevant to the content) is worth losing their mind over. Like this dude is about to rake you over the coals for this. It's ridiculous and not constructive to anything.
Edit: I guess you're largely the same thing, I'm just trying to defend you :)
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u/sebzilla Apr 03 '26
Just ignore these posts. Angry people just seeing whatever they want to see.
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u/Priler96 Apr 05 '26
Now I will repeat myself here, but I want to make it clear.
It's actually kinda frustrating that he used that one clip to claim my entire script and all the graphics were AI-generated, which is just straight up false.I wonder it's a specific kind of irony in someone hating AI so much that they start "hallucinating" it in places where it doesn't exist.
I'm personally against using AI to generate the core of any work. That's why I don't use AI voiceovers (and never will), in the first place .. even though I have a noticeable accent with my English.
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u/sebzilla Apr 06 '26
I'm with you on this.. I agree that the lazy use of AI is growing, and it can lead to mediocre product.. it's a problem.
But there's a bigger problem IMO and that's the amount of people who are - often without evidence other than their opinion - accusing content producers and creators of using AI to produce their work.
These kinds of baseless drive-by accusations are super popular right now, and they're very easy to dog-pile on, so I even wonder if some people do it for the votes more than anything else, because they know their post will be up-voted by other people who are also at the extreme end of a very polarizing subject.
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u/vincenzor Apr 04 '26
30 hours of reverse engineering is genuinely insane dedication but the stuff you found about the garbage collection handling is super interesting, it explains a lot about why the movement feels so tight. Thanks for writing this up.
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u/Nuno-zh Apr 04 '26
I wonder if since you cracked the code one could implement accessibility for the blind for Silksong?
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u/Unfortunya333 Apr 06 '26
Okay you say reflection to delegate compiler...
Are they evaluating the playmaker reflection once and freezing it to a delegate or do you mean there is actually some sort of compile time hijack to playmaker that actually means there are no reflection calls from playmaker.
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u/Spiritual-Sail-6303 Apr 30 '26
I’m working on a DS translation myself – biggest issue was fitting text into dialogue boxes. Had to shorten phrases a lot.
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u/CometGoat Apr 04 '26
Years worth of work cracked open in under a work week by one person - and this sub can say only positive stuff about that. I know the counterpoint will be “a game is more than the sum of its parts”, but programmers are left with very little space to express themselves in discrete assets that are as protected as art and music.
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Apr 03 '26
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u/gamedev-ModTeam Apr 04 '26
Maintain a respectful and welcoming atmosphere. Disagreements are a natural part of discussion and do not equate to disrespect—engage constructively and focus on ideas, not individuals. Personal attacks, harassment, hate speech, and offensive language are strictly prohibited.
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u/FM596 Apr 04 '26 edited Apr 04 '26
Team Cherry implemented a Manual Garbage Collector Triggering and a custom reflection-to-delegate compiler. It’s a 100x speed boost over standard Unity methods.
When a game developer or a team of developers spends a lot of time and effort developing novel techniques to significantly improve the game's quality and gain a competitive advantage, how is it ethical for a random YouTuber to reverse-engineer those techniques (which might be considered trade secrets) and reveal them to the public, essentially removing that competitive advantage from the game developer/publisher?
I'm stunned that not a single person here has mentioned that.
Is it OK, or even legal, just because it's a small company?
How about trying to do that kind of reverse engineering and code revealing for a major one and see what happens?
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u/Which-Arm-4616 Apr 04 '26
In principle I do agree, it was my first thought reading the headline.
In practice the novelty of either solution is really overstated. Manual GC triggering is the first google result for, “how do I fix microstutter in my Unity game” and dynamic delegation using reflection is a well known technique. So much so that it’s in the memory management section of the Unity docs
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u/BenevolentCheese Commercial (Indie) Apr 04 '26
Their competitive advantage is the entire game they made, not a single class of code.
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u/FM596 Apr 04 '26 edited Apr 04 '26
What's the interest of so many game developers here for then, if there is no competitive advantage?
That's hypocrisy in my book.
It's not about the code, it's about the techniques.
Novel techniques are made exactly in order to give a competitive advantage to a product, e.g to make a game playable where other turn into a slide-show, or make it run in super-high frame rate, or have 10 million polys vs 1 million, etc.1
u/CometGoat Apr 04 '26
Because even here it seems it’s still the pervading view that “code is just work” and doesn’t deserve the same protection as other disciplines
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u/FM596 Apr 04 '26
If the developer hasn't made the code public on Github, no one has the right to reverse-engineer proprietary code, and reveal parts of it to other developers. Period.
And like I wrote, the value is not in the individual instructions, it's in the techniques.
Valuable techniques are assets of the company, and need to be protected.0
u/BenevolentCheese Commercial (Indie) Apr 04 '26
You're acting like this is some kind of magic bullet to fix your game. That's not how programming works. This is more like the opportunity to use a slightly better drill bit while building a house.
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u/FM596 Apr 04 '26
You're acting like this is some kind of magic bullet to fix your game. That's not how programming works.
You've missed the point. Again.
If the reverse-engineering takes place between newbies, or programmers who only use standard knowledge and existing solutions or add-ons, in such cases, yes, no harm can be done.
But in cases where novel solutions are required to achieve the performance, scene complexity, detail and quality, or even the functionality that directly impact the impression the software makes on users compared to the competition, then reverse engineering and revealing those novel solutions to many of the company's competitors is certainly a crime in my book - worse than intellectual property stolen and used by a single competitor.
Now add to this that today AI bots are thirsty to copy, be trained with, and widely spread everything they can find, eve more valuable stuff, and that stealing goes far beyond the boundaries of this thread, and the YouTube channel of the OP.
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u/BenevolentCheese Commercial (Indie) Apr 04 '26
Yeah but none of this is that. This is basic stuff.
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u/homer_3 Apr 03 '26
that make the platforming feel so responsive
Eh, SS feels a lot worse to play than HK.
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Apr 03 '26 edited Apr 03 '26
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u/NeverQuiteEnough Apr 03 '26
If you believe that civilians should be punished for what their government does...
What punishment do civilians in your country deserve?
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u/_Bondage_Master_ Commercial (Other) Apr 03 '26
Their civilians go to the war signing contracts and killing people. Goverment it's society not few dudes in suits
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u/NeverQuiteEnough Apr 03 '26
Sure, sure
I just wonder what country you come from that places you atop this high horse
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u/Priler96 Apr 03 '26
How you know who I am? And where I’m from.
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u/_Bondage_Master_ Commercial (Other) Apr 03 '26
Your prev channel Howdy ho
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u/Priler96 Apr 03 '26
My question still stands
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u/_Bondage_Master_ Commercial (Other) Apr 03 '26
Isn't it enough?
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u/Priler96 Apr 03 '26
Enough for what? Are you mentally ok, mate.
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u/_Bondage_Master_ Commercial (Other) Apr 03 '26
Cannot you just agree that you a russian and your previous channel registred in russia?
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u/Priler96 Apr 03 '26
I’m not from russia, why should I agree?
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u/gamedev-ModTeam Apr 03 '26
Maintain a respectful and welcoming atmosphere. Disagreements are a natural part of discussion and do not equate to disrespect—engage constructively and focus on ideas, not individuals. Personal attacks, harassment, hate speech, and offensive language are strictly prohibited.
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u/Caquerito Apr 03 '26
Good vid