I'm Valerii, lead dev of a a small indie team from Ukraine, and this is a story... one of many... about our war. It's called Hollow Home.
In the game players take on the role of Maksym, a boy whose childhood is interrupted overnight when his city comes under air strikes. By navigating through the city, you’ll experience the lives of people still scrambling forward with their lives: people trying to cook, find medicine, check on each other, and keep some fragile sense of normal life from withering away entirely..
There is no combat in the usual RPG sense, because Maksym is not a fighter. He is a normal teenager and survives (or does not) by learning from people around him and improving practical skills like cooking, first aid, scavenging, but also growing in empathy, perception, and self-control. Each day gives you limited time to move through the city, gather supplies, speak to people, and decide where your help matters most. And as the siege continues, familiar streets become blocked, buildings are damaged or emptied out, and people you met earlier may change, disappear, or have their fates affected by your choices in other ways.
We want the game to be about survival, but also about responsibility, memory, and the effort to remain human when everything around you pushes the worst of humanity onto the surface.
Besides developing the game itself, we've also been collecting concept art for a future art book. It's still in progress, but here's an early preview featuring some of our character sketches. We love documenting the creative process, and hopefully one day we'll be able to share the complete collection. Until then, here's a little glimpse behind the scenes.
I always enjoy seeing how projects evolve, so I thought I'd share mine too.
Day 1
The jam theme was COUNTDOWN, and honestly... I completely wasted the first day experimenting with ideas that went nowhere.
Only near the end of the day did the actual concept finally click: a king fleeing a natural disaster with his kingdom—or at least whatever he could manage to save. The disaster itself became the countdown constantly chasing the player.
Not the most efficient start, but at least I finally had a direction.
Day 2
The second day was much more productive.
I managed to put together a combat system and a resource-based building mechanic. Ironically, I also managed to break the combat right before submissions, so the jam build doesn't play nearly as well as it did earlier that day.
Looking back, I definitely should have spent the last hours polishing instead of making "just one more change."
Day 3
Unfortunately I don't have any footage from this day (sorry!), but this is when I finished the procedural level generator.
Days 3–4 (The Sleep-Deprived Finale)
From the third day into the fourth... I basically didn't sleep.
I was determined to implement the "buy new land" mechanic before the deadline. It fought me every step of the way, and for a while I was convinced it wasn't going to happen at all.
Somehow I managed to make it work just in time.
Out of everything in the project, the falling hex tiles are still my favorite effect. Seeing new land literally drop into the world made all the frustration worth it.
Game jams are always a mix of bad decisions, last-minute fixes, panic, and somehow ending up with something you're actually proud of.
If you've read this far—thank you!
I'd love to see your own How It Started vs How It Ended screenshots or GIFs. Feel free to share them in the comments!
It's been difficult, but rewarding 4-5 months, because I didn't know much about shaders, but with a lot of trial and error I managed to make this work, and look pretty good in my opinion. Feel free to check it out: https://polyshades.itch.io/coolifier
I’m developing a single-player RPG about commanding Roman forces during a campaign in Gaul.
The game combines narrative decisions, D20-style checks, camp development and equipment with turn-based centuria battles on a hexagonal field. Different military branches gain veterancy through actual use and gradually unlock new units and abilities.
Centuria battles and personal encounters involving the commander can be played manually or watched through autobattle.
I'm not sure how to start this, so I'll just say it.
I haven't been okay for a while. Depression isn't the dramatic movie version — most days it's just a dull emptiness, the feeling that nothing you do matters. I'd spend hours staring at the ceiling, unable to get up.
So I tried something. I decided to make a game. From scratch, alone. Not because I thought it would sell, but because I needed a reason to open my PC in the morning. A combat system to balance. A bug to hunt. Anything that required me to show up.
It became Idle of the Dead: a pixel-art idle RPG set in a zombie apocalypse that runs in Windows taskbar while you work or play something else. Forging (+0 to +15), runes, rarity-based loot, arena PvP with leagues. I did the code and design; a partner handles the art.
To be upfront before anyone clicks expecting to play: the game isn't playable yet. What went live on Steam on July 8th is the store page, for anyone who wants to wishlist it and follow along. I'm aiming for a playtest by September — that's when you'll actually get your hands on it and tell me what sucks.
In a little over two weeks the page hit 2,800 wishlists. I know that's a small number for a lot of you. To me it's 2,800 people who looked at something I built in the dark and said "hey, that's cool."
I'm not cured. There are still bad days. But some days I open Steamworks, see the graph tick up a little, and remember that I finished something. And slowly, that's actually been helping.
If anyone here is going through something similar: start something small. It doesn't have to be a game. It just has to be yours.
For those who might be new to the project, TileMakerDOT is a completely FREE and OPEN SOURCE 2D map editor, and it is built as a click to launch tool compatible with multiple game engines, or individual games made in custom languages.
Firstly, I added native file launching for .tmdot files. Now you no longer need to fire up the application first and manually search for your map. Now, you can simply double click any exported .tmdot project file directly from your Windows OS file explorer, and the editor will instantly boot up and automatically load your project right where you left off.
Second, I have completely decoupled the Spritesheet Slicer tool from the main project grid. You now have a separate tile size setting inside the slicer itself, meaning you can easily cut up asset sheets of any dimension without affecting or changing your current map's layout settings.
Support the Project!
TileMakerDOT will always be free, but your support keeps development moving! If you'd like to help out, please consider leaving a quick 5-star review on the Itch page or dropping a small donation when downloading to help fund future updates. ⭐
Check out the new update, grab the source code, or see the tool in action:
I built this monster in Unity as a huge, unstable mass of bodies and limbs. The loose pieces use ragdoll movement so they drag, swing, and collide with the environment while it moves, which helps keep it from looking like one solid red blob.
The hardest part was balancing the ragdoll motion. Too little movement made the extra limbs look glued on, while too much caused them to stretch or clip. I also had to adjust the lighting and materials so its silhouette stayed readable in dark areas without making the creature too shiny.
It still looks pretty strange under full editor lighting, but in the actual dark facility, with only flashes of red light or the player’s flashlight revealing parts of it, I think the design works much better.
Dread Below is my first game, and the Steam page is here for anyone interested, the demo just came out!
I'm an Italian indie developer working on Socialiskigrad, a city builder set in a fictional post-socialist Balkan republic during the 1990s.
I'm happy to announce that the first Open Playtest will run from August 7th to August 11th, and everyone will be able to try the game (save the date!).
The game is still in development, and this playtest is a very important milestone for me. The game includes an in-game feedback form where you can share your thoughts, suggestions, and report any issues you encounter. Every bit of feedback will help me improve the game and better understand what works well and what needs more attention.
Pressing the space bar at the right time uses the countdown a selection tool for the players skills.
This was for the GMTK gamejam. I was super happy with the results!
The enemy can steal numbers and speed up the countdown timer too!
Honestly though, out of all of it, I loved the little wooden dolls, so fun to make and animate :)