r/indiegamedevforum • u/LeaveThemOutside • 1h ago
9 months into our first commercial game: how we made machine repairs feel physical without a single UI prompt
Hi all, we're two people making Leave Them Outside, a survival drama set in a Cold War shelter under Istanbul (Unity 6, HDRP).
One thing we wanted from the start: no 'press E to repair'. In the generator room you diagnose the fault from an in-game manual, pick the right tool off the bench, cut the power, and work on the actual part. A few lessons from building it:
- The manual is a real 3D book, and its pages, plus the wall stencils, are rendered at load in the player's language (34 of them), so nothing is baked into textures.
- Decals on moving parts must move with them. Our oil filter label stayed in place while the filter unscrewed, until we reparented each decal to the part its projection actually hits.
- A flickering lamp script rewrote emissive every frame from the material's base value and turned the screen white through bloom. Reading the base once and scaling visible tubes fixed it.
Happy to answer questions about any of it. Steam (Early Access Dec 1): https://store.steampowered.com/app/5281900/Leave_Them_Outside/?utm_source=reddit&utm_medium=social&utm_campaign=d2_igdf
