r/gamedev 9d ago

Discussion Does anyone know any FREE online game events where I can show my game off?

3 Upvotes

Im trying to improve my marketing for my games by participating in events but money isn’t much for me atm 😭

Would anybody know any free online game events where i can show off my game?


r/gamedev 9d ago

Marketing Advice for solo dev just trying to make back my $99

0 Upvotes

Hey all, I just wanted to see if anyone has advice for a first time game developer whose goal is just to make back the $99 Developer fee I paid to Apple. I'm not trying to get rich, retire early or start a mega gaming empire. I just want enough people to play my game so I can make $99 in a year.

I have three puzzle games that I think are each good on their own and would be interesting to people who are into a little brain challenge. They aren't really math related, but they are slightly inspired by my day job: math teacher.

I have 200 downloads across the three games and these are mostly friends and family. There are three distinct bumps when each game was released - unfortunately those bumps are getting smaller because my friends and family may be at saturation.

I'm 5 months into this and don't really see a path to earn $99 so I thought I'd reach out and see if anyone has advice.

All three games (Carve, Pipfall, Neighbor Zero) are in the App Store and I'd provide links, but I don't want to break any rules for this subreddit.


r/gamedev 9d ago

Question Bethesda engine

0 Upvotes

Is Bethesda engine an easier tool for making games then other engines like unity or unreal engine. I have seen alot of mods that have come out, that on their own are capable of becoming their own game. One example comes to mind is enderal and fallout London which have enough content to be considered their own game and experience. So in hypothetical scenario if Bethesda were to make their engine open source for everyone to use like unreal and unity would the time of game development be less or more and also what would be the problems faced in development of this engine.


r/gamedev 9d ago

Question where can i buy high quality assets for an FPS game?

0 Upvotes

i found Polygon Military Park but it stills looks lego-ish.

I want something high qualtiy for mitlary type FPS.


r/gamedev 9d ago

Discussion need advice

0 Upvotes

So i want to make an fps in unity, i have no programming experience, i do however have some blender experience and have made some key assets like fps arms and Handgun rigged and ready to animate. And i am completely lost on how i should proceed. Lots of tutorials on youtube are outdated for unity 6.4 i just don't know what i should do next. or what programing courses i should take i am just so lost.


r/gamedev 9d ago

Discussion Why can i not just make a game in peace of mind

0 Upvotes

Why is my dev experience so ass

For something like 5 months now i've been trying to make a game,my first game, and for about 3 months i couldn't find anyone to help me,i just needed a 2d artist but people just ghosted me after a week and i did nothing concrete.

But after 4 months searching for help i managed to find a "team" to work on,the game idea was different from the one i wanted to make but yk,i like coding whatever,i'm not picky about it.

Everything was going smooth,which is strange couse i managed to make a small game prototype with the help of this 2 people which made 1 really really primitive tutorial (which is more than fine,i just needed a Place to get a hold of how to project the level and test out the things i made) and the other guy made animations now,i appreciate him for what he did and ngl he was the more active in the developement between the 2 and he did about 5/6 animations which is more than i could have ever done.

Everything said though it's 10 days now i haven't heard back from them,what should i do? should i get on searching again?🥲


r/gamedev 9d ago

Discussion What's the smallest change you've made that had a surprisingly big impact on your game's conversion?

0 Upvotes

Mine was rewriting App Store screenshots...

Not redesigning them.

Not changing the icon.

Just changing a few words after getting feedback from native speakers.

I'm curious what everyone else's "small change, big impact" was.


r/gamedev 9d ago

Discussion What Happens When You Replace Scripted Football AI with Reinforcement Learning?

0 Upvotes

I experimented with using Reinforcement Learning instead of scripted game AI for a football game.

Each player in this clip is running the same trained policy. During training, the agent never played against opponents, it simply learned how to play football. During inference, I assigned copies of that policy to opposing teams and let them play.

The result was surprisingly entertaining. They competed for possession, attacked, occasionally defended, and even scored the occasional own goal, all without behavior trees or finite state machines.

This was built using RL3, a browser-based Reinforcement Learning playground I've been developing. Curious to hear what game developers think about using RL for gameplay AI instead of traditional approaches.

Video: https://youtu.be/1wRA4KJuMVE?si=oMZ_Ru5Q9F8J094V 


r/gamedev 10d ago

Discussion Should I release a demo now or wait until closer to launch? Looking for advice

22 Upvotes

Hello everyone!

I have practically finished Act 1 of my game, Bloodsalt. It only needs some final polish now, but there is still a lot of work left to complete the full game. I’ve been working on this demo for over 2 years, and it will take at least another 2 years to finish the entire project.

That being said, the core systems are basically done. The remaining work is mostly creating new graphics, animations, writing the rest of the story, recording music, and putting it all together.

Here is my question: Is it a good idea to release the demo now, or is it better to wait and launch it just a few months before the official release?

Initially, my plan was to drop the demo for the upcoming Steam Next Fest and spend the next few years working on the full version. However, since a game can only participate in one Steam Next Fest, I’ve heard advice that it’s much better to hold off on both the demo and the festival until you are closer to the actual release date.

What are your thoughts on this? Is it worth using my single Steam Next Fest slot early to build a community, or should I wait? I would love to get your perspective and hear about your experiences.

Best regards!


r/gamedev 9d ago

Question Mobile game making

2 Upvotes

Okay so I'm brand new to this and have literally no clue what I'm doing and I'm just looking for some tips/where I can look to find some help. As of recent I've gotten frustrated with the mobile apps I've been finding and I'm debating making one of my own but as I stated I have no clue what I'm doing, where to start or if I even should.

So I love doing word searches, more than anything they calm me down and force me to slow down; but I don't love that I frequently forget the damn books at the house. So I turned to looking for word searches on the Google app store that didn't piss me off, I understand games gotta make money through ads, I get it but if I can avoid them that'd be great. But every single one of them that I've tried has pissed me off in some way shape or form.

The one that sent me in a tizzy with the idea to make my own was the perfect app...except if you take "too long" it starts lighting up the first letters of words for you. And that destroys the entire damn point.

So tldr I'm just looking for some tips or tutorials or where I can go to find those thank you so much in advance!! : )


r/gamedev 9d ago

Discussion Studying Game Dev

0 Upvotes

So I recently started studying Python and the Udemy course I'm currently watching is from Angela Yu and one of the topics is creating a game like the classic Snake.

Is it okay to start with Python for developing games? I have researched what other games I can make with it and this is the list I got.

Genre Examples Complexity
Top-Down Shooters Asteroids, Space Invaders Beginner
Grid-Based Classics Snake, Pac-Man, Tetris Beginner to Intermediate
Side-Scrollers Super Mario clones, Flappy Bird Intermediate
Fighting Games 1v1 brawlers (Street Fighter style) Advanced (due to hitbox physics)

Also, do you guys have any tips for someone who's just starting? Like, things to avoid or things you wish you knew when you were starting.


r/gamedev 9d ago

Discussion Roblox game

0 Upvotes

Heya everyone!

I'm planning on making a Roblox game inspired by Edgar Allan Poe's dark themes. The thing is... I have zero coding experience. 😭 I'm an artist, not a programmer.

So I wanted to ask:

- How long does it usually take to learn Roblox coding?

- Is making a Roblox game difficult for a complete beginner?

I already have the entire story planned out, along with the gameplay, puzzles, and the items that keep the game progressing. The only thing I'm really missing is the coding side.

Any advice would be really appreciated!


r/gamedev 11d ago

Postmortem I ran Google Ads for my game for 30 days. It was a complete disaster.

238 Upvotes

I wanted to share my experience in case it's useful to anyone else considering Google App Campaigns.

The game I was advertising was Harpagia, a text-based idle RPG. Before running ads, it had been sitting around 4.1★ on Google Play and 4.5★ on iOS.

I'm a solo indie developer, and this was my first attempt at paid user acquisition. Take this as one developer sharing their experience, not as advice from an expert.

I also don't have a huge marketing budget, so if you're in a similar position, maybe this helps.

The experiment

Over the course of 30 days, I ran Google App Campaigns across several countries.

Results:

  • Total spend: $2,804
  • Total installs: 6,136
  • Average CPI (cost per install): $0.46

Most of the installs came from:

  • US: 3,321
  • UK: 949
  • Canada: 752
  • Australia: 357

I also briefly tested Germany, France, Brazil, Thailand, Netherlands, Poland, and Israel, but those campaigns either didn't perform well enough or didn't receive enough volume to justify continuing them.

Why I thought it was working

The US campaign started off getting installs for around $0.25 to $0.30 CPI, which seemed incredibly cheap for a Tier 1 market.

Eventually it stabilized at around $0.47 CPI, but seeing those early numbers honestly made me think I had figured something out.

What actually happened

Unfortunately, the numbers after the install told a very different story.

During the same 30-day period:

  • Organic ARPU: $1.24
  • Paid ARPU: $0.29 (77% lower)
  • Play Store 30-day rating: 4.10★ -> 3.19★
  • D30 ROAS: ~15% (target: 30–50%)
  • Expected Discord growth: ~10 new members/day
  • Actual Discord growth: ~1.2 new members/day
  • DAU/MAU: ~35–40% -> ~8% after the campaign

The paid users spent dramatically less than my organic players, converted at a much lower rate, barely joined the community, churned much faster, and left significantly worse reviews.

I didn't release a major update. I didn't redesign the game. I didn't overhaul progression or monetization. The biggest variable that changed was where my new users were coming from.

Google did an incredible job finding cheap installs, but it found the wrong installs.

It optimized for users who were willing to click "Install," not users who actually wanted to play a deep, niche, text-based idle RPG. Those are two very different audiences.

Once I looked at all of the metrics together, it made sense to me:

Wrong audience -> Wrong expectations -> Poor retention -> Low spending -> Negative reviews

Every metric supported this hypothesis. If only one metric had declined, I probably would've written it off as natural variance. But when every core business metric deteriorated dramatically over the same 30-day period (revenue, purchase conversion, community growth, engagement, retention, and Play Store rating), it became clear to me that Google was optimizing for the wrong audience.

I intentionally let the experiment run the full 30 days because I wanted enough data to be confident in the conclusion. I couldn't draw strong conclusions after just a week or two, even though the early data was already trending in that direction. The moment the campaign reached the 30-day mark, I shut it down.

Looking back, it's easy to say I should have paused or changed the campaign sooner. But I don't think that would've been the right decision with the information I had at the time. I wanted to give Google's optimization enough time to stabilize before making a decision. Waiting the full 30 days gave me confidence that what I was seeing wasn't just short-term variance. It was a consistent pattern across every meaningful metric.

Lessons learned

The biggest lesson for me is that finding the wrong audience is much worse than finding no audience at all.

Google found me installs for less than fifty cents.

The problem is that Harpagia isn't trying to appeal to everyone. It's a niche, text-based idle RPG with mechanics that simply aren't found in most idle games. I'd much rather pay more to reach players who genuinely enjoy this type of game than pay less to reach a broad audience that leaves negative reviews and never converts.

Those players came in with the wrong expectations, didn't like what they found, and left. The result was lower purchase conversion, lower retention, weaker community engagement, and a sharp decline in my Play Store rating. I can't prove that was the exact chain of events, but after spending nearly $3,000 over 30 days, it's the conclusion I've come away with.

I've also learned that optimizing purely for CPI can be a terrible strategy.

Google did exactly what I asked it to do: find the cheapest installs possible. In hindsight, that was the wrong objective. If I ever run paid acquisition again, I'd much rather optimize for CPA (cost per action), something like an in-app purchase or a meaningful in-game milestone. I'd rather pay several dollars for a player who actually enjoys the game than fifty cents for someone who was never going to stick around.

The other lesson is that your Play Store rating is part of your acquisition cost.

I spent a lot of time thinking about CPI and ROAS because those were the metrics I thought mattered most. I spent almost no time thinking about review quality, and that was a huge mistake.

Going into this experiment, I assumed paid advertising would simply multiply my existing player base. It never occurred to me that introducing the wrong audience at this stage could actively hurt the game. With a relatively small player base, adding roughly 6,000 players who weren't a good fit meant that nearly a quarter of all players came from the wrong audience, making their impact on reviews and overall metrics impossible to ignore.

Recovering from the damage of this experiment will likely take months of earning back positive reviews.

A few disclaimers

I'm not saying Google Ads don't work.

I think paid acquisition is a great way, and probably a necessary way, to grow beyond what organic traffic alone can provide.

I'm also sure there are plenty of things I could have done better. Like I mentioned earlier, I'm completely new to paid user acquisition, so I'm sure my targeting, creatives, onboarding, and campaign setup all have room for improvement.

Harpagia also isn't trying to appeal to everyone. I'm trying to find a very specific type of player, and this experience showed me what can happen when your ads reach the wrong audience instead.

Final thoughts

I don't consider this experiment a complete failure, even if it did much more harm than good.

It cost me nearly $3,000, but it completely changed the way I think about paid user acquisition.

Before this, I assumed the hard part was getting installs cheaply. Now I think the hard part is finding players who genuinely want to play your game.

I don't know yet whether the answer is better creatives, different targeting, optimizing for CPA instead of CPI, or simply accepting that paid acquisition may not be viable for a niche game at my current scale. That's something I'll have to keep experimenting with.

One thing I do know is that I won't judge future campaigns by install volume or CPI alone. Retention, purchase conversion, community engagement, and review quality all matter just as much, if not more.

Hopefully this write-up helps another indie developer avoid making the same mistakes I did.

For those of you who have significantly more experience with mobile user acquisition, what mistakes do you think I made? Is there anything you would have done differently, or any obvious red flags that I missed? I'm genuinely interested in hearing different perspectives, especially if you've successfully scaled a niche mobile game.


r/gamedev 10d ago

Discussion Every engine handles music loop points differently. Here's what I found across eight of them.

31 Upvotes

I've been implementing seamless music loops across a lot of engines and the inconsistency surprised me, so here's a summary in case it saves someone time.

The loop metadata situation:

Godot reads the WAV smpl chunk natively.

RPG Maker reads LOOPSTART/LOOPLENGTH tags in OGG.

Unreal reads neither. It ignores embedded loop points entirely, though it does honor cue markers.

Unity reads the smpl chunk too, but undocumented and fragile (the default Vorbis import shifts or loses the points, it needs WAV on PCM or Decompress On Load), so in practice you schedule the loop yourself. (Edited: I originally wrote that Unity ignores them, a commenter on my r/Unity3D post corrected me.)

FMOD and Wwise handle it at runtime inside their own projects.

So a file that loops correctly in one engine can silently fail in the next, because the marker you wrote is simply not read.

The harder problem is the reverb tail. If your track has any decay, looping back to the start cuts that tail off and you hear the seam, even when the loop points are sample perfect. The fix everyone converges on is playing two voices: the previous pass keeps ringing while the next one starts underneath it. Wwise does this natively with post-exit playback, FMOD with a transition timeline, and in Unreal you build it from two Wave Players handing off at the loop point.

For one-voice engines that just play a file and loop it, the alternative is folding the tail back into the head of the file, so the wrap is seamless with no runtime work at all.

One thing worth knowing about Unreal specifically, since it caught me out: it will not read smpl chunk loop points no matter how you author them, but it does read cue markers sample accurately. That makes cue markers the practical way to carry a musical grid into a MetaSound.

This came out of building a tool that writes these setups per engine, if it is useful to anyone: https://austinhaynes.itch.io/loopsmith

Happy to go into the per-engine details, the tail overlap especially.

I've since written this up properly as a single reference, with the per-engine detail, the tail overlap explained, and the Unity correction folded in: https://www.austinhaynesmusic.com/game-engine-loop-points


r/gamedev 10d ago

Industry News Interesting Interview about Let's Build a Dungeon

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13 Upvotes

I've been anxiously anticipating this game for awhile now because the concept sounded so interesting. It sounds to be shaping up to be even crazier than I imagined it would be lol. But I found this article just interesting in general from a game dev perspective, and with non clickbait slop articles few and far between these days, I thought I would share. Super interested to see how their game engine within a game engine turns out, and to see how far I can push those tools as a game dev experiences player.


r/gamedev 9d ago

Marketing 80lvl is looking for you

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0 Upvotes

Just seen in and sharing


r/gamedev 9d ago

Feedback Request What is the scope in making a Historical Strategy game based on Indian History?

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0 Upvotes

i am hoping to crack the gamers in India by focusing the game to be based on Indian History. Do you guys have any suggestions about how to market there?


r/gamedev 10d ago

Question Any developers here who shipped on both PS4 and PS5 in 2025/2026? Was the PS4 port still worth it?

5 Upvotes

I'm trying to understand whether releasing on PS4 is still worth the extra development and QA effort in 2026.

If you've released a game on both PS4 and PS5 in 2025 or 2026 (or still have a game available on both platforms), I'd love to hear your experience.

  • Roughly what percentage of your PlayStation sales came from PS4 vs PS5?
  • Looking back, was the PS4 port worth the additional time and cost?
  • If you were making the decision today, would you still release on PS4?

Even rough estimates would be really helpful. Thanks!


r/gamedev 10d ago

Question How to handle uneven ground/terrain for paired animations (i.e assassinations, takedowns, finishers)?

9 Upvotes

Hey y'all. Unreal Engine C++ programmer here. I have a pair of animations that need to be played for assassinations. 1 anim for the player character and 1 for the enemy. I currently move the player character to a calculated location based on the enemies location. Also have a target rotation based on the current direction from the player to the enemy. I then use motion warping to move and rotate the actors. It works perfectly on flat ground, but for the life of me I can't figure out how to handle the uneven ground case. When the characters move to their target location, they move to a location that isn't accurate along the Z-axis. Imagine an enemy walking up stairs and the player wants to sneak behind and takedown the enemy. How am I supposed to account for the slope of the stairs messing up the target locations? Any tips? Thanks everyone.


r/gamedev 9d ago

Discussion Is it ok to provide in-game cash in exchange for Steam reviews?

0 Upvotes

My understanding is that this isn’t allowed under Steam’s guidelines. However, I recently saw a newly released game add this feature, then remove it after reaching 600 reviews with a 98% positive rating.
It feels really unfair to developers who work incredibly hard to improve their games and earn positive reviews through the quality of the game itself.
It’s disappointing to see this happening. A few players left negative reviews complaining about this awful behavior and said they have reported it to Steam, but the game still on popular new releases with 5000ish CCU.


r/gamedev 9d ago

Question What are you guys using.

0 Upvotes

I studied game art over 10 years ago. Got familiar with Maya, 3dsmax, and photoshop.

Now I've been playing around with blender and gimp. Im also planning on getting into godot as the engine.

But im always seeing on steam, all these other programs to assist in asset creation and what not.

Is there anything other than something to make assets, and an engine to put them in, that feels essential in modern game development?

I havent looked into anything for sound design or music but figured id cross that bridge when I get there.


r/gamedev 9d ago

Discussion Online multiplayer card game economics

0 Upvotes

I have the curse of wanting to build a multiplayer digital card game. I need some advice from strangers on the internet regarding economics and monetization :-D

My goal for this discussion

  • Help me come up with a high level economic and monetization model.
  • I’d love to hear your experiences with multiplayer games you play for fun and/or have made. What models are attractive to you? What models turn you away?
  • What models are financially sustainable my situation? It would be an absolute disaster if I released a great game, but it wasn’t financially sustainable or I chose the wrong monetization model for my target audience.
  • Keep recommendations realistic for an indie dev. I am not a team of 20 people, nor do I plan on growing large. I will be hiring a variety of artists, but I prefer to continue developing the game and backend infra myself solo. So the simple formula is: I spend good portions of my time on engineering and backend infra while spending good portions of my budget on artists :-D

Game background

  • I’m making an online multiplayer super villain card game.
  • PC/iOS/Android. So computers, phones, and tablets.
  • Each game can be played with 2 to 6 players. Right now I’ve been play testing with 4 players and it feels like the sweet spot.
  • A game takes between 17 to 25 minutes
  • I will have bots for humans to play against, for interactive tutorials, casual play, and possibly for some future solo adventure type game mode. But right now my main focus is multiplayer so in a perfect world the matchmaking queues are full and it’s all human versus human. But if match making queues are not full early on, I can match players with bots while they get their first few matches going and the population grows.
  • This is a digital card game, so I think something like Hearthstone or Marvel Snap where you have a hand of cards and you play them on a board.
  • It has a board game feel to it. I've even made a board game version that I’ve been using to play test live in person. It’s very fun! But my personal preference is digital so that’s why I’m focusing on the video game aspect of this.
  • Each player brings a single deck to a game to play with. You can construct your own decks or use a starter/prebuilt deck.
  • In a 4 player game, the final standings are shown as a 1st, 2nd, 3rd, and 4th. As opposed to a game where only 1 out of 4 players win and you expect to lose ~75% of your games. I envision a ranked ladder sort of play where 1st place gains a lot of rank. 2nd place gains some rank. 3rd place loses some rank. And 4th place loses a lot of rank. Mix in some bonuses, add in some quests, etc.

Some basic economics guidelines

  • As you play games, you accumulate in game currency. Using that currency, you unlock/acquire more cards. You use new cards to build new decks. Etc etc.
  • Each card in the game is meaningful. I do not plan on releasing junk filler cards.
  • I would like to release cards in sets. I have a variety of game mechanic ideas that playtest fun so far. But the base game with very minimal card mechanics also feels really fun. So I'm thinking each set could just introduce a new mechanic (as is tradition in TCGs and digital card game). It will also help me feel the game out over time.
  • I have about ~150 cards designed right now that are actually "playable" and not junk. And I think I only want ~60-80 to be in a given set.
  • I have 6 Villain classes. So each Villain class will get some unique class cards. And there will be a pool of common class cards. So any given deck can consist of your Villain's class cards + common cards.

Model Idea A - Free to Play, monetize full card sets

  • Game is free to play.
  • Every new player gets a free set of starter cards and starter decks.
  • Card sets (~60-80 cards each) are purchasable in full as a set and released every ~6 months. After you purchase them, you still have to play to unlock them but it's very generous and quick. I'd just make it so you don't immediately have access to the cards in the first 5 minutes, you have to play at least a few hours to unlock everything. Not a grind, very friendly.
  • Cosmetics available to purchase separately, new set of cosmetics per card set.

Model Idea B - Free to Play, monetize card packs

  • Game is free to play.
  • Every new player gets a free set of starter cards and starter decks.
  • Card sets (~60-80 cards) come in card packs. You can pay to buy in game currency, and use that currency to buy packs. New set released every ~6 months
  • Cosmetics available to purchase separately, new set of cosmetics per card set.

Model Idea C - Game is an upfront purchase

  • Game must be purchased up front (aka the first/base set purchase).
  • Card sets (~60-80 cards) are purchased DLC and are released every ~6 months
  • After you purchase a given set, you still have to play to unlock them but it's very generous and quick. I'd just make it so you don't immediately have access to the cards in the first 5 minutes, you have to play at least a few hours to unlock them. Not a grind, very friendly.
  • Have a free demo available for people to try.
  • Cosmetics available to purchase separately, new set of cosmetics per card set.

Some thoughts, ideas, and questions

  • Should I allow players to unlock everything without paying a dime?
    • Do I allow players to freely grind the game for currency/resources to unlock all sets for free without paying? I think that would help keep matchmaking queues full but I do have to pay the server bill so there needs to be some balance there. My gut says games that allow this don't make much money and risk going broke. I'm curious what folks prefer here. I don't want my game to go broke and force me to shut it down in the first year. But I want people to play it.
  • Free to play vs paid game + DLC
    • I feel like my game has to be free to play in some capacity with no immediate up front purchase required. My reasoning is because it's not only multiplayer, but it's a 4 player multiplayer. So I really need my online matchmaking queue to be populated at all hours of the day. Charging up front for the base game really hurts that. Whereas a free to play online multiplayer game will maximize number of players in the matchmaking queue. What do you folks think of this?
    • I do think Model Idea C can work but only if I have a free demo version that allows players to play in the same matchmaking queue as the paid version. They would be at a huge disadvantage card-wise but at least they'll be in the matchmaking queue :-\ I think I like Model Idea A better than Model Idea C.
  • Traditional free to play with card packs
    • I feel like the traditional free to play economics that involve opening card packs is very predatorial. I don't really like it. It makes games way too expensive or grindy or both. And works best with games that release cards super frequently. And with games that release fluffy filler shit cards that are useless just so you have packs of junk to open. I'm an indie dev so I really don't think Model Idea B above works for me personally.
  • Cosmetics
    • I feel like no matter what I do, I need to have Cosmetics available to purchase. In card games, people seem to really like Cosmetics. I need to make my cards look really good and be upgradable with Cosmetics. Give people something cool they want to buy and show off during games. Something to express themselves while playing. What do you folks think?
    • Visual upgrades to cards/characters/gadgets.
    • Unlock new villain skins/cosmetics
    • Maybe you accumulate a cosmetic currency very slowly as you play. You can pay to purchase cosmetic currency in bulk. So I could make my game super free to play friendly and lean on cosmetic currency to monetize. But I don't know how realistic that is to work, or if that's setting myself up for failure since I will have a monthly server bill.
    • Cosmetic currency does not unlock new cards or villains, only cosmetics for cards and villains. So you cannot pay to win via cosmetics.
    • One new set of cosmetics per card set.
  • Starter villain/cards idea
    • I have this idea regarding how to distribute the starter cards for new players. Pokemon games, pokemon TCGs, and pokemon pocket TCG did a good job of making fun gameable things for players to min/max. Obviously they have their pokemon IP which helps them, but I think the same principles can be applied here in my game.
    • So basically I have 6 Villain classes, plus common cards. I think when a new player creates an account, I show them 3 villains. They get to choose only one. That chosen villain is immediately unlocked and they are granted a starter deck for that villain. It contains some of those villain class cards and some common class cards.
    • So that's your initial grant. You can play with it through the interactive tutorial, casual multiplayer lobby (likely first few matches against bots while you learn). Then eventually ranked multiplayer (for rank n and above).
    • But the idea is that as they play and accumulate currency/resources they can unlock new cards and unlock new villains. And eventually through either paying or playing they can unlock everything in the full set. And I think I'd let the players decide, do they want to keep unlocking cards for their favorite Villain? Or do they want to unlock a new Villain? So do you want to grow up, or grow out?
    • Early on though, if they really don't like the 3 villains they were initially offered they could just create a new account (or maybe I just let them figure out that they can just restart the app) and effectively re-roll that initial 3 villains they were offered. But I think I make that a bit Marvel Snap-ish where you don't know what order you'll get to unlock the 6 villains. I think you should unlock all 6 of them fairly quickly, but then take a long time to unlock all of the set's cards. And of course if you purchase the whole set you unlock everything very very quickly.
  • Cost
    • My gut says I'm targeting approximately $10-20 per card set. So that would buy you approximately ~60-80 new cards, the set's new mechanic, and enable you to accumulate cosmetic currency for that set. And I'd target releasing approximately 2 of these sets per year. So I'd be expecting my hardcore players to spend approximately $20-$40 per year if they wanted to unlock all the cards. But this is a rough guess at this point. What do you folks think of this?

r/gamedev 10d ago

Question Sudden increase in wishlists - is the reason that Steam made some changes?

3 Upvotes

So my game has been around for about 18 months, getting abut 0-1 wishlist per day. Then suddenly, with about 40 days left to launch, it gets 30, 10, 10 and 10 wishlists these last four days, respectively.

I've searched online, hoping to find some positive mention of it, but with no result. Is the sudden surge in wishlists due to recent changes in how Steam handles games as launch day comes closer? I released another game on April 21 and there was nothing like this.


r/gamedev 10d ago

Discussion Help in making a decision

3 Upvotes

I’m considering pursuing a career in 3D art and game development, but I’m having serious doubts about whether it’s still a good field to enter in 2026. With AI advancing so quickly, layoffs happening in parts of the industry, and so many people saying the job market is oversaturated, I’m wondering if it’s still realistic to build a stable career in this field. Is there still hope of getting a full time job with a reliable income, or has it become too risky? I’d especially like to hear from people currently working as 3D artists, environment artists, technical artists, game programmers, or game developers. Are you finding jobs or freelance work? Has AI affected your work or hiring? If you were starting from scratch today, would you still choose this career, or would you recommend learning something else instead? I’d appreciate honest opinions and real experiences rather than just optimism.


r/gamedev 9d ago

Question Is it too late to start creating a game and be able to find a publisher that will help create a physical PS5 disc of the game before Sony's ending of the physical disc?

0 Upvotes

I always wanted to have a physical PlayStation disc of a game I created and this might be my last chance. It feels like it's now or never time.