r/gamedev • • 1d ago

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

137 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 • • 23h ago

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

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store.steampowered.com
967 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 • • 6h ago

Discussion Is sharing gameplay before release a bad idea now?

32 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 • • 18h 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?

168 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 • • 1h ago

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

• 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 • • 12h ago

Discussion I wish more devs added bots in coop games

26 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 • • 32m ago

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

• 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

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

3 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 • • 18h 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 • • 1h ago

Discussion Our Defender of Darkness demo stats

• 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 • • 7h ago

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

7 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.


r/gamedev • • 5h ago

Question Is it normal to spend more than 50% of development time on game balancing?

4 Upvotes

I made a few games that are not really demanding in terms of the audio/visual layer but focus more on the game mechanics. In my previous 2 games, game balancing took like 30-40% of the development time. The current one - more than 50%.

It is much more reliant on synergy, RNG, and building blocks (it is something like a roguelite deckbuilder), so imho it is reasonable that I had to focus on it more, but I started to wonder if it is normal and maybe find a better approach before sitting down to balance my next game.

To make it clearer how I worked on it:

I use spreadsheets and rely on math to model the progression (btw, there is a nice text about math in incremental games I found if someone is interested: https://www.sirpinski.com/the-math-of-idle-games-part-i/ ), but the more randomness, mechanics, and content there is, the more I have to play it manually and rebalance selected builds/parts of the game after adding or changing content.

The game building blocks are split into groups, let's call them factions, which interact and synergize with other factions in many different ways. At the beginning, I added 20% of the planned factions and balanced them together to have some baseline. Balancing started with some spreadsheets to put in initial values, but most of the time I ended up playing the game, changing them manually, and replaying the selected parts of the game again. I used cheats to speed up the process where I could + played at x10 speed.

After that, I moved to adding the rest of the content. Each new faction was balanced separately + against the other factions that heavily interact with this one. Along with that, there is a metaprogression that unlocks the more you play, so I had to think about it too.

After adding all of the factions, I started playing in a progression order that all players would play, and balancing the game as a whole while doing that. I think that this part was the longest one, as there were a lot of things I missed while balancing factions separately. In some places, I had to rebalance big chunks of the early content because of the content you unlock later. Because of that, I started to be very careful with new features I came up with after hours of playing, mostly to not break the balance I worked so hard on.

I think that the balance is ok now, but based on my experience, players will prove me wrong, and I will have to polish it after getting more feedback. Ofc I didn't test it alone, as I am biased as a dev, and I can't rely on my own opinion when it comes to the difficulty of the game. There were a few testers involved in the process.

It took so long, though, solely because of the game balancing. The game took a year of work in my spare time, and more than 50% of my time was spent on game balancing + hundreds of hours of players beta testing the game on their own, sharing feedback and retesting it after my updates.

Am I doing something wrong, or do games like, idk, Slay the Spire just spend so much time on balancing? Do you have some techniques/experience you would like to share to help me speed up the process in my next games? Thank you in advance, and have a nice day!


r/gamedev • • 8m ago

Question Help with Steam Language Setup

• 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 • • 20m ago

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

• 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 • • 39m ago

Question Good Game Dev Youtubers?

• 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 • • 12h ago

Discussion Gravity shifting mechanics

5 Upvotes

Worked on this mechanic for quite a while to get it to feel right. Jumps aren't just jumps, they can change the gravity for every enemy in the roguelite, even bosses. Game is Hundred Tower and I *just* got it approved on Steam so feeling pretty pumped.

I feel like this is a mechanic that's got to have been implemented before because it just feels so fluid, but I am struggling to remember where I've seen it before.

One thing I am struggling with is really giving the game that *feel* of a roguelite. Right now I have many upgrades but they ultimately feel like simple power creep, rather than truly delivering fun and novel "tech trees" I guess you'd call it. How do you all plan out and develop meaningful upgrade loops with overlap so combining them is fun?


r/gamedev • • 4h ago

Discussion Deciding on demo content

1 Upvotes

We are in a process of releasing the demo for our game, but we have a dilemma what to include in it. It is incremental game that has few different worlds and in it few different zones.

We have two options for demo:
A) Make it to include just first world with all 5 bosses there, so at the end of the demo (around 1h) you complete what you would complete in a released game

OR

B) Include few different worlds, so you get visual variety (levels would be scaled so the demo is still around 1h), but user could get feeling that game is progressing through levels too fast.

Did you have similar issues and do you have any advice?


r/gamedev • • 1d ago

Announcement Was able to setup the new Steam Achievement Sets in five minutes

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39 Upvotes

As a developer I got an email from Steam last night explaining they were making changes to the Achievement system in Steam Works to allow sets support.

I gave this a try this afternoon and was able to split up my games 40 achievements and publish the store page in literally five minutes. I did get lucky in this regard that my game already had the concept of achievements being grouped via internal achievement tracking so that made this setup particularly straightforward but overall if you have games already released with a fair amount of achievements this new system may be worth a look given that the setup is very minimal.

Steam currently have Achievement Sets in beta preview but it can be activated in the store front from Steam > Settings > Interface > Client Beta Participation.


r/gamedev • • 1h ago

Question Which city should I choose?

• Upvotes

I'm creating an open-world crime game and would like to base it on a city, but I'd already thought about making a hybrid of cities on the East Coast of the United States—though that might end up being too generic—so now I'm basing it on New York. What do you think looks better: making a hybrid or basing it on a specific city?

My game won't have airplanes because there's a part of the map on the continent that's right at the edge of the map, so the player would be able to get past it. As for boats, I don't know if they're very easy to make—if they're similar to cars in terms of programming—so I'm not sure about that. And I want an immersive experience where the player can climb stairs and stuff like that.


r/gamedev • • 1d ago

Discussion I compared 321 Steam games from this year: the ones that took off vs the ones stuck under 10 reviews

362 Upvotes

I wanted to know what separates the games that get traction from the ones that don’t, using real numbers instead of advice threads. So I pulled a sample of 2,100 games released on Steam between March 12 and August 3 this year, spread evenly across the whole window

The baseline is rough. 61% of them still have fewer than 10 reviews. Only 8% have reached 200 or more.

I took 128 of the games that crossed 200 reviews and compared them with 193 random games from the under 10 group. To keep it fair, I dropped big budget titles over $40 and older games that had spent years in Early Access, so these are mostly newer pages from smaller teams.

Here’s what separated them.

1. They talked before they launched.
77% of the hits posted at least one Steam announcement before release. Only 22% of the others did. For the median hit, the first post went up 101 days before launch. For the median game stuck under 10 reviews, the first post came on launch day or after. Every announcement goes to your followers, and people who wishlist you, follow you, so a page that stays silent until launch day gives Steam nothing to work with.

2. They didn’t stop at the minimum screenshots.
Steam requires 5. 37% of the struggling games stopped right there. Only 5% of the hits did. The median hit had 9.

3. Their About section moved.
84% of the hits had at least one GIF or video inside the About section. Only 25% of the others did. 58% of the struggling games had no images in the About section at all, just text.

4. They weren’t English only.
58% of the struggling games supported only English, compared to 16% of the hits. The median hit supported 9 languages. Some of that is teams localizing after a game takes off, so I’d treat this one more carefully than the rest.

5. They used all 20 tags.
76% of the hits filled every tag slot. Only 39% of the others did. Every empty slot is a shelf on Steam where the game never shows up.

What didn’t separate them:

  • Demos: 34% of hits had one vs 25% of the others. Smaller gap than I expected.
  • Trailers: the median was 1 for both groups.
  • Description length: close, around 225 words vs 180.

The big caveat: this is correlation. The hits probably had bigger teams, more time and better games on average. Nobody gets 200 reviews from GIFs alone. Still, several of these are things you control before a single player sees your game, and they cost almost nothing: posting updates early, adding screenshots, putting GIFs in the About section, filling your tags. The gaps on those are huge.

If people are interested, I can break it down by genre or price next. What else would you want compared?


r/gamedev • • 7h ago

Question Where do you guys find prop artists 2D and 3D for a small mobile game.

1 Upvotes

Its supposed to be stylized and a bit cute but i was hoping the concepts to add some cool ideas too.

To be clear, im just looking for tips where to hire what to avoid etc. But if you have a specific artist also feel free to send contact. This would be buildings, some are weapon shops others are potions, consumables etc. And they would be upgradable.

Maybe also interested in studios recommemdations that handle the whole thing, altough that would be for later if budget allows.


r/gamedev • • 14h ago

Discussion When starting game-dev, how should I learn the essentials to design a game from scratch like a platformer?

3 Upvotes

Little background for me, I'm university student, study electrical engineering so i'm intermidiate level in coding, and I have messed around with game-dev in the past, most polished think i have made was a simple platformer for a game-jam in 2022

I wanted to get back into game dev and I have been writing down some ideas for a new game I want to develop, scope is pretty realistic and I have planned on how to design some things, but I have a big question: how do I learn the things in gamedev that I don't know that I should know?

For example, when developing the gamejam platformer, I didn't know how games worked on a technical level so for the 2d pixelart platformer I was making, I designed the level layout as a whole in pixelart and added collisions as squares in Unity manually instead of using tilesets, I just assigned random pixel sizes sprites for players and enemies so the scaling looked weird as some pixels were bigger than others (made game look very unnatural) and other stuff like that

Now, I want to design a platformer with basic fighter controls, like a character's from smash bros meele (im big fan of that game), and I know that for it to be polished, I need to implement things like more complex collesions, hitstun system, directional knockback and stuff like that, that if I wasn't a nerd with video games I wouldn't know existed. How do I learn about these game design choices and implementations to integrate into my own game and make it actually work and feel good?

Also random but if anyone has any helpfull resources to what Im doing, i would be interested


r/gamedev • • 1d ago

Question 100 Wishlists a day, but only a few Sales. Is this normal?

11 Upvotes

Our old-school strategy game, The Hive, gets around 70-100 new wishlists every day on Steam, but only a handful of purchases when the game is not discounted.

Most of our purchases seem to come from the US and Germany.

For other developers, are you seeing the same thing? Are most people just waiting for sales?


r/gamedev • • 1d ago

Industry News Steamworks Development - Updated Achievement System

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175 Upvotes

This is fantastic news. The old system was such a headache.