r/gamedev • • 2d ago

Announcement /r/GameDev Updates to Rule 3: No Showcasing Projects

138 Upvotes

This community has often allowed people to share free tools and assets but it has always been subjective about where the line crosses regarding self-promotion or showing off a project. We have updated rule 3 to make the following clarification about sharing tools in our community:

  1. All of your own tools you share must be free (this is reinforced by rule 6)
  2. You must provide discussion or technical takeaways regarding the tool.
    1. What unique challenges did you run into when making it?
    2. How did you solve them? Any unique formula, feature, or workaround?
    3. Examples of using the tool and how it improved your workflow.
  3. You must engage the best you can with comments asking about the tool. This does not mean replying to every comment but proving you want to interact with the community.

However we are still left with the open-ended question of what to do with assets. People often share free assets made by others, but what is the line to draw here? We had reports come in because free creators have tip jars or linked patreon accounts. Other reports reference paid products elsewhere on their website.

What do you all feel is appropriate for a developer wishing to share a free asset they made with the community? We will update rule 6 accordingly in the near future as we debate this.

Thank you all for your continued contributions to this community.

Edit: Since there is some confusion this is us expanding what is allowed and we are wanting feedback on if we should allow more posts or not. This stuff has been banned for years already.


r/gamedev • • 2d ago

Community Highlight Introducing BRUTAL | A free C# framework that helped RimWorld make its own engine and break free of Unity. Now you can too.

4.1k Upvotes

Our industry is rotting from its core, outwards in every direction, and it has been for some time. Driven by greed, driven by a race to the bottom on price. It is my position that the games industry was already heading somewhere unsustainable before reverse-engineering and powerful agentic processes became widely available. These have pushed things over the edge.

But I think one of the biggest problems is something we don’t discuss enough. Developers have surrendered an extraordinary amount of control over their work to companies whose interests aren't necessarily aligned with their own.

So we're doing something about it. We're making the BRUTAL Framework publicly available, with its source code, and we’re making it free to use, including for commercial games, subject to an attribution requirement.

I'm Dean Hall. I originally made DayZ, and now run a New Zealand game studio called RocketWerkz, as well as a new gaming distribution platform called Ahwoo. Our games include Stationeers and ICARUS, among others. We’ve used BRUTAL to replace engines in several of our games currently under development. This is the same framework we've used to make Kitten Space Agency, and which Ludeon used as the foundation for their new Waylith engine for RimWorld.

The BRUTAL Framework

Four years ago our studio began developing our own custom framework. At the time, it seemed like the kind of thing that only a "crazy" developer would do. Something that would make people shake their heads. Making your own technology was such a "red flag" for a studio that it was even a secret undertaking internally. It started with a few libraries. But it gradually grew, and then rather rapidly became a complete framework you could use to make a game or your own game engine.

We called it the BRUTAL Framework.

It is important to explain that BRUTAL is a framework, not a game engine. You can make a game directly using it, like we have with Kitten Space Agency, or use it as the foundation for an entirely separate engine, like Ludeon have with RimWorld.

At its core is a custom interop layer, giving C# access to native APIs and libraries. We've built quite a lot of supporting libraries around this, including mathematics, memory management, strings, job scheduling, logging, localization, and other systems. We have an obsessive focus on reducing allocations and unnecessary overhead. We make extensive use of unmanaged memory and unsafe code where it makes sense. Our core focus has been on doing a few low-level things extremely well, using the latest versions of C# and Vulkan.

You can use the Vulkan bindings to make your own renderer, for example. But BRUTAL doesn't make all those decisions for you. You get to make them yourself. You can use whatever NuGet packages you want, including third-party packages. You get to write your own stack. In some ways this makes it much harder to use than Unity, Unreal, or Godot. In other ways, particularly if you're doing something unusual, it makes things considerably easier.

It's called BRUTAL for a reason.

Personally, I have found it much easier. But this comes with a forcing function. You actually have to know what you want to do first. In Unity or Unreal I would often spend days or weeks figuring out how the people who made the engine intended something to work, and then how to get around the assumptions they had made. Without all that, it is actually faster. At least for the kinds of games we're trying to make.

What BRUTAL is not

I do not believe this is the tool that everyone should use to make a game. We've aggressively pushed back against efforts internally to "add more". Our intention is to make a focused and efficient tool for "hard-to-make games". We are not trying to make something that can do everything for everyone. In fact, one of the most important decisions we've made is what not to put into BRUTAL.

This means we're going to be quite aggressive about maintaining its scope. Pull requests that drift away from a clear purpose will be rejected. That isn't because we don't appreciate contributions, but because adding everything is exactly how the industry ended up with the kind of engines we don't wish to use.

Think of the relationship between the Linux kernel and something like Ubuntu. It's not an exact technical comparison, but it gets across the idea. We provide a technical foundation, and developers build their own systems on top of it.

I'm not suggesting everyone should make their own game engine. I'm suggesting every developer should have the option to do so, without having to spend four years building the foundations first. And without having to surrender so much control over their own work.

RimWorld and the Waylith Engine

On May 1st, Tynan Sylvester, RimWorld's creator, approached me with a problem, and I pitched him the BRUTAL Framework. Since then, Ludeon have been able to leverage BRUTAL to help build their own game engine, called Waylith. You can see for yourself what incredible work they've managed to achieve, in a remarkably short space of time. From that conversation to the announcement was only about five months.

Their team amazingly extracted the last bits of Unity out of RimWorld to create their Waylith engine. Moving such an established game, with a huge modding community, off Unity without anything breaking is extraordinarily complex. I'm enormously impressed with what they've achieved.

I also think this is an excellent demonstration of what BRUTAL was intended to enable. An established studio with a very specific set of problems can take the framework and build an engine designed around their own game, instead of spending years building the underlying foundations.

You can read more about what Ludeon achieved in their Steam announcement.

They report performance improvements of 2 to 4 times in their own tests, with the vast majority of existing mods remaining compatible. The new engine is available right now through RimWorld's unstable beta branch. That's an extraordinary piece of engineering, and I'm very pleased BRUTAL could play a part in it.

Kitten Space Agency

Kitten Space Agency is our free spaceflight simulation game, and the first major project we've built directly using BRUTAL. The inspiration came from Kerbal Space Program, and our desire to take that kind of game further. We wanted to simulate spaceflight at enormous scales, with high precision, complex physics, without compromising what we wanted to do because of assumptions made by a general-purpose engine.

It's also brought together one of the most extraordinary groups of developers I've had the privilege of working with. Felipe Falanghe, the original creator of Kerbal Space Program, helps steer the direction of the project. Stefan Moluf joined us after spending nearly twelve years at SpaceX writing flight software for actual spacecraft. I find it somewhat absurd that we have someone who helped program real rockets now helping us program pretend rockets.

We also have some of the most influential people from the Kerbal modding community. Casper works on our terrain and planetary surfaces. Blackrack, who created Scatterer and helped transform what was visually possible in KSP, works on atmospheric rendering and related systems. Jamie Leighton (JPLRepo), a former lead engineer and QA manager on Kerbal Space Program, brings extensive experience both from developing KSP and creating some of its most important mods.

These are people who have already spent years pushing the limits of what is possible with a game like Kerbal Space Program. Now we're giving them direct access to the underlying technology to do things the way they actually want to do them.

The game runs a solar system at real scale, with complex orbital trajectories, enormous distances, and very different requirements around rendering, coordinates, and simulation. The important part for this announcement is that none of this is built around a traditional game engine. We use BRUTAL and develop the systems that KSA actually needs.

Kitten Space Agency is available as a completely free pre-alpha through Ahwoo. You can download it and see the technology yourself.

Felipe Falanghe, the Creator of Kerbal Space Program

I first met Felipe a long time ago while I was making DayZ, and there was an instant bond over how we felt about the games industry. We reconnected when we started making Kitten Space Agency. Felipe is, in my opinion, one of the most underappreciated developers in our industry. He made one of the most influential games of our generation, with scientists and astronauts referencing it. Yet I don't think he's received nearly the recognition he deserves.

He was also the first outside developer to use BRUTAL. Having his team as external users proved incredibly useful, ensuring the framework is truly agnostic from developer usage. Felipe and I actually spoke with Game Developer about BRUTAL late last year. He has this fantastic habit of being able to explain something very well, especially when I tend to explain things far too emotively.

He described working with BRUTAL as sitting on a bar stool while everyone else using engines like Godot was sitting on comfortable couches. I think that's a fantastic way of describing it.

Perhaps most interesting was how Felipe approached the framework itself. Rather than starting with how an engine expected something to be done, he could start with the problem itself. One example was using high precision coordinates in rendering. With his approach, he explained, "you get to use high precision numbers as far as you can into the game execution."

You can read our interview with Game Developer here.

Felipe is making his next game using BRUTAL. I'm deliberately not going into detail about it because that is his story to tell. And Felipe is the kind of person who is captivating when telling a story. I've seen what he's cooking, and I can't wait for everyone to see it. Having someone with his experience working directly with the framework, challenging our decisions, and approaching problems differently has been enormously valuable.

You are only as independent as your tools

I have watched Unity and Unreal consistently fail to be accountable to developers. And I think this problem could get much worse as agentic workflows begin undermining the competitive advantages that have protected established software companies.

My concern is that as those advantages erode, the companies involved will increasingly look to extract more revenue from developers who feel they cannot switch. Whether through royalties, subscriptions, or more restrictive licensing.

When I attend GDC I often go to the Tencent Summit, where Tim Sweeney, the CEO of Epic, has given keynotes. Tim was, for a long time, a hero of mine. A powerhouse of a programmer with a mind I admired growing up. But over time I became frustrated with how much of the discussion seemed to revolve around the latest buzzwords. The metaverse one year, AI the next. Meanwhile developers were struggling with performance, stability, and the practical consequences of decisions made by engine vendors.

At GDC 2025, during a Q&A, I asked Tim whether he thought Unreal was accountable to developers, particularly around performance and stability. His response was about making more demos and putting them on social media to counter people describing games as "Unreal slop". I interrupted and asked whether more demos were actually part of the problem, because they set expectations with customers about how easy it was to achieve those results. I was not satisfied with his answer, and I continue to believe Unreal is not accountable enough to developers. Particularly when it can take a 5% royalty on game revenue above its licensing threshold.

I don't think developers should have to simply accept that relationship without questioning it.

Unity has had its shares of public issues with developers, enough to warrant a whole essay on. Ironically, even as I write this, Unity developers are dealing with account suspensions related to a mandatory security change. Some have lost access even after following the required process. Unity business decisions have repeatedly sent troubling waves across the games industry.

Imagine your ability to work on your own game depending on a decision made by a company you have absolutely no control over. Now, I don't think any of this means developers should abandon Unity or Unreal tomorrow. For many projects they're absolutely the right choice, and I'm not pretending BRUTAL could replace what they provide. But I think we've created an industry where the default is to become dependent on a few enormous technology companies, and we've increasingly accepted that as inevitable. It isn't inevitable.

I think we're going to see many more frameworks like BRUTAL emerge in this environment. Not because everyone will abandon existing engines, but because the cost of making alternatives is going to fall dramatically. I hope those alternatives are free. BRUTAL won't solve all of the industry’s problems, but for some developers it might offer a lifeboat.

This technology is a small step towards changing the balance of power. If the tools are public, if you have the source code, and if you're free to build your own systems on top of them, you have options. And if one day we stop being accountable to developers ourselves, they should have the ability to fork the framework and go their own way. That's important to me.

You are only as independent as your tools are.

This is how we fight back.

Credit and Licensing

We initially wanted to do something simple, like MIT. But that made us realise that one of the many problems open-source projects now face is what attribution actually means in a world increasingly dominated by AI and agentic development. Credit is, to me, what matters most.

The team who made the BRUTAL Framework are world class. They have backgrounds from some of the biggest and most influential game studios in the world. They're experts in their fields, and they've spent years developing technology that most players will never even know exists. They made this. I want history to remember them. So we've drafted a licence based on MIT, but with additional attribution requirements.

You can use BRUTAL for free, including in commercial games. There are no royalties and we don't want a percentage of your game's revenue.

What we ask is that a game or product built with BRUTAL includes the BRUTAL copyright notice in its credits screen, shows the BRUTAL logo before gameplay starts, and ships the NOTICE.txt file alongside it. If you don't want to do that, we can arrange a separate commercial licence. We can also provide detailed support directly from our engineers. You can contact us about waiving the logo requirement, for example for non-profit projects or where displaying the logo would be detrimental to the application's purpose.

We're describing BRUTAL as open-source, although our custom licence has not been reviewed or approved by the Open-Source Initiative. We recognise there will be discussion about whether these attribution requirements meet everyone's definition of open-source, and I welcome that discussion.

There are already OSI-approved licences that allow certain forms of graphical attribution. We think there is room to explore how attribution should work in an increasingly agentic world, and we intend to develop the licence with community feedback, including exploring formal OSI approval.

I'm not particularly interested in fighting over terminology. I am interested in making the source code and the work of our engineers available for anyone to use, modify, and build upon, without paying us royalties. And I want to ensure the people who made it receive some credit.

Who built BRUTAL

I've talked quite a lot about credit, so I want to acknowledge some of the people whose work has made this possible. I can't name everyone, and I've already mentioned several contributors above, but I think it's important to put some names to all this work.

Our Enterprise team develops and maintains BRUTAL. They have achieved something I'm enormously proud of. Aaron Koolen-Bourke, Benoit Fouletier, Chris Howlett, Craig Warne, Eric Chiu, Hanan Finnerty, Jane Kim, Josh O'Hagan, and Max Johnson. Additional past or occasional contributions from Ghassen Lahmar, Daniel Southon, Simon Brown, Felipe Falanghe, Brogan King, Hadley Patchett, and Max Kooij.

Our Head of Engineering, Rian Drake, brings enormous experience from his work at Grinding Gear Games and has provided the technical leadership and vision behind much of this effort. He is truly extraordinary. Bobby Lever is the Senior Producer helping tie everything together, and Dr Zac Isaac is our Senior Mathematician.

Across the wider RocketWerkz team there are many others. Simon Brown stewards technical development generally, including leading Stationeers and Torpedia, the latter having migrated from Unity to BRUTAL. His talent, skill, and ability are impossible to ignore.

We also have new people joining us from some of the world's largest game companies, bringing their experience to this effort.

I know I've missed people. But I want everyone to understand that BRUTAL is the result of years of work by an incredible group of engineers and developers. I am humbled and proud to work with all of you. When I talk about wanting credit for BRUTAL, these are the people I'm talking about.

Managing submissions on the repo

As a team we've been agonizing over how to approach public contributions, particularly pull requests and issues, in the age of agents. Agentic tools can make individual developers extraordinarily productive. But they can also make it very easy to submit enormous amounts of code without understanding it, testing it, or considering how it fits into a project. This is already overwhelming even large, well-resourced open source projects.

We've come to the conclusion that we simply have to throw ourselves at the problem. So you will be able to submit PRs and issues, and we'll try to figure it out. We're a relatively small team, and maintaining a public framework is going to involve a lot of work. So please be patient with us. Our plan is to see what happens initially, assess the problems, and change our workflows as necessary. I'm more than happy to listen to feedback and change our approach.

What won't change is BRUTAL's focus. We are not trying to build another general-purpose game engine. We're trying to make it easier for developers to make their own.

How to get started

It is ready right now. Here is how you do it.

The source code, the README and the contribution rules are on GitHub: https://github.com/ahwootech/BRUTAL

You will need the .NET 10 SDK, and a Vulkan capable GPU with current drivers if you intend to render anything. Windows and Linux are supported.

BRUTAL ships as NuGet packages, one per library, so you reference only what you need. Create a console project and add Core and Glfw:

dotnet new console -n HelloBrutal
cd HelloBrutal
dotnet add package Ahwoo.Brutal.Core
dotnet add package Ahwoo.Brutal.Glfw

Replace Program.cs with this:

using Brutal.GlfwApi;
using Brutal.Numerics;

if (!Glfw.Init())
    throw new Exception("Failed to initialize GLFW");

Glfw.WindowHint(GlfwWindowHint.ClientApi, 0);
var window = Glfw.CreateWindow(new GlfwWindow.CreateInfo
{
    Title = "Hello BRUTAL",
    Size = new int2(1280, 720),
});

while (!window.ShouldClose)
    Glfw.PollEvents();

Glfw.Terminate();

Run it with dotnet run and you have a window with no graphics API attached. What you add next is up to you. The Vulkan packages give you what you need to write a renderer, the ImGui packages give you a debug UI, Concurrency gives you the job system, and Fmod and RakNet give you audio and networking. The full list of libraries, with what each one is, is in the README.

Questions about using BRUTAL go on the forums. Bugs go on GitHub, with a minimal repro. Read CONTRIBUTING.md before opening a pull request. It covers scope, what we expect from AI-assisted contributions, and the sign-off every commit needs.


r/gamedev • • 6h ago

Discussion It's easier to blame marketing than admit our game might not be good enough

88 Upvotes

I've been thinking about this lately. When an indie game fails to get many players, it's pretty common to hear that the problem was marketing.

And sure, marketing matters a lot. A great game that nobody knows about will struggle to find an audience.

But I wonder if sometimes we use marketing as an excuse because it's easier than admitting that maybe the game itself just isn't that interesting.

Not every game is going to be good, and not every game deserves to be successful just because someone worked hard on it.

What do you guys think? Do indie developers sometimes blame marketing too much, or is getting noticed really the biggest challenge nobadays?


r/gamedev • • 2h ago

Discussion How to best protect against the new wave of AI clones?

19 Upvotes

Hi, I'm an indie dev that's grown a bit concerned about the wave of AI clones that we've seen for games like Needle In A Haystack:

https://kotaku.com/the-proliferation-of-copycats-on-steam-makes-discovering-original-games-like-finding-a-needle-in-a-haystack-2000734794

And Alliance Arts cancelling their planned demo for Drunken Goddess Reflux:

https://www.pcgamer.com/gaming-industry/game-development/developer-cancels-public-demo-of-its-upcoming-horror-drinking-game-fearing-it-will-be-instantly-cloned-by-ai-vibe-coders-we-sincerely-apologise-for-the-short-notice/

I suspect it'll only get worse as AI improves, so I'm looking into registering copyrights and trademarks, both of which I've never done despite shipping several games on Steam.

It's my understanding that it may cost about $765 (filing it myself in the US) to register copyright and trademark in 2 classes, so I wanted to ask if anyone has any insight into how beneficial registering is.


r/gamedev • • 6h ago

Discussion What’s something that professional projects do that you rarely see in hobby projects?

22 Upvotes

What are some of the biggest differences between professional and hobbyist projects in terms of workflow, process, etc?

What’s something that, when you hear a team is doing, you immediately think “those are professionals“?


r/gamedev • • 13h ago

Discussion Is sharing gameplay before release a bad idea now?

68 Upvotes

Hey everyone

I’m making a roguelite deckbuilder and I’ve reached the point where I want to start sharing gameplay and showing people what the game is about

But a few things I’ve seen lately have made me nervous

I saw a tweet from a dev making an incremental game where you punch a wall to escape from prison

Someone replied saying they had 20 hours to release it before other people copied it and made way more money

About 7 hours after they shared it someone had already made pretty much the exact same game and released it on Roblox

Another dev I follow was making a game about smashing piggy banks

Before they even released it there were already 7 clones on Roblox and 6 on the App Store

also a gameplay video of a game with a name similar to Needle in a Haystack came out and went viral

(I genuinely lost track of the original because so many people copied it)

now just search in steam for Needle in a Haystack, Needle, or Haystack

I found more than 10 clones all scheduled to release in September or October

And these are just a couple of examples

So is it better to keep your game to yourself until it’s 100% ready to release?

This is my first game and I’ve been working on it for 3 years

I don’t have much experience with this side of things so I’d really like to hear what you think


r/gamedev • • 1d ago

Discussion Drunken Godess Reflux Cancels Demo In Fear Of People Using AI To Copy The Game And Release It Before They Can

Thumbnail
store.steampowered.com
1.0k Upvotes

“We have decided to cancel the public release of the Drunken Goddess Reflux demo, originally scheduled for Monday, October 19, and will instead hold a closed play session for a limited number of participants.

We sincerely apologize to everyone who was looking forward to the demo for making this change so close to the planned release date.

This decision was made in consideration of the following two points:

・We had planned to release the demo publicly with certain restrictions on posting and streaming gameplay videos, but concluded that we are not currently in a position to properly handle and manage those restrictions.

・We are concerned that, based on the content of the demo, works imitating or replicating this game's presentation and gameplay could be quickly produced using AI or other tools and released ahead of the game's launch.

At the same time, we still want to give players the chance to actually play the game before launch.

We will therefore hold online play sessions in a closed environment, open to those who have reviewed and agreed in advance to the participation requirements and the rules on posting and streaming gameplay videos.”


r/gamedev • • 13m ago

Question Is there a good way to get feedback on a game i've made?

• Upvotes

I’m a concept artist who’s been in the game industry for over 10 years. I don’t know how to code, and I only have a basic understanding of 3D.
As the industry evolves, I know many artists are hesitant or against using AI. I completely understand where they’re coming from, but I’ve always been open to AI tools once they became truly practical for a workflow for making my own game.
Since creating art is what I love most, I drew and modeled the core assets myself because that’s the most enjoyable part for me.
I finally made my first game!
Developing the project was so much fun, even if some parts were a bit painful haha. But by far, the hardest part is figuring out how to actually get people to try playing it!


r/gamedev • • 7h ago

Question Good Game Dev Youtubers?

10 Upvotes

What game dev youtubers are actually good?

Not looking for advice from people that have never finished a game, or any AI bullcrap.

Also, nothing against this but unless it's super interesting I don't care much for the one off videos made to be YouTube videos (clickbait thumbnail, doing 'challenge' sort of stuff)

I just want actual devlogs buy genuine people trying to make something they're proud of and talking about/showing their experience and journey.


r/gamedev • • 1d ago

Question I am an adult woman learning to play video games for the first time, where can I find feedback surveys from developers specific to my experience?

194 Upvotes

Hi all,

I had never played a video game before I started playing Stardew Valley 3 years ago at 27. Since then, I have played lots of different games and explored a lot. During this, I have noticed how much literacy is required to even search for a game. I think I have a unique perspective on gaming and am able to see things from a different perspectives.

There are lots of things in game design that I don't understand- for example visual cues, audio clues can be missed easily; I often talk to everyone and can't tell when something is important.

Another thing I have noticed is the gap in adult games for someone like me who wants to play harder games but doesn't have the technical skills for it. Games with simple mechanics are often too short and simple narratively. The more narratively interesting games don't let you do much more than click around. Sometimes I find games that sound perfect to me but are too hard to play (even on easy mode) and have complicated mechanics.

it feels like I have to be an adult gamer with so much experience to play a good game and smaller, easier games seem to be geared towards children and young adults.

Anyway, I think I could be a useful person for surveys and focus groups. Below is a list of games I have played if it gives you a better sense. Thank you!

LOVED:

  • Zelda TOTK 
  • Zelda BOTW
  • Stardew Valley 
  • Disco Elysium
  • Blue Prince
  • Thank goodness You’re Here 
  • Untitled Goose Game
  • Limbo
  • Inside 
  • Death Road to Canada
  • Split Fiction
  • Overcooked 2
  • A Short Hike 
  • Borderlands 2

IT WAS OKAY: 

  • Spiritfarer 
  • Lego City undercover 
  • A Way Out 
  • It Takes Two 
  • Valheim
  • Firewatch ( got bored)
  •  Skyrim (I just started this recently and I like it but it is not hooking me immediately) 

HATED:

  • Animal Crossing new Horizon 
  • Life is Strange 
  • Moving Out 
  • Unpacking 
  • All stardew like life sims (but I haven’t tried Harvest Moon or any of the OGs yet)

I liked these but there was something that didn’t work for me 

  • Dave the Diver (too much to manage, I am stressed)
  • Abzu (idk how to swim)
  • Ori and the blind forest (too hard) 
  • Baba is You (UGH THIS GAME so good, i’m too stupid)

r/gamedev • • 8h ago

Discussion Guiltwood: 2 years of solo dev after 20 years in corporate IT

7 Upvotes

Hey Everyone,

Ive been lurking on this subreddit for years, mostly reading advice, finding resources, and watching other peoples post mortems. For the past two years, Ive been working solo on Guiltwood: a turn based 2D survival RPG with Slavic folklore and psychological horror elements.

Im planning to write a couple of technical posts over the next few days to share what I learned building the systems, but first I wanted to introduce the project and how I ended up here.

My journey with games started a long time ago. I still remember making an ASCII rocket on a Commodore 64 at the beginning of elementary school. The rows moved up faster and faster on the screen, to me back then, it was pure magic ; )

Later I played around with the Shoot-'Em-Up Construction Kit on the C64. I was maybe 11 and barely understood English, so I never figured out how to save to tape. That meant I had to start over and build a new game from scratch every single day. Honestly, maybe it was even more fun that way back then.

Eventually life took over. I went into hardware and software, made a few simple games at university, and then spent 20 years making a living in corporate IT. But I never stopped playing games, especially ones with deep systemic mechanics and mod support. Because of modding, I was always tweaking games to fit my vision anyway.

After two decades in IT, I had that classic reality check: I spent most of my life doing what was expected of me, rather than what actually gave me meaning. I had accumulated all these software skills, I still loved games, and I realized this was probably my last real chance to build something that mattered to me.

So I installed Godot and started from scratch: learning tilemaps, scenes, turn based logic, and movement. But my engineering brain immediately took over, and I asked myself: why is almost nobody doing true 3D style directional shadows in a top-down 2D game?

Now I know why ; ) It took me 3 months down a massive rabbit hole of viewports, raw data maps, and custom shaders. But I learned a ton, and I actually got it running.

At first I thought: maybe I will get bored in two weeks. But two weeks became two months, then six months, and now Im two years in and still going steady.

The biggest surprise was how much hidden work a simple game mechanic hides. For example, you decide: "I want the player to chop down a tree."

So simple...

Except: you need the tree to block movement. You need the player to walk near the tree. You need a chopping animation. Okay, the tree needs HP, and the axe needs a damage type and durability. Then you need persistence so the felled tree stays down when a chunk unloads. Then you need the tree to physically fall, which means a falling animation, an entity despawn, spawning wood logs, figuring out scatter placement based on fall direction...

Suddenly a 'simple tree' is 2 weeks of architecture. But for me, that problem solving is the best part. Thats exactly what keeps me motivated.

I recently brought a playable prototype to the Swiss Game Conference. Seeing strangers actually sit down and play something that didnt exist two years ago was incredibly rewarding, but it was also a massive reality check. I realized quickly that while I can handle programming, shaders, and systems, I cannot do capsule art, music, and sound design alone unless I want to release the game in 2050 ; )

That realization led me to connect with the Midlife Crisis Indie Game Dev Community, a group of devs in similar life situations. Solo dev is isolating, and talking to people dealing with the exact same doubts, energy dips, and scope issues completely changed my perspective.

This looks like a beginning of a new chapter, or the next level where I already know the basics and the rules, but I am no longer traveling that path alone.

Sorry for the long post ; ) Just wanted to finally step out of the shadows, say hi, and hopefully give some encouragement to anyone sitting in an office job wondering if its too late to start.

TLDR:

Spent 20 years in corporate IT, had a reality check, and started learning Godot to build my own game. Two years in, realized I cant do everything completely solo and found a community so Im not traveling the path alone anymore. Just stepping out of the shadows to say hi.


r/gamedev • • 9h ago

Question Do you setup a content ID for your own licensed music for your games?

7 Upvotes

Recently I paid a few freelancers to make music for my game and setup a contract so only I have exclusive rights for the tracks. Now I read about content IDs that you can put on a track and setup some rules for content creators that use your track. For example you could flag someone or even take some monetization.

I got these tracks now and I should be good to go. Youtubers can record some gameplay and publish it on their channel without any problem. BUT what if someone else claims a content ID to a track which is owned by ME unrightfully. All the videos by youtubers get flagged and forced to be removed until I convince youtube that im the rightful owner.

Am I just overthinking or should I setup a content ID myself. Do you have experience with this?


r/gamedev • • 4m ago

Question Which UI scaling approach should Igo with?

• Upvotes

I was coding UI into my game in Unity using the default Canvas system, and I was looking through all the different aspect ratios including "Free Aspect". My UI started to look weird to me, and that got me thinking... what if this impossibly stretched monitor aspect ratio will be the norm in the future?

I know that the current metric of the most popular monitor aspect ratio by Steam users rn is 16:9.

(source: https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam )

16:9 at 80.32%

16:10 at 9.46%

21:9 at 3.52%.

3:2 at 0.68%

32:9 at 0.37%

5:8 at 0.30%.

But even knowing those numbers, I still want my game to be accessible and enjoyable to everyone. I really want to "future-proof" it.

I'm currently looking at the differences between "uniform scaling" and "centric scaling" (havent found the official names so I made them up) as seen in this quick infographic I've made https://imgur.com/a/gg6XfQX . With uniform scaling, it seems to fill the screen but I dont think people enjoy turning their heads 90 degrees on extreme aspect ratios just to check their HP. With centric scaling, it maintains the intended positions, but it creates large empty spaces on 32:9 or 4:3 displays.

How do you guys handle UI scaling in your games or which one from my options do y'all prefer?


r/gamedev • • 10m ago

Question Nearly a month waiting for Steamworks approval—missed Steam Next Fest with a finished demo

• Upvotes

I signed up for Steamworks on September 22, but I’m still waiting for approval. Because of the delay, I’ve missed out on this Steam Next Fest. It’s pretty disheartening.

My demo is ready, but after nearly a month of waiting, I still haven’t been able to put up my Steam page or even start promoting the game. I really wanted to take part in this Next Fest, but it looks like I might have to wait until next February... Is there anyone who are still waiting?


r/gamedev • • 19h ago

Discussion I wish more devs added bots in coop games

33 Upvotes

I know it isnt a feasible feature to add depending on certain design constraints, like say on a more narrative or puzzle focused coop game. But for other kinds, like survival-crafting or combat and adventure focused, having the option of a CPU controlled companion character is such an underrated positive feature for players who tend to play solo. We're in a "coop golden age" of sorts and yet only a small minority of them have such feature.

Ideally, you'd be able to give commands such as gather that resource, move these there, build this, stay close or far, use melee or ranged etc.

And I mean, just to cite 1 great example, the OG Left4Dead had this feature in the 00's. Granted the bots were often quite dumb, but they were decent enough for solo play.

Then you have more modern example such as Dragon's Dogma, where you can have 3 companions for the whole game (called pawns that are also fullt customizable) and they can be quite competent, if a bit silly once in a while. This very game made me appreciate such feature, it makes for very fun and immersive gameplay where othereise you'd be playing alone.


r/gamedev • • 7h ago

Question Help with Steam Language Setup

3 Upvotes

Hey everyone!

I’d like to ask for some help with uploading my game to Steam in multiple languages. I know this isn’t the most ideal way to handle localization, but each language has its own .exe and separate game files. Due to some development limitations, I wasn’t able to add an in-game option to change languages.

What I’d like to do is let players change the language through the Steam Properties menu, while also having Steam automatically download the version that matches their default language.

From what I understand, this is possible, but I’m not sure how to set it up. Could someone please walk me through the process step by step? I’d really appreciate the help!


r/gamedev • • 7h ago

Question After 2 years my game's demo finally went live

3 Upvotes

After 2 years of development and a long break, my game's demo finally went live yesterday.

For those 2 years, I imagined launch day being huge, flashy, and unforgettable. But behind the scenes, it was mostly me rushing around, shouting at the team to wrap everything up before release.

The actual launch felt nothing like I had pictured all this time. It was strangely... normal. Surreal, even.

Has anyone else experienced this? You spend years imagining a milestone, only for it to arrive and feel completely different from what you expected.


r/gamedev • • 7h ago

Question Implementing combat in narrative focused game where outcome does not mean "Try again" or "Continue"

3 Upvotes

I have a question to you gamedevs out there.

Me and a couple of friends are making a game that is a 2D visual novel + minigame focused game, and are experimenting with having some kind of "combat" mechanic that will appear every now and then for characters you cross paths with, contrary to some minigames that only appear as basically "one-offs".

We have have decided that basically every kind of challenge or minigame will progress the story, no matter what outcome you have (even if you fail at hacking a computer for example, the story will progress in another way, you are not going to be eternally stuck at trying to win "THAT DAMN HACKING MINIGAME").

Now, we still want to have some "challenge" in the game, even if the stakes are low in some sense.

That is why we wanted to add a combat mechanic, so that there is a familiar minigame across the entire game that you will revisit, with different and new opponents with different types of movesets and battler behavior.

The problem with this is that, as i said, there are very low stakes if any. So it might not be that interesting?

The general idea we have so far is something similar to Pokémon / Slay the spire / Final Fantasy, it will definitely be turnbased with our own twist and you should be able to somewhat "craft" your own playstyle for this "combat" minigame, meaning you could pick up items and learn moves from other NPC's etc...

We either want to go with symmetrical gameplay (Pokémon) or asymmetrical (Clair Obscur, reaction minigame based etc)

But I guess my question is; what would make this combat feeling interesting and "thrilling" to play if you know that the story will continue no matter what?

In Pokémon, part of the thrill is to know that Cynthia WILL put out her garchomp and he will start to sword dance until he sweeps you, like he did the 2 previous runs, but you have to beat Cynthia before entering the hall of fame and beating the game, for example.

Does anybody have any advice or ideas for implementing something like this? Is combat possibly the wrong approach in this kind of game?


r/gamedev • • 2h ago

Discussion Game Mechanics for my Combat Asym.

0 Upvotes

I will be posting my stuff here for my ASYM concept and to receive thoughts and opinions about it!

Some notes: This is unfinished, and I'll be focusing on Game Mechanics before I work on any of the characters. This took a while to flesh out on my end, and this'll probably change as more things are added.

Combat Asym is the Placeholder name as this will still have horror mechanics of course, however the goal is to actually kill or be killed here as it'll take that much more primal/straightforward goal and be what the game is worked around. Anyway let's get to it!

Combat Asym: Combat Asym is an asymmetric multiplayer combat game built around a battle between a team of Survivors and a single powerful Killer (More so The Boss per say)

Unlike traditional asymmetrical games where Survivors must escape, hide, or complete objectives to win, Combat Asym centers on direct combat. The Survivors must work together to kill The Killer, while The Killer uses superior individual power, unique abilities, and their own combat mechanics to defeat the opposing team.

The game's core design revolves around three principles:

Asymmetric power: The Killer is individually stronger and has more abilities than any single Survivor.

Teamwork and specialization: Survivors have distinct classes and must cooperate to compensate for their individual limitations.

Permanent consequences: Survivors cannot respawn after being eliminated, making every mistake and every successful attack matter.

The game is designed to support a growing roster of playable Survivors and Killers each with their own abilities, rarity, star ranking, and associated gameplay identity.

Match Structure and Victory Conditions

Maximum server size: 20 players: A server can contain up to 20 players. One player serves as The Killer, while the remaining players participate as Survivors, subject to the final match-start rules.

Survivor victory: The Survivors win by killing The Killer. Their objective is to coordinate attacks, use their abilities effectively, and deal enough damage to defeat the Killer.

Killer victory: The Killer must defeat the Survivor team. Eliminating Survivors permanently reduces the number of opponents who can damage the Killer, making each successful elimination valuable.

Survivors cannot respawn during an ongoing match. Once a Survivor dies, they have two options:

Spectate: Watch the remaining players continue fighting.

Return to the main lobby: Manage their characters and use the Token Shop while leaving the current match.

This creates a high-stakes environment. A defeated Survivor cannot return to contribute additional damage, provide support, or help finish off The Killer.

It also means that healing, defensive abilities, parries, evasion, and team coordination have considerable importance. Preventing a teammate's elimination can be just as valuable as dealing additional damage to The Killer.

The Killer's maximum HP depends on the number of players participating in the match.

Higher player count = higher Killer HP.

This scaling system compensates for the additional damage potential of a larger Survivor team. A Killer facing a small team does not have the same health pool as one fighting a nearly full server.

Killer power advantage

Killer's are designed to be stronger than individual Survivors because they must fight outnumbered. Their advantages generally include:

More abilities and a wider range of combat options, Higher individual combat power, Powerful attacks capable of threatening multiple Survivors, Unique mechanics that can change how a team approaches the fight, and Potentially specialized movement, crowd control, debuffs, or environmental interactions.

Blocking and Parrying

Both sides have access to a Block/Parry mechanic.

Blocking and parrying provide a way to defend against incoming attacks instead of relying solely on HP or movement. This mechanic supports skill-based combat, allowing players to respond to an opponent's attack timing.

The precise rules remain undecided for now, including:

How much damage a block prevents, the exact cooldowns for Blocking and Parrying, How long the parry timing window lasts, What happens when a parry succeeds, Whether certain Killer attacks can break through a block or cannot be parried, and Whether individual abilities can modify blocking or parrying.

Character-specific abilities

Abilities help to distinguish one character's play style from another, even when two characters share the same class.

Abilities may deal damage, provide buffs, inflict debuffs, interrupt attacks, improve mobility, protect the user, heal allies, or interact with the environment.

Character kits should reflect their identity and rarity rather than simply giving every character the same collection of attacks with different animations.

Ability Count and Character Progression

The number of abilities a character possesses depends on their side, rarity, star ranking, and individual design. In general, Survivors have 3-6 abilties while Killers have 5-10 Abilties.

These are the planned ranges for character abilities. A character's Block/Parry move is not included within three abilities.

Survivor ability progression

Survivors generally have fewer abilities than Killers, reflecting their more specialized roles and the fact that multiple Survivors fight together.

Higher-rarity and higher-star characters will generally have stronger abilities and can have larger or more elaborate kits. Lower-rarity characters can still be effective, especially when their abilities suit their role and their team composition. Some abilities are much straightforward than others.

Killer ability progression

Killer's have larger ability kits, with their exact number determined by their character, rarity, and star ranking.

Their abilities may include signature attacks, area-of-effect moves, mobility options, debuffs, defensive mechanics, and interactions with their dedicated maps.

A Killer with fewer abilities can still be powerful if those abilities are particularly effective or mechanically distinctive. Ability count alone does not determine a character's strength, especially in certain situations where more straightforward abilities are valued.

Character Stats, Damage Scaling, and Rarity

Combat Asym uses rarity and star rankings to communicate character progression and relative power.

A character's base total HP is one of the important factors tied to their overall power tier. Damage numbers and ability strength scale accordingly: better characters generally have better damage numbers and stronger abilities.

This relationship applies to both Survivors and Killer, with their individual mechanics and roles determining the final balance.

For Survivors, class-specific HP ranges establish the expected health levels of each role. Rarity and star ranking determine where a character generally falls within that range.

For example, a high-rarity Fighter may deal more damage than a low-rarity Tank, even though Tanks generally have the highest damage output among Survivors of comparable progression.

These are general balancing rules, not a guarantee that every higher-rarity character will outperform every lower-rarity character in every situation.

Rarity and Star Ranking System

Survivors and Bosses are purchased using Trial Tokens, the game's in-game currency.

There are six rarity tiers:

Common: The entry-level rarity.

Uncommon: A step above Common.

Rare: A more advanced rarity tier.

Epic: A high-tier character category.

Legendary: An exceptionally high rarity.

Mythic: The highest rarity tier.

Each rarity has its own three-star ranking system. ★☆☆: Lower end of the rarity ★★☆: Middle of the rarity ★★★: Upper end of the rarity

A 2-Star Common is a mid-line Common, while a 3-Star Rare sits near the upper end of Rare. A 1-Star Epic is at the lower end of Epic.

The star ranking helps distinguish characters within a rarity tier, while rarity identifies the broader category. Higher rarity and star ranking generally indicate stronger stats and abilities.

  • Trial Token economy

Trial Tokens are used to purchase playable Survivors and Killers through the Token Shop in the main lobby.

Higher-rarity characters cost more Tokens, making them longer-term unlock goals. Their stronger stats and abilities are intended to make them worthwhile purchases.

The following details remain open for future design as they have not been decided yet.

Exact purchase prices for each rarity and star ranking, How players earn Trial Tokens, Whether duplicate purchases or character mastery systems exist, and Whether character progression affects combat stats or unlocks only cosmetic rewards. (I'ma be honest, I won't be doing skins or levels in the highest likelihood).

For now, the established rule is that both Survivors and Killers are purchasable with Trial Tokens, and higher rarities generally cost more.

These are the main game mechanics for now, and I'll be posting a Maps section and a Survivor and Killer Classes section later on.

Tell me what y'all think in the comments below! 👇


r/gamedev • • 3h ago

Question Questions about releasing a demo

1 Upvotes

I've been working on my 2D platformer for about a year now, and I'm just about ready to release my demo on itch. Unfortunately I can't set up a Steam page as I'm not an adult yet and can't handle the payments and stuff.

1) How much content should my demo provide?

I have the entire first world prepared, it's about an hour long with 8 levels, a village, a secret level, 3 boss fights, and a secret boss. I'd love to share the entirety of the first world, but I'm concerned as it's all I currently have prepared, so I'm basically showing everything I have.

2) Is there anything people commonly forget to add in their demos that's really important?

I have

- a proper level select

- settings menu (keybinds and such)

- controller support

- credits

- a title screen with multiple save files

3) Should I delay the release until I have more content that won't be in the demo, so players won't wait as long for the full release?

I assume no, as it's best to get feedback as soon as possible right?

4) Is there anything else I should know?

Sorry if these are stupid questions, I just want to be prepared. Thank you!


r/gamedev • • 1d ago

Question Indie devs: is Mac support actually worth it for a Steam game?

52 Upvotes

For those of you who have released a game on Steam, how much of your player base is actually on Mac?

We’re currently wondering if it’s worth spending the time and resources to make our game Mac compatible, or if the audience is too small to make a real difference.

Would love to hear your experience, especially if you’ve released both a Windows and Mac version.


r/gamedev • • 3h ago

Discussion What do you think of my game concept/execution?

1 Upvotes

Hello fellow devs! I am working on a game called Enrooted (Steam page if you want to see what it looks like before commenting: https://store.steampowered.com/app/5134100/Enrooted/?beta=0 ). It is a rhythm RPG hybrid where you fight with music in turn-based battles. There's also a story I've been crafting (with lots of lore), an Earthbound-style art and music style, and unique bosses. Of course, some of this, at the current moment, is hypothetical, as I haven't made all the game yet, only most of the demo. I think the demo is shaping to be really good music, story, and mechanic wise, with the art being good enough as long as the other things are the main focus. My aim is to craft a game that isn't revolutinary per-se, but a story and characters that players can enjoy and remember, and harkening back to the Earthbound-style retro with a rhythm combat twist. I'd love feedback on the concept and its execution thus far.


r/gamedev • • 7h ago

Discussion Our Defender of Darkness demo stats

2 Upvotes
  • 4491 players
  • 44 min median playtime
  • 89 min average
  • 83% played 30+ min

I compared these with Chris Zukowski’s 2022 benchmarks: 14 min overall median, 38 min for his “Gold” revenue tier. Ours looks promising, but I’m not sure how well 2022 data reflects today’s demos.

Share your demo stats: median playtime, player count, and genre. Let’s put together an updated benchmark!


r/gamedev • • 4h ago

Discussion A reset-rule test for game-project notes, demonstrated in PlayWeld (free/open source)

0 Upvotes

I'm PlayWeld's creator. It's a free Apache-2.0 desktop workspace built on Eclipse Theia, and it's still a testing prerelease. I used a disposable Godot project for a Windows walkthrough to make the notes/files/search workflow concrete.

The test case is small: collect three lanterns, then press R. The design record says the counter should return to 0/3 and the player and lanterns should return to their starting positions.

Here's a check you can use with any notes setup:

  1. Put the intended rule in a specific record. In this fixture, that's docs/DESIGN.md, beside the implementation at game/main.gd. Include the observable result, not just "fix reset."
  2. Search for "reset" and read the surrounding rule. Finding a matching word is only the first step; check whether the result describes this game's reset behavior rather than an unrelated setting.
  3. Record an actual run separately: engine version, steps performed, observed counter and positions, and pass/fail. A saved note, search result or impact preview does not establish that the game passed.

The recorded PlayWeld workflow shows saving a note, organizing a discussion checklist, local lexical search and an impact preview. It does not demonstrate AI/Swarm task execution or native engine integration. Engines are installed separately; optional external AI providers can charge and receive project context.

The takeaway is to keep a retrievable design rule and a dated observation distinct. Plain Markdown can serve that purpose too. How do you prevent an untested decision from being mistaken for a verified result when returning to an old feature?

Walkthrough: https://playweld.com/#demo Source: https://github.com/scarecr0w12/PlayWeld


r/gamedev • • 14h ago

Discussion At gaming booth. Should I give a verbal instruction to the tester/player?

6 Upvotes

The game is a turn-based JRPG. It has a unique and untraditional battle mechanism for invoking skill and how debuffs are applied.

I do consider my main target audience to be the person who is comfortably playing JRPGs.

Based on my experience, I prepared a printable one page like manual and have the people in line reading it as they wait for their turn.

Nothing fancy, just explaining the core mechanism and the UI.

But something I do feel an incentive to talk and give verbal instruction or clues while the tester is playing.

I tend to do it more when I notice that the player is not used to playing the game genre.

But sometimes I feel that staying silent, looking at their faces, and observing their reaction would give me more information about their reactions when engageeith the game.

I do something find it more informative than asking them afterward.