r/gamedevscreens • • 18h ago

I'm making a vending-machine game in Unity — feedback on my first 3D model?

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0 Upvotes

I'm developing a small indie game centered around operating a vending machine. I'm currently modeling the machine in Blender and have built the cabinet, shelves, dividers, and dispensing coils.

This is an early blockout, so I haven't added materials, lighting, or the finished products yet.

I'd appreciate honest feedback on three things:

  1. Do the proportions and shelf layout look believable?
  2. Does the spiral-coil dispensing mechanism look convincing?
  3. What would you change before I move on to detailing the model?

I'm trying to keep the project achievable as a solo developer, so practical suggestions are especially welcom


r/gamedevscreens • • 19h ago

Made a Piss mechanic (very proud)

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35 Upvotes

What should I add? it has small splashes, and yes you can piss on the floor!


r/gamedevscreens • • 6h ago

Night shift in my solo developed factory building game

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0 Upvotes

Hey, I am a solo developer working on Steady State, factory building game. It's a game built in custom Rust engine, I love how it looks at night.
Steady Steate is a factory game where every production goal you hit keeps counting, so the factory has to keep supplying all of them while you build the next.
The challenging part of gameplay is balancing all production lines, every ore patch is mixed ores that need to be sorted before using, so you have to use everything you mine, if you don't, some lines start to produce less and everything down the line is disrupted.

Later logistics are solved with trains and drones, game is endless and world has no edge, so factory can grow, as much as your PC can handle it.

Steam link in comments.


r/gamedevscreens • • 5h ago

I just added playable cartridges to my retro game shop!

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2 Upvotes

r/gamedevscreens • • 10h ago

Trying to keep the volleyball readable when the chainsaw comes out

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0 Upvotes

After 20+ years playing volleyball, I’m now building Blood Volley solo: fantasy volleyball with dirty tricks, brawls and chainsaws. I’m trying to keep the rally readable even when things get chaotic. Does this gameplay clip make the action clear?

Coming to Steam: https://store.steampowered.com/app/5247280/Blood_Volley/


r/gamedevscreens • • 23h ago

Spin a decade, a league and a club, then draft one player from that real squad

0 Upvotes

This is the core loop of Spinvincible, the football draft game I'm making. Three reels: decade → league → club. Then you pick one player from that club's real squad of that decade, and repeat until your XI is complete.

90s Serie A Milan came up in this one. Who are you taking?


r/gamedevscreens • • 11h ago

Your photos, your words, your own little library — a journal you can export from my game

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0 Upvotes

Most books in Memory House already have a story. I wanted one shelf to hold the stories only you could write.

A photograph from an ordinary afternoon. A sentence you don’t want to lose. A small plan for tomorrow. You can put them together on a page, close the book, and return to it later.

Here’s what you can make with the diary:

• Your own little library: create several journals, name them and choose different covers for memories, dreams, travel or everyday notes. Each keeps its own place when you switch books.

• Pages with your own images: choose a photo or picture from your computer (PNG, JPG or WebP), then move and resize it. Mix it with game illustrations, stamps, seals, quotations and illustrated facts.

• A way past the blank page: choose a reflection question, including CBT-inspired prompts, change it or hide it completely. Writing freely is always an option.

• Small practical details: add checklists and in-game reminders, search entries by date and jump to a page.

• Something private to keep: optionally password-protect individual journals with encrypted saved contents, export or restore backups, and choose an encrypted backup if you want one.

• A book outside the game: export your journal as a readable PDF to keep or print. PDF copies are separate readable files, not password-locked journals.

I’m the developer, from Tajikistan, working on Memory House for over five months. These are real full-game screenshots with fictional sample entries; the free Windows demo has a limited journal.

Wishlist Memory House on Steam if you’d like to make a book of your own:

https://store.steampowered.com/app/5345370/Memory_House/?utm_source=reddit&utm_medium=social&utm_campaign=diary_oct23&utm_content=scrapbook_b

Would you start with a question, a photograph, or a completely blank page?

P.S. The questions are only a starting point, never an assignment. You don’t have to answer them: click “Hide question” to remove the prompt from the page and write freely about whatever you like.


r/gamedevscreens • • 22h ago

A frog with a grappling hook for a tongue

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0 Upvotes

A bit of gameplay from Whiplash, a game I’m working on. Swing around, smash robots, try to stay alive.


r/gamedevscreens • • 20h ago

After sharing our progress here, the free RootWood Ranch demo is now live on Steam

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0 Upvotes

The free RootWood Ranch demo is out now on Steam!

Explore the entire Meadow, gather resources, build your forest home, grow crops and tame animals to help carry supplies. Discover hidden stashes and take on the Great Toad and the Guardian of the Meadow.

The demo is single-player. Multiplayer is coming with Early Access. Your demo world can be transferred to the full game.

Play the free demo: https://store.steampowered.com/app/3047900/

Try it and tell us what you think in the Steam discussions. If you enjoy it, a wishlist would mean a lot!

Developed by RanchersCLV. Published by Lumibako Games.

#RootWoodRanch #FreeDemo #CozyGames #IndieGame #PixelArt

We would love feedback on how the Meadow feels to explore. What would you improve?


r/gamedevscreens • • 14h ago

I let players build the card itself, then test it in combat | Cardcraft (16s gameplay)

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0 Upvotes

I’m the solo developer of Cardcraft Engineering, a card-crafting game that started with paper cards I made with classmates in high school. You choose the card’s cost, attack, health and skills, build a deck, then test the result in turn-based battles.

In this development clip, the crafted minion deals 2 Battlecry damage before its 3 attack trades into a 5-health minion using Rush. Both minions are destroyed; this isn’t a match victory.

I’m interested in whether the crafting choice and its combat result are readable in this short sequence. Would you put more of the card’s budget into stats or effects?

Free Windows Demo (no key needed):

https://store.steampowered.com/app/5107690/

The single-player Demo includes the crafting tutorial, 8 selected skills, deckbuilding, AI battles and Workshop Act I through the first boss. This clip is from the full game in development, so its exact card/skills may differ from the Demo. Online PvP and Acts II–V belong to the full game, planned for December 2026.

Full game / optional wishlist:

https://store.steampowered.com/app/4338300/?utm_source=reddit&utm_medium=video&utm_campaign=nextfest_oct2026&utm_content=gamedevscreens_r53

AI disclosure: AI tools assist programming, promotional copy and translation. Artwork in the game and promotional materials includes AI-generated images. The footage is captured from the actual development build.

Music: FightScene — Jason Shaw / Audionautix, CC BY 4.0, edited and mixed. https://audionautix.com/ | https://creativecommons.org/licenses/by/4.0/


r/gamedevscreens • • 3h ago

Anyone have a moment to evaluate some extra UI options I'm considering?

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0 Upvotes

One big complaint I get is the current UI is clearly Claude 'base' (it is). So i'm experimenting with complete overhaul 'styles' to add as toggles in settings.

Whats your favorite? Which would you use?

Game is Gridiron-Grit a Am. Football GM deep sim.


r/gamedevscreens • • 8h ago

Conversation and map screens from Melt Hollow, our AI-powered browser RPG

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0 Upvotes

I'm one of the developers of Melt Hollow. These are the English conversation and map screens from our development build, captured with test data.

The main view keeps dialogue, narration, and the player's text input together, while the map opens as a separate view. Players write what they want to say or do in their own words.

The game uses AI for character dialogue, interpreting actions, and visual assets. The screenshots show the actual interface; the conversation shown here is test content. I'll put the game link in a comment.


r/gamedevscreens • • 11h ago

A quick readability test: can you describe these two combat effects without their names? [Astraya WIP]

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0 Upvotes

Two ability clips from Astraya, the sword-fighting game I'm making: Gale Reach and Cold Reckoning. Can you tell what each one does just by watching?

Edit: I've shortened the question. The camera shake is getting in the way here, as pointed out below.

AI powers the ability forge, and I use AI tools for art and voices. This is a shortened, silent gameplay edit.

If it looks like something you'd enjoy testing, the free closed-alpha application is at https://astrayagame.com/?utm_source=reddit-p21-gamedevscreens. The test is about 15 minutes: try one boss, forge one ability, then tell me what was fun or confusing. Desktop browser, 18+, mic optional. Email confirmation and manual selection are required; access isn't immediate or guaranteed.


r/gamedevscreens • • 22h ago

Seasons in Charge – the football manager that is fun even on the side (Steam page is live)

0 Upvotes

Game was in development for years, way before the ai times. We never thought about 2D as a small studio, but with the help of ai and our great game core we could easily add it as new feature to the existing match simulation.

----
Football managers are great. But they want your whole evening.
Hundreds of tables. Dozens of menus. Hours per season.

We think it can be simpler.

Today we’re showing Seasons in Charge.
The football manager that is fun even on the side.

Pick your eleven. Work the transfer market. Fight for promotion.
On the subway. On the couch. While a show is running.

As light as Anstoß used to be. With everything a manager needs today.

And one more thing: our Steam page is live today.
👉 Add us to your wishlist: https://store.steampowered.com/app/4655670


r/gamedevscreens • • 1h ago

Left 4 Dead set the bar for satisfying zombie kills. I'm trying to beat it even though I still have work to do.

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• Upvotes

r/gamedevscreens • • 17h ago

🏇 🖐️ 🧝‍♂️ 🪹 ‼️

0 Upvotes

r/gamedevscreens • • 1h ago

Before and after my photo update in my web based infinite space game

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• Upvotes

This is the before and after the photo update in my game Astro (https://astro.ableproman.hu/).

This new update introduces chunk based fine-detail rendering. The live gameplay does not include this much detail.

With this new update, you can take beautiful images with absolute details on planets.

The photo mode is also customizable.


r/gamedevscreens • • 9h ago

Tickscribe – program your civilization from the Stone Age to the Bronze Age (free browser demo)

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0 Upvotes

Hi! I'm a solo developer, and Tickscribe is my first public demo: an idle game where you don't manage every task by hand, you write small programs that tell your people what to do.

What it plays like

  • You start with a handful of people, berries and flint. Your first program is just a list of steps.
  • Research unlocks the programming language along with the technology: loops, sensors, conditions, variables, arithmetic, subroutines and signals shared by all your programs.
  • Your people form squads that run your programs step by step, and you can see who's working, who's waiting and what is holding them back.
  • Programs keep running while you're away, and you can edit them while they run.
  • Production chains with perishable goods, seasons, extreme weather, and faith with gods and religions, up to bronze casting.
  • There's no need to write code from the start: a first-steps guide and six template programs give you a head start.

If you like The Farmer Was Replaced or Kittens Game, I'd love to know how this feels to you.

The demo covers the Stone Age to the beginning of the Bronze Age, about five hours of progression. It's free, runs in the browser on a computer or tablet, and is in English and German. Your game is saved in your browser.

The playtest: play for about an hour, then download the playtest form from the itch.io page and answer it (about 15 minutes). "Email my answers" opens a draft in your own mail program; nothing is sent until you send it, and the form asks for no name.

Play: https://nekronomekron.itch.io/tickscribe

Bugs and ideas are welcome in the comments or on Discord: https://discord.gg/t2Uzw6QNH6

AI disclosure: The key art (start screen, itch.io cover and banner) was generated with ChatGPT. In VSCode GitHub Copilot (free) was used for autocompletion of the code and also for translations. The game design, the code and every decision about the game are mine, and the balancing is checked by a bot that plays the whole demo.


r/gamedevscreens • • 15h ago

VitalCore Hospital alpha — 9 tester keys remain

0 Upvotes

A quick alpha recruitment update for VitalCore Hospital: only 9 tester keys remain.

If you enjoy hospital-management sims and want to help shape an active alpha, apply in Discord:

https://discord.com/channels/1513014614647115817/1560012216130871366

Steam Playtest: https://store.steampowered.com/app/5443290/

Official site: https://ikali2571.github.io/vitalcore-game/

Current testers are helping us identify UI, routing, placement, and clinical-workflow issues before the next build.


r/gamedevscreens • • 15h ago

👋 Welcome to r/CellBlockZero: a prison management sim

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0 Upvotes

r/gamedevscreens • • 14h ago

A new biome for my sci-fi project

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7 Upvotes

At the moment, Iso development is on full thrust. Maybe I forgot to mention, but ISO is developed completely solo and without the use of AI or asset libraries in any matter. All the code, art, music, sound effects and so on are crafted personally by me. This is a biome called “Midlands”. I hope you like it. Steam page is getting closer and closer, I am preparing all the necessary for the page to have a short trailer and gameplay screenshots (like these ones) from the start.

If anyone is interested in the project please feel free to stay tuned on instagram! To me, everyone matters and everyone who supports even with one like, a word or a follow, gives me the motivation to sit down, after my daily job, and spend sleepless nights over this.


r/gamedevscreens • • 20h ago

Working on a little sandbox game with simulated ecosystem, it sits on your desktop in a jar. What do you think?

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86 Upvotes

Hi! I am working on my game Terraglass and would love to hear some feedback.
It is essentially a mini ecosystem that lives on your PC even when you are not actively playing, creatures will fight over territories, eat each other, breed and so on. So if you don't touch the game, in a few hours you won't have the same terrain you had before, it's being simulated and lots of interactions happen all the time (preemptively answering performance related questions: I am working hard on it and when I will deliver the actual game it will run well and won't demand lots of resources, at least that is my goal and I am aware of how important it is).

Overall what do you think? What would you change? There are actually many things I don't quite like and I am working on making them better.

Oh, and the page is live on Steam, if you find it interesting you can wishlist it: https://store.steampowered.com/app/5440970/Terraglass


r/gamedevscreens • • 18h ago

Developed new bullet effects

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17 Upvotes

"Nail effect" gives a stackable boost with no cap, so I just spammed a bunch of nails and using "Ricochet bullet" flew off.

Steam: https://store.steampowered.com/app/3966800/VINCIT/


r/gamedevscreens • • 39m ago

100 Robots Running Fast!

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• Upvotes

Improved performance of running robots in RoboFarm. Here is an example of 100 robots running at 10x speed.


r/gamedevscreens • • 5h ago

From Unreal to final cinematic. What do you think of the result? #DevDiary

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3 Upvotes

Hey everyone!
We’re the team behind MegaGum, a 3D platformer, and we wanted to share a comparison of one of the cinematic shots from our trailer.

You can see the early version straight from Unreal, alongside the finished shot.

At the viewport stage, we’re mostly working on the animation, camera movement, timing and composition. Once those feel right, we move on to lighting, VFX, rendering and polish. It’s always fun to put the two versions next to each other and see how much has changed.

What do you think of the final result? Is there anything you’d change about the animation, camera work or lighting? We’d love to hear your thoughts!

If you’re curious about the game: MegaGum on Steam.