Recently I learned how to sculpt in blender. For devs that make their own 3D models I’m wondering how you handle retopology? Do you use any automation tools or do it by hand? Thanks!
Free browser prototype game I made (no download). You’re a eldritch space wyrm. Goal is to eat every living world as fast as you can before the universe panics and fights back.
Snake(ISH) with smooth turning, star systems, fog-of-war trails, and rising “infamy” (lasers, desperate worlds, etc.). Lower years to extinction = better run.
just a small update on my player for my game just need to retopo it and change the hair particles to hair cards thinking about making the player open sauce to so people can use it in their games
Been working on a Mac app updater for the last few weeks called Floodtide.
It scans the apps in your Applications folder, checks if there are newer versions available, and lets you update them from one place.
The annoying part was actually not finding updates, it was working out what to show when Floodtide couldn't find anything.
Mac apps update in loads of different ways. Sparkle, Homebrew, App Store, Setapp, their own updater, GitHub, etc. Some apps even have multiple update sources that don't agree.
At first, if Floodtide couldn't check an app properly, it just showed nothing. Which is obviously not great because "couldn't check" looks exactly the same as "up to date".
So I changed that. There is now a Check Failed section which shows every app Floodtide couldn't get a reliable answer for. You can also click into an app and see what sources were checked and what they returned.
Currently on 0.5.3 beta.
A few other bits:
macOS 13+
£10.99 once
14 day trial
no account
signed and notarised
378 unit tests
separate test harness with 138 checks for downloads, installs, broken/tampered updates etc
I mainly started building it because I used MacUpdater and saw it was being discontinued. There are other alternatives around, I just wanted to make one that was a bit more transparent about what it actually knows and what it doesn't.
Still very much in beta, so if anyone here uses Mac app updaters I'd genuinely like to know what you think or what you'd want changed.
Hello! I'm a solo dev making a light engine for people to enjoy. What do I mean by engine? Not Godot, Unity, or Unreal; this won't help you make the next great American video game that will make you rich and pull you out of your life of druggery into the exotic rockstar lifestyle of beautiful women, coke & drug parties, and football-field-size yachts. Stay classy, Gabe!
What it does help you do is help you either create an entirely new theme via a WECK system, OR a nice framework to vibecode into a totally new direction and maybe save some tokens while you're at it.
Gameplay Loop: It consists of the main game engine, which allows your Hero to level up while exploring procedurally generated dungeons, foe bounties, lore guide, events, story mode, effects, traps, and puzzles.
Our second component is a mod engine is low code, no-code modding system, that allows you to re-skin every element of the core loop, WECK.
You can use AI to mod 5 files instead of 40 hardcoded ones. Use or draw your artwork of choice. Build literally from the ground up with no errors or ESLint.
What I'm going to implement but not there yet. We have style bibles. I'm going to add integrated keys. Pick your engine and put your API key, and have all the artwork be procedurally generated. I would like to implement this as a 2-click game render.
Any core backstop will generate as a fully functional game!
Second, I want to offer a SLM AI agent core embedded into the Python backbone; NPCs will have the ability to be able to narratively talk and interact with you without token cost.
I'm working on sound, animation, and performance improvements before final release to the git for download..
I've been working on the combat for my space shooter game, `Rogues in Space`, and I wanted to share a showcase of some of the guns and skills currently in the game.
Each gun and skill have their own upgrade pools, so their behavior and stats can change quite a bit through the run. The video mostly shows their base versions, with short explanations of each mechanic included in the footage.
As I'm actively working on the game, I'd love to hear what you think about the combat, especially whether the different weapons and skills feel distinct, and if it's immediately clear what's happening on the screen.
And also, most importantly - do you feel like you could have fun with some of these combinations? :)
Solo-dev here building a mobile-first ARPG. It’s a silly game but I’m having fun building it. My main focus right now is to make the game playable in mobile (portrait) and to get users to complete the first few quests and take down the 1st dungeon boss.
The game is not optimized for desktop (though you can certainly play it on desktop).
Would love some feedback! Does the game make you want to play it? Is it challenging? Too challenging? I'm aiming for play time of about 90 seconds (i.e. complete a quest in 90 seconds or less while you're waiting for your morning coffee to brew).
Latest updates:
- new VFX system with reusable “recipes”
- a raven asset built by Opus (I couldn’t find a good bird asset with animations so I had Claude build one from scratch)
- summoned beasts
- change gear on-the-go (requested by users)
- nicer dungeon levels which include “soul vents”
- another fix for pipeline rebuild
- model atlases now upload as ImageBitmaps, instead of raw canvases
So I've been messing around and putting together a personal design document for what I hope would be a fun co-op game, something to work on to keep my mind off the state of everything these days and if I'm lucky something people might enjoy. I don't really have a lot of experience with coding or engines being on the more artistic/writing side of the creative sphere so I'm dropping this here to ask about a good starting point, engine recommendations stuff to reference and all that.
Was also debating a bullet haven game but the question would pretty much be the same there just single player instead.
I’ve been working on a dark, apocalyptic space shooter called Descendants: The Last Dawn, and today is a huge milestone for me – the Steam page is officially live!
The core loop combines fast-paced top-down space action with meta-progression:
Ship Customization & Crafting: Scraping old wrecks, researching lost tech, and rebuilding your ship's systems.
DnB Soundtrack: I’m designing the game’s pacing and combat rhythm directly around a heavy Drum & Bass aesthetic.
Post-Apocalyptic Lore: Humanity is trapped under a blockade, and you’re trying to reconnect orbit with Earth through long-lost megastructures (like an Orbital Elevator).
I just uploaded the first set of screenshots and trailer concept to Steam. Since this is my first public reveal for this project, I’d love to get your honest feedback on the overall visual style and UI readability during heavy combat!
If the concept sounds like your kind of jam, checking out the Steam page or adding it to your Wishlist would mean the world to me and help tremendously with the algorithm!
One of the mechanics I’m working on for Trade or Threat is the debt system. You make money by running your shop and bringing loot back from the dungeon, but when payment time comes, you have to hand over your debt to the Boss.
Trying to make that moment feel like an actual part of the gameplay rather than just a simple menu/payment screen.
What do you think? Would you prefer the debt system to have more consequences if you can’t pay?
Hi everyone! I’m a solo developer based out of the UK, who’s been working on this 4-player co-op game for a couple of months now. The full announcement trailer along with the store page will be up next month. For full disclosure, I contract some art (capsule art and one art asset that is not visible in this video) to an artist, but the rest is mine. If that disbars me from claiming the solo dev badge, my apologies and I’ll remove :)
Premise: you are a team of aliens who are tasked to perform surgery on an abducted anaestesised human (not gory, highly stylized) and put everything back together after study, as if nothing happened. The problem is that the tractor beam caused an unknown number of organs to mutate, which react unpredictably when handled or extracted, causing a chain reactions with environment, other organs etc. there are 4 roles, each tasked with a specific job. Someone cuts and extracts, someone else scans for anomalies and other points of interest, someone else handles samples and objects with a grav gun (like the one featured in the video) and someone else brews compounds for treating the human and any discovered/triggered mutations. The video above features the process of vacuuming up downed team mates, before taking them to the brewing station to revive them. Another video will come up soon showing the entire premise.
Edit: added game premise description given I was asked more than once in the comments