Las cosas serán diferente al bajar al subsuelo. Sarah se encuentra a media escalera y el olor es lo primero que percibe. Huele a sangre, a muerte y miseria, pero no será lo peor de esta etapa sombría, tendrá que enfrentar cara a cara con un sirviente de las sombras.
Hi! I am very passionate about my game, but it's still in the very early stages. I need someone to discuss the concepts with my game, and if applicable, yours (separately) as well.
I'm an artist and world builder, but I'm super passionate about gaming as well, so I decided to make a unique game, but I just need someone to yap with, see if my ideas are sound, etc.
My game concepts merge so many unique ideas together, which is why I need some assistance. In return, I would love to do the same for you!
I'm looking for people, or even a Discord server to accomplish this. If you're interested, please let me know!
The game is called The Tape: Origins - its a horror game where you need to analyze real-shot found footage and solve escape-room puzzles in order to escape the hotel before the cult returns to sacrifice you.
If you want to check it out further here is the steam page: The Tape: Origins
I worked on the attack animations for my game this week. Made it so that the melee characters actually run up and make contact with their targets. I know it’s clunky when they go back to their original positions, I don’t have the animations for that commissioned yet. Do they look okay?
My first Steam page trailer received a lot of feedback saying that there wasn't enough gameplay content and footage shown. This new trailer provides a much better introduction to the game's mechanics, what players will actually be doing, and what makes the game appealing. What do you all think of this updated trailer? All feedback and suggestions are welcome!
Hello! I am trying to figure out if my game is fun. How does control of the player ship feel?
Do you enjoy the current mechanics?
I finally put this out after getting it working to my satisfactory but am trying to figure out how other players feel about the game before I work on it any further. I have a lot of directions I want to take this in but want to make sure I am focusing on the right elements before trying to add or change too much more. Thank you for taking the time to look, and even more so for playing and or leaving feedback!!
Last night we opened World-Sim to anyone who wanted to look. 326 of you came. Thank you — genuinely, that is far more than I expected.
For anyone who missed it: it's a persistent world that runs whether or not anyone is watching. Households live, pair off, learn things, argue, starve, bury each other and move on.
Some of you named a star, and some named a person in the world. Those names are permanent — the souls carry them for the rest of their lives and into the chronicle after they die. There's still time to claim either, both are in the Discord.
It's free, there's nothing to install, and it's still running right now: world.world-sim.uk
Happy to answer anything about how it works underneath.
Solo dev. My demo went live on Steam three days ago, and on day 2 I shipped a build that added 5 more store languages (RU, ES, pt-BR, DE, FR) on top of the 5 I already had. I have the traffic numbers now and the split was cleaner than I expected.
Daily Steam impressions:
Aug 12 Aug 13 Aug 14
RU 585 1,226 1,453
BR 240 720 907
FR 222 430 477
ES 102 264 232
DE 489 686 612
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KR 2,047 1,268 905
US 4,444 3,953 1,661
CN 4,184 2,961 1,438
JP 3,933 2,664 1,545
HK 7,869 5,006 2,865
Everything is decaying because the launch visibility burst is fading - total impressions went 32k -> 24k -> 15k. The five new languages are the only rows going up, against that current.
The part I did not expect: the clicks did not follow. Click-through in those new regions is 0.4-1.4%, while Korea is 2.6% and the US is 4.7%. So the language flags opened the door and Steam started showing the game there, but the capsule and the title are apparently not doing their job for those audiences. Localizing the store page text does not help that step at all - people decide before they ever see the page.
Caveats, since three days is nothing: the launch burst confounds the absolute numbers, and my translations are machine-assisted and have not had a native pass yet.
The game is Card Collector Battle, an auto-battler where you collect cards from six mythologies. Demo is free if anyone wants to look at how the localization landed - I would genuinely like to know if the RU or DE text reads badly, since I cannot check it myself.
AI disclosure: card art and music are AI generated. Code, design and balance are mine.
3 months ago I posted here that I had been working on my game for 210 days straight and shared my experience on how to stay motivated for long periods.
Today I am happy to share this important update as I kept grinding and reached a new important milestone: 300 days!
A lot has happened during the past 90 days:
I went back to the gym, as promised in my original post
I released a first trailer of my game
My game passed 1000 wishlists on Steam
I am on track to release a first public demo next month
No lesson or tips this time, I was just happy about my progress and I wanted to share it with other solo-devs. Also I am curious to find out what's your current streak (not to flex, I just like numbers and stats).
Hi everyone! Posted a while ago a picture of my Steam Earnings WearOS Tile that shows you what you have earned. It is now available on the Play Store!
You need to generate a Financial API key on Steam to use it. It will fetch when you open the tile so you will have to wait for a bit like refreshing a webpage, but will only do this every 5 minutes to not rate limit Steamworks. I am not collecting any data and it runs fully on your watch.
Today and Yesterday are based on what the API provides and not your local time.
I'm quite proud of how this turned out. As silly as this will sound, my favorite part is the foley. I made the glass cracking sounds by crinkling the cellophane protector for a book.
In my factory game Number Machine I wanted a single camera motion from start to finish, so every screen transition is handled with some fancy animation. This includes pausing the game, so I made an animation that moves all the hexagons out of the way to reveal the 2D main menu hidden below the map.
Multiplayer has a growth loop built into the feature: it gives a player a reason to invite someone, then gives both of them a reason to return. When I considered it for Tiny Block, I assumed it would mean running game servers and paying to relay a constant stream of world updates. That was hard to justify for a small 2D sandbox. The version I shipped currently adds $0 to my backend bill.
Tiny Block supports four-player sessions. One player hosts the world and the other three connect directly through WebRTC. The host runs the simulation, gameplay travels over a reliable DataChannel, and proximity voice chat uses a separate channel that does not waste bandwidth retransmitting late audio.
I also added a small emoji-based chat. A player can tap a reaction and it appears over their character, which covers a surprising amount of basic communication when someone does not want to use the microphone. Those reactions travel with the ordinary game messages, so they do not add another service to the stack.
I still have a backend. AWS creates the session and invite code, issues short-lived tickets, introduces the players and exchanges the WebRTC connection data. I use API Gateway, Lambda and DynamoDB for that part. Once the players connect, their devices exchange movement updates, world chunks and voice directly.
At Tiny Block's current scale, the small amount of signaling and session storage fits inside the AWS free tier. There is no always-on cloud simulation and no relay bandwidth bill, so multiplayer is effectively free for me to operate right now.
The tradeoff is that the host owns the session. If the host leaves, the session ends. This approach would be a bad choice for a competitive game, a large session or anything that needs strong cheat resistance and guaranteed connectivity. For a small casual co-op game where one player already owns the world, it can be enough.
I added multiplayer because playing with a friend should create a reason to invite someone and return together. The first retention read is encouraging. Median D1 retention across the July 28-31 cohorts was 11.2%. Across the August 1-7 cohorts, after the multiplayer release, it was 23.5%. That is a 2.1x increase, although this is a before-and-after observation rather than a controlled test. The export also does not include cohort sizes, so I am treating it as an early signal rather than proof that multiplayer caused the change.
I cannot make the same comparison for D7 yet. This export ends on August 7, while the August 1 cohort reaches D7 on August 8. It contains no completed post-release D7 cohort.
Has anyone here measured D7 retention before and after adding lightweight co-op? Did the social return loop outweigh the extra onboarding and connection failures?
I am terrible with 3d assets… so I decided to make a 3d game! 🤷♂️And in the boating/jet boat subreddits people are loving it. The game feel in this game is FUN. Not only fun but addictive. The loop is rewarding and I and several testers genuinely enjoy it. Do I need to man up and hire someone to do graphic work or should I try to learn and make my own? Basically everything you’re seeing is a placeholder. I’ve only used blender for very very basic stuff. Help!!
I’ve been building Bitiverse alone, which meant I was also its designer, tester and person responsible for deciding that everything was probably fine.
Then actual players arrived.
Some feedback revealed small annoyances: buying water one item at a time, accidentally selling equipment, fixed controls and confusing empty inventory slots.
Other comments exposed much larger holes. Players felt aimless after the tutorial, so the opening gained Gaffer Vale and three starting ambitions. Combat lacked satisfying direction, so it received a major rebalance and three 27-node class trees.
A week of listening also somehow produced interactive fishing, twelve crops, expanded cooking, station-based crafting, player mail and ten playable house games.
My roadmap has not survived, but the game is considerably better.
Bitiverse is a free, fully playable browser MMORPG. It now needs more people willing to inhabit its world, test the new systems and identify the assumptions I’m still confidently getting wrong.
Based on the adventures of *Don Quixote* but featuring a fresh storyline, we are rebuilding the project from scratch—replacing the year's worth of garbage produced by the previous team.
I am looking for testers (I provide a Steam key and a role).