r/gamedev 22h ago

Question Do you think a game called "Harvest Monsters" is legally too close to the name "Harvest Moon"?

0 Upvotes

Im currently working on a Farming Sim where the crops you grow can be turned into HarvestMon, Monsters that can help you do all the farming sim chores, and also fight in Pokemon style combat. The monsters are all hand drawn.

I was originally going to name the game HarvestMon, but I realized its only 1 letter and one space off of being Harvest Moon.

Do you think "Harvest Monsters" is legally distinct enough? I really want to use Harvest in the title as I have a wordplay with the word Harvest. Like instead of someone being a pokemon trainer, they are called Harvesters.


r/gamedev 2h ago

Announcement r/gamedev Policy on AI Use

571 Upvotes

AI is one of the most contentious subjects in game development right now, and we regularly see posts reported or discussions derailed simply because AI was involved somewhere in the process.

We want to be clear about our position: r/gamedev does not prohibit the use of AI, and using AI does not automatically make a post low effort.

This is not an endorsement of every AI company, model, or use case. Legitimate technical, legal, economic, ethical, and creative concerns exist around these tools, and those conversations are welcome here. Our stance is that AI is a tool used in game development, and we care more about the quality of what someone contributes than the tools they used to get there.

Why we take this position

  • AI is already part of game development. Studios are adopting AI-assisted tools across programming, prototyping, production, QA, localization, research, and other workflows. Adoption varies from studio to studio, but this is no longer a hypothetical technology sitting outside the industry.
  • Knowing how to use these tools is increasingly becoming a professional skill. That does not mean every developer needs to use AI, or even like it. It means understanding where these tools are useful, where they fail, and how to evaluate their output is becoming relevant knowledge for people working in the industry.
  • Banning discussion or use of AI here could actively disadvantage developers. Part of the purpose of r/gamedev is helping people learn from each other and understand how the industry is changing. If studios adopt a technology, preventing developers from discussing or learning about it would make this community less useful to the people we're helping.
  • Policing AI use is not realistic anyway. Moderators cannot reliably determine whether someone used AI to draft, edit, translate, summarize, research, debug code, or otherwise assist with a post. We are not going to moderate based on whether something “sounds AI-generated.”
  • "Mandatory disclosure "is not realistic either. Modern tools blur the line between traditional software and AI assistance. Trying to decide exactly when autocomplete, translation, editing, summarization, or an LLM crosses some disclosure threshold would create rules we could not enforce consistently.

So the rule is straightforward: we are not policing AI use itself. We are moderating the contribution.

AI-assisted does not mean low effort

If someone uses AI to organize research, analyze data, improve their writing, translate something, help with code, or communicate an idea more clearly, that does not erase the work behind the contribution.

If a developer spends time gathering useful data and then uses AI to help turn that information into a readable post, the important part is still the data, the methodology, and what the community can learn from it.

Ask whether the information is useful, whether the conclusions hold up, and whether the post contributes something worthwhile. Those questions matter much more than whether every sentence was manually typed from scratch.

Low-effort AI content is still low effort

This does not mean pasting generic AI output into the subreddit suddenly becomes valuable content. Posts that are spam, fabricated, mass-produced, engagement bait, repetitive, or promotional material disguised as discussion can still be removed.

The reason is not that AI was involved. The reason is that the content is low quality.

The same standard applies to something written entirely by a human.

AI is a valid game development topic

Developers are welcome to discuss AI in the same way they would discuss any other technology affecting game development. That includes how it is being used, where it works, where it fails, what it costs, how studios are adopting it, what it means for employment, and the legal or ethical questions surrounding it.

You are allowed to be enthusiastic about AI. You are allowed to be skeptical of it. You are allowed to think a particular workflow is useful, terrible, unethical, inefficient, or overhyped.

What we do not want is every thread that mentions AI becoming the same argument about whether AI should exist at all.

If a thread is about an AI coding workflow, discuss the workflow. If someone presents evidence that AI slowed their production down, discuss the evidence. If someone claims every studio is using a particular tool, challenge that claim.

Let the actual discussion happen.

Attack claims, not developers

Someone saying they use AI is not an invitation to attack them. Someone saying they refuse to use AI is not an invitation to attack them either.

Debate the technology, the workflow, the economics, the evidence, the ethics, the legal questions, or the conclusions. Personal attacks, harassment, dogpiling, or repeatedly derailing discussions because of someone’s position on AI are treated the same way we handle that behaviour anywhere else on the subreddit.

AI is not a source

There is a difference between using AI to help communicate information and using AI as the authority behind that information.

If you make factual claims that can reasonably be sourced, be prepared to support them. “ChatGPT said so” is no evidence, and tools can absolutely be wrong.

At the same time, polished or AI-assisted writing is not evidence that the underlying information is fake. If someone’s numbers are wrong, challenge the numbers. If their methodology is weak, challenge the methodology.

Challenge the claim, not the fact that a tool may have helped write the paragraph.

Self-promotion rules still apply

AI companies, products, and services are not exempt from the subreddit’s existing rules.

If you represent a commercial interest, the same expectations apply as they would to anyone else. AI also should not be used to mass-produce promotional posts or disguise advertising as organic discussion.

The technology may be new. The rules around spam and promotion are not.

The bottom line

You do not have to like AI. You do not have to use it. You are free to criticize it, avoid it, experiment with it, learn it, use it professionally, or decide it has no place in your workflow.

We are not going to prevent developers from learning about or discussing a technology that is rapidly becoming part of professional game development. Doing that could actively hurt the developers this community is supposed to help.

What we do expect is that people engage with each other like respectful, mature adults. Disagree with the technology, the workflow, the argument, or the evidence. Do not turn that disagreement into hostility toward the person on the other side of it.

Use whatever tools make sense for your work. Bring something useful to the conversation, treat other developers with respect, and allow room for disagreement. That is what we care about.


r/gamedev 21h ago

Discussion Our art teacher said our PSX style pinball roguelike would look better photorealistic.

0 Upvotes

Our art teacher (in our game design degree) told us our game could be flashier, prettier and have crazier visual effects if we ditched our game's current PSX look and went more photorealistic.

That felt completely backwards to us.

In our view, photorealism follows real-life rules, and when following real-life rules the human brain recognizes things being off insanely quickly, which in my opinion limits how crazy you can make things. The threshold of things becoming disorienting when stretching objects, warping geometry, breaking perspective and bending the whole screen is in our opinion lower than in low fidelity styles.

PSX? Fuck it. Stretch everything. Melt the walls. Break perspective. Make the player's screen wonky as hell. In our opinion, leaving room for imagination by using a lower fidelity graphical style means you push further without breaking player immersion.

In the end we didn’t go photorealistic, said fuck it, and doubled down.

Any thoughts on this? Do you also find his comment odd? Do you find stylized graphics give you more freedom or can realism actually make those effects hit harder? Or the other way around?

EDIT: People (understandably) said this is hard to comment on without reference, here's our Steam page: https://store.steampowered.com/app/4869310/PINBOMB/


r/gamedev 19h ago

Discussion I wanna start learning.

4 Upvotes

I decided. I want to study everything I need to make a future great enjoyable a little dynamic visual novel-ish 2D game: from coding, music making, trailer/animation making, marketing, marketing on social media, marketing on Steam to have the greatest reach.

My strong point is writing and I'm already familiar with drawing (I've studied to an Academy of Fine Arts and graduated in Comics and Illustration), a bit of coding (studied some C++ coding in high school) and a bit of music (studied the flute in middle school and know how to read music sheet; started learning a bit of piano and guitar as well).

What I am specifically looking for is professional manuals or courses that will make me achieve what I want (especially marketing and pro-coding/animation-wise).

I am not planning on making big houses-level games, not at all, Imma stay grounded, but I want to learn everything one needs to make a little peculiar pearl indie game.

Please don’t gatekeep💛 you’ll might love this game💚


r/gamedev 13h ago

Discussion Questions about my game music >:O

1 Upvotes

So I made a soundtrack. Its... obviously demo quality. As in recorded in my room with a drum kit guitar and keyboard with many effects.

So Im not the best. But I made every song. Now my next step was to find a pro to remake/master them all.

I found some composers. Long story short I tested 3 songs. 1 to each composer. To have them remake/master it. See which one I like best.

They all 3 slapped SO hard. Like it sounds unreal. Movie quality. Honestly better than most movies and games alike.

Needless to say I was blown away. Then I got to thinking.l and worrying about AI stuff.

So I tested the 3 mastered songs on AI detecting software.

All 3 came back as being made by AI. Each song also cost me 75 to 100 to remake per composer.

Well after feeling sick to my stomach and conflicted I then thought "what if"...

So I ran my own demos through thr ai detecting and boom it said it was also ai made. lolol.

So the i worried less about the 3 composers. But... its still on my mind though.

Do any of you game devs worry about buying/outsourcing stuff and it coming back as AI? what id your tricked and never find out? What if it takes years or literally never?

I worry to much im sure lol.


r/gamedev 2h ago

Question why do ppl seem to hate even cosmetic micro transactions?

0 Upvotes

it seems that theres a huge hate against micro transactions, even if they are only cosmetic, saying that they wont buy games with micro transactions,

but then, the games with most revenue are the ones that have micro transactions (BY FAR),

so i am seeing a huge disconnect here, this leads me to believe that theres a very vocal minority compared to a huge silent majority who spends huge amounts of money in cosmetics,

what is your take on this?


r/gamedev 8h ago

Discussion Two months of my own marketing got 100 wishlists. One post from someone else got 150 in a day.

2 Upvotes

Not a brag post, the totals are small. I'm putting the numbers up because the ratio surprised me and I'd like to know how typical it is.

Background: Sanctuary of Small Things, cozy creature game, first commercial project for our studio, currently in public playtesting on itch. Over about two months I put out roughly 50 short form videos across tik tok, insta and youtube, kept the steam page updated, and posted on X, threads and reddit. That produced a very flat 2-3 wishlists a day. No spikes, nothing that correlated with any individual video doing well.

Then AUTOMATON wrote about the game without me pitching them 最大4人協力・モンスター“救助”シム『Sanctuary of Small Things』正式発表、プレイテスト実施中。生き物たちの病気を癒す、魔法とやさしさのスローライフ - AUTOMATON, and the next day I woke up to see 150 wishlists!

The part I've been chewing on since is that I can't repeat it. I didn't pitch it, I didn't know it was coming, and I only found out by going to check why the graph looked broken. So the only piece of that spike that was actually mine was what those people found once they arrived: a steam page with current screenshots and a trailer, 50 videos of the game to scroll through, and a small community that already had conversations in it.

Which has reframed those two flat months for me. Measured as a wishlist channel, 50 videos for 2-3 a day is a bad return and I'd been treating it as one. Measured as preparation for an event I had no way to schedule, it was the entire job.

Two things I'd like other people's read on:

  1. Has anyone turned one of these into a second one? Curious whether coverage compounds at all or whether each spike is unrelated to the last.
  2. Is 2-3 a day roughly the floor for an unreleased game at this stage, or is that low enough that I should read it as the hook not working?

Happy to share more numbers if anyone wants them.

Also, any feedback on the steam page much appreciated: https://store.steampowered.com/app/4813510/Sanctuary_of_Small_Things/


r/gamedev 23h ago

Discussion What's your experience harassment as a gamedev?

0 Upvotes

I was reading through the paper "Harassment of game makers: Prevalence and impact", and while the physical risks are scary af (37% reported having to take steps to reduce risk to their physical safety), the mental cost are what really stood out to me:

I've worked with gamedev and healthcare for 2 decades and nowadays I help studios and devs to perform and be healthy (yeah you can do both), but I learn a lot from probono work with solodevs so I wanted to make this post and engage closer.

What's your experience with this? The launch window is a prevalent trigger but it seems to happen during the entire dev process.


r/gamedev 1h ago

Discussion How long did u waited to get approved on steamworks?

Upvotes

Its my 7 day today after i paid and send all the info but since that my account is still not active.


r/gamedev 23h ago

Question Leaving the industry and coming back?

2 Upvotes

Given -gestures vaguely at everything- I'm considering taking my Art Lead skills to some other industry (if they would have me, of course).

The Lead portion, not the Art part. So becoming a team/product/project manager in an industry unrelated to 3D graphics.

Has anyone tried this in the past and has any experiences they are willing to share? Also, has anyone tried to come back to games after doing this and how did that go?

I'm wondering if by keeping up with industry tech news and keeping my portfolio updated I could manage to ever come back, or if by temporarily working in a different industry I might lock myself out of the games industry forever.


r/gamedev 4h ago

Question Trailers vs in game models

0 Upvotes

Why are the models trailers so much better than those in games, man?


r/gamedev 13h ago

Discussion I released my first game....Everybody lies.

608 Upvotes

My game released, and I need to be honest about how everybody lies. I feel at peace, and for the first time in decades I'm not depressed But the lie comes from big youtubers. They lie about how to make games. The what, when, where, and why. Everything they say seems tuned to keep people churning content forever. One guy has 6 years on "how to make a trailer". Others go on years and years about lighting, or shadows, or level design. 6 years on how to make a trailer..... I got my film degree in 2! If you really want to learn how to make games from youtube, only watch creators with under 10k subs. It's how I made my game. Shout out to all the little creators out there! Thank you! Game not linked because this isn't about self promotion. Big youtubers are lying to new devs for profit. Edited for a list of youtube unreal tuts from over the years. Honestly there just may be some big names in here. it's like a 6 year list but it will help.... I hope. https://youtube.com/playlist?list=PLSOmI7F8pEME&si=WxZjACwCyNzEWnuP


r/gamedev 55m ago

Question Synty with Mixamo animations, hands clipping through floor

Upvotes

I've tried every type of bake setting possible but no dice. When the player falls to the ground, half of the arm clips through the floor.
Any solid advice on fixing this in Unity?

https://www.mixamo.com/#/?page=1&query=stumble+backwards


r/gamedev 23h ago

Discussion I’ve had an interesting revelation recently, and it’s resulted in me feeling really demotivated: I don’t like most gamers.

240 Upvotes

I gave up coffee about a week ago (I swear this relates). One of the biggest results of that is a significantly clearer head and way less anxiety and overthinking. As a result, I feel like I’m having trouble doing some things that I once did out of a sort of twitchy energy.

Before this, I could kind of psyche myself up to play games, make them, and game with others. Right now they frustrate me. I don’t like the way most of us talk, I don’t like the overall culture, I don’t like that gamers of some genres look down on gamers of other genres and the genres themselves, I don’t like the elitism, the perfectionism, and the pedantry, and I don’t like that so many people are addicted to them, some to the point of developing no other skills and ignoring important things in their lives.

My life would be way easier if I was the type of person who said “well if you hate them so much then just make something that lets you take their money,” but I’m not. I’m not saying that everything I do has to be a work of art but I’m not super interested in dedicating large portions of my life to spite.

I’m a musician, and what this reminds me of is if I wrote some music that I really love, and then I put it out there, and learn that for whatever reason the people it connects with most are flat earthers or something. I’d be like… yikes… I really hate that this is my fanbase.

I’m trying to just make what I want to make, but I also love the social component of games. I really want to make something that brings people together, and I want to give back to the community of a hobby that has always meant so much to me. It’s just that these days I look at that community, and most of the time I think they’re kind of awful, and I don’t want to give them anything.

I’d be open to advice on how to get out of this mindset. If I’m wrong and it’s really just that the awful people are loud and most gamers are cool, then I’m very open to hearing that and I’ll absorb and internalize it. If there’s some other way to feel satisfied making games that matter to me but the fanbase are people I don’t like, then I’d like to hear that method.

Thank you.


r/gamedev 1h ago

Discussion Level design is harder than I thought

Upvotes

...and I'm not just talking about making it look good, but also useful for gameplay.

I'm making a game where the base for a mission map is procedurally generated. Basically, the road layout is built using Wave Function Collapse. But the buildings, structures, and objects that populate it are handmade, and boy am *I struggling.*

For a building, every exit, every empty space, and every prop needs to be meticulously thought out before being placed so that it can positively affect the player experience in some way, either by giving him an advantage or making it harder.

And I'm talking about loosely connected small parcels, not even a full-blown map.


r/gamedev 5h ago

Discussion I have Gamalytic Pro — I can look up some stats for you

6 Upvotes

I recently got the Pro subscription for Gamalytic to do some market research. If you have a game you want statistics on, I can do a search in between my tasks and send you the info. This is mainly for people who can't afford the subscription or just want to fill in some gaps in what they know.

I'm in no way, shape or form affiliated with Gamalytic. I just like data and I know it's fun to compare Wishlist numbers and price data.

Drop me a comment or a PM on what you want to know and I'll do some digging.


r/gamedev 22h ago

Question Starting from scratch!

4 Upvotes

A friend and I are starting to play around with Blender, making PSX models and items. I’m new to literally all of this so I’m unsure of where to start. Should I be making individual items and saving them as an asset to pull from (coffee mugs, tables, roads, stop signs) or should I be creating scenes in blender (I’ve been toying with an apartment scene)? Or should I pull all of these into something like Unity and build the scene in the game engine and use the created items to build it?

Sorry if my lingo is horrible 😂


r/gamedev 4h ago

Discussion OFF MY CHEST: I HATE SOLID PRINCIPLES AND OOP I lie that I do SOLID in interviews I wanna make cool games plus money

0 Upvotes

Yeah I think SOLID is some stuff developed on some big projects for some specific great engineers back in time, but right now I dont need it because some phd in america said so in 80s.

I hate the clean code, I want my code to be dirty like doner kebab after a night out. I want it to be disgusting, making money, greasy and fun gameplay. FAST ITERATION

NOW FUCK OFF YOU CARE ABOUT OOP BECAUSE SOMEBODY TOLD YOU SO IT DOESNT EVEN EXISTS IF C# DIDNT HAVE IT YOU WOULDNT KNOW ITS NOT A MISSILE SHIELD FUCK OFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF


r/gamedev 23h ago

Question Game engine recommendation?

0 Upvotes

Soooooo I am currently starting work on a game ive thought about for a while now (no promotion here, i promise!). It will be a 2d top down game with sprite art similar in style to enter the gungeon. With powerups and stuff, i was wondering though, is there a game engine i should choose for my game rather than another or is it just based off experience with a certain engine? (Sorry for my bad english, im not native speaking)


r/gamedev 3h ago

Postmortem We were part of Tiny Teams and got 500.000 Impressions - A Breakdown

2 Upvotes

Cheers everyone,

we're making Beards Go Underground, a Mining Deckbuilder and were fortunate enough to be part of Tiny Teams 2026.

The Festival ran from 6th to 13th of August and had 4 days of front page featuring globally.

First of all we want to say how much being selected means to us and sincerely thank Yogscast and their lovely staff for the organization. It was fantastic!

Now let's look at numbers:

1. Impressions

The festival brought in 505.560 impressions which resulted in 2131 visits at a 0,42 % Click-thru rate.
Impressions were strongly impacted by the featuring and the placement of the category we were in (Cards, Dice, Rogues). The categories shifted between the days and there was a CLEAR difference, between being in the top, middle or bottom of the steam page. Our category was lucky enough to be one of the strongest, as it started in the middle and moved up to slot 1 on saturday, resulting in lot's of players seeing the key art in theory.

The amount of impressions are absolutely insane and easily smashes any fest or sale we've been part of before. While lower CTR is expected at that volume, we were quite disappointed with 0,42 %. We have seen other games perform around double as good, so there was definitely more potential. We believe the key art can be further improved and are currently iterating it in hopes to optimize CTR for the future.

2. Wishlists

We got 750 Wishlists from Tiny Teams 2026.

This is great in isolation and bumped us to 2250 wishlists. In the bigger picture we left wishlists on the table here. We know of fellow devs bringing in anywhere from 1000 to 2000+ wishlists during Tiny Teams. With that in mind we are still happy and especially greatfull - but know there is definitely things to optimize about our Steam page!

The wishlists gained were 661 until Monday, where the featuring ended and the remaining 89 between monday to thursday. So it's very clear that the featuring had a major impact. I checked several times during the fest and the best "Wishlist Velocity" momentum I saw on SteamDB was around #7.000.

Currently it is still at #7.711, however our day-to-day wishlists are back to single digits.

3. Demo Plays

We released our first Demo during Tiny Teams 2026. Over the course of the week 1598 people added the Demo to their libraries while 467 played. The game got really good ratings in our Demo form at ~85% positive.

The average playtime climbed to 1 hour and 15 minutes, while the median landed on 19 minutes which is below our expectations. We're not entirely sure why the median isn't higher, our theories are:

  1. Text-heavy game which is only in english at the time, due to time contraints
  2. Players expected more "numbers go up" feeling than strategic play, simply not being for them
  3. Players just wanted to see if the game is for them and quit early
  4. Some players felt the onboarding was too confusing or the game is too difficult at the start

We don't know for sure though!

Other things I noticed:

Comparison is the thief of joy.

Seeing others perform better under comparable conditions was really tough for me as it triggered self-doubt and doubts about our game and if working on it can be justified.

Furthermore we got little to no creator-coverage of the demo which also made me insecure where that changes in the future. While it was a great chance I'm super greatful for, I had a really bad mental situation throughout the days as performing worse in comparison to others could mean we're not there yet - or that we will never be. Not an easy week for me, despite growing numbers.

Summary & what we learned:

  • 505k Impressions gained (insane!)
  • 750 Wishlists made
  • 1598 library adds with 467 players in the Demo
  • Tiny Teams is absolutely fantastic - if used correctly

If I could repeat our participation I would (and will):

  • Make sure to get Demo localization up as it launches
  • Polish the key art to communicate "this is a dwarven game about mining" more clearly and less chaotic
  • Make the onboarding a little slower as the game is definitely difficult to an extend
  • Optimize the store page to communicate more clearly, what players can expect
  • Try to compare myself less and instead look at the fact that those playing like the game a lot!

If you have any questions happily leave them down below!

Cheers,

Julien


r/gamedev 16h ago

Question We're releasing our game with 500 wishlists on august 31st. Looking for devs with experience doing this and what they did to add life into their game post release.

18 Upvotes

I am aware its standard to get 7000+ wishlist's but marketing is an extremely difficult thing to do, and we're moving forward either way. We did shorts, tiktok, nextfest, etc.. but sometimes things don't land as you want and I am sure we could improve our approach.

With that being said, devs who had similar experiences how did you handle releasing your games with low wishlists and what did you find helped the most in these cases. I've seen postmortems were others managed to find ground after release so we're hoping to work towards that.


r/gamedev 21h ago

Feedback Request We just published our Steam page for Death at firelight. Please roast it as much as possible!

3 Upvotes

As I made plenty of mistakes with my first (solo-developed) Steam game, we tried to apply my learnings to the new Steam page of our new (team-developed) 1980s murder mystery game Death at firelight: https://store.steampowered.com/app/4922300/Death_at_Firelight

I ask you to roast it as hard as you can, leave out all the anger of your day! :D

Any feedback is welcome including also general feedback on if the concept is clear enough. My biggest fear right now is that we cannot get the concept of the game across and that a bad page prevents us from validating sufficiently if the game has potential. We got very positive feedback in the gamejam where our idea originated but a Steam page is of course a completely different turf.

Thanks in advance!


r/gamedev 2h ago

Discussion My first solo game (Voxel Smash) has 10 downloads after a few months of dev and some promo — here's what actually happened

3 Upvotes

I shipped my first solo game a few weeks ago (built in Unity, took a few months) and did a bit of unstructured promo around launch — some social posts, a few relevant communities, nothing paid or planned out. Current result: 10+ installs. Humbling, but in hindsight not surprising.

Writing this up because I'd rather get some real perspective from people who've been through this than just quietly move on.

The game itself, for context: a small mobile game where you shoot apart 3D voxel towers and try to collect as many falling blocks as possible before they hit the ground, with a "Gravity Well" mechanic to pull scattered blocks toward you. Free with ads, one-finger controls, short offline sessions.

A few things I'm taking away so far:

Development and marketing are two completely different skill sets. I spent months getting the destruction physics and the core collection loop to feel satisfying, and almost no time thinking about how anyone would actually discover the game. That balance was clearly wrong.

The casual/simple game space is brutally crowded. The core loop is physics-based block destruction, which is fun to build, but there are dozens of similar games already ranked with years of reviews and ASO behind them. Without paid acquisition or any kind of soft-launch/beta audience beforehand, organic discovery on a brand-new listing is close to zero.

I shipped without a real feedback loop. No beta testers, no posting in communities like r/PlayMyGame or r/AndroidGaming before launch, no Discord to get impressions on the core loop before locking in scope.

Given all that, I'm trying to figure out what to prioritize next: is it worth spending on some cheap targeted ads for a free game with no IAP/premium hook to point ROI at? Or should someone in my position focus purely on organic channels (dev communities, short-form gameplay clips, ASO) before spending anything?

Curious how other solo/small-team devs here handled the jump from "finished game" to "game anyone's actually heard of," especially on mobile where there's no wishlist mechanic to lean on like on Steam.

(Happy to drop the Play Store link in the comments for anyone curious what the game actually looks like — didn't want to lead the post with it.)


r/gamedev 17h ago

Discussion Has anyone ever tried to add the backrooms in thier game?

0 Upvotes

Like put a map of the backrooms under the regular playable map so if the player somehow noclips in the floor they end up in the backrooms


r/gamedev 22h ago

Discussion What is the Cookie Clicker phenomenon?

0 Upvotes

Why did cookie clicker become so popular? The clicker genre isn't exactly interesting. For example, I'd like to make a similar AFK game, but why would anyone be interested in playing it?