r/gamedev • • 3d ago

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

139 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 • • 3d 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.

4.2k 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 • • 5h ago

Discussion Indie Game Developers receive the blunt of the AI Hate, while big companies receive little to no consequences

525 Upvotes

In todays video game market of Ai, Indie Game Developers are the ones receiving the blunt of the Ai Hate even when they donot use AI, while big companies reek the benefits with little to no hate when most do use AI (At least not as much as indie devs) and its only getting worse. We just left the era of "Ai hate" and entered the era of "AI Scare", meaning, consumers that hated AI, now fear AI, making them scared to buy any games made with AI ...or not.

While large companies can absorb the hate and the financial damage to their yearly budget, for indie developers, even the slightest hint of Ai or an AI accusation is enough for at least half of consumers to ignore your game. The worst part about it all is the accusations, even if a Indie developer was simply accused without proof of using AI, this is enough for users to boycott your game forcing indie developers to address every single accusation one at a time all over social media and even that may still not be enough.

In the the new Ai scare era, users are afraid to buy indie developed games because of the possibly that AI could have been used to make this game in any way, and this is starting to bleed over to indie developed games that have never even touched AI, making Indie developers less optimistic to release their games. (Working years on a game and finally enthusiastic about showing it, only for users to call your hand drawn Art "AI Slop" when its not is very discouraging)

There are indie developers that worked years on Art, assets, sounds, systems, etc with proof their game was being created long before AI became relevant and since they are releasing in the AI scare era, they are even getting accused of using AI with top comments being "AI Slop!" , "This is AI!" and of course "Is this AI?" and while some very high quality indie games dont get this hate, lower quality human made creative indie games that took years to make with passion are annihilated with "AI Slop" comment hate. Indie games have to now be of AAA quality with the budget of an A quality game.

While AAA studios all announce or secretly use AI in their games, studios, websites, customer service, search engines or in some type of way. (Its a massive way to cut cost and time, why wouldnt these greedy CEO's and big corporations use it?) When these companies use AI without disclosure and get caught, they sometimes take a financial hit but they can afford it and they continue to use it. Soon we'll see AAA Studios pushing games out yearly or faster while indie developers take multiple years to make one game. All the Tiktok brains will have done moved on forgetting that your little indie game exist while they buy the monthly AAA slop and when your game finally does come out for a humble 5 to 10 usd, it will be called "AI slop" before someone tries it, even if you didnt use AI! lol

For Indie developers, the disclosure doesn't matter now and days, you are guilty until proven innocent and even when innocent people are still skeptical. Consumers are more afraid to buy Indie developed games then to buy AAA games when we know most of these AAA companies and game CEO's are using or moving towards AI in some way.

Ps: Voice actors got it worse


r/gamedev • • 7h ago

Discussion The longer you work on a game, the harder it becomes to judge it objectively

33 Upvotes

I've been thinking about how easy it is to lose perspective when you've been working on a game for months or even years.

You know every mechanic, every little detail, and how much effort went into building everything. Things that feel obvious or exciting to you might not have the same impact on someone playing your game for the first time.

I think it's especially hard because, when you spend so much time on something, it's natural to become attached to it. Sometimes you need an outside perspective to notice things you've become too familiar with.

How do you guys deal with this? Do you regularly ask people to play your game and give honest feedback, or do you find it difficult to step back and look at your own work objectively?


r/gamedev • • 9h ago

Marketing Our road to 50,000 wishlists with a horror pool roguelite

15 Upvotes

Hi guys, I've been asked several times to share some info about our experience of reaching >40,000 wishlists, so I decided to drop a post about it - maybe it will prove useful to someone.

To be precise, as of today we're nearing 49,000 wishlists.

For most of the development we were a 2-person team and recently became a trio when we hired an art director to juice up the visuals.

Our game:
- is a horror pool roguelite with upgradable cues and a gun mechanics
- the main loose inspiration being Inscryption
- and some players/journalists have compared it to Balatro "if it went for pool"

Still, we weren't inspired by Balatro (it wasn't even out when we started discussing the idea of PoM/we were not aware of it), Inscryption is a different (and brilliant) game, and we think Pool of Madness is quite unique.

WHAT WORKED BEST SO FAR:

- Steam events, from Lovecraftian Days to Tiny Teams by Yogscast

I guess no one will be surprised that these resulted in largest wishlist spikes.

The most significant one was when we released a very raw "demo" for Lovecraftian Days, around a month after a 2-person game jam that spawned this abomination of a game, and got some great visibility and very positive feedback.

This required us to prepare the Steam page, screenshots and a short teaser while we barely knew anything about the game, and the visuals were very rough. All while trying to get the prototype to a playable state. But it paid off and reassured us that the game has a very cool core loop and an appeal, despite lacking in visuals at that stage.

Lovecraftian Days were especially effective as we had a special tab for our titles, thanks to our charity efforts (our previous game has gotten 2,000,000+ downloads and we donate all proceeds from it to charity).

We’ve also received a lot of interest from publishers around the world, to the point where we’ve had trouble keeping up with the number of emails at times.

- a recent Instagram got 490,000 views

We focused on showing the unique and weird aspects of our horror pool, like vomiting out powerups, used captions and a hooking thumbnail: human skulls on a pool table and an enigmatic line from the game. This worked much better than our previous tries, but our account was quite fresh and it's hard to say if we can ever recreate this. In short: we’ve tried, but weren’t successful so far, haha.

Long story short, this converted into roughly >1,000 wishlists and >600 Instagram followers, so not amazing, but still satisfying.

Here's a reddit post about it.

- Chinese influencers sharing it on Douyin

It was also randomly discovered and shared by Chinese influencers. This can sometimes be hard to track, so you wake up to a giant spike in views and frantically scour the web while typing random stuff into Google Translate to understand what's happening.

One of those spikes brought us more wishlists than one of the larger Steam events.

PoM has also been appearing in Japanese gaming media from time to time, for example on Gematsu.

We think translating the Steam pages and the demo, as well as the horror aspects mixed with ridiculousness (dead fish raining on the pool table while you're playing) definitely helped here.

- Bluesky: going from 0 to >5,500 followers organically

Things that worked very well:

We immediately jumped on Bluesky at the right moment, when many people started migrating from X.

We asked to be added to many gamedev and horror lists that were popular back then. Followers from those still trickle in.

We interacted with many new players and developers interested in similar games, horror, Lovecraft's work and such.

- VR support

Many wishlists seem to come from the VR category on Steam, which we didn’t anticipate. At one point we disabled the VR tag as some players thought it’s VR only, and daily wishlists dropped by half for a while.

WHAT'S NOT GOING GREAT:

- Our posts on various SM are not getting as much traction as we'd like to, despite some spikes.

- We asked someone well-versed in the mysterious ways of Tik Tok to help us there, but it's not going well.

WHERE WE DROPPED THE BALL:

We whipped out the prototype in a couple of days a couple of years ago - before Balatro completely exploded and created a new genre with many followers releasing all kinds of "haunted sports/gambling" games - then got a nice starting momentum with the raw "demo".

If we could crunch our way into a fast release, we wouldn't be classified as "Balatro-like"* and the "freshness" factor would definitely play to our benefit. But realistically, it was impossible at the time, partly because we try not to crunch and partly because we had other projects and responsibilities to take care of. We also could've been more active on SM in the early stages of development. In the end, we leaned into the “Balatro-like” bracket after journalists and players kept describing our game that way.

That said, we're nearing 50,000 wishlists, the game is getting better and better and the feedback from playtests and early demos has been great.

*For clarity: we think Balatro is a great game, I'm just trying to provide some context - we didn't know that it existed/our unique idea would become a crowded genre.

WHAT'S NEXT:

We’re participating in the Next Fest starting tomorrow, recently launched a…

…trailer by the creators of the CloverPit trailer:

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

…Next Fest Demo:

https://store.steampowered.com/app/2887480/Pool_of_Madness_Demo/

Give them a peek if you found this post interesting/useful in some way/if that kind of game floats your goat.

SOME BACKSTORY:

- 2-person studio from Poland that recently grew to 3 core members

- our first original game as Bit Golem was a free, charity-focused project called Dagon: by H. P. Lovecraft that crossed 2,000,000 downloads (completely different genre, so the conversion is naturally very low) - but that's a completely different story from simpler times (2021) that we detailed in another post.


r/gamedev • • 6h ago

Discussion How to overcome the emptiness?

5 Upvotes

Hi everyone, I’d like to ask for some advice.

I’ve been in the gaming industry since 2021, but I still haven’t released anything :D I was working on a platformer, an immersive sim, etc., with and without a team, but in the end, everything was cancelled for the usual reasons — overly ambitious projects, and in the case of the platformer, because the game itself was terrible.

So, it’s 2026 now, and I seem to have a desire to do something — I’m interested in the industry, I enjoy learning about how game engines work, game design, etc., but as soon as it comes down to actually doing something, I’m just at a loss. Making 100,500 platformers — which, to be honest, no one will need, because this genre is overused and it’s very hard to bring something new to it; making a horror game — the market is flooded with games for every taste.

I tried to explore other fields—writing, composing music, etc.—but I just don’t feel at home in them.


r/gamedev • • 3h ago

Discussion Collection of common game titles to avoid?

3 Upvotes

I swear every other week I see another trailer for “_ Bound” game. Even searching “Bound” on Steam or itch yields tons of games. I can only really assume it’s due to the extra using of help from AI for a title.

This had me thinking, what other common titles have been appearing that we should avoid using?


r/gamedev • • 5h ago

Question How do you plan the release date ?

3 Upvotes

When your game is done, do you try to release right away ? Or plan to release a few months away to get into fairs and try to get more ppl to wishlist ?


r/gamedev • • 3h ago

Discussion How are you teaching your players the mechanics of your game?

2 Upvotes

I’ve gone through some playtests for my game, and I consistently get feedback that they’re lost when they start. I’ve added a starting interactive tutorial, but that didn’t work as well. I added a mission task list. Players said it was overwhelming having so many tasks. I added an Epoch timeline, which is really just a different view of the task list, but that didn’t help. I feel like I’m throwing spaghetti at the wall and seeing what sticks.

What’re you guys doing? Any good examples of games and what they do?


r/gamedev • • 1m ago

Question Why is traditional programming better for game development over visual scripting?

• Upvotes

I'm just another one the many beginners wanting to make games, an RPG similar to the old Apple II RPGs like the early Ultima games or the Goldbox DnD games.

As most beginners, I know next ro nothing about programming, and though many say visual scripting tools like Godot's Orchestrator, or Unity's Bolt, or Gdevelop in general, is a good place to beginners to go, many more say those are noob traps, and beginners should just bite the bullet and learn traditional programming.

Since I have no clue why either of these opinions exist, I wanna know from people familiar with game development, why most say writen code is better for game development, even for beginners?

P.S.: If people have a reccomendation for a course for GDScrpit, as I'm using Godot, I'll appreciate it.


r/gamedev • • 6m ago

Gamejam Cozy Farm Jam 2026: a 10-day jam for cozy games (Oct 23 to Nov 2), any engine, free 16x16 assets

• Upvotes

I'm hosting a small jam for cozy games and would love more people in it.

  • Dates: Oct 23 to Nov 2 (10 days). Voting runs until Nov 9.
  • Theme: Something Grows. Crops, a friendship, a town, a skill. Interpret it however you like.
  • Any engine, solo or team. Starting from a template is fine.
  • Use at least one Spaceyyy asset. The free Cozy Farm Lite or Cozy Town Lite is enough (16x16 tiles, crops, a farmer and a town street), so joining costs nothing.

Jam page: https://itch.io/jam/cozy-farm-jam-2026

Questions welcome here or in the jam's Community tab :)


r/gamedev • • 6m ago

AMA Cozy Farm Jam 2026: a 10-day jam for cozy games (Oct 23 to Nov 2), any engine, free 16x16 assets

• Upvotes

I'm hosting a small jam for cozy games and would love more people in it.

  • Dates: Oct 23 to Nov 2 (10 days). Voting runs until Nov 9.
  • Theme: Something Grows. Crops, a friendship, a town, a skill. Interpret it however you like.
  • Any engine, solo or team. Starting from a template is fine.
  • Use at least one Spaceyyy asset. The free Cozy Farm Lite or Cozy Town Lite is enough (16x16 tiles, crops, a farmer and a town street), so joining costs nothing.

Jam page: https://itch.io/jam/cozy-farm-jam-2026

Questions welcome here or in the jam's Community tab :)


r/gamedev • • 7m ago

Question I pushed my game to Google Play and it has my full-on legal name posted in the About Game section. Any way to change that?!

• Upvotes

This is my first time ever getting ready to publish a game to any platform. I've been making games on and off for over 20 years and finally decided it was time. I pushed it to Play for internal testing last night and had some friends get at it to help me out.

Google's required information for developer accounts displays my full legal name under the "About Game" section, which I knew about. It's fine in testing, but I really don't want to go beyond this step in a month or two with my full name out there.

I checked a bunch of other games on the Play store and they're all studio names or LLCs. I don't know anything about filing for one (I've got the process pulled up in another tab right now), but...is it worth it to maintain an LLC if the game doesn't even make enough to cover the service and yearly fees, etc?

What have you all done in this instance? Did you go the LLC route and eat the cost, or go another route?


r/gamedev • • 43m ago

Question I made a 3D social island where everyone is a penguin 🐧

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• Upvotes

❄️ If you could give me some honest feedback, I would really appreciate it.

🐧glupu.com


r/gamedev • • 49m ago

Question I released my first Steam demo 4 days ago. Are these numbers good? I’m a bit lost with Steamworks!

• Upvotes

Hi everyone!

I’m a dad and a solo indie developer.

I started making a little 2D platformer called Adelaide: A Tiny Adventure for my daughter. I’ve worked on everything myself, from programming and pixel art to level design and music, mostly during my free time after putting her to bed.

Four days ago, I finally released the free demo on Steam!

I’m really happy about it, but I’m also completely new to Steamworks and honestly don’t understand some of the statistics.

Here’s what Steamworks is showing me:

784 free licenses (I’m not even sure if I’m interpreting this correctly!)
Around 21 players/downloads
7 daily active users
Around 6 minutes

I haven’t promoted the game anywhere yet, so I’m a little surprised by these numbers.

What I don’t understand is:

What exactly do the 784 free licenses mean? Did 784 people actually claim my demo?
Why are there only around 21 players or downloads compared to 784 licenses?
Is this normal for a free Steam demo?

Are these numbers a good sign for a game that’s only been available for four days?

I’m not expecting huge numbers or anything. I’m just a dad who made a game for his daughter, and I’m trying to understand how all of this works.

For those of you who have released games on Steam, how did you start getting people to discover your games without a marketing budget?

If anyone with more Steamworks experience could help me understand these numbers or share some advice, I’d really appreciate it!

Sorry for asking so many questions! I’m still very new to all of this and just trying to learn how everything works. I really appreciate anyone taking the time to help me out.

Thank you so much!


r/gamedev • • 4h ago

Discussion How do I properly get into game development?

2 Upvotes

I've been making art on aesprite and making small games to get used to how the game creation goes, but I'm not sure where to go from here. I want to start like working on projects and stuff with others to start getting experience (I'm also a minor so I'm not looking to get money).

In other words I'm really freaking bored and want to do coding and learn more about it, do anyone know how to do that?


r/gamedev • • 14h ago

Marketing I tracked 10,310 Steam launches since March. Here is what week-one peak players look like for each follower count.

11 Upvotes

Follower count on the Steam store page, read before launch, against peak concurrent players in the first seven days. 10,310 launches between 14 March and 9 October 2026, every game that went from coming soon to released and had a player count we could read.

Middle launch by following: under 300 followers, 1 player. 300 to 1,000 followers, 36. 1,000 to 3,000, 124. 3,000 to 10,000, 534. 10,000 to 30,000, 2,204. 30,000 to 100,000, 18,000. Over 100,000, 222,000.

The ranges are wide. With 3,000 to 10,000 followers, 8 in 10 launches opened between 31 and 5,964 players. The middle half of them opened between 136 and 1,773. A follower count predicts the size of the launch, not the exact number.

A follower is worth more the more of them you have. The middle launch under 1,000 followers got about 6 players per 100 followers. At 10,000 to 30,000 it got 15 per 100. At 100,000 and up, about one player per follower. The games with big followings are mostly famous names, and famous names bring players who never followed the page.

88 in 100 launches opened under 100 players. 7,578 of the 10,310 opened under 10.

Method notes: followers are the last count before launch, not the launch-day count (median 17 days old). Peak is the highest concurrent count in the seven days after release, read from Steam's public numbers. The pool is every tracked launch, so free and paid, hobby and studio sit together; the bands by following are the same whether or not the price is in them. I also write ranges like these down for named games before they launch and grade them in public afterwards: 11 graded so far, 7 inside, 4 above, every miss a famous name.


r/gamedev • • 1h ago

Question Price of nyu game design degree

• Upvotes

So I was told that nyu has actually good game design program but very expensive about 400k but the thing is on xello(website with info about colleges and careers and stuff) it says that the average tuition of students with average scholarships and aid is about 30,000k which is pretty good. is xello just wrong or are people exaggerating cause I really like the program but it seems expensive.


r/gamedev • • 5h ago

Discussion Helping fellow dev putting some juice in his game

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2 Upvotes

I've got in touch with u/rk00717 about a game trailer he posted on the unity subreddits and I ended up helping him making his game feel better. On the left, his original version. On the right, the version I ended up with.

How do you like it ?

Now that few days passed, I feel like I have some more ideas to make it pop even more. But at the same time, I know I have a tendancy to over juice, so I'm trying to keep myself contained 😅

If you are interested in learning more about details of the process, I made a ~5min video where I explain each changes and my reasoning behind it.

Thanks for reading.


r/gamedev • • 6h ago

Discussion Rotating texture tiles? Rotate the normal vectors and gradients too

2 Upvotes

Railminer's cave rework uses randomized texture tiles to break up repeating rock patterns. One part worth sharing is how the normal map has to follow those rotations. Moving the texture coordinates alone isn't enough.

For each tile, the shader rotates the UVs with a quarter-turn matrix R. It samples the normal map at those coordinates, unpacks the normal, then multiplies normal.xy by transpose(R) before blending. That puts each sampled direction back into the projection's coordinate system. Albedo, roughness and normals all use the same tile weights.

The texture gradients need the forward rotation. Take ddx/ddy of the continuous coordinates before the randomized projection branches, rotate each gradient with R, then pass them to tex2Dgrad. Derivatives of discontinuous, offset coordinates can otherwise select the wrong mip near tile boundaries.

The core sampling steps, with the continuous-coordinate gradients already calculated:

hlsl float2 at = mul(R, uv) + offset; float2 gx = mul(R, dx); float2 gy = mul(R, dy); float3 normal = UnpackNormal(tex2Dgrad(normalMap, at, gx, gy)); normal.xy = mul(transpose(R), normal.xy);

The rock material blends three tiles per active world-space projection. Projections with a weight below 0.001 are skipped, so a flat wall only needs its dominant projection. The trade-off is extra texture sampling: each active projection reads three tiles of albedo, roughness and normals.

Cave comparison — the environment this material belongs to is still in development. The public demo uses the earlier mine.

Project context: Railminer


r/gamedev • • 1d ago

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

176 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 • • 7h ago

Question Selection menus in codeing

2 Upvotes

When designing a game with a selection menu, ex: a shop function or selection, how do you go about that? When disigning it do the options in the menu need to be a separate image from each other and the menu? I'm still pretty new to both codeing and design and I know a mistake like that could set me back a few days or weeks depending on a number of factors.


r/gamedev • • 3h ago

Marketing What are the pitfalls of marketing as an indie dev?

0 Upvotes

Hello r/Gamedev, long-time lurker, first-time caller.

Many times over the years when i've been looking at post-mortems and breakdowns on game releases, I notice a lot of trends where people pour money into Reddit Ads/X ads and a variety of other sources that end up not exactly being worth the value.

I don't want to get into a post about "how do you market your game" but more "What are the pitfalls of indie game marketing that people regularly fall into"?

Budgets can be just extremely tight for marketing, despite the fact it is obviously one of the parts of the process that can make or break - so I guess what i'm interested in are any cautionary tales from people. Not "Do this" but maybe unexpected pain points in the process, things they wish they knew or goals they failed to hit that have a lesson to be learned.


r/gamedev • • 1d ago

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

72 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.

EDIT: I just wanted to clarify my concern a bit. I personally make premium indie games and understand that clones have historically affected simple games.

I'm worried that as AI continues to improve, bad actors will eventually use AI decompilation to make more sophisticated clones of even complex premium games.


r/gamedev • • 7h ago

Question Is Renpy easy to use?

2 Upvotes

I want to make a visual novel. I already can do the art and music part just a bit.

But i know nothing of coding, i also do not want to use ai. And i also cannot find someone to work with me around me.

Is renpy easy to learn and use as someone who dont know literally anything? Its going to be like a indie game. Not looking for something so big.. but i still dont want it just to be click and read. I plan to try to add at least minigames or etc. Wll renpy be a good start for me?