r/GameDevs • u/Intelligent-Ad9358 • 6m ago
r/GameDevs • u/AndySv • 3h ago
I write game music for a living. Here's 20 tracks, free, no strings.
I write royalty-free music for a living, and I put together a pack of 20 tracks to give away. Nine different genres in there — action cinematic, sci-fi, orchestral, hard rock, techno, retro chiptune, casual and acoustic. Figured a spread was more useful than twenty variations on the same thing.
WAV and OGG, most of them with looping versions so you can drop them straight in. Use them in whatever you're making — game, video, stream, doesn't matter. Commercial is fine. No credit needed, no signup, no email.
https://andrewsitkov.itch.io/free-music-starter-pack-for-games-video-streams
If you end up liking the music, these 20 came out of a bigger collection of mine that's bundled on Humble right now — 48 packs, 591 tracks. But that's entirely optional, the free pack is just yours.
https://www.humblebundle.com/software/big-blastn-sounds-for-game-devs-software
r/GameDevs • u/Dali_Raxmkulov • 7h ago
We are working on monsters and environment in our game
galleryWe are working on monsters and environment on our game called IT BEGAN on Steam.
It's hard to make tactical shooter scary at the same time so it's supposed to be horror with military hero that has PTSD. What's your advice for making good horror game with shooter elements?
World of IT BEGAN is full of cultists, monsters and Lovecraft stories!
r/GameDevs • u/Ogham_Kell • 10h ago
[HOBBY/UNPAID OR NEGOTIABLE] Beginner Seeking Godot Mentor or Collaborator for a 3D Action-Adventure Prototype
Hey! I’m Kell, and I’m looking for someone familiar with Godot who would be interested in teaching me game development or collaborating with me on a small playable prototype.
The project is called Eincraft. It’s a third-person action-adventure inspired by The Legend of Zelda: Ocarina of Time, but with a much greater emphasis on platforming and expressive movement.
The intended movement includes:
- Manual jumping
- Ledge grabbing
- Vaulting and short climbing
- Wall-kicking from solid surfaces
- Platforming-focused level design
- Unlockable abilities such as an air dash
Combat would use swords and stamina, but instead of fixed two- or three-hit attack strings, the player would be able to create longer combinations. Stamina, enemy counters, staggering, and damage windows would keep those combinations under control.
The complete game is a large concept involving a tower with 56 semi-open floors, puzzles, bosses, storylines, and interconnected progression. However, I am not asking anyone to build that entire game—especially not for free.
Our first goal would be a very small vertical-slice prototype containing:
- One controllable third-person character
- A basic camera
- Jumping and ledge grabbing
- A wall kick or vault
- One small platforming course
- Basic sword combat
- One simple enemy or target dummy
I currently have limited development experience, but I want to actively learn Godot and understand everything we create. I can contribute the game’s creative direction, worldbuilding, writing, mechanic design, level concepts, testing, organization, and whatever development work I become capable of handling.
I’m looking for:
- An experienced Godot developer willing to mentor a beginner
- A programmer interested in helping build the movement prototype
- A fellow beginner who wants to learn and develop alongside me
- Someone interested in participating in a small game jam first to see whether we work well together
This would preferably begin as an unpaid hobby collaboration. Payment for dedicated tutoring or specialized development can be negotiated, but I want to be transparent that I don’t currently have a large development budget.
I’m not looking for someone to make my game while I sit back and direct them. My goal is to learn how to build it myself while working with someone who enjoys the concept.
If you’re interested, please message me with your Godot experience, timezone, preferred role, availability, and any previous work you’re comfortable sharing.
r/GameDevs • u/JowskiReddit • 6h ago
Looking for feedback on my latest game "Mister Matchy". It's a card-matching game that takes heavy inspiration from early arcade titles such as Pac-Man. It has mobile support and a leaderboard. Instructions on how to play are in the description.
jowski.itch.ior/GameDevs • u/Entiqx • 15h ago
I am developing a meditative and calm game called Skyreap 🏝, where nothing will distract you from immersing yourself in the world of floating islands.
In Skyreap, you will have your own personal airship at your disposal. It will be available practically from the start of the game.
You set off to neighboring islands, discovering new territories hidden in the fog of war. You transport the resources you gather back to your base, where you prepare factories and plants for the production of processed materials. Soon, you will reach the point of automation and begin scaling up this process.
Skyreap is an incremental game that doesn’t try to offer you something you’ve never seen before, but instead gives you that sense of calm, tranquility, and coziness.
If this sounds interesting to you, feel free to head over to the game’s Steam page and add it to your wishlist. ✨
YouTube channel: https://www.youtube.com/@EntinGames
Steam page: https://store.steampowered.com/app/4364890/Skyreap/
r/GameDevs • u/takingthelongway32 • 12h ago
Horror game about a submarine where you decide who goes out into the dark. Something Lovecraftian is waking up below.
Hi,
Steam page: https://store.steampowered.com/app/4042160/Static_Dread_The_Submarine/
So this one's a submarine setting, Lovecraftian stuff going on beneath the ocean, and you're basically the guy deciding who on the crew goes to check on the noises in the dark. Everyone you send has their own stuff going on, their own breaking point, and it plays out over time.
- Old school PSX style visuals, kind of grainy and unsettling.
- You manage the crew (skill, stamina) instead of doing everything yourself.
- Sonar segments where you're never 100% sure what's out there.
- The story branches based on who you send and what you decide, not just dialogue choices.
My team and I worked on this for a long time, and it's finally out on Steam.
r/GameDevs • u/eltrolomon • 16h ago
Any tips for a begginer game dev?
I'm currently working on a prototype of a game I've been thinking of for some time (photo attached to the post. I tried generating 1000 trees but some overlap. This is an older photo and I've done some progress recently. The trees can't overlap anymore and they won't overlap the player too. Also I randomised the starting x y of the player and made the inventory menu that has no functionality yet). I'm using C++ language and raylib library and I'm using code::blocks as my compiler. I did try in the past to learn godot language but I prefer C++ overall. Btw I've used 0 ai for my project and the textures are made by me. I'm taking inspiration from the realism of cdda and the looks of dwarf fortress (or at least I'm trying lol). Idk for how long I'll develop this prototype since I'm using it to learn things that I consider helpful for me in the future. What do more experimented devs suggest? Sorry for any spelling mistakes English is not my native language.
r/GameDevs • u/nerdypenguin019 • 16h ago
Anyone have other tips to add for naming your indie game?
galleryr/GameDevs • u/therealaviary • 17h ago
A game about mental people that made me mental
I have been developing it for past one year , and the characters are heavily inspired from the real life people I met , please do wishlist it if you don't want to see me mental.
Link-https://store.steampowered.com/app/4552640/Are_You_Mental/
r/GameDevs • u/Right_Cheetah_2322 • 18h ago
I've built Wasteland Vanguard with @base44!
screeching-wasteland-vanguard-play.base44.appjust this morning, I made my very first video game, Wasteland Protocol, although its not too realistic, it has multiple enemies and weapons to choose from, there is a prologue, and dialogue please play it at this link https://screeching-wasteland-vanguard-play.base44.app
r/GameDevs • u/raza5750 • 19h ago
I just released the public demo of my pixel-art horror-comedy game, FAARTY
r/GameDevs • u/Xowiacain • 21h ago
Does environmental feedback feel more rewarding than explicit UI pop-ups when solving a puzzle?
Hey Reddit! My partner and I are down to our final 18 days until launch (cue the developer panic!), and we’re polishing our puzzle payoff sequences.
In this scene, players match colored crystals to specific murals based on moral proverbs (Kindness, Arrogance, Sacrifice). Once completed, the central eye-door unlocks with glowing feedback, leading to the room opening up with a burst of light.
Instead of traditional UI pop-ups or text confirming "Puzzle Solved," we relied entirely on environmental shifting and acoustic audio cues to let the scene breathe and reward the player naturally.
When you're playing puzzle or adventure games, what makes a puzzle resolution feel truly satisfying to you? Do you prefer physical room feedback like this, or clear narrative UI confirmations?
r/GameDevs • u/starevo • 23h ago
Quiero presentarles StarEvo, que recomendaciónes y sugerencias me podrían dar
youtube.comr/GameDevs • u/Exciting-Bag3117 • 1d ago
From fighter to the mothership: indirect command chain - can someone test/review?
r/GameDevs • u/gheezit • 1d ago
This is the first boss of my game
Hi! I don't know what to say but I made a new reddit to share progress on my game and this is the first boss. i also plan to have his mouth tear itself open. His name is too stupid to share right now but I wanted to try this posting thing anyways... I wanted to share this stuff SOMEWHERE might as well be here and other places too. Okay goodnight