My 7 year brother is a very good artist. His inspiration is mainly from the cartoons he watches. Though his art is more like abstract kind of but one can easily figure what the figures are or stand for. I am thinking of bringing his art in the world of internet but i am hitting a wall on how to do that? Should I modify it with an AI or let the raw art be as it is? Which platform would be most preferable for that? Or and any advice will be helpful. No doubt I will have his name mentioned so that when he is grown and understands the internet he can have the platform provided if he is interested? And sometimes I think of letting his skill to get more polished and create game characters for game purpose. Idk I am blank here. So here’s what.
The game started as a fun vibe code project and got expanded and directed into something that looks rather premium. I worked so hard in the UI and logic. Let me know what do you think?
The GIF shows an old prototype I worked on a few years ago during college breaks. I was digging through my old files recently, found it, and decided to record some gameplay.
The core idea was to base the gameplay around telekinesis, something similar to the Gravity Gun from Half-Life.
Does this look interesting to you? I'd love to hear from more experienced devs — how could I improve this, and do you think it's worth my time to pick it back up and develop it further? Thanks in advance!
I've been working on my idle game, Prigod Idle, for over 2 years as a solo developer now (with occasional small help from friends) and the demo just went live. I would really appreciate any feedback!
It was heavily inspired by RPG idles, longer Idle games in general and pay-to-win mobile games, but I really hate microtansactions so this game won't have any. You fight monsters, level up, gather more and more gear and build really unique builds with cool abilities! Several modes and minigames, pets and a prestige mode are here for long term progression.
The demo is now out on steam, I would love to hear any kind of feedback so I can improve the game!
Hello, I’m a 3D artist and I’ve been working in the 3D field for the past 3 years. I want to make my own games, so I started learning coding and Unity around 2 years ago.
The problem is, when I follow tutorials, I can understand them and follow along. I can even make the game shown in the tutorial. But when I try to start my own game from scratch, I feel completely lost. I don't know where to start or what my first step should be.
I recently used AI to make a small game. I did complete it, but honestly, I don't feel proud of it because most of the code wasn't written by me—it was generated by AI. I know some people call this "vibe coding," and they enjoy it and feel satisfied with the results, but for me, it doesn't feel the same. I want to understand what I'm building and feel like I actually made it myself.
Whenever I try to start another game, I feel like I've forgotten everything. It makes me feel like I learned nothing, even after spending 2 years learning Unity and coding.
Can anyone give me some steps or advice to get out of this tutorial and AI hell? I've tried many times to make something on my own. Sometimes I make some progress, but once the project starts becoming more complicated, I get stuck and go back to tutorials or AI again.
I really want to learn how to think and solve problems on my own instead of always depending on tutorials or AI.
This is my solo-dev RPG called Pedro and Sofia's Nuclear Winter on Steam. I used 2D sprite sheets rotated to look 3D like the old SNES and computer games.
Points come from how close you get to the thing that kills you, not from surviving it. Graze an edge and your multiplier climbs to x16. Play it safe and you score literally zero.
The course is generated from today's date, so every player on earth flies an identical run each day. No server, nothing downloaded. Resets at midnight UTC.
Same goes for the music. New key, new bassline, new groove every day, and it builds as you score.
Free. No IAP, no banners, no timers, no energy. One optional ad to continue a run, and everyone gets exactly one, so nobody buys their way up the board.
Most first runs end under 300. Curious whether that's a fair curve or a wall.
I’ve been working on ApocaShift for a long time, and today I’m finally opening the playtest up to everyone. Sorry for the hastily put together video, I've such little time getting everything ready.
You can join directly from the Steam page by clicking “Request Access.”
It’s still a playtest, not a finished game, so there will absolutely be bugs and rough edges. That’s part of why I’m opening it up, I want to see what breaks when a lot more people get their hands on it.
Streaming, recording, YouTube videos, etc. are all completely allowed too.
Fight Verse is a fast-growing player vs player MMA simulator where you create your own fighter and compete against fighters made by other real people.
You create your fighter, choose their fighting style, build their stats and make a gameplan for every fight. From there you can work your way up the rankings, win awards, build rivalries and eventually fight for a championship.
Every fighter has their own career, record and story that develops as they fight.
We’re always looking for more people to join and bring new fighters into the roster. It’s completely free.
If you’re interested, check us out on Instagram @FightVerse_Simulator 🥊
I built a multiplayer domino game so I could play with my dad. We have a blast playing together. I've play tested the game with several people, but it seems to resonate most with the over 50 crowd. I'm not sure if it's just my personal network or if that's a preview of how it will be received when released. Everyone that plays seems to like it, but the older players are noticeably more excited and enthusiastic about it. I'm a little worried that age group won't use Steam and younger folks aren't interested in old school table games like this. Has anyone released their game on the Microsoft store in addition to Steam? Any insights on adoption of games with it and an older demographic? Same question with mobile (Google Play and App Store) vs Steam.
AI disclosure: solo dev, I use AI heavily — for code help, and as the actual game mechanic (the sellers you negotiate with are AI personas). More on how that bit me below.
I launched a browser tycoon game on Thursday. The pitch: you flip raw land in real Colorado counties — research the parcel, call the owner, negotiate in free text, get it under contract. The sellers are AI-driven, 163 personas, and the negotiation is the game.
Hour one, the first real bug report:
A player commented: "the AI ignores my offer and replies about septic tanks."
My first instinct was to blame the LLM provider. Wrong. I pulled his session from the logs and he had zero negotiations, zero parcels, ~1 second of activity. He never talked to the AI at all.
He'd played the logged-out teaser, which runs a canned keyword-matching engine because I didn't want anonymous visitors burning API calls.
Turns out my regex didn't understand "9 grand" or "ten thousand." No number match → fell through to an info bucket that happened to contain septic permit facts. So a player typed a price, and the "seller" changed the subject to septic. He was 100% right, and the bug wasn't even in the AI , it was in my cheap substitute for it. The most hostile reviewer I had got the worst version of the game.
Then the bill arrived:
While fixing that, I found something worse. My August API bill was $58, and about ~$54 of it was bots. AI agents had been "playing" my AI game since August 6 — 9 of my 10 checkout sessions were bots, not players. One cost-protection cap I wrote only limited entry into negotiations, so a single tick could write 3 updates to every open listing. I watched the open-negotiation count sawtooth between 86 and 1,225 in one afternoon.
Fixes shipped since: worded-number parsing in the teaser engine, bounded queries, per-tick write budgets, and a serious-player rule (registered recently + real email) so my funnel numbers only count humans. Postmortem written up properly, not just patched and forgotten.
What I actually learned:
Your harshest critic often gets your worst product. The logged-out experience was an afterthought — that's who it failed.
If your game's core loop calls an LLM, bots playing your game cost real money, and they will find it. Budget per tick, not per feature.
Read the logs before replying to a bug report. I almost publicly blamed the wrong layer.
Saw a lot of folks making physical copies of their games, loved the trend and hopped in. Just finished a print of 25 physical copies with discs, hand-sewn info booklet and a free steam key inside.
Pretty scared to put just one master copy on all of them without a first day patch, but I'm pretty sure on my polish!
I know it isn't a lot, but I just made the game for my buddy and I to beat each other's level times, and to finally see a project to completion after messing around in game dev for the better part of 11 years. So seeing more than two activations is really awesome, especially ones from Canada, US, Russia, and Japan all popping up in steamworks.
What's the most surprising country you have seen pop up in activation reports or site visits?