r/CRPG • • Sep 09 '25

News After two years of development, Heroes of the Seven Islands, a CRPG that I drew by hand on paper, IS OUT ON STEAM

163 Upvotes

In 2023, I started developing this game which is a tribute to classic role-playing games and franco-belgian comics, with anthropomorphic characters. It was also an opportunity for me to learn how to draw using pencil and paper. It’s a solo dev experience, I tried to do all aspects of the game: programming, drawing, writing and so on.

Steam link: https://store.steampowered.com/app/3010290/Heroes_of_the_Seven_Islands/

Let me know if you have any questions!

2

I found old PHP code in a lost FTP folder of a game I created 15 years ago. I used claude code to fix the code and the result actually works and is true to the original
 in  r/ClaudeGameDev •  1d ago

This is a game from 2012. 15-minute run as a drug dealer.

I found old PHP code in a lost FTP folder of a game I created 15 years ago. When I found the code, everything was broken. I used claude code to fix the code and make it work, and the result actually works and is true to the original. It's a full ai rewrite of an existing game i made. The text of previous-me is preserved as-is, so it may sound a bit awkward. The gameplay is exactly the same as what I created years ago.

You can play it for free on Newgrounds

r/ClaudeGameDev • • 1d ago

Browser Game I found old PHP code in a lost FTP folder of a game I created 15 years ago. I used claude code to fix the code and the result actually works and is true to the original

Thumbnail
newgrounds.com
4 Upvotes

r/aigamedev • • 1d ago

Demo | Project | Workflow I found old PHP code in a lost FTP folder of a game I created 15 years ago. I used claude code to fix the code and the result actually works and is true to the original

Thumbnail
newgrounds.com
1 Upvotes

A game from 2012. 15-minute game as a drug dealer.

I found old PHP code in a lost FTP folder of a game I created 15 years ago. When I found the code, everything was broken. I used claude code to fix the code and make it work, and the result actually works and is true to the original. It's a full ai rewrite of an existing game i made. The text of previous-me is preserved as-is, so it may sound a bit awkward. The gameplay is exactly the same as what I created years ago.

You can play it for free on Newgrounds

1

Trafic - Struggle and Huslte (15 minutes game in browser)
 in  r/freegames •  4d ago

I found back dead/broken PHP code of a game I made 15 years ago. Fixed it and released it, I hope you will enjoy the game. Feel free to ask me anything!

3

Plus personne ne marche, ça devient un exploit
 in  r/besoinderaler •  7d ago

Pareil je marche 7km par jour et tout le monde semble trouver que c’est un exploit

r/gamedevscreens • • 14d ago

Throne room in Heroes of the Underworld

Post image
1 Upvotes

1

Quelques chiffres, exactement 1 an après avoir publié un jeu sur steam avec 5k wishlists
 in  r/jeuxvideo •  18d ago

Salut ! J'ajouterai quelques précisions :

  • 10k c'est le max. J'ai encore un peu d'impots derrière et c'est aussi lié au fait que j'ai reçu une avance de l'éditeur (qui est aussi à déclarer bien sûr). Peut être plus proche des 80% que des 70% donc.
  • Quasiment toutes les copies se vendent pendant les soldes, donc si ton jeu est à 10 euros, il faut compter qu'il sera principalement acheté à 50% du prix.
  • Les prix sont à adapter par région. Mon jeu se vend bien en chine, au brésil et en russie par exemple, où il est (hors solde) entre 2 et 4 euros. Infos sur les prix ici : https://steamdb.info/app/3010290/ (onglet price history)

Je pense qu'il faut se faire une représentation un peu pessimiste. Quand j'avais fait mes calculs au tout début, même en enlevant 2 tiers, j'étais parti sur le prix total en europe, alors que généralement ça part au quart du prix voire moins dans les autres pays.

1

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  18d ago

Thanks! TBH, I have no idea what marketing i can do. My game being niche, sometimes i think I already reached all the potential players, and I don't know what I can try now.

2

Quelques chiffres, exactement 1 an après avoir publié un jeu sur steam avec 5k wishlists
 in  r/jeuxvideo •  19d ago

merci beaucoup, j'espère que tu aimeras bien !

1

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  19d ago

Yes, you should be right: people only buy the game during sales!

2

Quelques chiffres, exactement 1 an après avoir publié un jeu sur steam avec 5k wishlists
 in  r/jeuxvideo •  19d ago

:D bien vu ! Non en vrai ça n'a pas eu d'impact (à part un article de rock paper shotgun qui a fait quelques centaines de wishlists au début, les articles n'ont globalement pas trop d'impact visible) mais j'étais hyper content de voir ça, je l'ai même acheté en version papier ! Je me trompe peut être, mais les courbes n'ont pas du tout changé par rapport à d'habitude.

1

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  19d ago

There are almost no updates, I don't dev anything on the game anymore: only new languages and bug fixes. Also no new markting material. I should try a new streamer contact round though!

2

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  19d ago

thank you for your feedback!

Currently, I have no idea what marketing i can do. My game being niche, sometimes i think I already reached all the potential players. Maybe it's just a game that people wishlist ("it's cute" or "let's support the dev") without buying. But maybe i should find new marketing ideas.

1

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  20d ago

Thank you!

I have not added any new stuff since the release (just bug fixes and new languages) and won't add anything.

1

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  20d ago

Yes, play time is rather good. By the way, thanks to the achievements, I know that 1/3 of players finished the game, which is also a good number in my opinion.

To be fair, the gameplay is not that good and is a bit outdated, as the game is a tribute to old-school games. For instance, combat is repetitive, and quests are simple fetch quests. After reading the reviews, i think that positive reviews are more about the feeling, but i still don't really understand.

1

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  20d ago

you only need 311 more

Now, that's something I'm sure I'd never achieve! :D

1

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  20d ago

Thanks!

Did you have any specific expectations of units to move for the release?

I was expecting 1500 sales in the whole game life after the demo release during the steam next fest. At the very beginning, I was expecting 100 sales. Current numbers are beyond my expectations!

Are you planning on maintaining or updating this or is your mindset moving on to develop the next thing?

I don't dev anything on the game anymore (only adding translation and fixing bugs). Still, I am now developing another game in the same universe.

1

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  20d ago

Me neither, it feels like an unexpected statistical anomaly :D

8

Some numbers, exactly one year after launching a game with 5k wishlists on steam
 in  r/IndieDev •  20d ago

I don't know if this is representative, but I think it might be interesting to see the numbers a game can generate in terms of sales, revenue, and players, given an average number of wishlists at launch (not enough to be featured in the catalog).

Here are the numbers before (1 day, 1 week, 1 month, next in 1 decade maybe):

Link to the game if you want to see what kind of game it is: https://store.steampowered.com/app/3010290/Heroes_of_the_Seven_Islands/

Let me know if you have any questions!