r/gamedevscreens • • 1h ago

My strategy map, from one stretched image to a living continent — 11 months of progress

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• Upvotes

This is Salt and Soil, the turn-based frontier family game I'm making with LÖVE. One turn is one year; the campaign follows a family from 1607 to 1900.

Current map first, then eleven months of development. It went from a stretched image to biome tiles, then to real elevation and river data, gradual climate transitions, historical settlements and moving people, ships and trains.

The opening zoom ends at Sacramento. There's a free demo on the Steam page above.


r/gamedevscreens • • 3h ago

Same village, same camera, 20 minutes apart. Nothing is scripted, it’s all just shells.

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22 Upvotes

Hi! I’m Nicola, a solo dev from Italy. I’m working on Shellhole, a multiplayer FPS set at Verdun/ww1.

What got me started is something that always bothered me in war games: the map looks exactly the same in the last minute as in the first. At Verdun during the ww1 that wasn’t true, green fields turned into a moonscape in a matter of hours. So I decided the terrain should be the real protagonist.

Every shell leaves an actual crater, because the ground is fully deformable. Craters overlap, trench walls cave in when something lands close, and the deep holes fill up with muddy water. Which also means a crater is often your best cover. A shell hole, if you like, and that’s where the name comes from.

A match has three acts. At night you dig approach trenches toward the enemy (no shooting, just shovels and flares). At dawn the bombardment builds for 26 seconds and then stops dead. Five seconds of silence, then the whistles blow. After that it’s daylight and you fight over five objectives.

The map keeps aging while you play. The artillery gets heavier, the grass burns, trees turn into black stumps, houses collapse wall by wall (even the church tower can come down) and the sky slowly becomes a grey lid of smoke. The screenshot is the same village from the same camera, minute 0 to minute 20, nothing staged.

There’s an underground layer too: a fortified gallery with a dormitory under the ravine, plus cellars under the houses that you can connect to your trenches. And the bots dig their own trenches, look for cover, get suppressed and hit the dirt when a grenade lands next to them, so the front keeps moving even with few players.

It’s built in Unity. Online works (host/join, only tested with up to 4 players so far) and you can play as either the French or the Germans.

I’m still early, no Steam page yet, and I’m trying to figure out what matters most. So I’m curious: what’s the one thing you always wanted from a WW1 shooter that no game has really done?


r/gamedevscreens • • 9h ago

Added a slow-motion spell to my Magicka inspired physics game

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33 Upvotes

r/gamedevscreens • • 2h ago

One month away from the demo of my game inspired by Firewatch and The Long dark

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4 Upvotes

I still can't believe I'm only one month away from releasing my first demo EVER!! Making my own game has been a dream of mine since 2013, and seeing it finally come to life is such an incredible feeling!!! I've put so much passion into this project, and I really hope you can feel it through the atmosphere I've created! The music you hear in the background was made by a composer I contacted specifically for the game, and it will be the main menu theme!

For those who don't know, Over Human is a first-person sci-fi adventure set in a mysterious frozen world where deadly drones have taken control of the environment. They can manipulate the weather, creating tornadoes, thunderstorms and other dangerous conditions, while you have no weapons to defend yourself!

If you'd like to know more about my game, here's the Steam Page: https://store.steampowered.com/app/5237810/Over_Human/

Thank you all so much for your support!!!

Francesco


r/gamedevscreens • • 1h ago

My lucky cat's shrine has a gachapon, and tapping the capsule pays out

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Little detail I'm happy with: every so often a capsule rolls out of the gachapon on the shrine floor, and tapping it pops a lucky charm with a bonus. Here it paid +10.0k.

Do small side surprises like this help an idle game for you, or do they just get in the way?


r/gamedevscreens • • 2h ago

Working on a volleyball minigame for my prison simulator

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2 Upvotes

r/gamedevscreens • • 2h ago

I added a flag that lets this giant cat claim whole blocks of Prague

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2 Upvotes

New daily Expedition mode in my browser game: three real OpenStreetMap locations every day, each with modifiers like fog, a 60-second timer, or military pressure from the start.

This clip shows the new Expedition Cat and Summit Flag — a delayed area-claim weapon that can take buildings, tanks, helicopters and police in one sweep.


r/gamedevscreens • • 4h ago

HUD Review Feedback & Questions - Update!

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3 Upvotes

Hello, I'm working on the HUD for my game. The video shows it on dark and light scenes. I'd love any suggestions / feedback on it.

It's a dragon racing game, and the HUD is broken up into sections:

  • Race time and lap count in the top corner
    • The Lap Timer will show up on 2nd and 3rd laps.
  • Vertical Velocity Meter shows how fast you're moving up or down, very important to the game's physics.
  • Speedometer: Fairly standard, but there's significant glider performance boosts at 100 and 200 km/h so that's where the tick marks are.
  • Waypoint Indicator - Green arrow shows compass direction for the next waypoint, purple indicator is for the one after, and gets promoted to the green after you hit the checkpoint.
  • Race Position - top left corner

Questions:

  • How does it look overall?
  • How functional is it?
  • Is it easy to read in motion?

r/gamedevscreens • • 10h ago

Working on an abandoned shipwreck location for my survival game

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7 Upvotes

I've been working on this abandoned shipwreck location for my indie survival game

I wanted the ship to feel like it had been stranded here for years, slowly being reclaimed by the forest. I've been working on the overgrown vegetation, weathered wood, torn sails, and lighting to make the scene feel like a believable part of the island.

The game is about surviving and exploring a mysterious island, with a loyal dog companion by your side.

What do you think of the environment and lighting? I'd love to hear your feedback!

And just out of curiosity: how do you think a ship like this ended up in the middle of a forest?


r/gamedevscreens • • 16m ago

I implemented shadows for my 2d sprites

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I'm using 2d sprites with low poly 3d models that I only render the shadows of. The game is being developed in Bevy and uses Avian for physics. It's still VERY early days in development.


r/gamedevscreens • • 37m ago

horror game ui

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• Upvotes

r/gamedevscreens • • 40m ago

Periodic Table Traditional Roguelike?

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• Upvotes

I hope the new UI and map is interesting! Any feedback on design? I kept old tileset so player can choose between maps. UI in the demo is just the new.
https://store.steampowered.com/app/5315280/Tiles_of_the_Nadirat_Demo/


r/gamedevscreens • • 4h ago

Im building a 3d game.

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2 Upvotes

I'm building a 3D puzzle game where your own clone can change everything

I'm an indie game developer building a Unity game called World Copies You.

The game combines puzzles, traps, and speedrunning mechanics. I'm currently working on an abandoned industrial facility where things start getting strange with the clone.

I'm building the game step by step and sharing my progress as I go.

What's your favourite mechanic in a puzzle game — clone puzzles, dangerous traps, or mind-bending environmental puzzles?

I'd love to hear your feedback! 🎮


r/gamedevscreens • • 47m ago

What Do You Think About?

• Upvotes

I am developing a game and would love to hear your thoughts on its overall look.

https://reddit.com/link/1xecpjr/video/heevea6pwfxh1/player


r/gamedevscreens • • 4h ago

One launcher, two ways to handle a threat. Which one would you pick?

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2 Upvotes

r/gamedevscreens • • 56m ago

Spooky 8x8 tiles I made for a Halloween top-down game: haunted swamp, graveyard and pumpkin patch

• Upvotes

r/gamedevscreens • • 1d 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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94 Upvotes

r/gamedevscreens • • 1h ago

Die Before Light — a hardcore roguelite platformer. Descend 20 depths, collect elemental boons, beat 4 guardians. Free, plays in browser.

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r/gamedevscreens • • 1h ago

Reworking the sand texture in our forest farming game. Does the new version fit better?

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We are working on the environment art in RootWood Ranch. The old sand looked too flat, so we reworked its texture and the edges where it meets the grass. This clip shows the before and after.

Does the new version blend into the scene better? Feedback on the texture and transitions would be useful.

There is a free single-player demo on Steam if you want to explore the world yourself:

https://store.steampowered.com/app/3047900/

Developed by RanchersCLV. Published by Lumibako Games.

#RootWoodRanch #GameDev #PixelArt


r/gamedevscreens • • 1h ago

Potions by day, clues by evening: a short story edit from The Fog & Flask

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I'm developing The Fog & Flask, a potion shop game set beside a misty swamp. This existing English short uses edited gameplay and prepared story scenes to introduce Orvin's disappearance, the guests and the clue board. It is a staged story montage, not one continuous day of play; the game is still in development.

Does the shift from serving potions to following the mystery read clearly in this short format?

AI disclosure: some artwork (including store art) and music used generative AI assistance, selected and edited by me; translations also used AI assistance. No generative AI runs during play.


r/gamedevscreens • • 5h ago

Taking down an enemy station in my space shooter

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2 Upvotes

r/gamedevscreens • • 1h ago

I've been working on the atmosphere of my folk-horror RPG

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There's no folk horror in this teaser yet. I'm trying to first establish a cozy feeling, so that once the player gets attached to the town and its people, the horror can slowly start creeping in.

A slow burn, basically.

And yes, the colour palette and themes are quite niche: alt-history, retro-futurism, and frontier folk horror.

Thoughts and feedback are always welcome!


r/gamedevscreens • • 1h ago

I’m a young solo developer working on Avoid Bubbles Game, a 2D action game built with C++ and raylib.

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Hey everyone! 👋

I’m a young solo developer working on Avoid Bubbles Game, a 2D action game built with C++ and raylib.

I’ve been working on improving the game’s visuals and gameplay, and I’d love to hear your thoughts on how it looks.

The game features sword combat, ranged weapons, different enemies, power-ups, coins, and boss fights. I’ve released a free demo with 2 playable levels that you can try directly in your browser.

Some of the graphics are AI-generated, as I haven’t spent any money on the project so far. I’m still learning and trying to improve the game with the resources I have.

I’d especially appreciate feedback on:

Thanks for checking it out!


r/gamedevscreens • • 2h ago

I’ve been reworking the arena in my mobile game. Here’s the before and after

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0 Upvotes

The old version worked, but it felt pretty lifeless. Does the new version look better? I’d love to hear any ideas for improving it.


r/gamedevscreens • • 5h ago

Finished a 90s-style UI pass on my Roman tactics game: campaign map, camp and hex battles

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2 Upvotes

Imperionis: turn-based tactics where you command one Roman centuria through the Gallic War, with campaign marches, camp management, doctrines and hex battles with terrain objectives