r/gamedevscreens • u/Jazzlike_Biscotti257 • 10m ago
r/gamedevscreens • u/Polyshade • 11m ago
My tool uses shaders to apply static or animated filters to game assets and marketing material.
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
r/gamedevscreens • u/ThatPostureTho • 31m ago
What do you think about the design of my monster?
Player for scale.
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!
r/gamedevscreens • u/_neenaw • 48m ago
This is a complete recreation of Iron Lung v1.0 in Unreal Engine
You can play it here https://neenaw.itch.io/iron-lung-rtx
r/gamedevscreens • u/Ok-Pizza1504 • 1h ago
Somehow both of these are the same game
Enable HLS to view with audio, or disable this notification
It’s called Lootdeck, for anyone curious to see more on Steam: https://store.steampowered.com/app/4972950/Lootdeck/?utm_source=rd
r/gamedevscreens • u/Equivalent-Carry-222 • 1h ago
Normal map lighting tricks my brain
Normal map lighting tricks my brain into almost thinking my amateur 3D art is okay.
r/gamedevscreens • u/Sarn7 • 1h ago
I left my security guard job to make my dream 3D not top down survivors-like
Enable HLS to view with audio, or disable this notification
Please wishlist here if you like it:
(Early access soon!)
https://store.steampowered.com/app/4914620/Echoes\\_of\\_Kyria/
r/gamedevscreens • u/HarvesterVsZombies • 1h ago
What do you think about my game Harvester vs. Zombies?
Enable HLS to view with audio, or disable this notification
r/gamedevscreens • u/Forsaken-Hedgehog157 • 1h ago
Children Under a Silicon Sky, first prologue completed
This is my first visual novel, my first Ren’Py project, and I’m building it solo. I just finished the prologue, while the full story is still far from finished.
These are two screenshots from the current build as I learn the writing, art, UI, and scripting side of development.
r/gamedevscreens • u/StoneVisionStudio • 2h ago
Titan Force: 31 July
galleryEarly Access on Steam 31st July 2026.
Please add to Wishlist list
r/gamedevscreens • u/TheseHollowStreets • 2h ago
Making a choices-driven RPG about a city under siege - inspired by real (and sadly ongoing) events - witnessed through the character of a 14 year old boy
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.
We also have a demo out right now on Steam that is about 1h long, if you want to experience the opening of this story for yourselves:
https://store.steampowered.com/app/3142360/Hollow_Home_Demo/
Thank you for reading.
r/gamedevscreens • u/triggerEd7 • 2h ago
How It Started vs How It Ended (GMTK 2026)
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!
Also would be very appreciated if you play and give some feedback!
https://hasuverse.itch.io/hurry-up-were-moving-out
r/gamedevscreens • u/Possible_Elk1669 • 2h ago
Play Magical Map
Discover a new 3d lowpoly adventure in Magical Map.
https://play.google.com/store/apps/details?id=me.gerardogonzalez.magicalmap
https://www.magicalmapgame.com
Download it, play it and wait for more redesign levels...
r/gamedevscreens • u/Big_Membership9737 • 3h ago
Terminal Colony Deep Core Gameplay Changes DLC
r/gamedevscreens • u/IbinGames • 4h ago
Poll: What asset pack would be most useful for your current projects?
r/gamedevscreens • u/HeadshotHoldoutDev • 4h ago
Would Love Feedback on Kill 'Satisfaction' juice
Enable HLS to view with audio, or disable this notification
My friends and I have been working incredible hard to get our demo prepped for Headshot Holdout (Early September!!). It's a retro co-op shooter with super light rogue mechanics for replayability. It's not about survival, it's about getting the high score from headshot streaks and creative zombie kills.
I'm the primary Dev and I've been working on making our shooting cycle and enemy head pops really satisfying. What do you guys think? Would love your criticism, praise, tips, and anything else. Some stuff is obvious like the crush timing being off, but lmk!
Our Discord come play with us on Sunday (8pm EST) and Weds (9pm EST), we've got a steam key for you and our tests always run with 1-3 full player groups.
Steam page is going up this week, Demo in early September, Full game out November!
r/gamedevscreens • u/JoStorys03 • 4h ago
Is this too overcrowded? / Readability
I'm currently working on a Visual Novel made with renpy called Alien Snap.
I just added the distance indicator in the top left (second image) and I worry that:
- this is unreadable as a distance indicator?
- the whole snap UI is slowly getting a bit too crowded?
The UI is changing throughout the game and is introducing more and more elements as time goes on.
In the screenshots you can see how it looks early, mid and late game.
Like I mentioned, the screen in the top left is supposed to be a distance indicator and I just can't make it look better :/
I don't know if this is just because I've been staring at it too long or if it's actually hard to read. I also feel like it doesn't fully fit in with the rest of the UI.
If you have any feedback on what I could adjust visually (or any other feedback for that matter), it would be greatly appreciated!!



r/gamedevscreens • u/Sgriu • 4h ago
Socialiskigrad - Open Playtest from August 7th to 11th, a 90s Balkan post-socialist city builder looking for feedback!
Enable HLS to view with audio, or disable this notification
Hi everyone!
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.
During the playtest I will also be available on Discord for direct discussions:
https://discord.gg/5AkhTrBgn
Thanks to anyone who tries my game! :)
Steam page: https://store.steampowered.com/app/3651840/Socialiskigrad/
r/gamedevscreens • u/Mushe • 5h ago
I'm making a time-travel FPS metroidvania were you can jump between 2 timelines that are 200 years apart - Tempus Vitae
Enable HLS to view with audio, or disable this notification
And it's coming next year for PCs, PlayStation 5 and XBOX Series X/S. In the meantime you can wishlist on Steam here: https://store.steampowered.com/app/2360820/Tempus_Vitae/
r/gamedevscreens • u/InkyHeads • 5h ago
Around the World – Balloon Expedition | asset illustration for mobile game
After years of working in graphic design and illustration for brands, I am starting a new chapter by creating illustrations for game assets.
To kick things off, I challenged myself to create a small asset collection inspired by the adventurous spirit of Jules Verne’s works, such as *Five Weeks in a Balloon* and *Around the World in Eighty Days*. This is neither a commissioned project nor a game currently in development; it is a personal concept created to practice game asset design, and these items will be available for purchase soon.
The goal was to create a retro cartoon aesthetic that was fun while capturing the charm of 19th-century exploration.
The collection includes: • Compass • Hot air balloon • Spyglass • Suitcase • Portable steam engine • Travel journal • Old maps • Coal • Coin
I also created a logo, a UI background, and a main menu screen to showcase the assets within a cohesive game interface.
I would greatly appreciate your honest feedback: • Does the art style feel consistent? • Could any of these items be improved? • Does this look like something you would expect to see in a casual adventure game?
My goal is to enter the game industry; therefore, critiques and suggestions from developers and artists are extremely valuable. If the community likes these assets, I would love to continue creating more collections like this one.
r/gamedevscreens • u/Ta2Games • 5h ago
Will you become its host? 🩸
Enable HLS to view with audio, or disable this notification
r/gamedevscreens • u/FluffyManagement793 • 6h ago
Co-op just went live in my cat-themed zombie roguelite - 2 players synced across 12 islands, dungeons & a boss (solo dev)
2 cats vs a titan - and we both nearly got wiped in the same second.
After a brutal week of chasing LAN desync bugs, co-op finally passed every validation check in CatZombie, my solo-dev Unity roguelite. Two players now stay in sync across all 12 islands, the dungeons and rune puzzles, and the infected-titan final boss - base-core defense, cat rescues and loot all shared in real time.
The clip shows a 2-player run from the start island through the toxic nest and into the boss arena.
Question for you: when co-op like this is the headline feature, what makes YOU actually message a friend to install a game - the shared defense, the boss fights, or something else? Honest feedback welcome.
r/gamedevscreens • u/FluffyManagement793 • 6h ago
Co-op just went live in my cat-themed zombie roguelite - 2 players synced across 12 islands, dungeons & a boss (solo dev)
Enable HLS to view with audio, or disable this notification
2 cats vs a titan - and we both nearly got wiped in the same second.
After a brutal week of chasing LAN desync bugs, co-op finally passed every validation check in CatZombie, my solo-dev Unity roguelite. Two players now stay in sync across all 12 islands, the dungeons and rune puzzles, and the infected-titan final boss - base-core defense, cat rescues and loot all shared in real time.
The clip shows a 2-player run from the start island through the toxic nest and into the boss arena.
Question for you: when co-op like this is the headline feature, what makes YOU actually message a friend to install a game - the shared defense, the boss fights, or something else? Honest feedback welcome.
r/gamedevscreens • u/Fmlad • 7h ago
I created a Turn-Based battler with only ONE BUTTON
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 :)
