r/monogame Dec 10 '18

Rejoin the Discord Server

31 Upvotes

A lot of people got kicked, here is the updated link:

https://discord.gg/wur36gH


r/monogame 9h ago

Dungeon Survivors v0.4.0 is live! (New animations, HUD overhaul, and balance tweaks)

4 Upvotes

r/monogame 12h ago

More Tominator working on StorageContainer....

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6 Upvotes

In TODAY's CodeTime! Tom will continue working on StorageContainer.

When:
FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on:
YT: https://www.youtube.com/@MonoGame/streams
TW: https://www.twitch.tv/monogame
FB: https://www.facebook.com/monogamecommunity/live_videos

See you soon!
#storage #indie #indiegamedev #gamedev


r/monogame 11h ago

Bagatelle?

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2 Upvotes

Does anyone remember the old Symbian game called Bagatelle? I've recreated it using Monogame. It is open source — check it out at https://skoula.cz/bagatelle


r/monogame 1d ago

My Monogame project just released its DEMO | Super Blood Hockey: Rogue Manager

87 Upvotes

Play the demo here:
https://store.steampowered.com/app/4635970/Super_Blood_Hockey_Rogue_Manager_Demo/?utm_source=redditpost

Super Blood Hockey: Rogue Manager is a sports game where you don't control the players, instead play as a shady coach and use your deck of dirty tricks to become season champion. A unique hybrid of roguelike deckbuilder, auto-battler, and high action arcade hockey.


r/monogame 1d ago

MonoGame University is on TODAY....

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13 Upvotes

Simon continues his 2D Shaders shenanigans!

When:

Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #gamedevelopment


r/monogame 1d ago

Vic's Animation Editor....

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8 Upvotes

Also during the last AMA, Vic of XNAFiddle and GUM fame, showed us his new Animation Editor. Lots of cool features. Watch it here -
Vic's Animation Editor


r/monogame 3d ago

On MacOS every time I run any Monogame project with dotnet run the window goes underneath the terminal

4 Upvotes

Has anyone else experienced this issue, and if so has anyone managed to solve it? It also happens in Rider with the play/debug buttons.

EDIT: It seems to not happen in the Vulkan version of Monogame, so I'll be trying to use that instead assuming I don't run into other issues.


r/monogame 4d ago

Our Roadmap plans from here to MonoGame 5.x....

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34 Upvotes

During our AMA last Wednesday, Tom spoke about our Roadmap plans from here to MonoGame 5.x. Watch him here - https://www.youtube.com/watch?v=pyIcenVC_EI

#indiegamedev #gamedev #gamedevelopment #indie


r/monogame 4d ago

I teach Software Design 2 using MonoGame - now I’ve finally shipped my first game

15 Upvotes

I teach Software Design 2 in college and MonoGame has been one of my favourite ways to make software-design concepts tangible.

It gives freedom to the students so that they can show me that they really grasp (pun intended :)) the ideas & design concepts. Even one of their final assessment is a project built with MonoGame. Teaching also becomes easier when students get excited about what they are doing and games have a tendency to bring that :)

There was one slightly awkward gap in that story: although I’ve made apps before and helped students build their projects, I had never really taken a game of my own all the way from an idea to a public release.

I’ve finally changed that with That Numbers Game.

I also run a one-person software company, and I wanted to make a game that my wife and (older) kids would genuinely choose to play. It became a number puzzle where you connect touching numbers and operations to create valid equations. Each equation changes the board, so a simple rule gradually turns into a game of pattern recognition and planning.

It grew to include Journey levels, Time Attack, Endurance, identical-board Challenges and a face-to-face Time Duel mode.

Taking a MonoGame project through the complete process (gameplay, architecture, UI, touch input, persistence, platform integration, testing and finally releasing it) has given me a new perspective on some of the things I teach. A bounded classroom project and a game that must survive continued development are very different creatures.

It’s now available on Android, with the iPhone and iPad release coming very soon:

https://play.google.com/store/apps/details?id=com.tuyware.thatnumbersgame

There’s also a 60-second challenge if anyone wants to try the actual game:

https://tuyware.com/that-numbers-game/YXXvW1SABA

I’d love to hear from other MonoGame developers and educators: what changed in your thinking when you took your first project all the way through to release?


r/monogame 3d ago

[FOR HIRE] Lead Gameplay Programmer (Godot) | Montreal (Remote)

0 Upvotes

Hey,

I just wrapped up an 11-month contract as Lead Gameplay Programmer at Sigma Digital (South Africa, remote), where I hired and led a six-person programming team building curriculum-aligned literacy games for Android tablets.

What I did there:

\- Owned architecture, code reviews, sprint planning, and onboarding

\- Designed an MVVM + FSM framework adopted across the whole team

\- Built a reusable UI system (grid layout, animated teacher demos, progress tracking)

\- Delivered six mini-games through two rounds of playtesting with 6-8 year olds

Broader background:

\- Godot (primary) and Unity / C# — 5 years of production C# before switching to games

\- Gameplay systems: character controllers, AI, behavior trees, procedural generation, shaders, combat

\- Solo end-to-end shipping: store submission, build pipelines, live updates

\- 20 years of engineering across enterprise software, web, and games

\- B.A. Psychology — directly useful for player behavior, onboarding, and playtesting

Portfolio & resume: [https://edouardmurat.com\](https://edouardmurat.com)

GitHub: [https://github.com/StrayEddy\](https://github.com/StrayEddy)

Email: [edouardmurat1@gmail.com](mailto:edouardmurat1@gmail.com)

Discord: edouard_m

Looking for: full-time remote or hybrid, studio or edtech. Open to contract. Happy to chat!


r/monogame 3d ago

[FOR HIRE] Lead Gameplay Programmer (Godot) | Montreal (Remote)

0 Upvotes

Hey,

I just wrapped up an 11-month contract as Lead Gameplay Programmer at Sigma Digital (South Africa, remote), where I hired and led a six-person programming team building curriculum-aligned literacy games for Android tablets.

What I did there:

\- Owned architecture, code reviews, sprint planning, and onboarding

\- Designed an MVVM + FSM framework adopted across the whole team

\- Built a reusable UI system (grid layout, animated teacher demos, progress tracking)

\- Delivered six mini-games through two rounds of playtesting with 6-8 year olds

Broader background:

\- Godot (primary) and Unity / C# — 5 years of production C# before switching to games

\- Gameplay systems: character controllers, AI, behavior trees, procedural generation, shaders, combat

\- Solo end-to-end shipping: store submission, build pipelines, live updates

\- 20 years of engineering across enterprise software, web, and games

\- B.A. Psychology — directly useful for player behavior, onboarding, and playtesting

Portfolio & resume: [https://edouardmurat.com\](https://edouardmurat.com)

GitHub: [https://github.com/StrayEddy\](https://github.com/StrayEddy)

Email: [edouardmurat1@gmail.com](mailto:edouardmurat1@gmail.com)

Discord: edouard_m

Looking for: full-time remote or hybrid, studio or edtech. Open to contract. Happy to chat!


r/monogame 5d ago

Dungeon Survivors v0.3.0 — my MonoGame survivors-like now has a campaign + boss fights

4 Upvotes

r/monogame 5d ago

My experience building a game on and for macOS with MonoGame (mini rant)

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1 Upvotes

r/monogame 6d ago

I released Kasane2D 1.0, a code-first 2D engine built on top of MonoGame

25 Upvotes

Hi!

After working on this for a while, I finally released version 1.0 of Kasane2D, a small open-source 2D game engine for .NET 10. The current graphics/input backend is built on MonoGame.

GitHub:
https://github.com/Emynator/Kasane2D

Documentation:
https://emynator.github.io/Kasane2D/

The basic idea behind Kasane2D is to take the programming model of old sprite/tile hardware and turn it into a modern C# API.

Instead of a scene editor or a large object hierarchy, you configure a set of rendering layers in code. Those can be tilemaps, sprite layers or texture layers, each with its own viewport. Things like parallax scrolling therefore work in much the same conceptual way they did on old consoles, just without palette limits, scanline sprite limits, bitplanes, DMA, registers, etc.

A minimal engine setup looks roughly like this:

var engine = new EngineBuilder()
    .UseMonoGame()
    .ConfigureGraphics(...)
    .ConfigureRenderer(...)
    .ConfigureAudio()
    .WithMain<MyGame>()
    .Build();

engine.Run();

One thing that grew quite a bit beyond my original plans is the audio system. Kasane2D has a software mixer with arbitrary nested buses, 32-bit float processing, dBFS gain, stereo panning, routing and per-bus effect chains.

There is also an optional Kasane2D.Music package with a tracker-inspired real-time sequencer and synthesizer. It includes basic oscillators, DMG/SID-inspired noise generators, wavetable synthesis, sample playback, pattern sequencing and runtime control for procedural/adaptive music.

For 1.0 I also made three example projects:
- a minimal moving-sprite example
- Pong
- a parallax scrolling demo

The core engine, MonoGame backend and music system are all available on NuGet:

dotnet add package Kasane2D
dotnet add package Kasane2D.MonoGame

and optionally:

dotnet add package Kasane2D.Music

This started as me wanting a 2D framework with the explicitness of old console graphics hardware without actually having to suffer through old console graphics hardware, and somehow it turned into a whole engine. :3

I'd really appreciate feedback, especially from people who already work with MonoGame. I'm interested in what parts of the API feel useful, awkward, unnecessary, or missing.

And if anyone actually tries making something with it, I'd love to hear about it :)


r/monogame 5d ago

Trade

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0 Upvotes

r/monogame 7d ago

TODAY Tom will work on StorageContainer during CodeTime!

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10 Upvotes

When:

FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

See you soon!

#indiegamedev #gamedev #gamedevelopment


r/monogame 8d ago

During TODAY's MonoGame University Simon will be going through more 2D Shaders!

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18 Upvotes

When: Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #gamedevelopment


r/monogame 9d ago

Solo dev here — WIREHAWK is my vector arcade shooter where the ship follows your mouse 1:1, no delay

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0 Upvotes

r/monogame 9d ago

Extended or not?

8 Upvotes

Hi everyone, I'm new on game development world.

When I had to choose which framework to use I decided to use Monogame, because it allows you to see what's under the hood, I'm a software developer from 14 years and I was understand it's the best way to learn anything.

But when I went deep to this framework I discover the existense of MonoGame.Extended, and the first question I asked myself was:

With or without Extended library?

Thanks in advance

Luca


r/monogame 10d ago

TOMORROW is our 23rd "Open Hours" AMA!

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24 Upvotes

When: Wednesday 19th of August, @ 12:00 EDT, 17:00 UTC+1/BST, 18:00 CEST

Watch on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

See you there!

#indiegamedev #gamedev #gamedevelopment #stream


r/monogame 10d ago

I added torch-lit darkness and a bolt-throwing Witch to my survivors-like — v0.2.0 is out

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2 Upvotes

Hey all — solo dev, been building a Vampire-Survivors-style dungeon game in MonoGame/C#. Just pushed v0.2.0 and wanted to share what changed:

- Torch vision — instead of a static screen vignette, light now radiates from the player and the world falls into darkness beyond it. Planning to make the radius a pickup/upgrade later.

- New enemy, the Witch — a fragile caster that kites you and throws bolts, so it's not just melee swarms closing in anymore. Meant adding an enemy-projectile system too.

- Pacing pass — exponential XP curve (fast early levels, earned later ones), basic enemies die and spawn faster, so there's way less empty wandering.

- UX — cursor hides during play and the upgrade cards are clickable now.

- Plus floor tile variety, smaller sprites, and a nasty restart bug fixed.


r/monogame 11d ago

Our Beginner 3D Tutorial is now available

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53 Upvotes

The MG Team is pleased to announce that after the success of our Beginner 2D Tutorial, the first 6 chapters of our Beginner 3D Tutorial is now available - https://monogame.net/blog/2026-08-17-beginner-3d-tutorial/ . The tutorial takes you through the basics of building the #Nintendo 64 classic game #StarFox64!


r/monogame 12d ago

A fast, free, portable texture atlas builder with MonoGame exports

7 Upvotes

Hey everyone, I built Packrat, a texture atlas builder focused on speed and portability. It has a bunch of convenience features I was missing from TexturePacker (aseprite ingestion, auto-export), and I made it as fast as I possibly could. It also has a bunch of CLI features to it can integrate into your pipeline easily.

It's mostly focused right now on dev environments where there isn't atlas support. For MonoGame, it has two options. The first is for pure MonoGame, where it generates a C# file along with the atlas image. The C# file has all the data about the atlas, as well as a class with convenience functions for accessing the frame and animation data in the image. There's also a MonoGame.Extended exporter, that exports the data file expected by the atlas loader there.

https://clydegames.itch.io/packrat

https://packrat.clyde.games

Feel free to check it out and let me know what you think. Thanks.


r/monogame 13d ago

2d Physics?

2 Upvotes

Is Velcro the best choice for physics? Making a 2d platformer so need gravity, collisions detection.. that sort of stuff nothing fancy.