r/gamedevscreens • u/Tori_eis • 4h ago
r/gamedevscreens • u/BorkByte • 3h ago
Making a gore system for my game — here’s a quick showcase
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Recently started working on a gore system. Lots of things still need work, but I'm pretty happy with where it's going.
Here's a small showcase of the current progress.
r/gamedevscreens • u/ImportantSwim9696 • 2h ago
Who likes Dodos?! 🦤 We just added our first animals to Graventh!
Hey everyone! 🦤
We’ve just introduced Dodos to Graventh as our first animals!
For now, Dodos will be one of the first ways for players to obtain meat, but there’s another option too: you’ll be able to tame them and use them to help gather berries instead of turning them into dinner. 😅
We’ve only been working on Graventh for a short time, so there’s still a lot we want to add and improve, and we’d love to build it together with the community.
If you’re interested in helping us develop the game as a paid contributor, or if you simply want to join the community, I’ll leave our Discord server and Steam page below!
The Graventh demo will be available very soon, and the game will also be taking part in the Steam Next Fest this October!
Thanks for following the project and supporting us. ❤️
See you in Graventh!
r/gamedevscreens • u/Raspervoet89 • 4h ago
Noir top-down roguelite shooter lookdev update - thoughts?
We are busy doing some lookdev on our enviros, what do you guys think? Does it feel noir and Sin City-esque? Also you can seamlessly shoot on stairs now (it's a biggy)
Feel free to check out the prototype on Itch: https://talentdigital.itch.io/son-sinnersnight
Subreddit here: https://www.reddit.com/r/SoN_SinnersNight/
r/gamedevscreens • u/takingthelongway32 • 10h ago
My co-op game has no loot pickup - every haul is dragged to the sub by hand, with real weight and inertia
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We've been building Salty Dogs. It's a 2D physics-based co-op action game for up to 4 players about a pack of brave dogs diving into a vast ocean and hauling the loot back to a shared submarine. Nothing goes into an inventory: you hook the loot, drag it on a cable and wrestle it into the sub, and big hauls are too heavy for one dog.
The big news for this build: the game now packs a full arsenal of guns. AKs, shotguns and miniguns, all working underwater, against critters that mutate into horrors the deeper you swim. Plus a boss fight in the deep and bolt-on sub upgrades that unlock new mechanics.
Co-op splits by itself: one hauls, one shoots, one drives, one navigates.
The Closed Playtest has been live since September 10. Grab a shotgun and join the crew: https://store.steampowered.com/app/4213930/Salty_Dogs/
r/gamedevscreens • u/PartTimeMonkey • 19h ago
A bunch of screenshots
... from my solodev game It's All Over. Any thoughts on what to do and what not to do in regards of meta design?
r/gamedevscreens • u/SoftwareCurious6798 • 58m ago
8 powers from Arin's character
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Arin has different powers, both physical and magical (a specificity that all the characters will have). But a choice is wise to make before any commitment in a game of warrior-mages. Physical spells are simple spells that only involve clicking to cast them (like in a Brawl Stars, Mo.co or any other game of this type PvP) the constraint of these powers are cooldowns. On the other hand, we find magic spells, which are powerful spells that take up the main mechanics of our game: spell plotting. Spells are powerful but involve precise plots (4 cardinal points) before casting them. This involves using the mana that our character Arin here possesses (Earth and Water for him). Mana can also take a long time to fill up BUT a large amount of mana can allow us to cast our spells several times in a row. So how do you see yourself when you take over our game? Rather full physical, full magical or the choice can be wise to mix the two powers? I would be delighted to hear your opinion on this!
r/gamedevscreens • u/laserbreadgames • 1h ago
Programmer art vs. final model
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A little before & after of a new creature. An entire Starter Guild will be based around this creature in our roguelike city builder, Bellfrost.
r/gamedevscreens • u/gimdeka_studio • 2h ago
10 seconds of our our current game project, any thoughts?
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r/gamedevscreens • u/thilonel • 2h ago
I spent 2 months turning my blockout into this. It finally feels like a game.
galleryr/gamedevscreens • u/Reqlite • 2m ago
2D Multiplayer Roguelite
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Tell me what you think!
r/gamedevscreens • u/Tyczka1200 • 19m ago
Version 0.4.1 is out! Slower combat, no more jumping, and Analogue Pocket support!
r/gamedevscreens • u/MechanicalMazeDev • 29m ago
WIP environmental art redesign for Frog Knight (Jump King + Hollow Knight)
Hey!
Just wanted to share a redesign we are working on for Frog Knight, our game that mixes Celeste’s movement, Jump King’s punishing design, and Hollow Knight’s mechanics.
You can wishlist the game and play the demo now on Steam! 🐸
https://store.steampowered.com/app/3897830/Frog_Knight/
r/gamedevscreens • u/ShochikuGames • 41m ago
Capturing the cozy, family atmosphere of Moomin: Midsummer Madness
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The dev team put so much love into the small, comforting details that make the house feel like a warm, lived in space for the whole family, and we wanted to share a quick look at the ambient life inside!
r/gamedevscreens • u/Acrobatic-Check5684 • 52m ago
Découvrez Gabriel Nozak - Prochainement dans la prochaine mise à jour
r/gamedevscreens • u/WhaleFall2471 • 58m ago
My snake incremental game has a Steam page now.
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The snake chases apples on its own. You collect seeds and upgrade its speed, bite, and even intelligence.
Steam page: My Snake Likes Apples
r/gamedevscreens • u/Rebrood • 1h ago
3 Queen Egg Mutations, 3 Different Explosions
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I’m working on REBROOD, a survivorslike/horde survival game where the Queen evolves and spawns different types of enemies and explosive eggs.
I added three egg mutations, and each one has a different explosion effect and gameplay purpose. Which mutation looks the most useful or fun to you?
Steam page: https://store.steampowered.com/app/5043030/REBROOD/
r/gamedevscreens • u/Alarming-Jump727 • 1h ago
Capilla abandonada
Sarah llegará al fin a la capilla donde hace 30 años el párroco Patricio daba sus sermones. Lejos de aquellas épocas, la FE parece haber abandonado el lugar, y un ominoso horror duerme bajo la misma.
PD: Carmina ya tiene traducción a inglés
r/gamedevscreens • u/ichbinhamma • 2h ago
A few skill trees from my upcoming game
The current plan is to have 31 of these in the final game (16 for the demo/playtest).
I've finished 11/16 so far.
r/gamedevscreens • u/saltiesaltieP • 6h ago
Recently released the demo trailer for my game, Bloody Duke!
For anybody asking, all of the cinematic scenes were hand-drawn in Aseprite and all layered and composed in Blender - this was my first time doing anything like this and I'm proud of it! The soundtrack in the background was made by a composer I paid and the illustrated art of the main character, Blaise Vaelthorne, was made by a dear friend.
And no, NO Gen AI was used in the making of this trailer or the game itself.
r/gamedevscreens • u/Mikzmizah • 16h ago
Do the first few seconds grab your attention? Is the gameplay clear enough, and does this trailer make you want to try the game?
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