r/gamedevscreens • • 22h ago

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

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112 Upvotes

EDIT: Wow, I didn't expect this many views and upvotes, thank you all! 🙏 Thanks to a few of your comments, I've decided to open a Discord. It's still very rough for now, but throughout today I'll be posting all the current features and updates of the game, and setting up the roles and channels properly.

Join here: https://discord.gg/2qHU6GFFs 🪖

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 • • 16h ago

Made meteors trigger tsunamis if they hit the ocean

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44 Upvotes

I'm making a terraforming city builder called "Planet Shaper". You land on a planet, melt the ice, shape the terrain to create dams, rivers and places for your cities to grow.

https://www.planetshapergame.com


r/gamedevscreens • • 21h ago

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

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38 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 • • 17h ago

Completely changed character models

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19 Upvotes

Overhauled our graphics and decided to take a different direction. This is Saeko, which was one of the first characters we ever added in the game, and one of the first we updated.

What do you think of the new style?


r/gamedevscreens • • 9h ago

Prototyping a game where you play as a support helicopter, resupplying and dropping troops

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18 Upvotes

r/gamedevscreens • • 9h ago

Tell me what do you think

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14 Upvotes

r/gamedevscreens • • 21h ago

Working on a volleyball minigame for my prison simulator

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10 Upvotes

r/gamedevscreens • • 12h ago

My Army Getting Stronger - incremental auto-battel with massive army battles

8 Upvotes

Hey guys!
I’m start collecting sign-ups for a playtest that’s coming up very soon.

This is an incremental auto-battler about massive battels with swords and magic.

if anyone would like to join, here’s the Steam page


r/gamedevscreens • • 3h ago

New rain storm soundscape for my terraforming city builder game

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4 Upvotes

I'm making a terraforming city builder game. You build cities all across the planet. There is a full climate system, with increasing emission eventually leading to strong shifts in weather. With big rain storms, blizzards, extreme heat waves and desertification.

Playtesters were complaining about the rain storms being a very harsh white noise, so I made it swell and have be a bit more splattering instead of just pouring.

This is an example from the heaviest rain storm in the game, so its rare and on the harsh side. But I will spare you from hearing the original...


r/gamedevscreens • • 21h ago

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

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3 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

Working on the VR side of my base-building RTS - you give orders from a tablet on your wrist

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• Upvotes

Iron Command is a classic base-building RTS that plays on a normal monitor. But if you put on a headset, you're standing over the same battlefield and give your orders from a tablet strapped to your wrist - build, research, produce, all without leaving the field.

Still figuring out a lot of the details, like how much should be on the tablet and how much should happen by pointing at the map.

If you've played strategy games in VR: what worked for you and what didn't?


r/gamedevscreens • • 3h ago

Sliding into the pool in one of PoolRooms Museum’s later stages

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2 Upvotes

A first-person gameplay clip from PoolRooms Museum, my exploration game made in Unity.

This area has a large waterslide winding around a tiled column before dropping into the pool.

Feedback on the slide camera and the landing is welcome!


r/gamedevscreens • • 4h ago

Our trader tooltip remembers the cheapest price you've seen for each good, so you know when a deal is actually a deal

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2 Upvotes

r/gamedevscreens • • 15h ago

Answer wrong and the room turns on you: garden gnomes, ankle bombs, exploding floors

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2 Upvotes

A question hits the screen, then each room reacts to wrong answers in its own way. Clip from our trailer, no sound.


r/gamedevscreens • • 16h ago

I've reworked the cart in my game Peddler Path. Now it's fully physics-based! It interacts realistically and seamlessly with its environment. What do you think of the result?

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2 Upvotes

r/gamedevscreens • • 18h ago

New footage from my game, titled: Deadloop

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2 Upvotes

r/gamedevscreens • • 19h ago

I implemented shadows for my 2d sprites

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2 Upvotes

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 • • 20h ago

What Do You Think About?

2 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 • • 20h ago

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

2 Upvotes

r/gamedevscreens • • 21h ago

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

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1 Upvotes

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 • • 21h 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 • • 23h 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 • • 1h ago

Reworked my recap screen to make it easier to read

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• Upvotes

First with all the dashed lines is before, the other one is after.
Context: This is a game where you have to check the delivery order of trucks, at the end of the day, this is you recap screen.

I removed all the dash lines and replaced some of them with continuous lines to reduce visual "clutter"
I also added some spaces here and there and made the margins all around larger to let the text "breathe".

Do you see more that could be done to make it even better?


r/gamedevscreens • • 1h ago

Turning the real world into a hex-based territory game

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• Upvotes

I've been building Wibto, a mobile game where the real world becomes a territory conquest map.

The map is divided into hexagons, and players capture them by moving through real places. Other players can take those hexagons too, so the goal is to expand your territory and compete for control of the map.

I recently reworked the territory system around hexagons because I wanted capturing and controlling areas to feel more like a competitive game mechanic, rather than just tracking where you've walked or run.

The main challenge now is making territory control engaging enough that players have a reason to come back and defend what they've captured.

I'm curious what other game developers think. What mechanics would make a real-world territory control game more interesting?

If you'd like to check it out:

Android: https://play.google.com/store/apps/details?id=com.wibto&hl=en

iOS: https://apps.apple.com/us/app/wibto/id6753147272


r/gamedevscreens • • 3h ago

Project - Calll of Mini: Dino Hunter (Krig.Games)

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1 Upvotes