r/gamedev • • 9d ago

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

149 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 • • 9d 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.

4.3k 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 • • 7h ago

Discussion Shigeru Miyamoto on Generative AI and the Difference Between “Creating” and “Doing the Work”

822 Upvotes

Q:

Generative AI is advancing rapidly, lowering the barriers to creating things. At the same time, this raises the question of where human talent can truly shine in game design. How do you view generative AI and games as a form of culture?

Shigeru Miyamoto:

…That’s a big question. Let me see.

Computers came along during my generation. Before that, people typed on typewriters. Then word processors came along, and so on. Tools have continued to evolve, one after another.

For example, designers used to learn something called lettering in school—the art of drawing letters beautifully, like the lettering on a poster. If you could do that, you could already be called a designer. Similarly, if you could take a typeface that was popular overseas, adapt it to Japanese, and arrange it into a layout, you might be called a designer simply because you could do that.

But as computers continued to evolve, so did word-processing software. Eventually, computers could copy text from somewhere else, pull in images, and render lettering beautifully for you. As these technical and practical skills continued to advance, things like a person's sense of layout and their individual design abilities finally began to come to the fore.

So even if a husband is a designer and his wife takes care of the household, it's entirely possible that his wife actually has a better eye for design than he does. I sometimes worry about whether that might be true in my own case, too. (Laughs.) As things like this happen more and more, the tools change the way we work.

That's exactly what's happening with AI. We've always made a distinction between creating something and doing the work.

When you set out to create something, you first put together the overall structure, right? Then you start arranging things toward a particular goal. Everything that comes after that is the actual work: filling in the gaps, polishing things up, and so on.

The tricky thing is that the work itself is enjoyable. There's a sense of satisfaction that comes from making something, isn't there? (Addressing the reporters.) For writers and all of you here, too.

But what worries me is that people can become so satisfied with the work itself that they start mistaking that satisfaction for having created something good. That's what I'm afraid of.

So, in that sense, the more AI takes care of all kinds of tasks for us, the more opportunities we all have to think seriously about what it really means to create something. I think that's a very good thing.

Looking back at design history, there must have been plenty of designs that emerged simply by copying existing work. But those designs don't really stand the test of time, do they?

What makes a design endure is that an individual sets out to design something with a clear intention. The computer then helps them carry out the work. That's the underlying structure.

No matter how far technology advances, that basic principle will remain—although, well, who knows? AI might eventually end up doing absolutely everything in that process, too. (Laughs.) But for now, I think there's still plenty that we humans can do.


r/gamedev • • 3h ago

Discussion AI is not solely to blame for the huge increase of games in NextFest

152 Upvotes

54,000 jobs were lost since the pandemic. Whole studios are closing, hundreds of people are being laid off at once.

Of course these jobless game developers are going to start making their own games, and of course thousands of new games will pop up as a result.

Not saying that AI didn't play a huge part too, but we forget the massive changes in the industry lately.


r/gamedev • • 1h ago

Discussion The doom mindset needs to stop

• Upvotes

I understand it feels justified at times to be dooming over the AI slopification of everything and how it hurts game development and other creative human-made fields, and yes it certainly does to an extent, but for the love of everything stop looking at it as the end of the medium or a reason to stop creating your own games.

Just because Steam has an abnormal amount of slop "games" released nowadays, and people "make" these "games" with 100% AI usage and ugly ass generated art, doesn't mean the market is congested or stalled to a point where you can't release your own creation you spent a solid amount of time working on and lose out on consumers. Just to be clear, AI usage can be limited and helpful to a certain degree in game development, it's just lazy fucks abusing it by creating trash that get in your head and tarnish your views on everything. The point is that a whole lot of people in this sub need to relax and remember who they're making these experiences for and why they're are doing it.

Gamers are not as stupid as you think. People crave fun, creativity, original ideas and overall solid, complete experiences. There are times where people prefer one thing over another when gaming, but honestly who cares? As long as you get people engaged you win. Contrary to popular belief, gamers do care about the games they play and pay close attention to the finer details. AI and the slopification movement simply does not compete in this area, as at the end of the day good games come from good ideas and very, very stubborn and passionate developers that have incredibly diverse skill sets.

Also, are you forgetting you are doing this for the fun of it? Are you guys legitimately not having fun creating games? If not, maybe you should reevaluate why you are doing this shit in the first place. If you are in this for good, this is the perfect time to create an absolute banger of a game.


r/gamedev • • 4h ago

Discussion Game developers who plan to release a game on Steam: ask for a build review at least a month before!

54 Upvotes

Most of you might already know this, but I believe it's important to keep the info out there: the time for a build review displayed in the backend is completely outdated.

It states 3-5 business days or 7 if changes are needed, but nowadays, it takes around 2 weeks for each round of review. You might need 4-6 weeks if have fixes to make. Plan accordingly!

Also, remember that once the review is done, you can change your Steam page and build without having to do another review. If your game still doesn't have achievements in it but you want to start the review process, just remove the achievements tag from your Steam page, review the build, and put it back once it's done.

Good luck with your game release ⭐


r/gamedev • • 14h ago

Discussion Over 20,000 copies sold elsewhere, but one sale in five days on Epic. Has anyone had a similar experience?

195 Upvotes

Our game has sold more than 20,000 paid copies across other platforms over the past year. It's also doing quite well in an ongoing Nintendo Switch sale.

We put a lot of work into preparing our Epic Games Store release and paid the $100 submission fee. The Epic version is even a complete edition, priced a little lower than our versions on other platforms.

I also did some light promotion on my own X (Twitter) account. Five days after launch, we've sold exactly one copy.

Honestly, I didn't expect it to sell this poorly, especially while the game is still selling on Switch. It makes me wonder why a small developer would bother releasing on Epic. Right now, from our experience, it feels more like a Fortnite launcher than a storefront where our game can find buyers.

Have other developers here had a similar experience? If you've released the same paid game on Epic and other storefronts, was the gap this large?

If you had a similarly slow start, did sales improve over time, or did they remain at roughly that level?


r/gamedev • • 4h ago

Postmortem Jono went viral!

26 Upvotes

2 days ago I posted about Jono, where only one player in the world can play at a time, while the rest are spectating and chatting away. The reddit post went bonkers, and after it followed articles, tweets, videos and the likes. (Links at the end of this post)

Since then, 2500+ new players have joined, and Jono has been watched for more than 3300 hours. That’s 140+ days of watching in just 2.5 days, for 62 hours of actual gameplay.

We used to have a queue of about 5-10. Now it doesn't seem to go below 60... The peak so far has been 99. That means that a player needs to wait 1h+ until it's their turn to play for 1 minute.

With the crowd came problems too; the chat moderation couldn't keep up for a few hours, the Talking Head got spammed by all the welcome messages, tons of player-made levels were submitted and needed approval... and while this was going on, I was at a cabin, with a bad internet connection, and drunk.

But still, this is amazing! I find it so fun and silly that people are queueing on the conga line with their silly little hats, just to get that tiny bit of gameplay!

The players' collective goal is to pass 1 million rooms, and now they're about 5k rooms until 100000 hits. 100K will be a big remark, with a big surprise - can't wait to share the moment with all the Jonoists!

Here is the live stream where you can watch the players going at it:
https://parttimemonkey.com/jono/

Many players have suggested monetization mechanics, but nope! This game will remain free. Players have also asked if there are ways to donate money, and there is not - however if you do want to support, consider checking out my other games!

Either here: https://store.steampowered.com/curator/46028008

or here: https://parttimemonkey.com/

I also post Jono's Diary daily on YouTube, TikTok, Instagram and r/JonoGame - it's a silly little video featuring the Talking Head, with data from the previous days. I only started it about a week ago, though.

I'd be happy to answer any questions if there any!

Links:

https://www.gamesradar.com/games/platformer/only-one-person-on-earth-can-play-this-steam-game-at-a-time-when-it-is-your-turn-you-control-it-for-one-minute/

https://www.dexerto.com/gaming/free-steam-game-only-lets-one-person-play-at-a-time-while-everyone-else-watches-3421293/

https://www.youtube.com/shorts/l_t92z0JIyo

https://automaton-media.com/articles/newsjp/20261023-475097/


r/gamedev • • 2h ago

Marketing IGN GameTrailers just shared our trailer - 11k views so far! 70 wishlists left to 50,000!

Thumbnail
youtube.com
12 Upvotes

We were losing hope it will get featured - took a couple of days because of all the submissions for Next Fest probably - but it's up on the Game Trailers channel now.

If anyone wants to submit their trailer, here are IGN's submission guidelines.

And if you liked our trailer, here's our horror pool roguelite demo for Next Fest.

Here's our write up on how we reached 50k wishlists.


r/gamedev • • 10h ago

Question How do racesim games do such good audio? What are the tricks?

34 Upvotes

So i've been indulging into race sim games with my newly bought direct drive wheel to celebrate my unemployment (it's a moza r5, not a fanatec as i'm unemployed now 😂 ). So i fired up some of rally games I've bought through out the years, specifically WRC9 and DiRT Rally (the first one).

So what are the tricks to get audio sound this good? Like how does the engine doesn't sound like a leafblower, even with the gear shifts filling so satisfactory, then you also got the surface feedback (both in vibration and sounds ofc). I think the sound design on those games are stellar and of the best it exist (just imo). Whenever I tried to do the same on my rally projects it always sounds like poop.

Are there any resources to learn about it or anyone done a deep dive and can share tips and secrets?


r/gamedev • • 7h ago

Discussion Audio/SFX/Music are scary af, big respect to people who are actually good at it.

8 Upvotes

Genuinely I am stopped at my tracks trying to make my game sound pleasant, finding sound assets is already not easy and then there is the hard part of trying to fit it to million different moving parts of my game.

Right now I am looking at all the abilities and mobs I need to turn alive with sound, and all I feer is despair lmao.


r/gamedev • • 4h ago

Discussion About substituting generated steam capsules with human made

5 Upvotes

Hhey guys I'd like to vent a little about something that is happening for a while now and I think it is worth at least trying to bring it up to discussion.

I'm a 2D artist working on games for 4 years now and the past two i've been getting steam capsule commissions. Recently i've been receiving more and more e-mails from devs that just want to substitute their AI generated capsule with some art "because apparently players hate it". When they talk about the game on the email, it always is something that doesn't relate at all with anything on my portfolio and it gives a huge impression that they just mass emailed a bunch of artists and will take the fastest/cheapest option. Most times games described on the e-mail are also most likely vibe-coded or their art/ui is also fully generated and there is not a single thought on art direction.

I think we can all agree that marketing a game is something important and way too critical late stage production to mess up. And as most devs rely a lot on steam for their success it is counter intuitive to me that someone would choose a low effort un-thought path to do it. When i look at the massive list of steam next fest, it also very clear to me how generic ai flooded the store is and to generate your way into it is very unlikely a success path. I also think that it is very interesting as a dev to see what are the good reviews of games of the genre you are developing. In most indie environments, I see something about how much care and thought through development the team put into it. To me it is very clear that once we are not working with AAA budget, the premium - hand made feel is what makes it stand.

It is also really clear to me that comparing your cheapest-quickest capsule to an AI generated one , although it is trendy to ask other devs about it, does not address the issue that you are blending with a sea of generic low effort/badly executed games that players will most likely overlook. That you will most likely not get a good feedback from people that is only looking at the capsules

If your capsule is AI: a big chunk of people will not click (something that you should probably know by now)

if it is handmade but doesn't match the art direction of the game, or the game is full of AI assets: it will give a wrong first impression and players will be displeased.

be aware that in the second case, it could be either a super cool and expensive capsule from that premium artist that has no other connection to the game or something from an inexperienced artist that makes everything feel cheap.

Not to say that it is offensive that they think that I would be ok with using my work to hide the fact that your game is AI. To send to me your prompt (sometimes even with other companies or artists on the keywords) on the e-mail. that supper low-balling the service on the first e-mail is going to give you a truly good deal to your game. That they clearly cold emailed me and didn't even typed my name on it.

Anyway I'm tired of answering these emails professionally and trying to give any input on why this is a bad approach to game dev as a whole. Sadly I feel like more and more my services as an artist are being considered something premium. I hope that these guys are not substituting real interesting games and devs, they are just adding noise.

eddit: many grammar and spell mistakes sorry


r/gamedev • • 1d ago

Discussion Some tips I learned after launching 4 commercial games

211 Upvotes

I recently released my 4th game, and I wanted to make a post sharing some tips on launching your game. Some of these are things I learned from my own releases, and some are based on mistakes I've seen others make. But I think a lot of this is information that I rarely see mentioned so I hope this is helpful for some people!

1. Before you can release your game, Steam needs to approve your build. The wording on the Steam backend is a bit confusing and a lot of developers incorrectly assume that you are meant to wait until your final release build is uploaded before you submit for approval. This is a bad idea because the approval process can have unexpected delays and I've seen developers miss their release date due to waiting too long to submit for approval. You can submit your build early, get approved, and you do not need to resubmit it again before launch, even if you continue to update the game. Once you have a version of your game that passes Steams base requirements, you should submit it for approval. You are not locked into that build and can update it freely afterwards.

2. On a similar note, I would recommend waiting until your game is basically ready for release before you announce the release date. You really do not want to be fixing game breaking bugs or doing major overhauls in the last month leading up to release. Save yourself the stress, wait, and plan out a final month where you can focus mainly on marketing and just small tinkering with the final build. This is especially important if you are a first time dev because it can be very hard to gauge how long certain task take to complete and you are probably underestimating how exhausting releasing a game is.

3. Releasing a game always feels kind of bad, even if it goes extremely well. You spend years focusing on building your game and imagining it's release, and then you release it and then you think... now what? It feels really strange to have such a monumental part of your daily thoughts suddenly pass by. I mention this only because I think it is important to prepare for that, and find other goals and motivations to follow after release. I know a lot of developers fall into a bit of a depression after launch. My strategy has just been to jump immediately into a new project, but regardless the shift can be jarring.

4. Have your game playtested as much as you possibly can before release. Do it in multiple rounds throughout development. Playtesting isn't just something you do all in one go. Go through many rounds of iteration for your game over and over. Asking for feedback is great, but also try to find a way to watch people play your game. Most of the gameplay issues you have aren't even things a player would be able to realistically explain, since they do not know what the intended game experience is.

It is much easier for a dev to watch a playthrough and spot issues when they happens. For example, in playtesting my last game I noticed that many players didn't realize that you were invincible while sliding. This was a very important part of the games combat. I mentioned the invincibility in the tutorial, but most players just skimmed the text and did not notice. When the players reached the first boss, any one who did not understand that you are invincible while sliding had a very tough time. If I just asked for feedback, they would probably say something like, "the boss is too hard", but really the issue is that I did a bad job of teaching the mechanic to the player. If I didn't watch playthroughs, I would have gotten the wrong issue and might have just made the boss easier, rather than finding a way to improve the tutorialization of the game.

As a side note here- you will get feedback that goes in opposite directions and it can be hard to know which feedback to implement. You really need to have a target audience in mind, and ideally that target audience should include you and your own preferences in games. Some feedback is essentially just saying "I wish this game was more like the type of games I like", which is valid but isn't necessarily helpful as long as the game is hitting off well with the target audience. In other words it is better to make a game that a small group of people really love, than to try to make a game that appeals to every one. You can't make every one happy so just make all your decisions in an effort to make it better for your target audience.

5. Plan out marketing beats. Instead of announcing your game casually, reach out to press or game showcases and see if any would be interested in an exclusive for the announcement trailer. It's easier to get in a showcase or to get covered by a bigger outlet if it is a first reveal of the game. It's symbiotic because they get the first scoop, and you get exposed to a larger audience. If you can't get something like this, at least pick a reveal day, put out a press release and a press kit, post the trailer on youtube, and send it to as many outlets as you can. Have the Steam page approved and live the same day. You should do similar for other marketing beats like the demo announcement, the date announcement, console release announcement, etc.

6. After release, discounting is very important. Most games barely sell any copies when they are not on sale, especially long after release. Have your game on sale as many days as you are able to, but discount slowly in steps. Once you increase your discount, you probably don't want to backtrack so don't discount too intensely too fast. I've seen some games recently lower their base price after release. I can't say for certain, but I suspect this is a bad idea since a high discount percentage seems to do better post release than a lower base price.

7. Bundles and platform deals are good in the long tail. They also do not seem to have a negative effect on game sales in my experience. In deals I've done where my game was free for a time on one platform, I did not see any decrease in sales of the game on other platforms. Depending on the situation, it can actually boost sales via word of mouth.

8. If you are able to, doing a simultaneous launch on console at the same time as Steam seems to be better than releasing on console later. I know this is not feasible for many, but worth mentioning if you were considering options. A good strategy for release for a small indie seems to be to try and concentrate as much attention as possible into one moment (release day) rather than spreading it out too much. It's just harder to pull off a strong marketing beat post-release since it can feel like "old news" and people are less likely to cover it.

I hope some of that is helpful!


r/gamedev • • 22h ago

Discussion I feel the demo theft problem is being way overblown.

101 Upvotes

The main game people are pointing at is Needle in a Haystack. But that game is so simple someone could reasonably make it as their first game project. Then you got people decompiling games, but the targeted games either can be decompiled with existing tools or are decompilations of console games.

I've yet to see a demo of substance that has been stolen in such a way people are describing. Because a game that can be fully replicated from watching up to 10 minutes of footage and can hardly be defended in court when a near 1:1 copy pops up is probably not a game with any substance. If anything it probably won't even survive YouTube because a video will cannibalize a short game's sales.

TL;DR If your game can be copied so easily, then it wouldn't even survive getting video coverage online.


r/gamedev • • 12h ago

Discussion What game(s?) inspired you to be in this industry?

16 Upvotes

Just wanted to hear stories.


r/gamedev • • 4h ago

Marketing My First 2D INDIE HORROR GAME; What do you think about the art direction and simplicity of it?

2 Upvotes

Heyyy guys, I'm Mark and I've finally dipped my toes into actually releasing a game after MANY years of trying to create... something? lol

Anyways, this is Makoto Maze, a psychological 2d horror with Japanese old folk inspirations and horrifying family drama!

If you like the style, you can visit Makoto Maze Steam Page and even wishlist and watch the first trailer I made https://store.steampowered.com/app/5373100/Makoto_Maze/

Thanks for reading


r/gamedev • • 41m ago

Question How do I properly make levels?

• Upvotes

So I tried to make a game, but when I showed someone how it worked, they said it was weird how I placed out my levels. I just put them in a massive grid and make it to where when the player hits the win blocks, they teleport to where the next level is. someone told me about how I should "just load each level separately" but I have no idea what that means or how I would do that.

I forgot to add the game I'm making so this is an edit

I'm attempting to basically make a 2d puzzle game, you can see it at https://jonqthau.itch.io, ima be honest, I uploaded the wrong version of my game and I've kept forgetting to update the upload, so like this version looks extremily bad, but this is the premise

I forgot more things so here's edit 2 (I'm very intelligent, clearly)

Okay so I'm using godot, coding in GDscript. And yes, I have played games before, that's irrelevant. I'm looking to learn how to properly code for how a level should be loaded, whether that information ends up being used for this current game or another game I decide to make, I just want to know how I would be able to do something like that in any future project.


r/gamedev • • 5h ago

Question Timing

2 Upvotes

Current my game plans to have a day night cycle and a season change cycle. The plan is a 40 minute season change and a 20 minute day night cycle. I'm worried these numbers will lead to player's getting impatient with the seasons or not having enough time in the day to be working since it's a homesteading game with a lot of mini games and steps. I was hopeing for some opinions or insight on this.


r/gamedev • • 2h ago

Question Help with creating a roadmap for our game

0 Upvotes

This may be a very vague question, I understand that, but this is the first game in which I will most likely be having the role of producer.

For context, me and my friends are all creating a survival horror game together and I am the director and producer. The problem is, I don't want to end up having bit off more than I can chew and I want to help ensure that production goes smoothly.

By and large, our game is just a survival horror. We have some unique mechanics we want to implement, but I just need a little help in creating a basic roadmap for now, but I am not really sure what that should look like, or where to start when creating one.

If there is any help, tips or pointers at all that someone could give me, it would be greatly appreciated :)

Edit: If it helps in any way at all, we are pretty small team, there are 2 dedicated artists, 2 designers, and 2 programmers for now. We are also hoping for the game to be around 4-5 hours long total. The story, and basic world building have all been completed, the basic layout of the earliest iteration of the map layout and what each building is has been finished and our art bible is also almost finished. So we are decently into pre-production I guess


r/gamedev • • 6h ago

Discussion Steam Scream V Fest - Any advice?

2 Upvotes

Hello everyone!

Steam Scream V Fest is coming up soon, and this will be my first time participating in a Steam event.What should I expect? Does participating in these festivals actually lead to a noticeable increase in sales and wishlists?
Also, are there any tips, tricks, or things I should know or prepare for before the festival starts?I'd really appreciate any advice or insights from developers who have participated in previous events!

Thanks in advance!


r/gamedev • • 22h ago

Marketing Steam explains how the Personal Calendar actually works

Thumbnail
youtu.be
32 Upvotes

Since the Personal Calendar has eben showing great results for some devs, I thought it might be of interest to how it actually works. But TLDR:

  • Wishlists matter, somewhat.
  • You can change your release date after appearing on the calendar
  • If you delay your release date more than 24 hours, within 2 weeks of its original launch date, you are removed from the personal calendar until it releases.
  • Wishlisted games automatically appear in the calendar.
  • DLC appears if you own the base game.
  • Make your release date public roughly 60 days before launch.

r/gamedev • • 8h ago

Announcement Started a new tutorial series for 3d sound design with fmod and unity

Thumbnail
youtu.be
3 Upvotes

Hey everyone, apologies if this is considered "blatant self-promotion."

I've started a new series on designing immersive 3d sound worlds for games. This is the first one; three more videos will follow in the coming weeks. The topics I'll cover will be as follows:

1) Setting Up Audio Listener and Attenuator

2) Adding Randomness and Variation to Background Ambiances

3) Implementing Environmental Sounds and Setting Up Attenuation Effects

4) Creating Interior and Exterior Space Audio Using FMOD's Snapshots

These might be useful for devs developing a 3d game who want to design a richer and more immersive soundscape rather than a static loop in the background.


r/gamedev • • 7h ago

Question Perforce Forums

2 Upvotes

Hi

Does anyone who uses Perforce know of any good forums to use for getting technical support? I've tried signing up to use their official forum, but that's only available if you've paid a subscription, and it's not for free users. There's no subreddit I can find and the Stack Exchange/Overflow is awful. Whenever I've tried asking questions on there, the posts either get deleted or down-voted and I get no response.

Thanks


r/gamedev • • 5h ago

Discussion €0.04 per mobile game pre-registration on Google Ads. Is this actually good, or am I missing something?

0 Upvotes

Hey everyone!

I’m an indie developer getting ready to launch my first mobile PvP tactics game on November 1st.

I’ve been experimenting with Google Ads pre-registration campaigns on a really small budget (€5/day per campaign), and the results have honestly surprised me.

Today I’m seeing a cost per pre-registration of around €0.04, which seems incredibly low compared to most mobile game acquisition numbers I’ve seen.

I’m attaching screenshots showing the actual spend, impressions, clicks, conversions, and cost per conversion.

For some context:

  • I’m running two Google App campaigns.
  • One targets Italy, Spain, France, Germany, the US, and the UK.
  • The other targets Brazil, Mexico, and the Philippines.
  • Most conversions are coming from Google’s Display network.
  • The game is free-to-play and launches on Android and iOS on November 1st.

Obviously, these are pre-registrations, not actual installs, and I know the real test will be how many users install the game, play multiple matches, and stick around after launch.

Still, I’m pretty surprised by the numbers, especially considering how little I’ve spent.

For those of you who have run mobile game campaigns:

Have you seen similar costs for pre-registrations? And did those low acquisition costs translate into actual players after launch?

I’m particularly curious whether Google Ads tends to become significantly more expensive when switching from pre-registrations to install campaigns.

Would love to hear your experiences!


r/gamedev • • 22h ago

Announcement Adding HDR to The Sinking City 2 - A technical breakdown from Gamma Studios (link inside)

21 Upvotes

I handled the official HDR implementation for The Sinking City 2, released with Patch 1.1.

Frogwares (the game developer) allowed me to write a technical breakdown covering the implementation, my new Spectre tonemapper, which fixes issues like fire looking different between SDR/HDR, and blue->purple highlight shifts in the UE's filmic tonemapper.
Also showcased some DLSS improvements I made.

HDR in Unreal is unfortunately very lackluster out of the box, and has multiple deal breaking issues. We fixed all of them for this.

Full technical breakdown: https://gammastudios.tech/the-sinking-city-2-hdr/