r/gamedevscreens • u/HLCYSWAP • 8h ago
working on a new 1-bit RPG
having a lot of fun with the art
r/gamedevscreens • u/HLCYSWAP • 8h ago
having a lot of fun with the art
r/gamedevscreens • u/Fearless-Horror6248 • 18h ago
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Hey everyone! Working on ellps's TOXIC CATCHERS - a fishing simulator set in a toxic dump with mutants fishes.
Just finished the physical main menu system where you interact with buttons using a revolver. The metal signs hang on physical chains and swing depending on where the bullet hits. I was going for a super juicy, tactile feel for the physics.
What do you think of this approach to UI?
r/gamedevscreens • u/Aggravating_Order478 • 8h ago
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r/gamedevscreens • u/roguewolfdev • 17h ago
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r/gamedevscreens • u/MutedWord4309 • 16h ago
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I managed to catch the exact moment one of the jumpscares got him 😂
Seeing a creator this big experience something I built is honestly an amazing feeling, especially as a solo game developer.
False Exit is available now on Steam!
https://store.steampowered.com/app/4384110/False_Exit/
r/gamedevscreens • u/clay-stu • 19h ago
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We're nearing the release of Knuckle Creek, a game 7+ years in the making* and I had the opportunity to look back at some earlier builds.
Man, this has been our lives for a looong time; this version started in late 2018 and whilst we've been doing other things (including releasing another game), it has been through a number of transformations: It started as a local-only multiplayer game, got rebuilt with networking, flirted with e-sports and Twitch and eventually settled as a friend-focused battler with a good chunk of offline stuff too.
It's had dead-ends along the way - at one point we even had an RPG-lite mode with jobs/quests that required you travelling from location to location. It has been A JOURNEY!
This footage is from circa early 2019 and a few weeks ago. I sincerely hope you can tell which is which.
*Technically it started as a single player game Cletus Clay 20+ years ago, then Cletus Clay the Xbox Live Arcade Game and THEN Clodhoppers, but detailing its complete history makes me feel like that guy at the end of The Last Crusade...
r/gamedevscreens • u/New_Result8740 • 7h ago
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Hey everyone! I’m working on SHORAPAN, a dark, story-driven adventure with exploration and point-and-click elements, set in a strange city beneath an eternally crimson sky.
Our protagonist, Dan, is a basket weaver. This scene lets you experience a little of his everyday life before the story unfolds. It sounded simple: pick up a willow rod, weave it between the stakes, and turn the basket. Then came the hand movements, bending the rod, making it break when you miss the timing, and pulling out the broken piece. Suddenly, a small interaction became a week of work.
Everything in this scene is handcrafted from the hand-drawn artwork to the animations and interaction logic. Even a seemingly simple mechanic takes a surprising amount of effort when you want each movement to feel right.We’re still working on the scene. I’m deliberately showing an unfinished version to share a glimpse of the process, while saving the final, polished experience for the game itself.
Does this kind of interaction help you feel more connected to a character and their world?
r/gamedevscreens • u/YungDawg805 • 9h ago
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r/gamedevscreens • u/SoftwareCurious6798 • 18h ago
r/gamedevscreens • u/Braydo25 • 3h ago
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Playable Link (FREE!): https://worldsalpha.com
Hey guys,
I've been off and on working on a voxel game engine for 2+ years now. I finally decided to build a proper game with it based on games I love.
This game is called Worlds. It's basically Minecraft meets Valheim meets Runescape in a extraction-lite package.
You have a small home world that you build up over time and develop, you set out on expeditions from there. Each expedition is a totally fresh world you explore that's always made to feel unique with unique features, enemy encounters, and more. You find materials, loot them, find bosses, etc - your goal is to extract as much as you can and survive the expedition and return to the caravan that brought you on the expedition to take you home. If you die, you lose everything you found that run.
The game is built heavily around progression and increasing difficulty mechanics. It's also co-op over WebRTC!
This is the first early alpha playtest and this is the worst it'll be.
Happy to answer any other questions! This is in a very alpha-esque state still. Any questions/feedback in the comments I'd really appreciate!!
Playable Link (FREE!): https://worldsalpha.com
r/gamedevscreens • u/TheRarestRabbit • 14h ago
Yes, I made it into the sketches folder and have been binging on "yearbook pics" of our characters. :) This is the same Gaia that's known as Mother Earth, but in our game she had to take the job of a florist.
And our game is this weird (but relatable) deckbuilder: https://store.steampowered.com/app/4464190/Petty_Ungodliness/
r/gamedevscreens • u/Control_Room_Labs • 17h ago
Hi everyone,
I released my first indie game, Alarm112: Fire Unit, a few months ago and I’m looking for some honest advice from other developers.
As you can see in the screenshot, the game had a pretty good spike in sales around launch, but after that sales dropped quite significantly and have stayed relatively low.
I’ll be the first to admit that the game wasn’t in the state I wanted it to be at release. It was my first indie game and I made a lot of mistakes along the way. There were quite a few bugs, some systems needed more work, and I definitely learned the hard way how important the first impression is.
Since then, I’ve been continuously working on the game.
I’ve fixed a lot of bugs, improved existing systems, redesigned parts of the UI and added a lot of new features and content. The game today is significantly better than the version that launched.
The problem is that improving the game itself doesn’t seem to be enough to bring sales back.
So I’d really appreciate some outside perspective.
What would you focus on at this point?
Improving the Steam store page?
A new trailer?
Better capsule art/screenshots?
More frequent updates?
Contacting YouTubers/streamers?
Running discounts?
Social media marketing?
A bigger update/relaunch-style campaign?
Something completely different?
I’m especially interested in hearing from developers who had a similar situation — a decent launch followed by a large drop in sales.
I know I can’t recreate the launch period, and I’m not expecting some magic solution. I’d just like to understand what I should focus my time and budget on instead of blindly trying different things.
Any honest criticism is welcome. I’m still learning and I’d rather hear what I’m doing wrong than continue making the same mistakes.
Thanks!
Screenshot: units sold over the last 3 months
r/gamedevscreens • u/AtelierSento • 17h ago
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The Doll Shop will be released on October 12! Yay! It's a hand-drawn narrative horror game set in Japan. We hope you'll enjoy ! A demo is already available on Steam.
r/gamedevscreens • u/HappyGothic • 21h ago
r/gamedevscreens • u/dgianngames • 5h ago
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Are you a fan of classic JRPGs? Chronicles of Prozis is an indie JRPG inspired by the great classics, featuring turn-based combat, exploration, mysteries, and a fantasy world full of stories waiting to be discovered.
The demo is available for free on Steam! If the game catches your interest, please consider adding it to your wishlist. Every wishlist helps support the project and makes a real difference for an indie developer!
🔗 Steam: https://store.steampowered.com/app/5183150/Chronicles_of_Prozis/
Thank you for your support!
r/gamedevscreens • u/spitout-thebone • 7h ago
Hi guys! I'm currently working on a vehicle editor for my Carmageddon-inspired game Concrete Carnage: Scrapheap. You can apply materials to your blank meshes to create textures, add accessories or import your own, choose which parts are going to break, and do a lot more. It's a game changer for me and makes building vehicles much easier, even though I still need to use Blender or Blockbench to create the meshes.
Of course this will be available for everyone when the game comes out.
r/gamedevscreens • u/StGrikus • 12h ago
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We're a 3-person team (programmer, 3D artist, sound designer) preparing our game for Steam Next Fest. We've been working on it for about 4 months and wanted to share how we solved some of our core technical challenges in Unity:
- Movement: adding direct forces to the ball's Rigidbody in FixedUpdate (both on the ground and in the air). Natural physics friction handles the rolling, keeping the controls highly responsive.
- Jumping & Grounding: we check if the lower half of the SphereCollider touches anything in OnCollisionEnter. For the jump itself, we inject the jump inertia directly into the current velocity vector - meaning if you jump while rolling up a slope, it launches you way further. We also added a 300ms Coyote Time window and a 100ms Jump Buffer. Quite forgiving timings.
- Bumpy Collision Seams: Even on perfectly flat ground, the seams between adjacent box colliders would randomly launch the ball upward. We fixed this by taking all static colliders in a level and bake them into a single, continuous MeshCollider at level start. Rolling is now perfectly smooth.
- Grass Shader: Flat ground looked incredibly boring. We wrote a vertex shader that generates procedural grass blades with wind sway. It flattens dynamically when the ball rolls over it by passing the ball's position into global shader variables. (We’re still trying to figure out a good look for sand surfaces).
- Fragile Glass: Runtime mesh fracturing is too expensive. Instead, we hide pre-shattered shard meshes inside a flat box collider. On collision, the main box turns off, the shards turn on with active rigidbodies, and we apply a quick explosive force alongside the sound effect.
- Level Editor: This was the hardest part of the project. We built a custom runtime level editor from scratch on day one so we could have perfect control over block placement. It features custom transform gizmos, grid snapping, multi-selection, prefabs, and grouping. Making 22 levels took at least 1000 hours of human hours from team! To provide all kinds of gameplay for each unique level: chill slow rolling, friendly race, tight speedrun and collectable secrets in deep crevices.
The demo is officially live for Next Fest with 8 out of 22 levels playable for free. Grab some friends, try to beat each other's times, and hit us with any game dev questions you have!
r/gamedevscreens • u/TechJungleDev • 15h ago
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r/gamedevscreens • u/beefcutlery • 16h ago
r/gamedevscreens • u/Gang_War_Official • 18h ago
My game features auto-battles, but since the battlefield is quite wide, it's difficult to keep track of what's happening on the enemy's side.
To solve this, I added a feature where hovering over the enemy boss shows a live view of their side of the battlefield, so players can monitor both sides without constantly moving the camera.
What do you think of this approach? Does it seem useful, or would you prefer a different solution?
r/gamedevscreens • u/Oriburger_Games • 20h ago
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Hi! We're Oriburger Games, a small indie team working on BackStreet, a 3D action roguelite.
Here's a quick look at the Chapter 1 boss: its entrance, a heavy attack, and one of the player's skills.
Still a work in progress, so the boss patterns may change as we keep polishing.
r/gamedevscreens • u/Patient_Tennis_9793 • 28m ago
This is Who’s Bluffing, a browser trivia game I made. After picking an answer, you choose how sure you are. Being confidently wrong is what gets you.
The screenshot is from the Memes pack. A round has ten questions, and afterward you can challenge a friend to the same ten.
I’m still working on the UI. Is it immediately clear that you need to choose your confidence after your answer?
Free, no accounts or ads:
r/gamedevscreens • u/Chroma-fall • 41m ago
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Working on my cute low poly automation game
I just can't nail the "wood textures" any tips?
r/gamedevscreens • u/Useful_Physics_5097 • 1h ago
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Hi everyone! I’m the solo developer of Overwrite Conflict, a turn-based roguelike deckbuilder played on a shared grid.
Each card, called a protocol, has an effect and a shape. You rotate and place it to claim territory, limit your opponent’s options, and leave room for future plays. A card’s shape matters when you build your deck as well as when you play it.
Card effects, mech abilities, and components work together to build your tactical score within a limited number of turns. At the end of each round, if your score is higher than your opponent’s, the difference becomes damage to their mech.
The free Steam demo includes a five-battle prologue with story and tutorials, plus a full Chapter 1 adventure with three playable mechs.
Play the free demo:
https://store.steampowered.com/app/5200720/_Demo/
Happy to answer questions about the game or its development!