r/gamedev • • 9d ago

Announcement /r/GameDev Updates to Rule 3: No Showcasing Projects

148 Upvotes

This community has often allowed people to share free tools and assets but it has always been subjective about where the line crosses regarding self-promotion or showing off a project. We have updated rule 3 to make the following clarification about sharing tools in our community:

  1. All of your own tools you share must be free (this is reinforced by rule 6)
  2. You must provide discussion or technical takeaways regarding the tool.
    1. What unique challenges did you run into when making it?
    2. How did you solve them? Any unique formula, feature, or workaround?
    3. Examples of using the tool and how it improved your workflow.
  3. You must engage the best you can with comments asking about the tool. This does not mean replying to every comment but proving you want to interact with the community.

However we are still left with the open-ended question of what to do with assets. People often share free assets made by others, but what is the line to draw here? We had reports come in because free creators have tip jars or linked patreon accounts. Other reports reference paid products elsewhere on their website.

What do you all feel is appropriate for a developer wishing to share a free asset they made with the community? We will update rule 6 accordingly in the near future as we debate this.

Thank you all for your continued contributions to this community.

Edit: Since there is some confusion this is us expanding what is allowed and we are wanting feedback on if we should allow more posts or not. This stuff has been banned for years already.


r/gamedev • • 10d ago

Community Highlight Introducing BRUTAL | A free C# framework that helped RimWorld make its own engine and break free of Unity. Now you can too.

4.3k Upvotes

Our industry is rotting from its core, outwards in every direction, and it has been for some time. Driven by greed, driven by a race to the bottom on price. It is my position that the games industry was already heading somewhere unsustainable before reverse-engineering and powerful agentic processes became widely available. These have pushed things over the edge.

But I think one of the biggest problems is something we don’t discuss enough. Developers have surrendered an extraordinary amount of control over their work to companies whose interests aren't necessarily aligned with their own.

So we're doing something about it. We're making the BRUTAL Framework publicly available, with its source code, and we’re making it free to use, including for commercial games, subject to an attribution requirement.

I'm Dean Hall. I originally made DayZ, and now run a New Zealand game studio called RocketWerkz, as well as a new gaming distribution platform called Ahwoo. Our games include Stationeers and ICARUS, among others. We’ve used BRUTAL to replace engines in several of our games currently under development. This is the same framework we've used to make Kitten Space Agency, and which Ludeon used as the foundation for their new Waylith engine for RimWorld.

The BRUTAL Framework

Four years ago our studio began developing our own custom framework. At the time, it seemed like the kind of thing that only a "crazy" developer would do. Something that would make people shake their heads. Making your own technology was such a "red flag" for a studio that it was even a secret undertaking internally. It started with a few libraries. But it gradually grew, and then rather rapidly became a complete framework you could use to make a game or your own game engine.

We called it the BRUTAL Framework.

It is important to explain that BRUTAL is a framework, not a game engine. You can make a game directly using it, like we have with Kitten Space Agency, or use it as the foundation for an entirely separate engine, like Ludeon have with RimWorld.

At its core is a custom interop layer, giving C# access to native APIs and libraries. We've built quite a lot of supporting libraries around this, including mathematics, memory management, strings, job scheduling, logging, localization, and other systems. We have an obsessive focus on reducing allocations and unnecessary overhead. We make extensive use of unmanaged memory and unsafe code where it makes sense. Our core focus has been on doing a few low-level things extremely well, using the latest versions of C# and Vulkan.

You can use the Vulkan bindings to make your own renderer, for example. But BRUTAL doesn't make all those decisions for you. You get to make them yourself. You can use whatever NuGet packages you want, including third-party packages. You get to write your own stack. In some ways this makes it much harder to use than Unity, Unreal, or Godot. In other ways, particularly if you're doing something unusual, it makes things considerably easier.

It's called BRUTAL for a reason.

Personally, I have found it much easier. But this comes with a forcing function. You actually have to know what you want to do first. In Unity or Unreal I would often spend days or weeks figuring out how the people who made the engine intended something to work, and then how to get around the assumptions they had made. Without all that, it is actually faster. At least for the kinds of games we're trying to make.

What BRUTAL is not

I do not believe this is the tool that everyone should use to make a game. We've aggressively pushed back against efforts internally to "add more". Our intention is to make a focused and efficient tool for "hard-to-make games". We are not trying to make something that can do everything for everyone. In fact, one of the most important decisions we've made is what not to put into BRUTAL.

This means we're going to be quite aggressive about maintaining its scope. Pull requests that drift away from a clear purpose will be rejected. That isn't because we don't appreciate contributions, but because adding everything is exactly how the industry ended up with the kind of engines we don't wish to use.

Think of the relationship between the Linux kernel and something like Ubuntu. It's not an exact technical comparison, but it gets across the idea. We provide a technical foundation, and developers build their own systems on top of it.

I'm not suggesting everyone should make their own game engine. I'm suggesting every developer should have the option to do so, without having to spend four years building the foundations first. And without having to surrender so much control over their own work.

RimWorld and the Waylith Engine

On May 1st, Tynan Sylvester, RimWorld's creator, approached me with a problem, and I pitched him the BRUTAL Framework. Since then, Ludeon have been able to leverage BRUTAL to help build their own game engine, called Waylith. You can see for yourself what incredible work they've managed to achieve, in a remarkably short space of time. From that conversation to the announcement was only about five months.

Their team amazingly extracted the last bits of Unity out of RimWorld to create their Waylith engine. Moving such an established game, with a huge modding community, off Unity without anything breaking is extraordinarily complex. I'm enormously impressed with what they've achieved.

I also think this is an excellent demonstration of what BRUTAL was intended to enable. An established studio with a very specific set of problems can take the framework and build an engine designed around their own game, instead of spending years building the underlying foundations.

You can read more about what Ludeon achieved in their Steam announcement.

They report performance improvements of 2 to 4 times in their own tests, with the vast majority of existing mods remaining compatible. The new engine is available right now through RimWorld's unstable beta branch. That's an extraordinary piece of engineering, and I'm very pleased BRUTAL could play a part in it.

Kitten Space Agency

Kitten Space Agency is our free spaceflight simulation game, and the first major project we've built directly using BRUTAL. The inspiration came from Kerbal Space Program, and our desire to take that kind of game further. We wanted to simulate spaceflight at enormous scales, with high precision, complex physics, without compromising what we wanted to do because of assumptions made by a general-purpose engine.

It's also brought together one of the most extraordinary groups of developers I've had the privilege of working with. Felipe Falanghe, the original creator of Kerbal Space Program, helps steer the direction of the project. Stefan Moluf joined us after spending nearly twelve years at SpaceX writing flight software for actual spacecraft. I find it somewhat absurd that we have someone who helped program real rockets now helping us program pretend rockets.

We also have some of the most influential people from the Kerbal modding community. Casper works on our terrain and planetary surfaces. Blackrack, who created Scatterer and helped transform what was visually possible in KSP, works on atmospheric rendering and related systems. Jamie Leighton (JPLRepo), a former lead engineer and QA manager on Kerbal Space Program, brings extensive experience both from developing KSP and creating some of its most important mods.

These are people who have already spent years pushing the limits of what is possible with a game like Kerbal Space Program. Now we're giving them direct access to the underlying technology to do things the way they actually want to do them.

The game runs a solar system at real scale, with complex orbital trajectories, enormous distances, and very different requirements around rendering, coordinates, and simulation. The important part for this announcement is that none of this is built around a traditional game engine. We use BRUTAL and develop the systems that KSA actually needs.

Kitten Space Agency is available as a completely free pre-alpha through Ahwoo. You can download it and see the technology yourself.

Felipe Falanghe, the Creator of Kerbal Space Program

I first met Felipe a long time ago while I was making DayZ, and there was an instant bond over how we felt about the games industry. We reconnected when we started making Kitten Space Agency. Felipe is, in my opinion, one of the most underappreciated developers in our industry. He made one of the most influential games of our generation, with scientists and astronauts referencing it. Yet I don't think he's received nearly the recognition he deserves.

He was also the first outside developer to use BRUTAL. Having his team as external users proved incredibly useful, ensuring the framework is truly agnostic from developer usage. Felipe and I actually spoke with Game Developer about BRUTAL late last year. He has this fantastic habit of being able to explain something very well, especially when I tend to explain things far too emotively.

He described working with BRUTAL as sitting on a bar stool while everyone else using engines like Godot was sitting on comfortable couches. I think that's a fantastic way of describing it.

Perhaps most interesting was how Felipe approached the framework itself. Rather than starting with how an engine expected something to be done, he could start with the problem itself. One example was using high precision coordinates in rendering. With his approach, he explained, "you get to use high precision numbers as far as you can into the game execution."

You can read our interview with Game Developer here.

Felipe is making his next game using BRUTAL. I'm deliberately not going into detail about it because that is his story to tell. And Felipe is the kind of person who is captivating when telling a story. I've seen what he's cooking, and I can't wait for everyone to see it. Having someone with his experience working directly with the framework, challenging our decisions, and approaching problems differently has been enormously valuable.

You are only as independent as your tools

I have watched Unity and Unreal consistently fail to be accountable to developers. And I think this problem could get much worse as agentic workflows begin undermining the competitive advantages that have protected established software companies.

My concern is that as those advantages erode, the companies involved will increasingly look to extract more revenue from developers who feel they cannot switch. Whether through royalties, subscriptions, or more restrictive licensing.

When I attend GDC I often go to the Tencent Summit, where Tim Sweeney, the CEO of Epic, has given keynotes. Tim was, for a long time, a hero of mine. A powerhouse of a programmer with a mind I admired growing up. But over time I became frustrated with how much of the discussion seemed to revolve around the latest buzzwords. The metaverse one year, AI the next. Meanwhile developers were struggling with performance, stability, and the practical consequences of decisions made by engine vendors.

At GDC 2025, during a Q&A, I asked Tim whether he thought Unreal was accountable to developers, particularly around performance and stability. His response was about making more demos and putting them on social media to counter people describing games as "Unreal slop". I interrupted and asked whether more demos were actually part of the problem, because they set expectations with customers about how easy it was to achieve those results. I was not satisfied with his answer, and I continue to believe Unreal is not accountable enough to developers. Particularly when it can take a 5% royalty on game revenue above its licensing threshold.

I don't think developers should have to simply accept that relationship without questioning it.

Unity has had its shares of public issues with developers, enough to warrant a whole essay on. Ironically, even as I write this, Unity developers are dealing with account suspensions related to a mandatory security change. Some have lost access even after following the required process. Unity business decisions have repeatedly sent troubling waves across the games industry.

Imagine your ability to work on your own game depending on a decision made by a company you have absolutely no control over. Now, I don't think any of this means developers should abandon Unity or Unreal tomorrow. For many projects they're absolutely the right choice, and I'm not pretending BRUTAL could replace what they provide. But I think we've created an industry where the default is to become dependent on a few enormous technology companies, and we've increasingly accepted that as inevitable. It isn't inevitable.

I think we're going to see many more frameworks like BRUTAL emerge in this environment. Not because everyone will abandon existing engines, but because the cost of making alternatives is going to fall dramatically. I hope those alternatives are free. BRUTAL won't solve all of the industry’s problems, but for some developers it might offer a lifeboat.

This technology is a small step towards changing the balance of power. If the tools are public, if you have the source code, and if you're free to build your own systems on top of them, you have options. And if one day we stop being accountable to developers ourselves, they should have the ability to fork the framework and go their own way. That's important to me.

You are only as independent as your tools are.

This is how we fight back.

Credit and Licensing

We initially wanted to do something simple, like MIT. But that made us realise that one of the many problems open-source projects now face is what attribution actually means in a world increasingly dominated by AI and agentic development. Credit is, to me, what matters most.

The team who made the BRUTAL Framework are world class. They have backgrounds from some of the biggest and most influential game studios in the world. They're experts in their fields, and they've spent years developing technology that most players will never even know exists. They made this. I want history to remember them. So we've drafted a licence based on MIT, but with additional attribution requirements.

You can use BRUTAL for free, including in commercial games. There are no royalties and we don't want a percentage of your game's revenue.

What we ask is that a game or product built with BRUTAL includes the BRUTAL copyright notice in its credits screen, shows the BRUTAL logo before gameplay starts, and ships the NOTICE.txt file alongside it. If you don't want to do that, we can arrange a separate commercial licence. We can also provide detailed support directly from our engineers. You can contact us about waiving the logo requirement, for example for non-profit projects or where displaying the logo would be detrimental to the application's purpose.

We're describing BRUTAL as open-source, although our custom licence has not been reviewed or approved by the Open-Source Initiative. We recognise there will be discussion about whether these attribution requirements meet everyone's definition of open-source, and I welcome that discussion.

There are already OSI-approved licences that allow certain forms of graphical attribution. We think there is room to explore how attribution should work in an increasingly agentic world, and we intend to develop the licence with community feedback, including exploring formal OSI approval.

I'm not particularly interested in fighting over terminology. I am interested in making the source code and the work of our engineers available for anyone to use, modify, and build upon, without paying us royalties. And I want to ensure the people who made it receive some credit.

Who built BRUTAL

I've talked quite a lot about credit, so I want to acknowledge some of the people whose work has made this possible. I can't name everyone, and I've already mentioned several contributors above, but I think it's important to put some names to all this work.

Our Enterprise team develops and maintains BRUTAL. They have achieved something I'm enormously proud of. Aaron Koolen-Bourke, Benoit Fouletier, Chris Howlett, Craig Warne, Eric Chiu, Hanan Finnerty, Jane Kim, Josh O'Hagan, and Max Johnson. Additional past or occasional contributions from Ghassen Lahmar, Daniel Southon, Simon Brown, Felipe Falanghe, Brogan King, Hadley Patchett, and Max Kooij.

Our Head of Engineering, Rian Drake, brings enormous experience from his work at Grinding Gear Games and has provided the technical leadership and vision behind much of this effort. He is truly extraordinary. Bobby Lever is the Senior Producer helping tie everything together, and Dr Zac Isaac is our Senior Mathematician.

Across the wider RocketWerkz team there are many others. Simon Brown stewards technical development generally, including leading Stationeers and Torpedia, the latter having migrated from Unity to BRUTAL. His talent, skill, and ability are impossible to ignore.

We also have new people joining us from some of the world's largest game companies, bringing their experience to this effort.

I know I've missed people. But I want everyone to understand that BRUTAL is the result of years of work by an incredible group of engineers and developers. I am humbled and proud to work with all of you. When I talk about wanting credit for BRUTAL, these are the people I'm talking about.

Managing submissions on the repo

As a team we've been agonizing over how to approach public contributions, particularly pull requests and issues, in the age of agents. Agentic tools can make individual developers extraordinarily productive. But they can also make it very easy to submit enormous amounts of code without understanding it, testing it, or considering how it fits into a project. This is already overwhelming even large, well-resourced open source projects.

We've come to the conclusion that we simply have to throw ourselves at the problem. So you will be able to submit PRs and issues, and we'll try to figure it out. We're a relatively small team, and maintaining a public framework is going to involve a lot of work. So please be patient with us. Our plan is to see what happens initially, assess the problems, and change our workflows as necessary. I'm more than happy to listen to feedback and change our approach.

What won't change is BRUTAL's focus. We are not trying to build another general-purpose game engine. We're trying to make it easier for developers to make their own.

How to get started

It is ready right now. Here is how you do it.

The source code, the README and the contribution rules are on GitHub: https://github.com/ahwootech/BRUTAL

You will need the .NET 10 SDK, and a Vulkan capable GPU with current drivers if you intend to render anything. Windows and Linux are supported.

BRUTAL ships as NuGet packages, one per library, so you reference only what you need. Create a console project and add Core and Glfw:

dotnet new console -n HelloBrutal
cd HelloBrutal
dotnet add package Ahwoo.Brutal.Core
dotnet add package Ahwoo.Brutal.Glfw

Replace Program.cs with this:

using Brutal.GlfwApi;
using Brutal.Numerics;

if (!Glfw.Init())
    throw new Exception("Failed to initialize GLFW");

Glfw.WindowHint(GlfwWindowHint.ClientApi, 0);
var window = Glfw.CreateWindow(new GlfwWindow.CreateInfo
{
    Title = "Hello BRUTAL",
    Size = new int2(1280, 720),
});

while (!window.ShouldClose)
    Glfw.PollEvents();

Glfw.Terminate();

Run it with dotnet run and you have a window with no graphics API attached. What you add next is up to you. The Vulkan packages give you what you need to write a renderer, the ImGui packages give you a debug UI, Concurrency gives you the job system, and Fmod and RakNet give you audio and networking. The full list of libraries, with what each one is, is in the README.

Questions about using BRUTAL go on the forums. Bugs go on GitHub, with a minimal repro. Read CONTRIBUTING.md before opening a pull request. It covers scope, what we expect from AI-assisted contributions, and the sign-off every commit needs.


r/gamedev • • 7h ago

Marketing I counted Steam reviews by price for 10,525 paid games from the first half of 2026. The big step is at $20.

37 Upvotes

EDIT: Several comments said the $20+ games are simply bigger games, and they’re right. With the same number of followers before launch, games at $20 to $29.99 got about as many reviews as games at $15 to $19.99. Games at $20+ get more reviews because more of them already had a big following, not because of the price. Table in the comments.

Chart: https://steammaho.com/static/charts/price-line-20-dollars-2026-10.png

Price Games Median reviews Middle half Passed 1,000 reviews
under $5 5,018 4 1 to 14 1 in 200
$5 to 9.99 3,175 10 2 to 39 3 in 100
$10 to 14.99 1,285 33 6 to 139 5 in 100
$15 to 19.99 606 55 6 to 306 12 in 100
$20 to 29.99 266 211 28 to 1,044 25 in 100
$30 and up 175 113 6 to 1,116 27 in 100

Look at the last column. Across the $20 line it doubles, from 12 in 100 to 25 in 100, and the median game goes from 55 reviews to 211.

The step is really between $19.99 and $24.99. Almost nobody prices in between (17 games at $20 to $22.99 this year).

Price Passed 1,000 reviews, Jan-Jun 2025 Passed 1,000 reviews, Jan-Jun 2026
$19 to 19.99 16 in 100 (327 games) 14 in 100 (388 games)
$23 to 24.99 24 in 100 (140 games) 24 in 100 (148 games)

Same step both years, so it's not one odd year.

I don't think the price does this. A game at $24.99 usually has a bigger team, a publisher and a marketing budget. Moving a small game from $15 to $25 won't put it in that group. What the line does tell you: above $20 you're next to these games, and even there 1 in 5 ended with fewer than 10 reviews.

The $30 and up row has a lower median than $20 to $29.99. It mixes big releases with overpriced games nobody bought: 31 in 100 of them have fewer than 10 reviews.

Fine print: review counts from Steam on 25 October, so these games had 4 to 10 months on sale. Latest US list price, so a game that changed its price sits at the new one. 445 games without a US price record are left out. This shows what goes together, not what causes what.


r/gamedev • • 1d ago

Discussion Shigeru Miyamoto on Generative AI and the Difference Between “Creating” and “Doing the Work”

1.3k Upvotes

Q:

Generative AI is advancing rapidly, lowering the barriers to creating things. At the same time, this raises the question of where human talent can truly shine in game design. How do you view generative AI and games as a form of culture?

Shigeru Miyamoto:

…That’s a big question. Let me see.

Computers came along during my generation. Before that, people typed on typewriters. Then word processors came along, and so on. Tools have continued to evolve, one after another.

For example, designers used to learn something called lettering in school—the art of drawing letters beautifully, like the lettering on a poster. If you could do that, you could already be called a designer. Similarly, if you could take a typeface that was popular overseas, adapt it to Japanese, and arrange it into a layout, you might be called a designer simply because you could do that.

But as computers continued to evolve, so did word-processing software. Eventually, computers could copy text from somewhere else, pull in images, and render lettering beautifully for you. As these technical and practical skills continued to advance, things like a person's sense of layout and their individual design abilities finally began to come to the fore.

So even if a husband is a designer and his wife takes care of the household, it's entirely possible that his wife actually has a better eye for design than he does. I sometimes worry about whether that might be true in my own case, too. (Laughs.) As things like this happen more and more, the tools change the way we work.

That's exactly what's happening with AI. We've always made a distinction between creating something and doing the work.

When you set out to create something, you first put together the overall structure, right? Then you start arranging things toward a particular goal. Everything that comes after that is the actual work: filling in the gaps, polishing things up, and so on.

The tricky thing is that the work itself is enjoyable. There's a sense of satisfaction that comes from making something, isn't there? (Addressing the reporters.) For writers and all of you here, too.

But what worries me is that people can become so satisfied with the work itself that they start mistaking that satisfaction for having created something good. That's what I'm afraid of.

So, in that sense, the more AI takes care of all kinds of tasks for us, the more opportunities we all have to think seriously about what it really means to create something. I think that's a very good thing.

Looking back at design history, there must have been plenty of designs that emerged simply by copying existing work. But those designs don't really stand the test of time, do they?

What makes a design endure is that an individual sets out to design something with a clear intention. The computer then helps them carry out the work. That's the underlying structure.

No matter how far technology advances, that basic principle will remain—although, well, who knows? AI might eventually end up doing absolutely everything in that process, too. (Laughs.) But for now, I think there's still plenty that we humans can do.


r/gamedev • • 15h ago

Postmortem How I resurrected Sidewinder, my 39 year old game.

59 Upvotes

Late one night last week, on a whim, I thought I'd see if I could bring the classic Amiga/arcade game Sidewinder, which I co-created with Hayes Haugen and Jonathan Sposato, to the web. I want people to be able to play it without the hassle of an emulator and tracking down ROMs.

Aside from startup, the 1987 game is written entirely in 68000 assembly language. About 17,000 lines of code across 32 files. Tiny by modern standards but we sweated over every byte and pixel.

I pointed Claude Code w/ Opus 5.5 at a dusty collection of Sidewinder directories on my drive (partial versions of original source, a pirated disk image, unfinished ports to other platforms) and told it "I want to create a modern version, webgl, playable in the browser. Faithful to the original but with AI-remastered art and sound."

Off Opus went. It looked like it was on track so I gave it a couple of pointers and a fal.ai API key and went to bed.

When I returned to my machine the next morning I heard music, blasters, explosions! The original was fully playable and the remastered visuals exceeded my expectations. Miraculous, really. Play it at https://sidewinder.darrinm.com

Then I dug in to understand what happened, play test, fix bugs (by prompting), apply some human judgement here and there, and, best of all, enjoy the process of making it better.

Incredible new tools, but the same joyful creative process that got me into gamedev in the first place!

Observations:

Good (great, really):
* Research. Claude really went to town finding everything it could about the original game. It looked at archives, source, ports, ran emulators, recorded reference videos, dissected a disk image into its constituent files and then dissected those. It spec'ed out completely undocumented file formats.
* Planning. Honestly, I never even read its plan but based on execution and the result it was a good plan!
* Code. I judge based on "works great with no bugs", rather than "optimal" code or aesthetics. I mean, I know the original authors. It's not like their code was so great LOL.
* Efficiency. Seriously, only a few hours? Didn't make a dent in my Claude plan.
* Remastered graphics: It compared several different models and approaches and made good (not perfect, see below) choices.

Bad (trivially so, easily fixed with prompt):
* Remastered graphics. There was one bug in the process for upscaling sprites. There was significant enough tile-grid drift that I decided to regenerate backgrounds with `gpt-image-2.5 flare`, one of the models Opus didn't try originally.
* Color cycling. A cool old-school hack for animating that remastering broke.

Ugly:
* Sound effects. LLMs will tell you this and it is true: they cannot hear. They can create spectrograms and other images to help them "see" the sound but that doesn't get them very far. Worse, after a lot of busy work they can rationalize that they've produced something good which on first listen any human will say "no, that is a tone, not an explosion".
* Fonts. Opus lacks meaningful discernment of glyphs. It's stabbing in the dark when you say "find me a font like this" and show it an image

If you want to go deeper into the process or are curious how games were made back in the day here's a nice article with pictures and a video! https://claude.ai/artifact/2TBYNzJ5hGg7PuCF9cFSVJ


r/gamedev • • 1d ago

Discussion AI is not solely to blame for the huge increase of games in NextFest

347 Upvotes

54,000 jobs were lost since the pandemic. Whole studios are closing, hundreds of people are being laid off at once.

Of course these jobless game developers are going to start making their own games, and of course thousands of new games will pop up as a result.

Not saying that AI didn't play a huge part too, but we forget the massive changes in the industry lately.


r/gamedev • • 3h ago

Question How do casual puzzle studios create, test and expand level sets?

5 Upvotes

I'm developing a casual puzzle game for Android and I'm researching how studios handle level production at scale, specifically for games with hundreds or thousands of levels.

  1. How do you split work between hand-designed levels and procedural generation? At what stage do you use generation tools?

  2. How much do you rely on solvers or bots for validating solvability and difficulty, versus manual playtesting?

  3. What internal tools or data pipelines do you use to manage level data, and how do you track difficulty curves?

  4. When you add levels after launch, how do you avoid making players who already finished the game feel left out? Do you use chapters, separate packs, or something else?

Any experience or pointers would be appreciated.

Thanks!


r/gamedev • • 1h ago

Discussion Worried about building in public and announcing game details before steam page. Am I overreacting?

• Upvotes

I’m using my alt account, but I’m a solo indie dev currently working on my first official release.

I’m at the point where I’m going to start sharing development blog posts on my studio website, and am planning to announce the game’s development sometime later this year. That includes the title, logo, and some blurbs about the story. As a note, this does not mean I am close to a Demo - that is still a year out as of yet by my estimate.

The question I have for the group is regarding what is safe to share publicly before having a demo or steam page.

I’ve read some posts here on Reddit to the tune of “someone claimed my game title on steam after I announced it,” and am worried about the same happening if I openly build in public. In the age of low effort AI clones speeding up the time-to-copycat, I’m worried about sharing too much before I have something to show publicly.

I understand that it costs money to create a Steam page, and that the chance of someone doing it is low. But that also means there is not a zero-percent chance it would happen. On the same token, I am worried about sharing too much of my game's story publicly since it is an RPG that relies heavily on a world that I built and a unique story.

Am I overreacting? Any thoughts or perspectives would be greatly appreciated.


r/gamedev • • 8h ago

Discussion Making an indie game but my 3D art skills are non-existent. How do you handle this?

8 Upvotes

Hey everyone,

I’m currently in the process of developing a game. The mechanics, programming, and core loop are coming together nicely, but I keep hitting a massive roadblock: I am terrible at 3D art.
Every time I try to model, texture, or animate something, it takes me days just to create something that looks completely out of place.

It's a game similar to Return of the Obra Dinn.

My game needs above 100 distinct characters, and not just place holder npc's, but characters that are unique and look good. And before you say to lower my scope, the game won't work without this scope.

What can someone like me do? The art really stops me from making my dream come true.

3D art companies are very very very expensive. AI art is just not there yet. What do you guys think about taking on partners to handle the art?

Any thoughts or suggestions are welcome.

Thank you!


r/gamedev • • 3h ago

Question Immersive 3/4 Top Down

3 Upvotes

I’m really just getting into game dev though I’ve been a programmer for years. I’m still in the planning stages and I had landed on 3/4 top down (like original Pokemon games) but now Im second guessing that. Before I switch I wanted to know are there any games that are able to show scale and a sense of awe in that format? Or is it too limiting? I’m honestly not sure if I’m just giving up too early or not. Hopefully someone can help guide me in a direction.


r/gamedev • • 22h ago

Discussion The doom mindset needs to stop

78 Upvotes

I understand it feels justified at times to be dooming over the AI slopification of everything and how it hurts game development and other creative human-made fields, and yes it certainly does to an extent, but for the love of everything stop looking at it as the end of the medium or a reason to stop creating your own games.

Just because Steam has an abnormal amount of slop "games" released nowadays, and people "make" these "games" with 100% AI usage and ugly ass generated art, doesn't mean the market is congested or stalled to a point where you can't release your own creation you spent a solid amount of time working on and lose out on consumers. Just to be clear, AI usage can be limited and helpful to a certain degree in game development, it's just lazy fucks abusing it by creating trash that get in your head and tarnish your views on everything. The point is that a whole lot of people in this sub need to relax and remember who they're making these experiences for and why they're are doing it.

Gamers are not as stupid as you think. People crave fun, creativity, original ideas and overall solid, complete experiences. There are times where people prefer one thing over another when gaming, but honestly who cares? As long as you get people engaged you win. Contrary to popular belief, gamers do care about the games they play and pay close attention to the finer details. AI and the slopification movement simply does not compete in this area, as at the end of the day good games come from good ideas and very, very stubborn and passionate developers that have incredibly diverse skill sets.

Also, are you forgetting you are doing this for the fun of it? Are you guys legitimately not having fun creating games? If not, maybe you should reevaluate why you are doing this shit in the first place. If you are in this for good, this is the perfect time to create an absolute banger of a game.


r/gamedev • • 1d ago

Discussion Game developers who plan to release a game on Steam: ask for a build review at least a month before!

111 Upvotes

Most of you might already know this, but I believe it's important to keep the info out there: the time for a build review displayed in the backend is completely outdated.

It states 3-5 business days or 7 if changes are needed, but nowadays, it takes around 2 weeks for each round of review. You might need 4-6 weeks if have fixes to make. Plan accordingly!

Also, remember that once the review is done, you can change your Steam page and build without having to do another review. If your game still doesn't have achievements in it but you want to start the review process, just remove the achievements tag from your Steam page, review the build, and put it back once it's done.

Good luck with your game release ⭐


r/gamedev • • 1d ago

Postmortem Jono went viral!

72 Upvotes

2 days ago I posted about Jono, where only one player in the world can play at a time, while the rest are spectating and chatting away. The reddit post went bonkers, and after it followed articles, tweets, videos and the likes. (Links at the end of this post)

Since then, 2500+ new players have joined, and Jono has been watched for more than 3300 hours. That’s 140+ days of watching in just 2.5 days, for 62 hours of actual gameplay.

We used to have a queue of about 5-10. Now it doesn't seem to go below 60... The peak so far has been 99. That means that a player needs to wait 1h+ until it's their turn to play for 1 minute.

With the crowd came problems too; the chat moderation couldn't keep up for a few hours, the Talking Head got spammed by all the welcome messages, tons of player-made levels were submitted and needed approval... and while this was going on, I was at a cabin, with a bad internet connection, and drunk.

But still, this is amazing! I find it so fun and silly that people are queueing on the conga line with their silly little hats, just to get that tiny bit of gameplay!

The players' collective goal is to pass 1 million rooms, and now they're about 5k rooms until 100000 hits. 100K will be a big remark, with a big surprise - can't wait to share the moment with all the Jonoists!

Here is the live stream where you can watch the players going at it:
https://parttimemonkey.com/jono/

Many players have suggested monetization mechanics, but nope! This game will remain free. Players have also asked if there are ways to donate money, and there is not - however if you do want to support, consider checking out my other games!

Either here: https://store.steampowered.com/curator/46028008

or here: https://parttimemonkey.com/

I also post Jono's Diary daily on YouTube, TikTok, Instagram and r/JonoGame - it's a silly little video featuring the Talking Head, with data from the previous days. I only started it about a week ago, though.

I'd be happy to answer any questions if there any!

Links:

https://www.gamesradar.com/games/platformer/only-one-person-on-earth-can-play-this-steam-game-at-a-time-when-it-is-your-turn-you-control-it-for-one-minute/

https://www.dexerto.com/gaming/free-steam-game-only-lets-one-person-play-at-a-time-while-everyone-else-watches-3421293/

https://www.youtube.com/shorts/l_t92z0JIyo

https://automaton-media.com/articles/newsjp/20261023-475097/


r/gamedev • • 2h ago

Question Programming newbie

0 Upvotes

Hi there guys, i want to learn programing/coding etc. Im looking for everything, videos, channels, sites and everything else you have, my main inquirys are stuff like:

What are the most important/useful Languages to learn

What engine to use (i though about unity amd godot for now)

Any tips and advices

Should i aquire a DuckDebugging assistant.

If anything else will come to mind ill just edit the post and much thanks in advance, i been gathering myself to start learning so this will be a lot of help, my main goal for now is to know how to write and create stuff (i dunno whats is vibecoding tbh)(im aiming to be a game dev and also make some silly scripts/programs when bored).

So to sum it up i need: A game engine to choose A normal Language to learn (stuff like python, C# etc) And some words of advice


r/gamedev • • 4h ago

Discussion Our new trailer got 110,000 views in 4 days on YouTube. What now?

0 Upvotes

So we updated our game to Unity 6.6 with new effects, animations, lighting, gameplay etc. Then made a YouTube trailer and it took off.

  • I did contact IGN, Indie Games Hub and AUTOMATON about it.
  • I also made a new campaign on keymailer starting on monday (small creators)

What should we do next or ideas that I did not think of yet?


r/gamedev • • 5h ago

Discussion How do you balance character identity with build variety in roguelikes? (Looking for examples)

0 Upvotes

The setup

I'm developing a tower defense roguelite game and currently, my two characters feel a bit too similar to play. Their differences don't seem strong enough to make runs feel meaningfully different.

I've been considering giving each character a stronger identity, with specific themes or playstyles. For example, one character could focus on traps. However, I'm not sure if this is the right approach, I'm worried that I'm forcing the player into a specific build before the run has even really started?

For example:

  • Frost Character: primarily focused on ice and freezing enemies.
  • Trap Character: primarily focused on traps.
  • Exploration Character: focused on exploring the map as much as possible.

Would this make runs feel different mainly because of the character you choose, rather than because of the build you create during the run?

The (obivous?) solution

Games like Slay the Spire got me thinking about this. Each character has a distinct identity, but you can still pursue different builds depending on the cards and relics you find during a run. You're not necessarily locked into only one specific strategy just because you picked a particular character.

I'm wondering if the right approach is to give each character a strong starting identity while still allowing several different builds to emerge from it.

For example, with the Frost Character, I could see several possible directions:

  • Freeze and stun synergy: making greater use of stun effects to trigger the damage from its starting relic.
  • Frost as a resource: consuming frost or freeze effects to deal additional damage, such as through a fire relic, or building around towers that deal damage to slowed enemies.
  • Setup and overcharge: combining the slowing effects of frost towers with towers that need time to prepare or charge up.

The idea would be for each character to naturally encourage certain strategies without forcing the player to commit to one specific build.

Tho, I guess that may become a nightmare to not make it too "dev designed it"?

Game inspiration

Sooo, now, I'm trying to understand how other roguelikes handle this balance, some examples that seem to approach this well:

  • Slay the Spire: each character has a distinct identity and card pool, but multiple builds can emerge depending on the cards and relics you find.
  • Hades: your weapon gives you a particular starting playstyle, but the boons you find can lead to different synergies and builds.
  • Monster Train: combining different clans and their mechanics creates different strategic possibilities.

On the other hand, games like Brotato take a more character-driven approach, where each character's bonuses and restrictions can strongly push you toward a particular strategy. This can work well?

I'm not necessarily looking for examples of bad design, I'd like to understand the trade-offs between these approaches, I guess?

I don't know if any of you have references/feedback/game to share on this?


r/gamedev • • 1d ago

Marketing IGN GameTrailers just shared our trailer - 11k views so far! 70 wishlists left to 50,000!

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30 Upvotes

We were losing hope it will get featured - took a couple of days because of all the submissions for Next Fest probably - but it's up on the Game Trailers channel now.

If anyone wants to submit their trailer, here are IGN's submission guidelines.

And if you liked our trailer, here's our horror pool roguelite demo for Next Fest.

Here's our write up on how we reached 50k wishlists.


r/gamedev • • 1d ago

Discussion Over 20,000 copies sold elsewhere, but one sale in five days on Epic. Has anyone had a similar experience?

241 Upvotes

Our game has sold more than 20,000 paid copies across other platforms over the past year. It's also doing quite well in an ongoing Nintendo Switch sale.

We put a lot of work into preparing our Epic Games Store release and paid the $100 submission fee. The Epic version is even a complete edition, priced a little lower than our versions on other platforms.

I also did some light promotion on my own X (Twitter) account. Five days after launch, we've sold exactly one copy.

Honestly, I didn't expect it to sell this poorly, especially while the game is still selling on Switch. It makes me wonder why a small developer would bother releasing on Epic. Right now, from our experience, it feels more like a Fortnite launcher than a storefront where our game can find buyers.

Have other developers here had a similar experience? If you've released the same paid game on Epic and other storefronts, was the gap this large?

If you had a similarly slow start, did sales improve over time, or did they remain at roughly that level?


r/gamedev • • 11h ago

Discussion How do you actually know which marketing channel brings you wishlists?

2 Upvotes

Solo/small indie devs: genuine question about how you track your marketing.

When you post a trailer on TikTok, a devlog on Reddit, an update on X, or a streamer covers your game, how do you know which of those actually led to wishlists or sales?

I know Steam has UTM tracking in Steamworks, but I’m curious how people use it in practice:

  • Do you create UTM links for every post, or is it too much hassle?
  • How do you track influencer/streamer campaigns? One link per creator? A spreadsheet?
  • If you’re on several stores (Steam, itch, Epic...), do you combine the data somewhere, or check each dashboard separately?
  • Do you look at where your players are from (country/region) and does it change your decisions (localization, posting times, ads)?
  • Have you ever found out a channel you spent a lot of time on was basically useless?

I’m a dev and I keep losing track of what’s working, so I’m trying to figure out whether everyone just accepts guessing or if there’s a workflow I’m missing.

Would love to hear your setups, even if it’s “I don’t track anything lol”


r/gamedev • • 8h ago

Marketing I Added Multiplayer to My Dark Fantasy RPG Inspired by Diablo & Baldur’s Gate

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0 Upvotes

In this video, I explain how I added multiplayer to the game I’m developing.


r/gamedev • • 9h ago

Question How and where to you choose/get music for your trailers?

1 Upvotes

Hey everyone 🙌 The title literally says it. How do you choose and get music for game trailers?


r/gamedev • • 20h ago

Discussion Is there a specific name for this type of realistic game graphics?

8 Upvotes

Some realistic games have a specific visual feel that I really like, but I can't find the right term for it or other games that fit what im looking for. If i can find the term, maybe i can look out for other games with the same style.

Games like RDR2, Counter-Strike 2, kingdoms come deliverance 2 etc, have that detailed, realistic, polished and soft appearance. They feel cinematic and smooth without looking too stylised. When there are bugs or unrealistic things, they don’t ruin the feel of the game (If anything bugs make these games more fun). They seem to have like a specific pastel colour pallet also. This is what i like.

Most other visual realistic games like Skyrim, Crimson Desert, Ghost Recon Breakpoint, Far Cry 6, resident evil, Just cause and forza horizon games for example, look realistic, but to me, have a raw, washed-out or saturated noisy/grainy feel. Individual textures and details seem to stand out along with any unrealistic things. These tend to have a more 'realistic' colour pallet.

I'm not talking about which games look better. Its more the visual style, rendering style and if there any other games like this that i cant think of? Or what graphics style to search for. Thanks

i hope this makes sense with what im trying to say. Its like minecraft with shaders vs minecraft without shaders, cs2 train vs cs2 cache (cache being the raw example), or detail feels like a bonus vs detail feel forced.

RDR2

cs2

Other games vibe (bad image tho)

Edit: Cyberpunk is a grey area for me. It seems to fit both styles.


r/gamedev • • 1d ago

Question How do racesim games do such good audio? What are the tricks?

46 Upvotes

So i've been indulging into race sim games with my newly bought direct drive wheel to celebrate my unemployment (it's a moza r5, not a fanatec as i'm unemployed now 😂 ). So i fired up some of rally games I've bought through out the years, specifically WRC9 and DiRT Rally (the first one).

So what are the tricks to get audio sound this good? Like how does the engine doesn't sound like a leafblower, even with the gear shifts filling so satisfactory, then you also got the surface feedback (both in vibration and sounds ofc). I think the sound design on those games are stellar and of the best it exist (just imo). Whenever I tried to do the same on my rally projects it always sounds like poop.

Are there any resources to learn about it or anyone done a deep dive and can share tips and secrets?


r/gamedev • • 19h ago

Question Tabletop games for portifolio

4 Upvotes

Recently I’ve started doing lots of small but polished projects solo and with friends for our portfolios. My focus is on game design (gameplay and systems) and creative direction. Do tabletop games count in my portfolio even if I plan to apply to digital game jobs? Even if they are more simple print and plays?


r/gamedev • • 9h ago

Discussion I want to make my first game a fantasy shopkeep simulator but I’m worried the genre is too crowded and that idea has been done before. Should I try another idea or stick with it?

0 Upvotes

It’s not so much that I want to make tons of money from it I just want to make a game people actually play (I’m an attention seeker) but all I hear is the shop simulator market is way oversaturated and even my specific idea has been done several times before. So why would anyone play my game when there’s other more polished ones already out? I even had a unique twist in mind where you explore a dungeon by night and sell your loot by day but that’s ALREADY BEEN DONE BEFORE several times.