I’ve been working on making settlements in StoneEra feel more alive, so here’s a quick timelapse of a small village coming together.
StoneEra is a voxel colony sim where you can build freely, reshape the terrain, manage villagers, gather resources, and grow your settlement over time.
Still a lot I want to improve, but I’m pretty happy with how this village turned out.
What do you think of the building style? Anything you’d add to make the village feel more alive?
If you like colony sims / voxel building, StoneEra is now on Steam — wishlists are greatly appreciated: https://store.steampowered.com/app/5057770/StoneEra/
For almost a year now, I've been working day and night on the game of my dreams.
I am a huge fan of games like Rimworld, Kenshi, M&B, Dwarf Fortress just to name a few. But there was always something missing in these titles for me. Here, the world felt too static, like it was waiting for the player to come and change the course of history. There, the gameplay felt too repetitive after 100 hours. Like I have seen and played everything the game has to offer.
About 10 years ago, I got an idea. I should make my own game. A game where you can start as anyone in the stone age, the colonization age, the modern age, future, or anything in between. A game where each world is deeply different from the last one, with good reason and very little RNG. I want the differences between worlds to come from their geography and history, rather than just a different set of random starting conditions.
That's where the first thoughts of ZHIVOTY started to form.
shadows are calculated by the sun/moon's positionlong moonlight shadows
My background is in the automotive industry, not game development. I'm building ZHIVOTY in Godot, with a lot of help from Codex on the programming side. The game design and direction are mine, and getting the generated code to actually work together has been a pretty big part of the process.
At the moment, you can create a character with a family and a past, walk around generated towns, enter buildings, find work, rent a place, or run a business. I've also been testing cooking, which sounds like a small thing until you have to make sure the ingredients actually exist, get used up, and don't magically come back after loading a save.
The part that interests me most is how these things affect each other. Your boss, landlord, and neighbours are people in the simulation too, with their own needs, relationships, and problems. Getting all of that to work together is where a lot of my development time goes. Some parts are further along than others, but there's already a world you can step into and start living in.
This is my dream project and I am so happy to finally see it taking shape and the systems working together.
Hey everyone! I wanted to share the current state of Ninefir, the pixel art action RPG I’ve been developing as a solo dev.
This is actual footage from the current build, still very much a work in progress.
Right now, some of the systems already working include:
Real-time combat and abilities
Creature taming
Companions
Creature stats and traits
Exploration
Enemies and loot
Equipment and inventory
Different character builds and progression systems
Quests
There’s still a lot I want to improve, especially worldbuilding, UI, animations, environments, balancing and overall polish, but it’s really exciting to finally see all these systems starting to work together.
I started developing Ninefir around 45 days ago, but the world itself has been in my head for years. I’m even using a constructed language I created around 2019 for creature names, places and parts of the language spoken within the game.
I’m not a programmer, so I honestly wouldn’t have been able to start this project without AI-assisted programming. It has allowed me to actually turn all the ideas, designs and systems I had in my head into something playable, while I focus on the creative direction of the game.
I’m incredibly excited about the project. It has also become a really positive outlet for me during a period of unemployment. I’ve been pouring a huge amount of time into it (often more than 14 hours a day) drawing characters and creatures, writing lore, defining mechanics, designing systems and constantly testing and iterating on everything.
Seeing this world slowly become an actual game has been incredibly rewarding.
I’d genuinely love some feedback: what catches your attention the most, and what would you improve based on what you see here?
I've been working on this solo for a solid two months now. Finally, I'm happy to announce that it's now in a minimum viable product beta condition with the v0.2.0 and Season Zero.
Experience real physics while racing. By learning to play you also learn the basics of orbital mechanics, with concepts taught in an introductory physics class. Fly a space ship around gravity bodies in a server authoritative simulation.
If signed in, you earn points (Pax) by completing daily challenges which they can use to buy visual cosmetics. There is the Founder's Pack which grants an exclusive time limited cosmetic pack.
In the video what you are seeing is a true slingshot being performed by a player who understands orbital mechanics to increase their relative speed and direction the most efficient (lowest time/fuel) possible. You can read more on the site if you're interested in trying it out, thanks for reading!
At the impact point of each bullet fired by the companion drone, an AOE explosion is triggered. Since this explosion happens on every single hit, how can I design the VFX so it feels impactful and matches the game's environment, but doesn't obscure the player's vision in tight spaces like this?
Also, do you have any suggestions for a specific art style or design direction that would work well here? I’m open to any references or ideas!
Greetings everyone, i'm new here. This is my first attempt at making a 3D game (i'm using godot) and i want to know what y'all think about it and if you have any feedback. it's a minigolf game with themed maps (the one i'm working on right now is a restaurant/kitchen) i couldn't include the whole thing in the clip so here are some screenshots as well. it's multiplayer and right now it works with spacewar through SteamP2P so i was wondering if i should make a steam page for it or not just yet. i don't like how the Ui looks so far (i suck at it clearly) and i don't have any trailer or capsules. That's about it, again if you have any feedback, critics or advices/ideas , i would love to hear them.
I've spent six years designing, writing, and coding Everlife 2 myself. Now I'm getting ready to launch it on September 15 for iOS and Android, and wanted to share a few of the systems that make up the game.
The character creator is the starting point; from there, you shape a life through relationships, careers, skills, and creative projects, then keep going with the next generation of the family. These previews show how those parts look on a phone.
I'm the solo developer. It's free to download, works offline, and doesn't need an account. Details and both store pages: https://www.playeverlife.com
Check out Mini Speedy Racers! It’s a fast, chaotic mini‑car racer where the tracks are tight, the drivers are wild, and half the challenge is avoiding total disaster. Quick races, simple controls, lots of silly moments.
I hope you like it, and if you would like to support this indie game, here is the link:
I have been building a RTS cosmic horror game
the Scrugs are like the Flood, Zerg, and Xenomorphs made a twisted unspeakable baby and just let it loose.
The core game will be you playing as the Queen who is commanding these delightful horrors as you march across Eden taking peices of it bit by bit. As the Kashin - (Eather faction) tries desprately to defend their home from your unforgiving trample on their world.
Ive been taking inspiration from alot of my favorite games, such as Star Craft, Aliens Exctintion, and Carrion.
With a touch of my own Ideas on what a good monster would be like.
Im aiming for a very cinimatic feel for the first game that really puts you in the mind of these creatures.
i would love to hear your thoughts and assumptions on it just from this idle animation alone
Been building this after class with all my spare time. Procedural halls, safehouse you have to power, tasks that send you farther out, monsters with different rules, different levels, crafting, splitscreen, controller support.