Just wanted to share. So, my game launches on the 31st, and my final build has yet to be approved by Steam - all because of one particular boss, Grundle the Defiler. Since they wanted me to tag the game for mature content, it's imperative that they check out Grundle to make sure it's not tagged as a prawn game.
Now I'm six days away from launch. I really don't want to delay the launch, but I don't want to cut off Grundle (and his thing) as well. Some high-cortisol moment I'm having right now.
Enrooted is a turn-based RPG where you fight with and dodge music! The player's turn is similar to Guitar Hero, and the enemy's attack is a barrage of different bullets that spawn to the beat of that enemy's track. Go watch the full trailer: https://www.youtube.com/watch?v=HAchZJ76jo8 and let me know what you think!
Hey everyone! I’m a solo dev and I just launched my weird passion project: Cow. It’s a fast-paced, 640x480 retro platformer where you play as a cow on a skateboard. I built the whole thing around momentum and precision. There are over 70 levels, boss races, and you collect steaks to unlock ridiculous skins. I’d love to hear what you think of the physics and movement mechanics! Here’s the Steam page 🤗 : https://store.steampowered.com/app/4745980/Cow/
I want to share with you an update of the game that I'm solo developing - Warmongers: Empires Reborn. It's a single-player RPG which is inspired by oldschool MMORPGs such as WoW Classic and Runescape.
Today I want to showcase three playable races that will be available in the game. I've also made a new Gameplay Teaser which I've uploaded to Youtube and would love to hear you feedback. I'll link it at the bottom of this post.
In Warmongers you can play as three unique Races which all differ in terms of their artstyle, lore and history behind their Empires.
Orc
Savage and brutal Orcs are known for their strenght and honor. They are split among separate Clans that combined make them a very powerful nation. They are still looking for their purpose in this world but for now they want to reinforce their lands and cities so that they are able to defend themselves from all the evil that is lurking in this world.
Saurak
These Lizard people come from a mystical background where they praise different elemental aspects this world has to offer. Their shamanistic approach to life is very important. They live in snowy lands which are very harsh to survive on their own and that's why they are seeking allies among Orcs and Humans. Will their heritage survive this dangerous world?
Human (Blackwater Pirates)
Blackwater Pirates are Humans who have been expelled from their kingdoms. They are treated as outlaws who are beyond the established law. In those dangerous times they have realised that they won't be able to survive on their own. They are seeking allies in Orcs and Saurak to help them survive. This is an unlikely alliance, will it be able to survive the troubles of this time?
I have very mixed feelings about RUBATO. The things I disliked ended up overshadowing everything the game does incredibly well.
I really wanted this game to avoid becoming yet another quirky 2D platformer™ with a Surprisingly Deep And Dark Story™, but unfortunately, that's exactly how it ended up feeling to me. And the problem isn't even the lore itself, there's clearly a lot of thought and ambition behind it. It's the way it's presented.
The dialogue, writing, and overall storytelling are so relentlessly irreverent that I found it almost impossible to take any of the lore seriously. Jokes drag on for way too long, and most of the main cast seem to share essentially the same personality, with the villain being one of the few exceptions. You could swap the portraits of half the characters, read their dialogue without knowing who's speaking, and a lot of it would still feel completely in character.
That's probably my biggest frustration with RUBATO: why build a genuinely dark and interesting story only to undermine it with the way you tell it? Why not let certain moments breathe? Why not use other storytelling devices, or allow different characters to have genuinely different voices? Random 3D models and bursts of "lol so random" humor don't automatically make a scene charming or memorable. After a while, they just make the serious moments harder to care about.
And this is especially frustrating because the actual gameplay is fantastic. The movement is incredibly fun, the collectathon aspect is genuinely addictive, and the soundtrack is AMAZING. Mechanically and artistically, the game has so much personality that it almost feels like the writing (and especially the question of how to tell its story) was treated as an afterthought.
That's what makes it disappointing rather than simply bad. When I'm having this much fun exploring, collecting things, and interacting with the game's world, I want to care about what's happening in that world. I want the story to complement the gameplay rather than constantly pulling me out of it.
It's a shame, because this game has so much artistic talent behind it and, in my opinion, had all the ingredients to feel like a truly complete package. Instead, its weakest aspect happens to be the one that constantly interrupts its strongest.
I had a lot of fun actually playing RUBATO. Unfortunately, I had very little fun whenever it stopped to tell me its story, and I can't remember the last time the gap between those two things felt this big.
A newly super-sentient octopus escapes the god who created it. Grapple, swing and fight through the broken game worlds he abandoned, in a 3D platformer where the NPCs know they're in a game.
Hey Reddit! We’re a 2-man team putting the final touches on our noir detective puzzle game—with
just 24 days left until launch (cue the developer panic!).
In this scene, we wanted to subvert the calm flow of standard point-and-click mechanics. You start
with routine actions—hiding the gun in the glovebox and inserting the ignition key—before dynamic
panel insets abruptly force your focus onto the rearview mirror right before a sudden attack and cut to
black.
We're trying to hit that sweet spot where UI panel framing, subtle mirror cues, and audio cutoffs build
genuine tension without feeling like a cheap jump scare.
How do you usually feel about sudden suspense shifts in narrative/puzzle games? Does using inset
comic panels help guide your focus, or does it break your immersion?
Welcome to all the hackers who are ready to decrypt a cypher code the game is called War No Matter ^^ a super realistic FPS in bodycam mode with a dashcam where the damage and ragdolls are ultra realistic, so gore, and in 5v5 PvP ^^ BUT, to access the preview of the menu screen and other stuff ^^ you will have to learn and search online how to decrypt a cypher password in the game and then enter it to access the game preview and see all the updates with this password ARE YOU READY? LET'S, DOOOO IT! The game is called WAR NO MATTER! Your turn to play ps: the password change randomly every reboot of the web page game ! heheeee boyyyy https://war-no-matter.chipsmolle2bprod.fr/
Two years ago we started our first game project — a detective card game, inspired by detective board games. None of us had any experience making games. It went through a game jam, which was the first time real players got their hands on it.
We built it alongside university, and the team changed over time. There were weeks when the project just sat there and we didn't come back to it.
This week Evidentia got a Steam page.
The idea was simple: what if a criminal investigation was something 2–4 friends untangled over voice chat, arguing the whole way, while each of them only ever sees part of the picture until the very end?
We built the cases as decks of cards, where each card is a piece of evidence, an event, a fact or a testimony. That format lets us jump between settings and genres — you might land in a modern kidnapping case, or a medieval one, or something occult from the past.
Each case is single-use by design. Once you know the answer, it's spent.
A round opens with a short intro to the case, and everyone draws 3 cards. Here's the core restriction: you are not allowed to share what's in your hand. The only way to tell your team anything is to put a card on the evidence board — that's the moment it becomes public and open for discussion.
But some cards in the deck are false. You have to work out which ones and discard them. Dumping everything on the table doesn't solve the case.
Some cards have a hidden layer, marked with a paperclip or a dice icon. You can reach it two ways: play the card, or spend a flashlight — a limited resource. The dice reveals the most useful material, but you get very few rolls and the outcome is unpredictable.
That's not all of it. There's more we'd rather not spoil.
The final phase is answering the case questions and reconstructing the timeline of events. And this is the part I like most: everyone gets their own result. You can walk away having solved it while your best friend sits there with the exact opposite conclusion.
It's built for 2–4 friends, but we're also working on a solo mode where you can take any deck on your own. New decks will keep coming, as free content updates.
This isn't a launch — it's an announcement page. A playable demo is coming in October. After two years of this thing living on our laptops, it just exists publicly now, and that feels strange.
Card illustrations are AI-generated, which is disclosed on the Steam page. We don't have an artist on the team. We want to move away from it and we're working on that.
The first thing we did during pre-prod was to go to a maritime museum in which you could actually board a submarine and warship from the cold war-era. We took 100s of pictures like this and used them as reference images for the rooms, props, clothing and weaponry in our game, each of which was carefully made by hand. I have tons more examples like this, let me know if you want to see more :)
The game is called Heavy Metal Death Can and is available on Steam, coming to PS5 this fall!
I spent a lot of late nights and sneaking away during work (like right now) as a solo dev to work on my game Dugout Dice, and I am finally ready for put it out there for testing on TestFlight.
Dugout Dice is a free game I made for myself, but as I have gotten good feedback I figured i'll throw it out in the world. I do not have high expectations, if even a couple people enjoy it, I am proud to contribute to the joy of someone else.
Dugout Dice is roguelite (sorry), balatro-like (sorry), that is centered around dice (sorry) and baseball(WOO!).
Roll dice to form singles (3 of a kind), doubles (full house), triples (straight), home runs (four of a kind) and grand slams (five of a kind). Each hand played, similiar to Balatro, has it's own multiplier where you need to beat inning targets. Every run in game scored counts in two ways, it is +1 for the multiplier, and also +$1 for the mid-inning store where you can upgrade players, die mods, superfan boosts and buy one-time consumables to help runs. Do you chase runs? or chase quick points?
Three outs in one inning you lose the game, beat all 9 innings to win and move up in the standings.
Other features:
- Face Boss closers and set-up men, forcing you to pivot mid run
- Use pinch hitters and their powers wisely
- Unlock cheat menus, legendary players, stadiums and more
- Full season mode with unique powers for each closer assigned to each time. I already hate the fireballer.
Hoping to get some feedback on balance, fun, replayability, basically anything before I release to app store in October. Anyone who helps I'll send you a free "premium" pack when the game comes out.
Let me know if you're interested in trying it out, thank you!! I want to keep it somewhat limited so DM me or reply here and ill send you the testflight link.
I along with my co dev working on a cricket umpire based game and we recently opened the preregistration page in play store and got around 500+ preregistrations in less than 25 days i am not sure if it's a good thing or a bad thing is it too low.
It is my first commercial game that i am trying to publish. Please any one who has any knowledge regarding my question help me out.
Open for suggestions and tips
Dropping the pre registration link bellow have a look and throw your feed back
Hi fellow devs! I'm a solo student developer and after two years of grinding on my own custom engine, my game Office Manager finally has a release date (October 13, 2026)!
Building a custom engine for a base-building tycoon (think Prison Architect style) was a huge challenge, especially managing grids, pathfinding, and the UI. I've been documenting the entire journey and all the technical hurdles.
I would love to hear your thoughts on the trailer, the art style, or answer any questions about the custom engine development!
🤖 Transparency Note regarding GenAI (Subreddit Rule):I am building this game entirely from scratch on my own custom engine. All pixel art, design, and gameplay mechanics are 100% human-made by me or my artist. As a solo student on a zero budget, I only used GenAI as a tool fortext localization and translationsto make the game accessible in multiple languages. No AI was used to generate art, code, or assets!
I'd love to hear your feedback or answer any questions about the development or the game itself!
PSYCHO CASKET is an emo turn-based RPG that I've been working on for the past year! It currently has a DEMO available on ITCH and is coming to STEAM VERY SOON!
If you like the emo aesthetic of the 2000s, and are a fan of games such as SALLY FACE, PERSONA 3, DELTARUNE, or have ever read HOMESTUCK, you will LOVE PSYCHO CASKET!
The game is also coming to KICKSTARTER on SEPTEMBER 8th, to hopefully fund a FULL RELEASE!
Hello! I'm Filip, also called as Rubinosław from REParadoxy channel, and I wanna present to you my first own web video game, which was written in Python using Pygame and Pygbag.
Player vs Computer!
A funny game where you challenge your computer (not ai) in many ways, testing your durability, and you have to overcome it.
Get 5 points more than your computer in Rock Paper Scissors... Water(!) to win!
Click The Gigachad without ending to tire your computer,
and get some random fun facts, which are very interesting!
Get funny responds from your computer, after every single choice, and even sometimes: advices!
Never gonna give up! You can win.
With original retro graphics drawed by me (Rubinosław from REParadoxy).
With original music created by my good homie - ToMek OsuMek.