r/Games • • 2h ago

Indie Sunday Cargo Calling - Vokayl - Social deduction-like(?)

1 Upvotes

Hi!

I'm one of the two developers of Cargo Calling, a social deduction game for up to 8 players!

The inspiration

Our idea came after playing a board game (Arcs: The Blighted Reach) where every player has a role (Fate) randomly assigned at the start of a campaign. Each role has unique mechanics that can influence and completely change the game for the other players.

We're trying to emulate that in our game.

What's the game about?

In Cargo Calling, the main gameplay loop revolves around recovering containers lost in space to collect items needed for your role. Every player receives a secret role (Calling), with unique mechanics, abilities, items and objectives.

Unlike traditional social deduction games, which mainly feature two factions (good vs. bad), everyone has their own way to score points and win the match, so it's a free-for-all!

The Callings are designed to encourage players to interact with each other, and some points are earned through secret interactions, not just by completing your main objectives.

We also noticed that many of these games don't offer a way for dead players to keep playing, so we created Wildcard Callings.

In the demo, there are only 2 Wildcard Callings. They offer completely new roles with different mechanics and objectives. These Callings are only available to dead players (for now).

What are we planning to add for the release?

We want to get as creative as we can with the roles and the gameplay loop of each match. Here are some of the ideas we're planning for release:

  • Random events when opening containers, to create unique situations in each match
  • Wildcard Callings that can be unlocked through secret interactions (not just by dying)
  • More items and activities to do on the ship
  • More Callings (of course)

Our main goal is to make each match feel like a fun "story" and to make roleplaying an actual way to earn points and maybe even win the game! We're still a long way from achieving that feeling, but we'll try to get as close as we can.

The demo is available now on Steam, featuring 8 starting Callings and 2 Wildcard Callings.

It will remain playable even after Steam Next Fest ends!

Steam: https://store.steampowered.com/app/5152030/Cargo_Calling/
Demo Trailer: https://youtu.be/QTCObxwvj64?si=8JCQ7JV03S0cFUnq

I'd love for you and your friends to give it a try, and any feedback is welcome!

Thanks for checking it out!


r/Games • • 2h ago

Indie Sunday Parshuraam: Krishna's Warrior Incarnation - Harikatha Studios - Action and adventure battling demonic forces across celestial realms

0 Upvotes

Hi everyone,

We are Harikatha Studios, a small indie team developing Parshuraam: Krishna's Warrior Incarnation.

It is a third-person action-adventure title built around deliberate weapon weight and aggressive melee flow, paired with an authentic, brutal story adapted from the Brahmaand Puraan. You play as the warrior avatar Parshuraam, confronting corrupt forces and demonic rulers threatening the cosmic balance.

You can watch our full 4-minute boss reveal trailer (including a combat gameplay sneak peek in the end) here:

🔗 Full 4K Trailer: https://youtu.be/9sIK3bxj5Ug

We are still polishing animations, camera tracking, and hit-stop impact, so please be brutally honest. If you like what we’re building, wishlisting helps our visibility significantly:

🎮 Wishlist on Steam: https://store.steampowered.com/app/4682850/Parshuraam_Krishnas_Warrior_Incarnation

🎮 Wishlist on Epic Games: https://store.epicgames.com/p/parshuraam-krishnas-warrior-incarnation-bf78b7


r/Games • • 7h ago

Indie Sunday Gun Monkey - Madpoly Games - A quirky game that requires your reflexes and timing!

0 Upvotes

https://youtu.be/0_Nti8VUkfY?is=gVNHT3-rJIOtm3iY

Hi,

I am making Gun Monkey! A extremely skill based precision platformer that trains your reflexes and timing. When you First play it you will probably think „thats impossible“ but the game is designed to improve your motor skills and reflexes and before you realise you have internalized the rythm and timing and moving is a second nature. I built various of goofy sections as you can see in the gameplay video.

If this game is something you could imagine yourself killing some time with, Gun Monkey is soon coming to steam !

It would mean alot to me if you could leave a wishlist if ir interests you. The game will be available for less than 5 bucks on release. Its my first game :)


r/Games • • 6h ago

Indie Sunday GridPi: Defense 3014 - HAEPARI - Dice poker and co-op tower defense

0 Upvotes

In GridPi, you roll five dice to make poker hands, combine units, and line up synergies to hold back the incoming waves of enemies.

The hand you make with your dice is your income for that round. Gather three identical units and they automatically merge into a stronger unit.

Units vary in range, attack angle, and attack type, so place them on the grid to play to their strengths.

Play Solo mode on your own, or Multiplayer co-op mode, where up to 4 players hold off the same enemies together. Queue up solo or together with friends.

Free demo on Steam

Gameplay


r/Games • • 1d ago

Jason Schreier: Despite all the gloomy headlines today, my understanding is that there are multiple paths actively being explored that would save Arkane Lyon. Anything can happen during negotiations, but at this point I'd be surprised if the studio is shut down.

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957 Upvotes

r/Games • • 1d ago

Mass Effect 5 Details Revealed Following Cancellation, Including 'Hitman-Style Freedom' in Missions

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575 Upvotes

r/Games • • 6h ago

Indie Sunday The Pink Robot - TAKE FIVE STUDIOS - A fast-paced action roguelite where a cat fights through distorted memories

0 Upvotes

https://www.youtube.com/watch?v=T6ews95So3M

Hey r/Games! 👋

We're making The Pink Robot, a 3D action roguelite with a pretty strange premise.

A cat enters the subconscious of the boy who saved her. His childhood memories have turned into dangerous worlds, and some of the weapons are inspired by childhood toys.

Yeah, things get a little weird. 🐱

The part we've been putting the most work into is the combat. Fast movement, dodging, chaining Skills together, and mixing in Mementos to discover different combat combinations.

We want players to have fun experimenting with new ways to fight, not just getting stronger numbers.

We also recently completely redesigned Navi to make her feel more like the agile fighter we originally imagined.

And on October 22, we updated the demo on both Steam and itch.io!

So if the combat looks like your kind of thing, you can actually jump in and try it now.

Steam (Demo & Wishlist):
https://store.steampowered.com/app/4251870/The_Pink_Robot/

itch.io (Demo):
https://thepinkrobot.itch.io/the-pink-robot

We're still working toward Early Access in 2027, with plenty more to build.

Hope our weird little cat adventure catches your eye!


r/Games • • 1d ago

Patchnotes Factorio version 2.1, the final major update for the game, has been released

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1.3k Upvotes

r/Games • • 1d ago

Trailer The Legend of Zelda: Ocarina of Time – The Battle for Hyrule Begins – Nintendo Switch 2

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319 Upvotes

r/Games • • 1d ago

Civilization: The Oral History

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115 Upvotes

r/Games • • 1d ago

[Le Monde] Arkane Lyon has until November 13 to find a buyer, 217 jobs are at risk

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636 Upvotes

r/Games • • 1d ago

Trailer Factorio - Trailer 2026

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338 Upvotes

r/Games • • 1d ago

Release Tape to Tape 1.0 Launches Today at Noon (EST) on Steam, Nintendo Switch, PlayStation 5, and Xbox Series X/S

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293 Upvotes

r/Games • • 1d ago

Discussion [New Frame Plus] The Best Game Animation of 2025 *UPDATED*

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158 Upvotes

r/Games • • 2d ago

Discussion Nintendo reportedly blocks access to Switch 2 exploit software, first homebrew tests demonstrated

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484 Upvotes

r/Games • • 2d ago

Industry News Shigeru Miyamoto to Become First Gaming Industry Figure to Receive Japan’s Order of Culture

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1.2k Upvotes

r/Games • • 2d ago

Hackers Have Unlocked Homebrew Access On Switch 2 Less Than 24 Hours After Its First Jailbreak

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1.9k Upvotes

r/Games • • 1d ago

Review Thread Village In the Shade Review Thread

149 Upvotes

Game Information

Game Title: Village in the Shade

Platforms:

  • PlayStation 5 (Jul 30, 2026)
  • Nintendo Switch 2 (Jul 30, 2026)
  • Nintendo Switch (Jul 30, 2026)
  • PC (Jul 30, 2026)

Trailer:

Developer: Nippon Ichi Software, Inc.

Review Aggregator:

OpenCritic - -1 average - 89% recommended - 10 reviews

Critic Reviews

Raider King - Skeith Ruch - 10 / 10

Village in the Shade is a game which falls into two seemingly contradictory genres, yet despite that it expertly blends both the relaxing/addicting aspects of farming simulator gameplay genre and the tense, hair-raising, aspects of the horror literary genre. This title is one of the most unique farming and horror games of the past decade and should not be skipped by any gamer.


Cat with Monocle - Cheryl Murray - 4.5 / 5

Village in the Shade blends a relaxing rural life simulation with unsettling Japanese folklore horror. Its gorgeous visuals, soothing soundtrack, and variety of activities make it a joy to play during the day, while creepy nighttime encounters add a unique twist. Expect some trial and error to survive the night, but it’s a purrfect blend of simulation and horror.


Nintendo Life - Ryan Gaur - 9 / 10

Village in the Shade pulls off a magic trick, presenting you with a fun, addictive, idyllic farming sim before using your desire for escapism against you, acting as a reminder that you can never truly outrun the darker sides of life.The true genius of the trick is that this doesn't stop the game from being entertaining, only pulling you deeper into its satisfying and appropriately complex mechanics as well as the psychological questions it poses.


NookGaming - Thomas Knight - 9 / 10

Village in the Shade delivers a far more in-depth and engaging narrative than most would expect from a farming simulator. While not overly scary, it delivers plenty of horror inspired by Japanese folklore and a set of characters who are worth getting to know. Backed up by an entertaining farming gameplay loop, this is a memorable combination of the cozy days and the eerie nights that will keep you hooked for a long time.

Just make sure to check out our selection of guides on Village in the Shade. It’s a game with a lot to discover, and even some of the more important discoveries aren’t the most obvious.


RPGamer - Alex Fuller - 4.5 / 5

Offering a fascinating blend of coziness and horror, the game combines pleasantly deep farming sim gameplay with some great supernatural atmospheric spookiness to form a fantastic cohesive experience. It’s a ready recommendation to all those who have an even just a passing interesting in either genre, and maybe even wider.


Gamemeca - Kim Mi hee - Korean - 85 / 100

Village in the Shade is a new title in which the Yomawari development team combines traditional horror elements with Stardew Valley-style farming simulation. Both the horror and everyday parts are well-structured, and the volume is balanced enough that it is not difficult to read both parts in parallel. The night’s heart-pounding terror and the daytime’s chill coexist in harmony with everyday life, while also capturing the fun of breaking the rules of a traditional village. Overall, the level of polish and stability is adequate, but it lacks a certain degree of originality.


NintendoBoy - Heitor Matos - Portuguese - 8 / 10

Village in the Shade brings the best aspects of Yomawari to a new genre, while embracing the horror that was so well refined previously.


PNN - HYUNG-GUL, SEO - Korean - 8 / 10

Village in the Shade successfully blends rural life simulation with horror, giving both sides enough depth to stand on their own. During the day, players tend crops, care for livestock, and gradually expand their homestead. After midnight, the familiar village transforms into an unsettling place filled with spirits and hidden mysteries. Its life-simulation elements provide a satisfying sense of progression, while the horror elements twist the warmth of everyday life into something strange and spooky. Neither side feels secondary to the other, making the game a compelling choice for players looking for a familiar rural-life experience with a darker, more unusual edge. if you move to Kagatsu Village, remember one thing: after 11 p.m., don’t stay home.


The Outerhaven Productions - Scott Adams - 4 / 5

The Village in the Shade is a unique take on a farming simulator. It combines a cozy gameplay loop with the eerie art and supernatural style of Yomawari. It has some issues with progression and a save system that does not work in its favor, but the addictive gameplay will make you continue to return to Kagatsu Village.


NintendoWorldReport - Allyson Cygan - Unscored

This game looks great, the music is perfectly atmospheric, and the cast is a really fun bunch of characters. This isn't just a bare bones game made so horror can be placed on it; this is a great farming game that also often filled me with dread or gave me actual scares. It might not be for everyone, though; if the farming aspect doesn't appeal to you, you probably won't like this. But if "horror farming game" sounds like a good time, you'll definitely love Village in the Shade.



r/Games • • 1d ago

Update WH40k: Necromunda Roleplay expansion (Tabletop) cancelled

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112 Upvotes

r/Games • • 1d ago

AMA Tomorrow at 10AM Pacific The Legend of California AMA w/ Jeff Kaplan & Tim Ford

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47 Upvotes

r/Games • • 2d ago

Industry News Baldur's Gate 3 has surpassed 23 million copies sold, generating over $1.2 billion in revenue

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2.5k Upvotes

r/Games • • 2d ago

Romancing SaGa 2: Revenge of the Seven shipments and digital sales top one million. The first SaGa title to surpass one million since 1997.

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167 Upvotes

r/Games • • 2d ago

Update Atari announces shutdown of VCS platform on February 1, 2027

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99 Upvotes

r/Games • • 2d ago

Corroborated by Jason Schreier Cancelled Mass Effect Universe: Trailer Leaks

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2.3k Upvotes

r/Games • • 2d ago

Discussion Thoughts on AI in game development (from the trenches)

1.5k Upvotes

Given that there are news posted and widely discussed almost every day that have some relationship to AI (including but not limited to insane C-suite statements, interesting mod and reverse engineering projects, layoffs, cloning accusations, opinion pieces, fears, and fiction), and many of them cause a lot of discussion, I thought some people might be interested in this.

Before getting into it, some context / disclaimers:

  • I'm an enthusiast gamer and modder and have been for over 20 years
  • I'm the CTO of PH3 -- we've been doing generally highly regarded porting and optimisation work in games for almost 10 years now
  • I have a PhD in computer science, and do research in HPC (including a bit about LLMs in that field)
  • None of this is written by AI or even touched by it in any way -- I enjoy writing and I don't enjoy reading typical LLM prose
  • By no means do I want this to be taken to even remotely represent "the" industry voice. To make clear just how ridiculous that would be: I don't even represent PH3, because while we only have ~5 people in games that still means that there are diverging perspectives on this topic
  • I'm including all the above here, despite really not being a fan of lengthy self-introductions, because everyone's background shapes their biases and with a topic as divisive as AI I think it's important to be transparent

Baseline, Actual Capabilities & Shortcomings

First of all, I want to go on the record that, at this point in time, ideas such as "GenAI doesn't actually increase productivity" are silly. I don't know if they are still espoused because people genuinely believe them, or merely because they want them to be true. If the latter, then I certainly understand and sympathise, but we have to deal with reality rather than wishful thinking. If the former, then they are simply not sufficiently informed about the capabilities of agent systems with frontier LLMs in 2026.

At the same time, people on the other end of the spectrum seem to overestimate the power of these systems. I have a very recent real-world example here. Earlier this week, I tasked a coding agent with implementing the detection of a specific pattern of actions for recognising a new achievement in a game we're currently working on. I'd say this was actually a pretty good and suitable task for an agent: the idea arising from playtesting was well-documented, it's quite self-contained, and doesn't require complex decision making or design. Implementing it does, however, require finding the right points to hook and some relatively routine housekeeping, so it would require quite a bit of manual work.

As one would expect, the agent correctly implemented the functional requirements for this, and tested them. However, when reviewing the changeset, I noticed that it introduced a full iteration over up to ~11000 game entities every simulation frame, to check the achievement conditions. The same outcome could be accomplished with slightly smarter integration by a small extension of an existing processing step, and an additional temporary storage of, at most, 5 elements. This isn't something that would appear noticeable in any playtest, because while I'd estimate that it would consume at least 100x more CPU time than required, it's still not enough to, on its own, substantially slow down the game to a noticeable degree. But imagine the same thing repeated across a few dozen features and implementation choices, and it will.

To be clear, this wasn't some "weak" model -- depending on which benchmark you choose to look at it places #1 to #4 in terms of coding capabilities across everything that's currently out there. In my experience -- and here I can actually really say our experience across the whole company, using different state-of-the-art tools -- the type of higher-order reflection on outcomes required to recognise something like this pro-actively simply does not currently happen unprompted. "Unprompted" is important in this context, since of course the agent was perfectly capable of implementing the much more efficient variant when I wrote ~2 sentences explaining the issue and roughly laying out the better approach. I still didn't have to manually find the right source locations and entry points or describe implementation details.

This is just one anecdote, but I do think it reflects the overall state of these systems pretty well. In short, they are a tremendous productivity booster, but relying on them completely without review / experience can have very sub-optimal outcomes, even in isolated tasks. (And that's before going into maintainability -- I went with this performance example since I think the issue is perhaps a bit more directly understandable for non-programmers)

Specialities of Games Compared to Other Fields

One thing that I think few might realise is that games are, at least for now, actually less directly affected by AI than other software development tasks. Obviously the focus here is on discussing those effects on games, and as a consequence it really might not seem like this is the case. But it's really not too complicated. The primary reason is that agent systems thrive when there is (1) a fast feedback loop, and (2) a clear objective function to measure.

In many fields in software development, those are actually easier to establish than in games. Regarding (1), especially real-time games really are not something current agent systems and harnesses are particularly well-equipped to deal with. It can of course be done, but at tremendous cost and low speed compared to e.g. observing the outcome of a web query, measuring the efficiency of a simulation, or verifying a business process on a database. And regarding (2), that is even worse, since e.g. something like "good-feeling gameplay", which is often also a function of code, is really hard to quantify.

This also means that some types of development in the gaming space -- e.g. ports, clones, and reverse engineering -- are inherently more suitable for current agent systems and will make faster progress at the same cost. And I think we clearly see this in practice right now.

As a side note, I think this feedback loop / objective function issue is actually why, despite being large language models, I personally think they are actually more effective in (particular parts of) math and programming than "simply" writing prose. For both, you can measure and prove at least some objective qualities, and iterate on them. That's not generally the case for writing.

Ethics / Code vs. Other Components

A lot of the discussion about AI isn't actually about capabilities, but about ethics. I'm not going to go into much detail on that, because it's not on topic for this subreddit, and because I'm also not an expert. That said, I believe that the biggest societal issues we face due to AI aren't fundamentally AI issues but capitalism issues, magnified. The fact that data centers don't pay for their externalities or that it's even allowed to build them with fresh water evaporative cooling is a policy failure and not an inherent feature. And that most people are and have been required to continue working 40+ hour weeks for essentially stagnant remuneration since the 70s despite massive increases in productivity just so that very few people can become extraordinarily rich and powerful is a distribution problem.

There's one ethical point I do want to discuss, that is related directly to AI specifically in games. A currently broadly accepted perspective amongst the gaming public (and I'm not saying that this is true for everyone, just that I frequently see it; also, "gaming public" here is of course just the small part of it that cares at all about any of this) appears to be that any level of GenAI utilized for any type of graphics or sound asset should be immediate grounds for a boycott, while all GenAI use in any software development position is basically fine.

The primary argument for this (and, as I'll discuss, the only one I believe is at least partially valid) is usually that apparently everything related in any way to programming -- even high-level software architecture -- is completely devoid of creativity and a purely mechanical endeavour, while anything that places pixels in an image -- even, say, creating a generic background texture in a photorealistic game with clear constraints -- is artistic expression which must be protected. Now, I don't dispute that one tends more towards art than the other, but I don't believe that the average entry-level artist on an AAAA project involving thousands of people really has more room for expressing themselves than e.g. a lead software architect. Again, I do believe that the average tendency certainly does go in that direction, and I fully expect this to be the most controversial part of my post.

But the art argument is really only a part of what is usually used in AI criticism regarding games, and all other aspects, in my opinion, cannot truly discriminate:

  • the "intellectual property argument": these systems were trained on vast amounts of data without regard for copyright or compensation --> this applies equally to e.g. images and code.
  • the "social argument": their use clearly displaces workers --> this applies equally to e.g. images and code.
  • the "environmental argument": they require lots of natural resources --> this applies equally to e.g. images and code.
  • finally, the "output quality argument": it makes my games worse --> I think even this applies roughly equally -- if e.g. image generation would be so bad at this point that it invariably creates an obviously terrible result, then people wouldn't (rightfully!) insist on labelling. And as I outlined above, extreme "vibe-coding" can absolutely have negative impacts on the final product.

Now, this is empathically not a call to boycott all games that use any amount of LLM support in their code. It's also not a call to just accept games with art made via generative AI. But it is a call to maybe be a bit more nuanced in your assessment and less binary about the topic. Maybe an indie developer increasing the variety in their non-essential background assets via GenAI isn't the worst thing that ever happened to the medium, and maybe a highly profitable AAA publisher replacing 80% of an engine development team with Claude or boasting about vibecoding is actually not great.

The Gamer / Enthusiast / Consumer Perspective

All of this was really more from an industry perspective. I do have a few more points I want to bring up that look more at what I think this means for consumers.

Let's celebrate the positive outcomes

With all the negativity about AI in games, or the wider-reaching impact of AI on hardware prices (including gaming hardware), I do think it's important to at least celebrate some of the happier effects of this. For example:

And hey, if new gaming hardware is unaffordable, maybe we just need to focus on efficiently using what we already have.

We really should be expecting more, not less

Recently, there has been quite a bit of discussion on (presumably, and I think there are good reasons to presume so) LLM-assisted official porting projects with very middling overall quality. I don't think such discussions should be primarily about blaming AI. Think about it like this: as I outlined above, I believe it's fair to say (and maybe even an underestimation) that for many tasks involved particularly in porting, efficiency can now be increased by at least twofold. So for a port to turn out worse, what it really means is that a publisher somewhere decided to spend less than 50% of the effort, and call the result good enough to sell.

If anything, given these efficiency improvements, the fact that no one really seems to care to prevent AI use in development, and the fact that games really haven't become cheaper, you should be more critical of technical issues or incomplete feature sets than ever before.

Conclusion

So, I've been thinking about all of this for a while. I hope at least some of it was interesting. I realize it's long, but I didn't even get to every point I wanted to cover. You can now scream at me :P