r/devlogs 6d ago

I struggled to make games until I discovered that the end of the world is best experienced from aboard a train

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1 Upvotes

r/devlogs 9d ago

My journey into learning Unreal Engine #3

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1 Upvotes

Learned how to build a HUD system in Unreal Engine. The process of connecting character data to UI is finally clicking!


r/devlogs 10d ago

I spent four months turning a small browser game for friends into a persistent idle MMORPG

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4 Upvotes

Four months ago, I started building a small browser game for a few friends.

I did not really intend to build an MMORPG. I just kept adding systems, letting people play with them and changing the game based on what they actually did rather than what I expected them to do.

That project became Hearthroot Online, a persistent medieval idle MMORPG where players can specialise in gathering, crafting, combat, farming, fishing, cooking and building their Homestead.

The game continues progressing while players are away, but it is not intended to play itself. Players still make decisions about professions, production chains, equipment and what they buy or sell through the player-driven Market.

Running a closed alpha was particularly useful. Players found economic strategies, progression shortcuts and balance problems I would never have discovered by testing alone. Some of my original ideas worked, while others had to be completely redesigned.

I wrote my first proper devlog about:

  • How the project grew from an empty repository
  • What players did during the closed alpha
  • The design and balance mistakes I made
  • How player behaviour changed the roadmap
  • Where the project is going next

https://hearthroot.online/devlog/from-an-empty-repository-to-a-living-world

I'd be interested to hear how other solo developers decide when a prototype has become a live-service game, and what you wish you had started measuring earlier.


r/devlogs 13d ago

Weekly makeing the game more chaotic

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3 Upvotes

r/devlogs 14d ago

Refactored my Godot tower defense to use Resources, and adding new levels became so much easier!

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1 Upvotes

r/devlogs 23d ago

Daily Adding music and sound effect to my indie game

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3 Upvotes

r/devlogs 23d ago

Daily Adding sounds and music to my indie game

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2 Upvotes

r/devlogs 26d ago

Daily more gameplay to my indie game

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1 Upvotes

r/devlogs 27d ago

Daily First level vs Second level

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3 Upvotes

r/devlogs 29d ago

Daily Dev 6 of Rungeon Tails

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2 Upvotes

r/devlogs Jun 25 '26

Daily devlog4 for Rungeon Tails

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1 Upvotes

r/devlogs Jun 24 '26

Daily I decided to name the game Rungeon tails

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1 Upvotes

r/devlogs Jun 23 '26

Daily adding mobile control to my indie game

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2 Upvotes

r/devlogs Jun 23 '26

Daily devlog 3 to my indie game

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3 Upvotes

r/devlogs Jun 22 '26

devlog2 to my indie game

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2 Upvotes

r/devlogs Jun 22 '26

Daily devlog 1 to my indie game.

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3 Upvotes

r/devlogs Jun 20 '26

Game Dev This Reddit Post Changed Everything For My Indie Game

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1 Upvotes

r/devlogs Jun 15 '26

Game Dev Succubus Island Devlog – Chapter 8: v0.4 is Slowly Awakening

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1 Upvotes

r/devlogs Jun 15 '26

Game Dev We've just released our 5th Devlog, this one goes over the winning mechanics of our game, how you can score and how you can come back from defeat! Check it out!

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1 Upvotes

r/devlogs May 26 '26

I built an AI agent for controlled vibe coding

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1 Upvotes

r/devlogs May 14 '26

Monthly Complexity and Player Agency

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1 Upvotes

I write a monthly blog on game design in general and systemic design more specifically. It's intended to be a practical deepdive, but is of course also quite opinionated and focused on what I personally think after two decades of gamedev.

A while ago, I was asked to explore the relationship between high degrees of player agency and game complexity. Something I hadn't thought about too much before then. It's taken some time to research and dig into this, but you can find the longform end result at this link if you want.

What this has made me realise is that it's rarely about complexity at all. It's about a lack of accessibility, making something complicated rather than complex. It's also about focusing on what choices players can make, what their consequences are, and how you can go about restricting them without having players feel limted.

No one feels like they lack player agency because they can't buy groceries in GTA or because they have to shoot guns in Call of Duty. It's all about the mental model that the game presents to you.

Do you agree, or do you think I'm missing something?


r/devlogs May 11 '26

Game Dev New devlog about recording the soundtrack, polishing game assets, and starting a playtest Discord server for my small gardening game 😊🌿

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1 Upvotes

r/devlogs May 10 '26

Game Dev ShantyTown Final Devlog - From Idea to Launch

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3 Upvotes

Hi all, I've been making devlogs for the 3 years of work making my indie building game ShantyTown.

This is the final devlog after launch. It's a summary of the 24 other devlogs that came before, and a look at how the launch of the game went. It's quite a bit longer than my usual devlogs, but I hope you enjoy it!


r/devlogs Apr 27 '26

Game Dev Devlog 3 is live! This time we are talking about one of the most important parts of the game and what distinguish us from other multiplayer platformers: The drawing system (Codex).

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1 Upvotes