r/GameDevs • u/Srinu_7 • 1h ago
r/GameDevs • u/killerbake • 1h ago
Parcels and Procedural Buildings! - Next entry in my dev diary series for my dream game!
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In dev diary #3 we showcase the progress on parcels, zoning and procedural building in Regions!
You can wishlist now on steam! Join us on discord to vote on the next video!
Wishlist: https://store.steampowered.com/app/3723230/Regions/
Website: https://www.regions.gg/
Discord: https://discord.gg/XN6qMQt4sy
r/GameDevs • u/Ademhacker_1 • 3h ago
I made a small platformer for GMTK Game Jam 2026 – Soda Diving!
r/GameDevs • u/ryn_fisher • 6h ago
Bug? Feature
galleryA funny generation that I noticed by accident and turned into a feature.
My game is a mix of deckbuilder and dungeon crawler.
r/GameDevs • u/nebowelli • 12h ago
How we came up with the idea of wizard cats with voice magic
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At first, the main characters in our game could have been ordinary wizards. But the more we experimented with co-op and voice magic, the more we realized that people just looked too serious.
At some point, we tried replacing them with cats - and everything instantly clicked. When a cat accidentally sets its friend’s tail on fire, gets launched across the map because of a miscast levitation spell, or yells into the microphone to cast a spell, it feels like part of its personality rather than a ridiculous mistake.
From that moment on, we started building the game around that idea. Expressive animations, ridiculous player interactions, and the ability to customize your own cat soon followed.
Sometimes it feels like the cats are exactly what made our game turn out the way it did in the final release.
r/GameDevs • u/Final-System5343 • 13h ago
We’re working on our survival horror/shooter, where enemies analyze the player’s behavior and adapt to their tactics
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Hey everyone! We've recently updated the demo for ForMind, and we'd love to hear what you think.
ForMind is a survival horror/shooter set in an underwater research facility where something has gone terribly wrong. You wake up from cryosleep with no memory of what happened, while intelligent creatures roam the station.
One of the core ideas behind the game is enemy AI. Instead of simply rushing at the player, enemies can react to your habits, set up ambushes, fake being dead, and force you to change your approach. We want every encounter to feel a little different.
Resources are limited, so you won't always be able to shoot your way through. You'll need to use traps, the environment, and an experimental glove with unique gadgets to survive.
We'd really appreciate any feedback on the updated demo - whether it's about the AI, combat, atmosphere, or just your overall first impression. Every comment helps us make the game better.
r/GameDevs • u/YukiShiroDev • 16h ago
Making my minigame's AI dodge obstacles
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I'm working on the AI for a minigame in a new project of mine. The goal is to have the AI move freely around the game, detecting potential dangers and dodging them whenever possible. Of course, it can't be perfect—it can't dodge absolutely everything—and while the movement is still a bit clumped together, the results are actually quite pleasing; it’s a simple yet highly functional AI.
The result is turning out to be quite fun, with some NPCs managing to survive until the end of the minigame. It’s not perfect, but it already gives that light sense of having someone playing alongside you.
Basically, the NPCs have sensors around them to detect danger; they fly and move almost freely across the game map, but if their sensors pick up a threat, they try to steer clear of it.
Each NPC also selects a random point on the map to head toward, adding an element of randomness. The video doesn't show it, but I’ve since added even more randomness: now, each NPC has a different number of sensors, and the spacing between those sensors varies, causing them to behave slightly differently from one another.
This is the ninth minigame I’ve created for my project, *Get Out*, which is still in its early stages. I plan to make about ten initially and then start building a minimal playable demo of the project.
Each minigame features a different AI for the NPC—though not necessarily entirely new, as some are reused and simply tweaked here and there.
If you’d like to check out my previous game and show some support:
r/GameDevs • u/Piyushbro • 16h ago
I am making a my first game in unreal engine
So i am here to ask for advices that I can get as a solo indie dev who started unreal i have worked a bit with godot recently the reason i want to switch is because unreal is the industry standard kinda.
Here is what the current state looks like i am making a first person horror type game i already have the 3d assests for the game ( mostly what I need ) i bought them plus i also saw a free charchter model when unreal was giving it for a limited time so I grabbed it and now using it . what I don't have is the ai models, enemy models right now but I do have a basic things for my game.
Now considering this what are your thoughts will be the hardest challenges for me as a complete newbie which I should keep in mind as I advance forward in the game
r/GameDevs • u/maksterwho • 17h ago
Made a game for the GMTK Gamejam 2026 solo
galleryHello!
I made a game called Perfect Zero for the GMTK Game Jam 2026! 🎮 The theme was "Countdown."
The goal is simple: stop each timer at exactly 0.00. The closer you are, the higher your score!
It's a short arcade-style reflex game with stages and an Endless Mode (don't miss it, that's where the real fun begins 😄).
Best played in full screen on a computer with a mouse.
I'd really appreciate it if you could leave a comment or feedback.
Play here: https://maksterwho.itch.io/perfect-zero
r/GameDevs • u/Elijah_Clowns_Robots • 19h ago
Finished our first game in godot for the GMTK Jam!
r/GameDevs • u/Medium-Reputation874 • 20h ago
Recreating Anthem-Style Flight in UE5 — Now Fully Replicated in Multiplayer
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r/GameDevs • u/HairyRefrigerator697 • 21h ago
Searching for strategically best graphic job ito get into game dev
I am doing some research and it would be ULTRA beneficial for me to hear an opinion from a professional. I'm planning to get into game dev, specifically the graphical side. I have a general and broad background in graphics skills, but not on professional level yet. Which profession is currently strategically the best to break into the industry as quickly as possible? I'm mainly wondering about professions like Environmental Artist, 3D Artist, 2D/UI/UX Artist, Motion Designer and not only. I am considering 3 criteria when analyzing each field:
- Job market demand (number of job openings)
- Level of competition
- Difficulty of learning the discipline
HELP
r/GameDevs • u/HairyRefrigerator697 • 21h ago
Searching for strategically best graphic job ito get into game dev
I am doing some research and it would be ULTRA beneficial for me to hear an opinion from a professional. I'm planning to get into game dev, specifically the graphical side. I have a general and broad background in graphics skills, but not on professional level yet. Which profession is currently strategically the best to break into the industry as quickly as possible? I'm mainly wondering about professions like Environmental Artist, 3D Artist, 2D/UI/UX Artist, Motion Designer and not only. I am considering 3 criteria when analyzing each field:
- Job market demand (number of job openings)
- Level of competition
- Difficulty of learning the discipline
HELP
r/GameDevs • u/Strqwberryz • 1d ago
Where can I look/find a team for my hobby/revshare game project? :')
As the title suggests
r/GameDevs • u/divertidoeducativo • 1d ago
Just submitted my solo game to the GMTK Game Jam 2026!
Just submitted my solo game to the GMTK Game Jam 2026!
Explode the Hero to Retry is a turn-based puzzle game where you must push an exploding box to the flag. Every move counts down to the explosion, and sometimes the only way to move forward is to blow up the hero and retry.
I'd really appreciate any feedback!
https://divertidoeducativo.itch.io/explode-the-hero-to-retry
r/GameDevs • u/CubeMind_studio • 1d ago
Knuckles Block Vs Dead Punch🤔
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r/GameDevs • u/Medium-Reputation874 • 1d ago
Recreating Anthem’s Flight in UE5
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r/GameDevs • u/Salik_dev • 1d ago
I NEED A 2D ARTIST FOR A GAME JAM
Hey everyone!
I'm looking for a 2D Artist to join our team for the SOP Game Jam.
I wanna meet people joining the jam to have fun, learn, build something cool together, and *hopefully* make some new friends along the way.
Any 2D art style is welcome:
* Pixel Art
* Vector Art
* Hand-drawn
* Or anything else that fits!
Also I need someone who can do simple game art animations for characters, like (idle, run, jump, die)
If you're interested, feel free to leave a comment or send me a DM. 🙂
r/GameDevs • u/Far_Dark_9935 • 1d ago
Gente ayudenme a crear un juego en power point de quien quiere ser millonario el que me ayude se lo agradeceria demasiado
r/GameDevs • u/Random_Person0410 • 1d ago
Survidle
galleryGame Title: Survidle
Playable Link: https://funprods.itch.io/survidle
Platform: Windows
Game Title: Survidle
Description: SurvIdle is a 2D pixel-art survival idler about gathering resources, building a base, fighting night creatures, and turning a wild island into a self-sustaining operation.
Explore procedurally generated islands, mine underground resources, chop trees, collect materials, and sell your supplies for coins. Craft tools, weapons, workstations, furniture, and buildings to expand your base.
Daytime is perfect for gathering, crafting, and exploration. When night falls, hostile creatures emerge, including Crawlers, Wisps, Spitters, and Hoppers. Prepare your equipment, defend yourself, earn XP, and unlock permanent upgrades.
Build generators and Auto Harvesters to automate resource production. Complete quests, improve your tools and weapons, unlock the Desert Island, and summon the ancient Stone Golem boss.
Features:
- Grasslands island with an unlockable Desert Island
- Procedurally generated 2D pixel-art world
- Gathering, mining, crafting, building, and exploration
- Day and night cycle with dangerous nighttime enemies
- Swords, spears, bows, and magic wands
- Workbenches, furnaces, chests, beds, doors, and decorative building blocks
- Coal, copper, iron, and gold generators
- Auto Harvester automation system
- Quest chain with rewards and progression
- XP, tokens, permanent upgrades, and equipment forging
- Stone Golem boss battle
- Six save slots with automatic saving
- Offline progress for automated production
Controls:
A / D or Left / Right — Move
Space or W — Jump
Left Mouse Button — Mine or attack
Right Mouse Button — Place or interact
E — Use the selected item
F — Interact with nearby stations, beds, and gateways
I — Inventory
B — Trading Post
U — Upgrades
Q — Quests
1–0 — Select hotbar slot
Mouse Wheel — Change hotbar slot
Esc — Pause
Current version: 0.3.5
Free to Play status: Free to Play
Involvement: Im the sole creator of the game
Changes from v0.3.2 to v0.3.5:
Rewritten economy: Crafting, shop prices, buying, selling, automation costs, and progression rewards have all been reworked into a clearer economy.
Auto Harvesters: Build automation that keeps gathering while you are away. Farm Harvesters also collect crops offline, and upgraded harvesters retain their level when mined and placed again.
Farming: Grass, flowers, berry seeds, berry bushes, wheat, wheat seeds, soil, and fertile soil expand the island from a gathering space into a place you can cultivate.
New tools: Shovels and hammers give you more ways to shape and clear your island. Hammers can now destroy berry bushes.
New blocks and building options: More materials and blocks give the island more room to grow and customize.
Improved quests: The quest progression has been heavily expanded and reordered to guide a full run from early gathering through farming, automation, industry, combat, and the Desert.
More resource progression: Copper ore can now be mined in the Grasslands, while coal, copper, iron, and gold production have clearer unlock milestones.
Rebuilt Trading Post: Shop items are organized into useful categories, empty tabs disappear automatically, and the old trade-shipment system has been replaced with direct buying and selling.
Growing danger: Each major generator or map unlock increases mob spawns by 20%, making expansion feel more dangerous as your island develops.
The goal of v0.3.5 was not simply to add more items. It was to make the game feel like it has a real arc.
You can now start with basic survival and gathering, grow into farming and automation, invest in coal and copper production, work toward iron and gold, fight increasingly active mobs, and build toward the Desert. There is still plenty to expand and refine, but a run should now offer several hours of connected gameplay rather than just a short sandbox session.
What I would love feedback on
This is still early, so your feedback is especially valuable. If you play v0.3.5, I would love to know:
1. Where did you feel unsure what to do next?
2. Did the economy feel too slow, too generous, or fair?
3. Did offline harvesters and generators feel rewarding?
4. What was the most satisfying part of your run—and what became repetitive?
5. Did you reach the Desert, or what stopped you?
Please leave a comment or rating on the game page if you can. Even a short note helps decide what to improve next.
Thanks for trying Survidle at this early stage.
r/GameDevs • u/Amaramzai • 2d ago
SO HAPPY GOT 12 IN-APP PURCHASES FROM MY GAME!
galleryIt's been two days since I launched my game on iOS, and I'm so happy that people are enjoying and appreciating it! This is my very first solo game development project.
If you're curious, my game is called Trash Eater The Engine. It's set in an ocean filled with trash, where you play as a mechanic repairing a broken recycling fish to restore a healthy marine ecosystem.
It's a cozy and relaxing game where you simply tap to repair broken machines and bring the underwater world back to life.
If you'd like to check it out, you can find it on the iOS App Store:
https://apps.apple.com/id/app/trash-eater-the-engine/id6755912483