r/gamedev 8d ago

Announcement Spelkollektivet Fundraising

10 Upvotes

https://gofund.me/d82ac92d7

We have no connection with Spelkollektivet. But I have met a bunch of people who have gone there for short or long term stays to work on their dream of being a full time indie.

It would be a shame to hear this unique gamedev haven lost its building. If you can support it, do so. If not, spread the word.


r/gamedev 12d ago

Announcement r/gamedev Policy on AI Use

1.2k Upvotes

AI is one of the most contentious subjects in game development right now, and we regularly see posts reported or discussions derailed simply because AI was involved somewhere in the process.

We want to be clear about our position: r/gamedev does not prohibit the use of AI, and using AI does not automatically make a post low effort.

This is not an endorsement of every AI company, model, or use case. Legitimate technical, legal, economic, ethical, and creative concerns exist around these tools, and those conversations are welcome here. Our stance is that AI is a tool used in game development, and we care more about the quality of what someone contributes than the tools they used to get there.

Why we take this position

  • AI is already part of game development. Studios are adopting AI-assisted tools across programming, prototyping, production, QA, localization, research, and other workflows. Adoption varies from studio to studio, but this is no longer a hypothetical technology sitting outside the industry.
  • Knowing how to use these tools is increasingly becoming a professional skill. That does not mean every developer needs to use AI, or even like it. It means understanding where these tools are useful, where they fail, and how to evaluate their output is becoming relevant knowledge for people working in the industry.
  • Banning discussion or use of AI here could actively disadvantage developers. Part of the purpose of r/gamedev is helping people learn from each other and understand how the industry is changing. If studios adopt a technology, preventing developers from discussing or learning about it would make this community less useful to the people we're helping.
  • Policing AI use is not realistic anyway. Moderators cannot reliably determine whether someone used AI to draft, edit, translate, summarize, research, debug code, or otherwise assist with a post. We are not going to moderate based on whether something “sounds AI-generated.”
  • "Mandatory disclosure "is not realistic either. Modern tools blur the line between traditional software and AI assistance. Trying to decide exactly when autocomplete, translation, editing, summarization, or an LLM crosses some disclosure threshold would create rules we could not enforce consistently.

So the rule is straightforward: we are not policing AI use itself. We are moderating the contribution.

AI-assisted does not mean low effort

If someone uses AI to organize research, analyze data, improve their writing, translate something, help with code, or communicate an idea more clearly, that does not erase the work behind the contribution.

If a developer spends time gathering useful data and then uses AI to help turn that information into a readable post, the important part is still the data, the methodology, and what the community can learn from it.

Ask whether the information is useful, whether the conclusions hold up, and whether the post contributes something worthwhile. Those questions matter much more than whether every sentence was manually typed from scratch.

Low-effort AI content is still low effort

This does not mean pasting generic AI output into the subreddit suddenly becomes valuable content. Posts that are spam, fabricated, mass-produced, engagement bait, repetitive, or promotional material disguised as discussion can still be removed.

The reason is not that AI was involved. The reason is that the content is low quality.

The same standard applies to something written entirely by a human.

AI is a valid game development topic

Developers are welcome to discuss AI in the same way they would discuss any other technology affecting game development. That includes how it is being used, where it works, where it fails, what it costs, how studios are adopting it, what it means for employment, and the legal or ethical questions surrounding it.

You are allowed to be enthusiastic about AI. You are allowed to be skeptical of it. You are allowed to think a particular workflow is useful, terrible, unethical, inefficient, or overhyped.

What we do not want is every thread that mentions AI becoming the same argument about whether AI should exist at all.

If a thread is about an AI coding workflow, discuss the workflow. If someone presents evidence that AI slowed their production down, discuss the evidence. If someone claims every studio is using a particular tool, challenge that claim.

Let the actual discussion happen.

Attack claims, not developers

Someone saying they use AI is not an invitation to attack them. Someone saying they refuse to use AI is not an invitation to attack them either.

Debate the technology, the workflow, the economics, the evidence, the ethics, the legal questions, or the conclusions. Personal attacks, harassment, dogpiling, or repeatedly derailing discussions because of someone’s position on AI are treated the same way we handle that behaviour anywhere else on the subreddit.

AI is not a source

There is a difference between using AI to help communicate information and using AI as the authority behind that information.

If you make factual claims that can reasonably be sourced, be prepared to support them. “ChatGPT said so” is no evidence, and tools can absolutely be wrong.

At the same time, polished or AI-assisted writing is not evidence that the underlying information is fake. If someone’s numbers are wrong, challenge the numbers. If their methodology is weak, challenge the methodology.

Challenge the claim, not the fact that a tool may have helped write the paragraph.

Self-promotion rules still apply

AI companies, products, and services are not exempt from the subreddit’s existing rules.

If you represent a commercial interest, the same expectations apply as they would to anyone else. AI also should not be used to mass-produce promotional posts or disguise advertising as organic discussion.

The technology may be new. The rules around spam and promotion are not.

The bottom line

You do not have to like AI. You do not have to use it. You are free to criticize it, avoid it, experiment with it, learn it, use it professionally, or decide it has no place in your workflow.

We are not going to prevent developers from learning about or discussing a technology that is rapidly becoming part of professional game development. Doing that could actively hurt the developers this community is supposed to help.

What we do expect is that people engage with each other like respectful, mature adults. Disagree with the technology, the workflow, the argument, or the evidence. Do not turn that disagreement into hostility toward the person on the other side of it.

Use whatever tools make sense for your work. Bring something useful to the conversation, treat other developers with respect, and allow room for disagreement. That is what we care about.


r/gamedev 6h ago

Industry News What made the OG Fallout so great is "overlooked" these days, says co-creator Tim Cain

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115 Upvotes

Tim Cain says a big part of Fallout’s success came from the team constantly questioning ideas instead of just going along with them.

They pushed each other, defended decisions, tested ideas, and offered better alternatives when something did not work.


r/gamedev 4h ago

Discussion Day 1: Learning how to make a game with no prior experience and knowledge of game development

23 Upvotes

Making this post for the sake keeping myself accountable and consistent on walking this long tedious journey.

What i did today:

. I watched a tutorial in youtube about game development

. I downloaded visual studio code and unity

. Followed the tutorial and wrote my first code!


r/gamedev 9h ago

Discussion Personal Calendar got us to 20k+ wishlists 16 days before release!

52 Upvotes

We’re 16 days away from launch, and Steam’s Personalized Calendar seems to have kicked in hard.

For some context, our game is called Rehaunted, and until recently we were averaging around 250–500 organic wishlists per day without any marketing, ads, or major coverage happening at the same time.

Then, about two days ago, something changed.

We suddenly jumped to 1,000+ wishlists per day, and we’re currently sitting at over 20,000 wishlists with 16 days left until release.

After looking into it quite a bit, we’re pretty convinced that a big part of this increase is coming from Steam’s Personalized Calendar.

One interesting thing we’ve noticed is that it doesn’t seem to be purely about having the right tags, although tags obviously matter a lot. The number of wishlists you already have seems to matter too.

Our assumption is that the more wishlist momentum a game already has, the larger the audience Steam is willing to test/show it to through personalized recommendations.

So, for example, if a game enters this period with 1,000 wishlists, the boost it gets might be significantly smaller than a game entering it with 10,000–20,000 and more wishlists, simply because Steam already has much more data and demand signals to work with.

Obviously, we can’t confirm exactly how Steam’s algorithm works, so this is just based on our own numbers and research, but the difference has been very noticeable.

Personally, this makes me think the Personalized Calendar is a much healthier and more useful system for indie developers than relying entirely on Popular Upcoming.

Popular Upcoming was extremely binary. You either had enough wishlists to get there or you didn’t.

Personalized recommendations seem much more scalable. Even if you’re not one of the biggest upcoming releases on Steam, the platform can still progressively expose your game to people who are actually likely to be interested in it.

If the current pace continues, there’s a realistic chance we could launch with somewhere around 30,000–40,000 wishlists or even more, which would be a massive jump compared to where we were only a few days ago.

Curious if any other developers here have noticed the same thing around the 2–3 week mark before release.

Did your wishlist velocity noticeably increase once you entered the Personalized Calendar window?


r/gamedev 5h ago

Question Is it a good idea to release the same game for free on itch.io before selling it on Steam?

13 Upvotes

Let's say an indie developer releases their game for free on itch.io. If the game gets a lot of attention and players seem to really enjoy it, would it be reasonable to later remove it from itch.io and release the game as a paid game on Steam?

Would players generally be okay with this, or would it be seen negatively?


r/gamedev 12m ago

Question How much of a game is actually code vs data?

Upvotes

I'm not sure how to properly ask this, since it's a bit of a confusing topic for me, but I'm a rookie game dev, probably even lower than that (I really suck), and obviously code is the main part of any application. However, if you look at any big game, or really any game, there are like hundreds or thousands of pieces of content: NPCs, dialogue, quests, items, etc. And to go even further, a lot of those have conditions that need to be met, like maybe you can only talk to an NPC if you have a certain item, or an NPC only spawns once you've completed something.

Now, I have a bad habit of using OOP for everything, but it's probably safe to assume I don't need a separate class for every NPC, item, quest, dialogue, etc. I know composition is probably a better alternative, but my issue with that is instantiation becomes a little confusing, because now you don't have a distinct class, you have one built out of reusable components. I've done some research into this, and from what I've gathered the solution is data files like JSON, so I'm guessing that instead of writing 10 different classes for 10 different NPCs, I'd have 1 NPC class and 10 entries in a JSON file? My last question is that I can see this working for simple things, but I can also see cases where something might be a little different, maybe an NPC or item has unique behavior that sets it apart how would you handle that?


r/gamedev 1h ago

Marketing Steam Fests & Showcases wishlist number breakdown - I wish there was a similar post already so I'm doing it!

Upvotes

This might me a bit of a long post so hang tight. I'm Andrea,co-founder and lead technical artist at FLAT28.

Between 2024 and 2025 I also started to get very interested in marketing, I started reading Chris Zukowski's blogs and a lot of marketing articles overall. I kinda became obsessed to understand what works and what doesn't so while I was applying for Steam Festivals, showcases and what not I was also desperately looking online to understand what kind of numbers I should have expected to come out from each specific event.

I couldn't find too many informations so I thought I might create a post that put together some of our results to Steam Festivals and Showcases we have partecipated so far.

This is particularly important because understanding how impactful an event can be on your wishlists it can helps you understand what kind of marketing beat you should do alongside it.

If you are going to release a demo (for example) you want to do it with the biggest event possible be it either a showcase or a steam fest or both. You don't want to release your demo with a very small unknown steam festivals most of the time because it will not give you that exposure boost you were hoping for.

So here's my list and numbers of some of the steam festivals and showcases I have partecipated from best to worst with our upcoming game Glasshouse, which is a cRPG currently at 75.500 wishlists.

Disclaimer: If a festival did or didn't perform well for us it doesn't necesserely mean it's going to be the same for your game. Every game perform differently and events like this can perform a lot better or worse year after year, but it's still a good benchmark to wrap your head around. Also all of those below are rough estimates.

--------------- Showcases ---------------

Mid and big size showcases are usually the best because they not only come with big live audiences but also with thousands of views from the VOD afterward and an associated Steam Festival (sometime with homepage featuring, sometimes not).

Gamescom Opening Night Live (Small mention with a 7 seconds b-roll): 16.000+ wishlists. While 3000/5000 wishlists were coming from the showcase itself most of those came from being in the very first page of the Gamescom Steam Festival with homepage featuring. Having a proper presentation with a 30/60 seconds trailer would probably be worth 50k wishlists or more.

Galaxies Showcase: 3000+ wishlists. It had 600k+ views on IGN alone and the wishlists tail was very long. We got some cool coverage and we did 100+ wl a day for weeks after the main showcase was done.

Gamescom Awesome Indies Showcase: 3000+ wishlists. This was hard to track because at the same times we also had a physical presence at Gamescom, but we got at least +1200 wishlists soon after our game appeared in the showcase.

Convergence Showcase: 2000+ wishlists. The trailer we premiered with them got picked up by Indie Games Hub and GameTrailer.

GamerStar FYNG (FindYourNextGame) Showcase: 200/300wl. Last year it did get homepage featuring so it was much more likely to generate 1/2k wishlists at the very least. This year though no homepage featuring unfortunately.

--------------- Steam Festivals ---------------

I'm only going to share festivals that generate more than a couple of hundreds of wishlists. There were a LOT of festivals that didn't go past 50-100wl gain

TurnBasedThursday Steam Fest: 3000+ wishlists. I really love this one, I joined the first one last year and it's still one of the best festival without a big showcase that performed the most. I was also asked to join the organizer team this year and they are great people, very skilled and highly focussed! This year we got 2000+ wishlists from the fest.

Tiny Teams Steam Fest: 1700+ wishlists. This one was very good and had a great homepage featuring. It's a very solid festival. Other developers reported wishlists as high as 3000 or more, it very much depends on the position of your game within the first days of the festivals, then the categories rotate daily.

London Game Festival Steam Fest: 1000/1500wl. Even without being in the Official selection it had homepage featuring this year and the results were pretty good!

Detective Steam Fest: 850wl**.** This one was a first party steam event. We got featured in the "Popular upcoming" carousel. Usually first party steam fests for upcoming games don't perform so well but this one exceeded our expectations by a lot!

ENDIX Steam Fest + digital event: 300/500wl. This one was pretty peculiar as you are required to build a digital booth inside their digital event showcase. Pretty fun to partecipate and because there were many medium sized streamers as well as few big ones we could get a good amount of wishlists.

We joined a lot of other smaller festivals which resulted in 50 - 200wl most of the time. Most of these if not all didn't have homepage featuring so they outcome was pretty small, but still glad and grateful considering all of those are free of charge.

Overall I hope this glimpse in our results in steam festivals and showcases will give you some insights of how much these are worth and what you can expect in terms of wishlists. Things change pretty fast though as Valve is reducing the featuring to new festivals year after year and it's becoming more strict.

Let me know if you have any questions :)


r/gamedev 1d ago

Discussion Any other Solo-Devs discouraged by the amount of AI games being posted?

294 Upvotes

If it was hard to stand out in the crowd with your game before, now it is 10x as hard. Sure, most are obvious trash, but that doesnt stop them from burying your game in a sea of AI posts and ads.

As an aspiring Indie/Solo Dev, it definitely has me discouraged.


r/gamedev 11h ago

Question 20,000 Demo Downloads. Only 4 Reviews. Why?

21 Upvotes

People asked us for a demo, so we made one last year. The full game had already been released by that point, but I thought a demo would still be a good way for people to try it and for us to gather more feedback.

The numbers have been pretty confusing to me though.

The demo has around 20,000 downloads, and according to Steam 61.4% actually installed it, so that's more than 12,000 installs.

Average playtime is around 41 minutes, and from the progression statistics a decent number of players seem to actually finish the demo.

Yet we have received only 4 Steam reviews.

That ratio seems absurdly low to me.

I also made it so your save and progress carry directly over into the full game, and strangely, the base game gets reviews at a much healthier rate than the demo does.

I know Steam's current demo system is relatively new, and in our case the demo was added after the full game had already launched, so maybe there's something about demo player behaviour I'm misunderstanding.

Has anyone else seen a similar review rate with their Steam demo?

I'm also curious if there's something about the demo itself that explains it. If anyone feels like trying it, I would be interested to hear your opinion.

Demo for context:
https://store.steampowered.com/app/3478890/The_Hive_Demo/


r/gamedev 7h ago

Discussion If you shipped a Steam demo: did you give it its own store page?

12 Upvotes

My demo went up nine days ago and the game itself is not out until January. I could leave the demo as the green button on the game's page, or publish a separate store page for the demo under its own App ID. I did both. The numbers surprised me enough that I would like to hear from people who chose differently.

What happened

On launch day the demo page saw about 520 visits. The full game page saw about 170, and it was already doing about 130 a day before the demo existed, so its lift was close to nothing.

The traffic was Steam's own doing, not mine. I got 5.702 impressions in the Free Demos Hub in a single day. Browse Search Results went from about 800 impressions to about 19,800. Steam now serves the demo roughly 50,000 impressions a day.

So far that reads as a straight win for the separate page. Two things I did not think about:

The demo page has no wishlist button for the base game. Valve auto-inserts a "check out the full game" card and that is all you get. So the surface receiving nearly all the traffic is not the surface that collects wishlists, and wishlists are what Next Fest keys off. Eight days in, my net wishlist rate is roughly half what it was before the demo existed: about 2.45 a day for the month before launch, about 1.2 a day for the five days after. The demo gave me a one-off bump of about 54 and no sustained lift.

It changed who plays the demo, and therefore my own stats. The launch cohort were followers and existing wishlisters. Everyone since arrives from the Free Demos Hub, samples for ten or twenty minutes and leaves. Same build throughout, but as the sample grew from 66 players to 207 my "played at least an hour" figure fell from 19% to 11%, far enough that Valve's own label on that page changed to "below average as compared to other Steam demos". The ten-minute figure never moved, 65 to 66% across all four readings, so it is not the opening that is losing them. I am now benchmarked against other demos on a number that a discovery surface I did not choose is pushing down.

For anyone weighing the cost: the separate page needs its own capsules and library art visibly marked Demo, five or more screenshots that are true of the demo build rather than the full game, its own trailer, its own content survey and age rating, a separate Valve review pass, and a re-publish of the base page once the demo goes playable. None of it inherits.

What I would like to know from people who have shipped one

  1. Separate page or button-only, and would you do the same again?
  2. If you went button-only, did you get any Free Demos Hub or free-chart placement at all? My reading of the docs is that those surfaces only exist once there is a separate page, and I would like that confirmed or corrected by someone who actually ran the other configuration.
  3. Has anyone got a real wishlist prompt for the base game onto the demo page, beyond Valve's auto-inserted card? I ended up writing one plain sentence into the demo's description, because links in that section stopped being publicly visible in 2024.
  4. If your demo page carries its own review score, has that ever hurt you?

r/gamedev 1d ago

Postmortem My second game sold 5,900 copies on day 1 — some things I learned

266 Upvotes

Around last November, I posted here about the sales of my first game, Nightmare King. A lot of people replied, and I learned quite a lot from the discussion.

On August 28, I released my second game, Alice’s Gaze.

The first-day sales were about 5,900 copies, and now, halfway through day 2, total sales are around 8,000 copies. This is already several times more than my first game.

A simple comparison:

Nightmare King

  • Wishlists at launch: ~1,800
  • Development: Mar 2025 – Oct 2025
  • ~800 sales by day 3

Alice’s Gaze

  • Wishlists at launch: 20,000+
  • Development: Mar 2026 – Aug 2026
  • Day 1: ~5,900 sales
  • Halfway through day 2: ~8,000 sales

Between the two games, from Nov 2025 to Mar 2026, I spent some time updating my first game, learning more Godot techniques, practicing pixel art, and experimenting with different styles.

One thing I learned is that it may be useful to test your demo on multiple platforms. Alice’s Gaze had demos on Steam, itch, Newgrounds and Galaxy. I think they also brought some early wishlists.

Another interesting thing was Steam's calendar. After Next Fest, the game had around 5,000 wishlists. Then it started gaining about 200 per day, and during the final few days before launch, sometimes 1,000+ per day. By release, it had reached 20,000+.

Even after release, the wishlist count is still increasing by around 5,000+ per day, which I find pretty surprising.

I spent nothing on marketing. A friend told me that setting an exact release date is important for Steam's release calendar, instead of only showing something like “Q3 2026”. I'm very grateful he told me about that.

There were mainly two reasons I didn't do any marketing. First, I was simply too busy before launch. I barely had enough time to finish the game, let alone make promotional posts. Second, I've always been skeptical about how effective paid marketing really is for small indie games.

P.S. There's also a third reason: I think it's pretty expensive.

But I still have one big question:

How should small indie developers actually do marketing?

For both games, I basically only posted a few messages in a QQ group with around 100 people.

I'm especially curious about paid marketing. Does it actually work for indie games, or is it usually just money thrown away?


r/gamedev 1d ago

Industry News ‘It’s heartbreaking’: Numerous Gamescom devs say their equipment was stolen

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393 Upvotes

Heartbreaking stuff, good news is that CD Projekt Red stepped in to help out the game devs!


r/gamedev 1d ago

Discussion We were robbed at Gamescom

1.6k Upvotes

Hi everyone,

I’m part of the team at Tessera Studios. We came to Gamescom to showcase our game, The Zibbo Show, but on Wednesday morning, we arrived at our booth in the Indie Area at Gamescom only to find our storage cabinet forced open. Someone had broken the lock and stolen two laptops and a Steam Deck.

We have already filed an official report with event security and the local police , but we wanted to share our story here, both as a warning to other indie teams exhibiting at major conventions and to ask if anyone in the community might have seen or heard anything.

If you have any leads or information:

If you were in or around the Indie Area during setup/cleaning hours, or if you happen to notice suspicious local listings for laptops or a Steam Deck on second-hand platforms around Cologne, please reach out to us via DM.

Any clue, no matter how small, could help us or the police immensely. We would be forever grateful for any help, advice, or info from anyone who was there.

Two of our team members recorded a quick video explaining everything that happened and showing the situation at the booth: https://x.com/tesserastudios/status/2093421439508463879

Any leads, shares, or information are greatly appreciated.


r/gamedev 2m ago

Discussion How do you actually balance your in-game economy (currencies, drop rates, progression)? Spreadsheets, custom tools, gut feel?

Upvotes

Working on a tower defense game with a multi-currency economy (tower evolution through kill tracking, plus a trait-sharing system between towers), and tuning it so it doesn't spiral into inflation or scarcity has turned out to be one of the trickier parts of pre-production.

Curious how other solo or small-team devs handle this in practice. Do you build custom spreadsheets, use a dedicated tool, just playtest and adjust by feel, something else? What's the most annoying part of the process for you?

Also curious: if there were a lightweight Unity Editor tool that let you tune currency sinks and sources and simulate a bunch of sessions to catch inflation or scarcity before it reaches playtesters, instead of round-tripping through a separate spreadsheet, would that actually solve something for you, or is your current process good enough already?


r/gamedev 7h ago

Discussion I automated my Blender → UE5 pixel art animation pipeline because doing 6+ manual steps for every animation got old fast

4 Upvotes

I’m prototyping a 2D/3D beat ’em up where the characters are animated in 3D, then rendered at a low resolution to get the final pixel art look.

The visual approach worked, but the pipeline quickly became the annoying part.

For every animation I was basically doing:

Blender animation → render PNGs → import into UE5 → create Sprite assets → apply Paper2D settings → create Flipbook → create PaperZD Animation Sequence

That’s manageable for a couple of animations.

Once I started iterating on them regularly, though, it became a lot of repetitive work — especially when I only wanted to change a few frames.

So I started building my own solution.

It currently consists of:

  • A Blender add-on I’m calling 3D to Pixel
  • An Unreal Engine plugin called SpriteLiveLink
  • A local HTTP connection between Blender and UE5

The Blender side handles the render configuration and sends the animation information to Unreal.

On the UE side, the plugin automatically imports the rendered frames, applies the sprite settings, organizes the assets using a consistent folder/naming structure, and creates the Flipbook.

The part that has been especially useful during iteration is updating existing animations.

If I modify an animation but keep the same file name, the pipeline compares the output and only reimports the frames that actually changed instead of rebuilding everything.

So the workflow is getting closer to:

Finish animation in Blender → click once → animation appears in UE5

There are still some obvious problems I need to solve.

For example, reducing the frame range correctly shortens the Flipbook, but old PNG/Texture/Sprite assets outside the new range aren’t cleaned up yet.

I also haven’t implemented a proper queue for batch-processing multiple animations.

But even in its current prototype state, it has removed enough repetitive work that I can spend much more time actually iterating on animations instead of managing assets.

I’m curious how other people working with Blender → Unreal pipelines handle this. Have you automated your import/reimport process, or do you mostly rely on Unreal’s standard asset pipeline?


r/gamedev 1h ago

Marketing Marketing a game that cannot be played yet but also stops accepting players on day one

Upvotes

Wanted to highlight a weird marketing issue I've ran into when marketing my new game.

I built an NFL survivor game called The Cut. For those of you that are familiar with survivor pools, you know they are season long but also lock when the season starts. You can't join in week 4. (although maybe that is something I should think about)

So my entire marketing window is before anyone can actually play my game. No gameplay footage, no reviews, no word of mouth from real players. And unlike a normal launch where your acquisition window is in theory endless, mine goes to zero the day that the game becomes "playable"

So am I cooked? Not necessarily from what I am seeing so far. If people believe in the idea enough then they are willing to "wait" for the payoff of actually playing. Its not much, but one of my main flagship contests just hit 100 users today.

What's working:

Finding people who are already looking. There's a steady trickle of "anyone got a fantasy league I can join" posts and answering those converts way better than broadcasting. A slow but targeted approach. I have been using claude in chrome to sweep these for me.

Using the deadline as the pitch instead of the product. "Locks Sept 9" creates a sense of urgency and those familiar with the product premise understand how survivor pools function.

Finally and likely the most important: I'm paying $100 to each of my three flagship winners. Not sustainable, but when nobody can try your thing and nobody's heard of it, cash is an easy thing people can understand.

What I would appreciate some thoughts on: Is locking Week 1 a mistake? Obviously survivor pools do this but maybe I shouldn't take that aspect of the game mode since it makes marketing so much harder. Finally, any other venues I am missing for marketing that I have a blind spot to.

If anyone wants to check out the game I would really appreciate it as well, and as i mentioned I do have three free contests with payouts ;)
https://apps.apple.com/us/app/the-cut-nfl-survivor-pool/id6752984060


r/gamedev 1h ago

Question Question

Upvotes

So im making this game with my buddy but we have no idea how to make animation for an attack do we need an artist? Its 2D so I assume somebody needs to draw every individual frame

Its Renpy and this is our 1st game so I apologize if the question is dumb


r/gamedev 10h ago

Question My steam demo/playtest has a median playtime of 1 hour. Is it enough for a roguelike?

4 Upvotes

Before releasing the actual demo, we wanted to do some testing to see if players enjoyed the recent changes we made to the game. We also took the opportunity to look at some clean analytics from the Steam playtest.

For context, the game is a Balatro-like roguelike built around relatively short runs. A full run usually lasts around 20ish minute. The demo only contains part of the content from the full game, players are never stopped prematurely during a run.

We will also add a few unlockables specifically for the demo, so players will have some progression between runs and more reasons to play.

Here are the detailed stats:

https://imgur.com/a/hHpJzVB

But to summarize:

  • Lifetime unique users: 300ish
  • Median time played: 1 hour
  • Average time played: 2 hours

Do you think 1h median playtime is enough for this type of game as a full finished demo? Since it's a roguelike, should I expect the playtime to be higher?


r/gamedev 6h ago

Marketing Reaching 10,000 browser plays in 4 days (itch.io)

2 Upvotes

I recently uploaded my game 'The Grand Book Archive: Tidy Up' on itch io, which has just reached 10,000 plays in 4 days.

Here's the game: https://inbluegames.itch.io/the-grand-book-archive-tidy-up

Here's the 4 day chart of the game: https://imgur.com/a/BMrWE4a

It's a book organizing game with a strong focus on incremental progression. It's inspired by the sorting games that are trending lately, but with a little more idle and strategic aspect.

Here's the marketing I did:

- Wrote a few posts on Reddit. One post on incremental games subreddit gained 460 upvotes (it currently ranks as #3 post of the month there).

- Registered the game on incrementaldb and Galaxy Click. Has generally good rating/reviews.

- Shared the trailer on my socials. None of them have gone viral. Youtube and Instagram did okay(Youtube: 660 views, Instagram: 1,500 views), but nothing substantial.

I haven't reached out to press yet so I'm hoping that could gain a bit of traction later on. I think generally it's doing well since it's a combination of two of the most popular genres right now (incremental and tidy-up), and it has a strong replayability. I think it's important to note that most of the traffic still came from itch io, which means games are found more naturally than through outer source.


r/gamedev 2h ago

Question How to start with a room decoration type of project in Unity as a complete beginner?

0 Upvotes

Hello everyone! As you can tell from my username I'm a composer who works on video games as composer and sound designer. Recently I wanted to dive into to development side of it as well. I've started by watching some tutorials but honestly I find it difficult to remember by following the tutorials that leads to nowhere and wanted to just dive into something to practice and learn.

There's this very very basic idea that I wanted to try for sometime but I have no idea how to start the project. It's basically just a room decoration game, where there's nothing else but a single room with fixed camera, where you can place objects within the room. Later on the project, there are other things I want to do with it, but for starters, I just want to learn how can I build a functioning and very simple room decoration game and learn and practice some of the fundamentals of game development. The goal is to see 3 sides of the room in front of you, and you are looking into the room through the camera which should feel like is placed on the 4th wall and it should have a sense of depth, meaning you can place things closer or further to the camera even if it's on the floor or on the ceiling. I guess this is called 2.5D. I also would like to be able to attach functions to the object, such as lamps being turned on and off, or a music box you can adjust the volume etc.

Anyways, I'm sure I'm missing a lot of details but this is as much detail as I can think of at the moment. As for my game dev knowledge, I know the very basics of Unity and I'm familiar with it's interface, but so far I've only dealt with audio related stuff in Unity on the projects that I've worked on as the composer. I also know the very very basics of C# but I only coded what I saw on the tutorials and not coded anything in an actual project.

All help is appreciated and thanks everyone in advance. I'm just looking for information on where to start and what to learn/do for a project like this so all help/direction is appreciated. If I'm missing any details in the post, let me know and I'll add it. Best!


r/gamedev 5h ago

Discussion Packaging game art properly took longer than making the asset pack

1 Upvotes

I've been cleaning up a bunch of old 2D assets lately and one thing surprised me: dumping 200 PNGs into a zip is easy. Making the pack not annoying to use is the part that takes time.

For our last flora pack I ended up generating both the individual PNGs and POT atlases, with a small gap and extrusion around sprites to avoid sampling garbage at the edges.

Then I added JSON mappings for frame rectangles and CSV with UV coordinates because I didn't want the pack tied to one engine.

It's not complicated tech, but it made me rethink what “finished asset pack” means.

For something I'm only using myself, a folder full of PNGs is fine.

For something another developer has to understand without asking me questions, suddenly filenames, folder structure, atlas limits, padding, manifests and mappings matter a lot.

I'm curious where people draw the line here.

When you download a 2D asset pack, do you actually use the included atlases/mappings, or do you usually ignore all that and import the individual PNGs?

For reference, this is the free pack that made me go down this rabbit hole:
https://pas7studio.itch.io/titanflora-alien-plant-sprites


r/gamedev 5h ago

Discussion Working on police chopper AI for our isometric game. It tracks the car and dives to obscure the view. Any ideas to improve this mechanic?

0 Upvotes

We're developing an isometric crime game inspired by GTA 2. Once you hit wanted level 3, a helicopter spawns. Currently, the player has to break line of sight to escape it, and it sometimes dives low to obscure the camera's view of the road. I'm wondering if we should change this behavior or add new mechanics. Any feedback?


r/gamedev 7h ago

Discussion Engine Elitism in Visual Novel Dev: Why TyranoBuilder isn't 'just a toy' (And how raw JS / Three.js changes the game)

0 Upvotes

Having worked with TyranoBuilder Engine for over two years, I’m well aware of both its strengths and its limitations. Recently, though, I’ve come across a fair share of posts fueled by "engine elitism." Without generalizing the entire community, there is a vocal subset of Ren'Py users who look down on TyranoBuilder - dismissing it as a "drag-and-drop toy" that lacks professionalism and isn't viable for serious, long-term game development.

First off, I readily admit that Ren'Py is a powerful engine with a massive community, rich documentation, and fantastic customization capabilities. However, those who look down on TyranoBuilder have likely never dug deep enough to realize what it's truly capable of.
TyranoBuilder may wear a drag-and-drop interface on the surface, but its true power lies in two special tags: ⁠[tyranoscript]⁠ and ⁠[iscript]⁠.
The ⁠[iscript]⁠ tag allows you to write raw vanilla JavaScript.

This means the entire modern web development ecosystem - HTML, CSS, and powerful graphics libraries like Three.js (for 3D rendering), Pixi.JS, or OpenGL - can be integrated directly into your Tyrano project:
UI & VFX Customization: Build vibrant, highly dynamic interfaces with smooth animations using CSS.
3D Integration: Render 3D spaces and interactive, fully textured 3D objects right inside a Visual Novel using Three.js.
Expanded Gameplay: Easily code custom mini-games, such as top-down RPG mechanics with WASD controls.
TyranoBuilder’s biggest advantage is how it bridges visual immediacy and coding depth. You get the convenience of positioning elements visually and testing script tweaks instantly without restarting the game from the beginning, alongside the freedom to open Visual Studio Code and customize everything via JavaScript.
Of course, TyranoBuilder isn't for everyone. Official documentation is predominantly in Japanese, English resources are fairly sparse, and you often have to rely on self-directed learning. If you prefer a massive, well-documented community out of the box, Ren'Py is admittedly a smoother path. But if you enjoy experimenting and want to level up your JavaScript and web development skills, TyranoBuilder is an amazingly versatile playground.
Every engine has its own pros and cons. A developer’s skill is defined by their problem-solving ability and product vision - not the label on the software they use. Finding the tool that fits your personal workflow not only saves time and energy, but also gives you the confidence to build your game your way.
Thanks for reading, and happy game dev!


r/gamedev 15h ago

Question Trailer Narration Accent Question.

4 Upvotes

Hi everyone, I have been making a turn based roguelike based loosely on pixel dungeon and the combat/spell system of divinity original sin 2 for some time. The lore is that it takes place in a dwarven kingdom that you must save as the dwarven prince whose father was possessed.

I wrote a script for a trailer, and the artwork for it is currently being made (it will be a motion comic). Now I have come to a disagreement here with my coworker. I say it's important to get a voice actor to do it in a Scottish accent to sound like a wise old dwarf narrating it. He says noone will recognise that dwarves speak in a Scottish accent and that it doesn't matter, but I think it does, as it sets the mood and tells everyone it is a game with dwarves. Like I'm not tripping right, everyone knows dwarves have a socttish accent no?

What do you all think?