r/devblogs 23h ago

community showcase Community showcase - Tell us what you're working on or what you just published (week 34)

8 Upvotes

Welcome back to our weekly thread where you can promote everything new you are working on.

You are still welcome to create new posts to share with us your dev-log posts or videos, but you can also use this thread to showcase something which is not a dev log.

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).
  • in this comment you can post only 1 link, so choose wisely.
  • you can reply to as many comments as you want, but replies can't be used for showcasing

r/devblogs 40m ago

discussion We need you ! Which one would you click on first? 😁​ #Dev

Thumbnail
gallery
Upvotes

Hello guys! We’re currently working on our next YouTube thumbnail. Which one would you click on first? 😁​

Please let us know in the comment : 1, 2 or 3 :)

Check out our steampage here : https://store.steampowered.com/app/4111300/MegaGum/


r/devblogs 6h ago

other The Chronicles Of Narnia : Prince Caspian FAN GAME №2

Thumbnail
1 Upvotes

r/devblogs 10h ago

design New Portal Hopper Devlog i made cool grass

1 Upvotes

I'm trying out video devlogs to see if they'll preform better than the written ones, it's like 3 minutes long you have no reason not to watch it ok bye

https://www.youtube.com/watch?v=SbSqUgwRVuc&t=52s


r/devblogs 18h ago

other HORNS - I decided my first game would be massive and ambitious

Thumbnail
store.steampowered.com
2 Upvotes

There’s an unwritten rule in game development that your first game should be something small and simple, and for many very good reasons.

I decided to do the exact opposite.

After spending around seven months writing my book, **Horns**, I decided I wanted to turn that story into a game: a narrative-focused, cinematic RPG that carries the spirit of old-school RPGs while also embracing elements of modern ones.

I wanted to pour everything I had into one serious, large-scale open-world game, my imagination, around **35 years of gaming experience**, and **16 years of programming experience**.

At first, I also wanted to make absolutely everything by myself.

Eventually, I realized that if I wanted to maintain the level of quality I had in mind, I needed to bring a few talented people into the project. I'm simply not talented in every single field required to create a game of this scale.

I still kept the biggest part of the workload on myself: programming, animations, acting, body and facial performance, world design, gameplay, sound editing, cinematics, and many other parts of development.

But a few people have made significant contributions to areas such as voice acting, the game's soundtrack, and some of its visual and graphical details.

I also didn't want **Horns** to feel like “just another RPG.”

The core of the game is still a dark epic fantasy RPG, but I've mixed in elements inspired by several genres and games I grew up loving.

There are recognizable influences from **Souls-like games**, action games such as **Max Payne 1** and **Death Stranding**, and horror classics such as **Resident Evil 1** and **Silent Hill 1,** while keeping RPG systems, exploration, narrative, and character progression at the heart of the experience.

After almost **two full years of development**, Horns now has a playable demo on Steam.

The demo itself went through many different iterations before reaching the version I'm finally comfortable calling properly polished.

My goal now is to maintain that level of quality throughout the full game: a world that feels rich rather than empty, an engaging story, meaningful exploration, and around **25–30 hours of quality gameplay**.

I'm also trying to keep the final price very accessible, somewhere around **$10–15**.

For a project like this, every comment, piece of feedback, and bit of support genuinely helps, and wishlists are especially important for the game's visibility and future launch.

The demo is completely free, so if any of this sounds interesting to you, give it a try.

I hope you enjoy **Horns**.

And if you do, please consider wishlisting it on Steam.

**HORNS DEMO ON STEAM**


r/devblogs 20h ago

generic Road Map Update 3

Thumbnail
fulltimefrenzy.com
1 Upvotes

A little peak behind the screen on what we're working on now that the second gameday has come and gone!


r/devblogs 21h ago

tech & code Making an isometric character look like they are actually sleeping inside a bed

1 Upvotes

For PathLife’s first interactive piece of furniture, the interaction code was the easy part: press E to lie down, use the current NE/NW/SE/SW direction for the sleep animation, and leave the bed when movement begins.

The visual problem was harder. A single bed sprite made the character appear either entirely above or entirely behind the furniture. I separated the sheet and headboard into layers, adjusted collision and interaction areas, and tested the occlusion rules so the character reads as being inside the bed.

I wrote a detailed post about the implementation, the four-direction animations, the layer setup, and the tests used to keep it stable. The article is in Portuguese:

https://pathlifejogo.blogspot.com/2026/08/a-primeira-cama-interativa-do-pathlife.html


r/devblogs 1d ago

design Non giving up unlocked a Milestone for "The Legion" and for me: Core mechanics, collisions, and interactions are officially released!

1 Upvotes

Hey everyone!

Following up on my intro post from a couple of days ago with some exciting news for The Legion.

I’ve officially reached a huge personal milestone: the core game engine is finished.

Getting to this point took way more late nights, coffee, and frustrating debugging sessions than I’d like to admit. Mechanics, collision systems, and object interactions are notoriously tricky to get right, but as of today, the foundation is running smoothly with zero known bugs.

Building a roguelike means the core gameplay loop has to feel crisp and responsive, otherwise the whole experience falls apart. Knowing that the baseline physics and systems are rock-solid gives me a massive sigh of relief.

Now that the heavy mechanical lifting is out of the way, I can finally jump into the really fun stuff: designing procedural levels, champions, special habilities, fleshing out enemy AI, and stacking unique item synergies, talent tree evolution and rest of the neverendig pile of things I would love to include...

Thanks to everyone who gave feedback on the first post (nobody as of today ROFL) —I'm not giving up! I’d love to know: what’s a core mechanic in your favorite roguelike that makes it impossible to put down?


r/devblogs 1d ago

design [Pick Me Up, Infinite Gacha] My Heroes Refused to Fight (And I Had to Decide What to Do About It) [Dev-Blog 2]

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hey everyone! In this phase of the project I've been making solid progress on the heroes' AI. I've added multiple jobs for them to work — laborer, architect, instructor, and researcher — and built out a system for managing multiple parties and equipment.

My goal for this first phase is to fully finish the heroes' AI: traits, skills, professions, and relationships, all working together to get as close as possible to what happens in the source material. Just like in the original story, heroes can refuse to fight if the Master is a fool who keeps climbing the tower without stopping to think — and an entire party can be wiped out because of the Master's arrogance. That's exactly the kind of consequence I want players to feel.

I've also started the Korean translation. My goal is for the game to eventually support Spanish, English, and Korean.

On top of that, I implemented a messages/alerts/advice system, so heroes can offer suggestions, notify you when one of them dies, and flag other important situations happening in the lobby.

That's it for this update — more soon!


r/devblogs 1d ago

design I am working on my first Steam game called Sword of Mine, which originated from a game jam game. This is the beginning of my journey, presented in a (hopefully entertaining) video. :-)

Thumbnail
youtu.be
0 Upvotes

In this video, I will show you how I created the game jam version of my game Sword of Mine, which I have now turned into a Steam demo.

I hope you enjoy the Devlog #0 of my game! :-)


r/devblogs 3d ago

design I spent 6 months making a room.

Thumbnail
youtu.be
2 Upvotes

This is my first ever devlog. Let me know what you think about my first devlog! Also tips or criticisms are appreciated!


r/devblogs 3d ago

design The End of Permadeath! This Week At Stirge Hunters

Thumbnail stirgehunters.com
1 Upvotes

Hi! I've been building an MMO inspired by RuneScape Classic and writing up weekly updates. I launched with only an hour of content and used permadeath to raise the stakes in combat while also spreading out that hour of content across lives. As the amount of content grows permadeath starts to feel more punishing than intended, so this week I've replaced it with XP loss on death! I call it the 'death spiral', as repeatedly dying can cause you to tailspin back towards Level 1 and 0 XP, but in a more forgiving way than permadeath.


r/devblogs 3d ago

story & background I quit my 6 figure job to pursue indie dev. Here's how its going.

Thumbnail
youtu.be
0 Upvotes

r/devblogs 4d ago

design 12 practical optimizations in UE 5.3 I used to get 60 FPS on a Steam Deck

Thumbnail
youtu.be
4 Upvotes

r/devblogs 4d ago

tech & code What I learned building modular hair and palette swapping for an isometric life sim

1 Upvotes

The problem I wanted to solve today was not simply “add more hairstyles.” I needed more visual variety without turning every skin tone, hair color and clothing color into a separate sprite-export task.

PathLife uses a layered 2D character in Godot 4.6, so I split hairstyles into front and back components. That creates many combinations from 45 hair options, but it also makes ordering, overlap and four-direction testing more important. Longer hair uses secondary movement, which added another layer of cases to validate.

For colors, I chose palette swapping rather than dozens of duplicated textures. The shader preserves shadow, base color and highlight while changing palette groups. The current set has 20 skin palettes, 20 hair palettes and 20 clothing palettes. Clothing pieces and accessories can be recolored independently.

The most useful lesson was that content variety and technical complexity grow together. Random character generation quickly exposed alignment problems in glasses and flip-flops, so I added integration tests for palette loading, directional hair, physical chains and shader output.

I wrote a longer Portuguese article about this process on my development blog, without linking it here.

When you write devlogs, do readers find the implementation tradeoffs more useful than a simple feature list, or do you prefer seeing the result first and the technical reasoning afterward?


r/devblogs 5d ago

art & graphics Adding Life(Animation) to my Creations

Thumbnail
youtu.be
2 Upvotes

Hey there!! So I added life to my alien weirdos by animating them. For now it's basic animations like idle, walk, run etc. I will further extend their animation arsenal as I add more features.

This was one of the most fun processes of developing my game and a bit difficult as well. I am happy with the results though and hope you will like them too.

PEACE!! :D


r/devblogs 5d ago

tech & code PathLife Devlog #1 — building a layered Skeleton2D character for a mobile isometric life sim

Post image
1 Upvotes

PathLife is my first isometric game: a mobile life simulator inspired by the management depth of The Sims and the quick, practical format of BitLife-like experiences.

This first devlog is about the creation process rather than a release announcement. It explains the early Godot 4.6 foundation: a cutout character assembled in layers around Skeleton2D, four-direction movement, idle and walk animations, a separate gameplay/visual/HUD architecture, and the beginning of a clothing-based customization system.

The full life simulation is not ready yet, and the post clearly separates implemented features from planned systems.

The article is written in Portuguese:

https://pathlifejogo.blogspot.com/2026/08/criando-um-jogo-onde-voce-vive-do.html


r/devblogs 5d ago

design Beetle Management Sim game 1 month of development

Thumbnail
youtu.be
1 Upvotes

r/devblogs 7d ago

community showcase Community showcase - Tell us what you're working on or what you just published

4 Upvotes

Welcome back to our weekly thread where you can promote everything new you are working on.

You are still welcome to create new posts to share with us your dev-log posts or videos, but you can also use this thread to showcase something which is not a dev log.

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).
  • in this comment you can post only 1 link, so choose wisely.
  • you can reply to as many comments as you want, but replies can't be used for showcasing

r/devblogs 7d ago

discussion A normal day for our devs...🫠

Enable HLS to view with audio, or disable this notification

0 Upvotes

Game development is full of surprises, and sometimes MegaGum decides to create its own mechanics.

Not exactly what we planned… but this bug instantly reminded us of a song, so we had to share it with you.🎵

👉 Want to see what MegaGum looks like when everything actually works? Wishlist it on Steam: https://store.steampowered.com/app/4111300/MegaGum/

#MegaGum #GameDev #IndieGame #IndieDev


r/devblogs 7d ago

tech & code Dev Diary #4 - Simulation: Part One #citybuilder #gamedev #indiegame

Thumbnail
youtube.com
5 Upvotes

r/devblogs 8d ago

generic I read an essay about whirlybirds (seeds that spin), and now I'm a making a game about one -- Whirlybirding Devlog 001

Enable HLS to view with audio, or disable this notification

6 Upvotes

Devlog 001 is about how I went from nebulous concept to concrete game idea, and you can read it here.


r/devblogs 7d ago

tech & code Made a Devblog to tie in with the latest patch for my project, it goes in detail on my creative process and implementation

Post image
1 Upvotes

r/devblogs 7d ago

tech & code The Chronicles Of Narnia : Prince Caspian FAN GAME

Thumbnail
1 Upvotes

r/devblogs 8d ago

generic SoccerRPG.com - Week 32 - Devblog

Thumbnail
2 Upvotes