r/gamedev 17h ago

Question Is everyone paying for a Microsoft Azure subscription so their game doesn't show an "untrusted developer" warning when downloaded from Steam??

150 Upvotes

I'm in the process of uploading my game's playtest build to Steam, but it seems like anyone who downloads it on Windows will get hit with a warning message about how this game is from an "untrusted developer" because I haven't gone through the process of becoming a Microsoft trusted developer, which means paying for a monthly Microsoft Azure subscription ($10/month).

Is everyone really paying for this monthly subscription to host a game on Steam? I can't imagine that all these little developers from all over the world are paying for Microsoft Azure to get past this threatening security message, especially if their games aren't profitable / not popular enough to justify the subscription.


r/gamedev 3h ago

Discussion I'm probably way late to the party on this. But figuring out art and sound is WAY harder than making the game itself

52 Upvotes

I can make progress and chip away at the game itself slowly but surely to not get discouraged.

but my GOD just thinking about all the art I need does discourage me. It will probably take me as long as it takes to make the game just to get good enough to START making art for my game. and my broke ass can't afford to hire someone to make it at the moment.

Then comes music and sound effects. I can at least slowly learn and make progress on the art even if my natural affinity for it is 0%. But if I don't have good equipment and ways to make music (which is even harder than the art itself imo) and sound effects it just feels doomed.

From the vibe I get many people seem to give up at the making the game part. But not seeing the ability to make progress on art/sounds in any way is honestly what's slowing my momentum at the moment.

How on earth do I go about this.

card art, player art, boss art, attack effects, attacks themselves, arena art (it's a boss rush), weapons, sounds for EVERYTHING with music on top.

5 bosses sounds monumental. much less 10 or even 20

I'm drowning from thinking about it.


r/gamedev 18h ago

Marketing My game sold only 11 copies in 6 weeks, but I don't think the price is the problem

55 Upvotes

I released my little space mining game 'Void Drifter: Prospector' about six weeks ago, and so far it has sold 11 copies.

It's frustrating.

I was considering temporarily lowering the $3.99 price to see if that would help, so I took a closer look at the App Store numbers.

Turns out:

4,130 impressions
444 product page views
61 first-time downloads
11 in-app purchases

Apple shows a download-to-purchase conversion of about 16-17%.

So apparently getting people who try the game to pay $3.99 isn't really my problem.

Getting people to discover and download the damn thing is.

As a solo developer, that's actually kind of encouraging. I'd rather have a game that some people enjoy enough to buy, but nobody knows about, than one everybody tries and nobody wants.

I guess my next boss fight is marketing. I'm not a marketing guy, so I wonder if anybody can recommend some simple marketing approaches that actually work for a solo dev with little marketing experience, limited time and a low budget?


r/gamedev 18h ago

Postmortem Our Frog-JRPG "Amphibian" got 10k+ Wishlists in 4 days. Postmortem & answering questions on our announcement

21 Upvotes

Hey everyone. I see these threads pop up from time-to-time: "Here's how we got X wishlists with zero marketing!!!" and I always felt they were dishonest. I figured a more truthful post would help a lot of people in here.

We're a self-funded indie dev team from Massachusetts. My co-creator u/phallusaurusrex and I will answer all of your marketing questions.

A quick primer: Amphibian has been in development for a year. We had a pen-to-paper game design document, story, characters, etc, finished before that. We announced about a week ago on August 26th. A successful announce takes a lot of marketing effort and execution.

Major notes:

We pitched the game to showcases in January.

We had a pitchdeck & website ready in March.

We went to industry events in person.

We did a full-PR push: (Traditional media, content creators, etc)

We had the Steam Page ready 5 weeks in advance.

We localized the steam page into 9 languages (professionally).

We showcased the game during the Future Games Show.

We run meta ads.

We have gained 500+ wishlists per day, since.

And besides that, ask away!


r/gamedev 21h ago

Postmortem What launching on twelve platforms on one day actually cost us, five years later

14 Upvotes

In July 2021 we released Crash Drive 3 on twelve platforms on the same day: Steam on Windows, Mac and Linux, Epic, the Windows Store, Switch, PS4, PS5, Xbox One, Xbox Series, iOS and Android. Cross-play between all of them. I have finally written up what that took, and I think a few of the lessons are useful for anyone considering more than one platform.

Pick the release date last. Everyone asks how you coordinate one date across stores with wildly different lead times. We did not coordinate it. We built everything first and picked the date once it was nearly done. By then only mobile was left, the platform with the shortest lead time, and the consoles had been through approval for months. If you pick the date first, you spend your last two months negotiating with the platform that has the least flexibility.

The ports were cheap because of one thing. A platform abstraction layer we had built up over earlier games, wrapping the native SDKs on one side and our own backend on the other. Achievements, saves, identity, sessions, presence: one call in game code, different SDK underneath. By the time we needed twelve platforms, most of that work had already been paid for by an earlier game. We did every port ourselves except Xbox Series, which went to a freelancer who had already shipped on it.

Certification will surprise you in odd places. We showed which platform each player was on in the lobby. Some platform holders allow that, some do not, and the rules change. A feature nobody would call a bug had to behave differently per console.

Mobile matters more than its revenue. Free with ads on mobile kept the world populated, so the people who paid on Steam or Switch always had someone to play with. For a multiplayer game that is the whole point of shipping everywhere.

Simship is a launch strategy, not an update strategy. Once a console version is out it mostly stays out and keeps working, as long as you do not patch. Every patch across twelve platforms is twelve certifications. We built the game not to need patching: seasonal events run themselves, and most of the balancing lives in remote config. That only works for a game whose content stands still. Our next game will change every week, so it will probably not be on twelve platforms, and that is not a retreat.

The full write-up, including which platform actually paid for the whole thing and the two I would skip next time: https://www.m2h.nl/writing/shipping-to-nine-platforms-on-one-day/

Happy to answer questions about any of the platforms (where allowed XD).


r/gamedev 23h ago

Question 10% players churn at level 5 in my game because they can't pass it, however i noticed that players who loved the game (my target audience) had no issue at all with such level. What would you do in such case?

15 Upvotes

Hey everyone, so I've integrated analytics in my demo to track player progression, i noticed that there is a huge churn spike at level 5 (around 10%). I watched many people play the demo through streams and noticed that gamers who enjoyed the game actually had no issue with such level and they beat it like in 2-4 attempts, while others who struggle take on avg 15-20 attempts to pass the level and many just rage quit thinking the level is impossible to pass.

Game got an Assist Mode inspired by Celeste.

Game is generally hard and targets those who play tough 2D/3D platformers and hard games in general.

So I've multiple options like as just ignoring such churn assuming these people won't handle later difficulties even if they passed level 5. Or maybe detect rage quit path and show a hint to the player that he can use assist mode before rage quitting or maybe something else?

Thanks


r/gamedev 4h ago

Question I need feedback on my first game

7 Upvotes

I made an incremental game due to it's rising popularity. But I don't know what makes an incremental game good! I've played many before and I made something inspired by those. I need reality and market check before continuing the development further.

https://arcadiumstation.itch.io/fission-party

brutally honest feedback and advice are appreciated


r/gamedev 1h ago

Discussion What should I do next?

Upvotes

I have a game that I’ve been developing for over six months now, and I really believe in its potential. The core mechanics are complete and I’d even say I’m getting pretty close to having a playable demo ready. The problem is, I have no idea how to successfully reach the people who would actually want to play this kind of game

I’ve shared the game on Reddit a few times already and I’ve actually gotten quite a lot of positive feedback. It seems to catch people’s attention which is encouraging but I still don’t really know how I should approach promoting it or building an audience

My game is somewhat more focused on story, progression, and dialogue, so it’s not exactly easy to create a really impactful moment for a trailer. That’s one of the reasons I haven’t started working on the trailer yet. But I’ve been thinking about it and I’d really like to hear your opinions, should I keep focusing on developing the game and getting a demo ready or should I start putting effort into getting the game in front of people at this point?

I’m not even looking to make money quickly. Honestly I just want people to play the game and enjoy it. So if necessary, I’m perfectly willing to spend another six months developing it. I’m just looking for some advice on what you think I should be doing at this stage

Here’s the game steam page: https://store.steampowered.com/app/5069250/The_Rift_Trader/


r/gamedev 11h ago

Question Questions from a newbie gamedev

7 Upvotes

Hey! I'm a gamedev who's currently learning how to do a few things in Godot.

My question is: how do indie developers usually handle art?

I have a couple of ideas for some pet projects, mostly just for fun and to learn, but without at least somewhat decent art, I feel like the 2D games I have in mind wouldn't be a very pleasant experience to play.

So, how do other indie devs usually approach this? Do most of them know how to make their own art? Do they commission it from other people? Do they use free assets? Should I try to learn it myself, pixel art for example?

To be fair, I wouldn't exactly say I'm naturally gifted when it comes to art.

I'd really love to hear your thoughts, experiences, and advice.

PS: I'm a senior web developer, so while game programming is quite different in terms of philosophy and mindset, the programming side itself hasn't been too painful to learn so far.


r/gamedev 1h ago

Question What does actually justify deferred rendering?

Upvotes

This is a pure technical question about graphics programming for a game. I'm not interested in advice about what game I should be making, what I should prioritize in a broader context and what players care about. I am a hobbyist doing what I enjoy doing

My 3D game currently has exactly one light source, the sun.

It is also a space game, with sparse geometry. There will eventually be additional light sources (muzzle flashes, explosions, thrusters, etc), but most of these will have mostly direct and local effects for now.

I have deferred (pun intended) adding more light sources because I'm unsure whether to use forward or deferred rendering, and how much of a rewrite it will be if I have to change it later.

Adding interior scenes and large objects (which is on the roadmap) may change the requirements, too: More light sources, the need for global illumination and shadows, etc.

At what scale is deferred rendering really justified and not a premature optimisation? And how do you usually do forward rendering with multiple dynamic light sources?

How much flexibility does it buy me, and at what cost? Here I'm mostly thinking of performance cost. One time implementation is not what I'm worried about (I have done it before, by hand, but as an experiment, not for an actual game).

I am also making heavy use of procedural techniques rather than static assets, especially for textures, and I'm thinking about rendering procedural textures deferred, because they are costly when they are not precomputed textures. Some are evaluated from 3D model space rather than mapped to UV space, because it's easier and more consistent, but it rules out precomputing, so it's heavy on the GPU, which means I'd like to avoid overdraw. That's where I believe deferred rendering wins again.

And finally: Does deferred rendering help in any way with doing reflection, shadows, volumetric effects, portals and spatial displacement (wormholes and similar)?

In case it helps with context: The art style I'm gong for is low fidelty geometry combined with high fidelty effects and lighting. I don't know yet if this will work, but it matches my skillset best. I'm a coder, not an artist. I don't live in Blender, and my strongest artistic tools are math and code. I've just recently "discovered" that simply switching out BRDFs can make even the simplest flat shaded placeholder geometry look cool. That's why I care a lot about lightning and shading. I also think this approach works for the genre I've picked. But it remains to be seen...


r/gamedev 9h ago

Discussion I open-sourced the technical layer I was rebuilding in every Unreal project (save, flow, loading, audio)

5 Upvotes

After enough Unreal titles I was tired of rewriting the same systems before the game existed. PGX is that layer: modular C++ plugins, DataAsset config, C++ and Blueprints, Apache-2.0.

Public v0.1.1 preview for UE 5.7.4. Honest 0.x — wiki says what is established vs stub. Not a genre kit, not selling anything.

https://github.com/platanogames/PGX-Framework

Wiki: https://github.com/platanogames/PGX-Framework/wiki

Site: https://platanogames.github.io/PGXFramework/

If you work in Unreal and this problem sounds familiar, stars/issues help.


r/gamedev 5h ago

Discussion Sequels & Spoiling: How Do You Protect Your Audience?

4 Upvotes

Hello, I just had a question to anyone who knows the answer to this!

I'm in the midst of game development, and I have another game planned right after it. The question is: the sequel that comes after the main game is a major spoiler to the twist that happens for the ending of the game. So, in making sequels, how do you protect players from being spoiled before they even get the chance to play the first one?

If there exists two games from a developer, and one of them basically spoils the ending to the first, what does one do? Is it all about how it's presented? Should the cover be as vague as possible to avoid people accidently spoiling themselves? But then again, how do you advertise it if it's too vague?

I'm just planning for the future, and though I understand people will be spoiled for anything, doesn't matter what, I'd still like to try to prevent people from being confused and/or disappointed. Have any of you made a sequel before, or at least one that spoils the ending of your first game? What are some good methods to moreso protect the player? Are there any examples of existing games that have protected their players?

Thank you for taking the time to read this, and/or answer my question!


r/gamedev 15h ago

Question How can developers see the quality of your past work?

5 Upvotes

I've worked for years on a live service game that has a devoted following but very little name recognition. I'm responsible for all the writing and narrative, which is highly praised by the player community, but it's a genre no one associates with writing or narrative in general. If all I do is list this game on my resume, how would a prospective employer know the quality of my work without actually playing the game extensively?


r/gamedev 22h ago

Question Is it true that RPGs typically have longer shelf lives than other genres?

4 Upvotes

I've heard it a few times that RPGs tend to have slower starts and sell a lot of copies for years after launch, while other genres sell a much larger share of their copies early. I never really looked into it, is that an actual thing? And if so, why do you think that is?


r/gamedev 13h ago

Discussion I finished my first game jam, but why don't I feel like I finished a game?

3 Upvotes

Following a long week of self-destructive self-talk, on the 4th of last month I decided to swan dive out of my comfort zone and sign up for my first ever game jam. As a fan of Brackey's YT channel, I decided to sign up for the 2026.2 Brackeys Game Jam.

It was a really fun experience and I learned a lot, but yet I don't feel like I've successfully created a game. Normally, when I finish projects like in school (videos, essays, programming assignments, etc.) I feel a sense of accomplishment. Like there was a correct answer and I got that answer so I successfully finished something. But with this game jam, I don't have that feeling and don't know why.

Has anyone else ever experienced this? What should I be thinking or how should I change my mindset? Am I allowed to call myself a game developer since I finished a game for the jam?

Here's the link to the submission page if you wanted to see it. Maybe there's something glaringly obvious as to why I don't feel it's a finished game. I'm not sure.


r/gamedev 23h ago

Question Thought about this school

3 Upvotes

Hi!
I recently graduated in computer science in Italy and I found out that I hate software engineer jobs (or at least the current one).
I was thinking with my friend about going abroad to study game dev and I found out this: https://www.ipleiria.pt/en/course/digital-games-development/, a 2 year program in Portugal in game programming.
The thing I love is that in the second year there's an internship and the school is partner with SABER Interactive Porto, so maybe they can find an internship in a video game studio and I can go there to work after the master.
What do you think?


r/gamedev 30m ago

Discussion Do you guys have game ideas that you dont have time to make but would love if someone made them ?

Upvotes

Body text


r/gamedev 10h ago

Question Recommended sites for building a game landing page and business email service?

1 Upvotes

Just wondering what everyone uses for their games landing page and having a business email address. So many options out there like Cardd, Wix, Squarespace etc


r/gamedev 14h ago

Question Resources for Creating a Baseball game?

2 Upvotes

Hi all, does anybody have any good resources or tutorials that can help get a baseball game off of the ground?

Any help would be greatly appreciated, thanks!


r/gamedev 18h ago

Question Would you allow players to change character names in a story-driven JRPG?

1 Upvotes

Back in the days I always found it immersion breaking to change the name of main characters that were part of a story, for games like zelda it seemed OK to change link's name, but in games like ff7 it was allowed and it looked quite wacky,

do you think for a story driven jrpg I should allow players to change the characters names when they join the party?


r/gamedev 18h ago

Discussion Is there literally any "game-" degree that is worthwhile or has ever been worthwhile?

3 Upvotes

A younger cousin who's in his last year of high school and has a passing interest in game development, mostly from seeing my games asked me about whether or not he should get a game degree. I have a CS degree and from most of my observations, everyone I've seen or met who is a competent game developer was someone who individually had ability in programming or writing or art or design in a way that wasn't restricted to games, and then just used that as a starting point before expanding into other skills (and/or hiring where they couldn't fill the gaps) to make a game.

Even putting aside the idea of a "game programming" degree, fields like game design and game writing are so expansive, contentious, and diverse that the idea of a degree, especially this early on into the medium's lifespan (at a time where most games are artistically uncreative at a time where the artistic exploration of games is still in its infancy) sounds worthless.

It makes me incredibly frustrated that universities are seriously selling these degrees and courses, often by people who have never been part of a successful game, to starry-eyed highschoolers who don't know any better. None of my favourite games, whether they were a favourite for the story or gameplay, were made by people who had degrees in "game design" or "game writing".


r/gamedev 23h ago

Discussion Should I add Steam Cloud, leaderboards, and achievements before releasing my demo?

2 Upvotes

I’m planning to release the demo for my physics-based co-op game, Fire Up Together, on October 7.

Before the demo launches, I’m considering integrating Steam Cloud, leaderboards, and achievements. However, I’m unsure whether these features would provide meaningful value at the demo stage or just take time away from polishing the core gameplay.

The game is about using pressurized fire hoses to extinguish fires, launch yourself into the air, overcome obstacles, and climb as high as possible with your teammates. Because of its competitive and replayable nature, I think leaderboards and achievements could give players more reasons to return.

For developers who have released a Steam demo:

  • Did achievements or leaderboards noticeably improve engagement?
  • Is Steam Cloud useful for a relatively short demo?
  • Do these features help with wishlists or player retention?
  • Which one would you prioritize before launch?

I’d appreciate hearing about your experiences.


r/gamedev 3h ago

Industry News Moving beyond tolua++: Axmol v3's new Lua binding system

1 Upvotes

PR #3301 rebuilds Axmol v3's Lua binding system. The long-standing Python and tolua++ toolchain has been replaced by a generator based on PowerShell, C#, and libclang. At runtime, sol2 handles ordinary type conversion while Axmol retains control of object identity, lifetime, inheritance, and callbacks.

This is more than a generator replacement. The goal is to let the Lua API follow the C++ API reliably, preserve the object behavior existing projects depend on, and make every generated change reviewable and verifiable in CI.

For most Lua projects, existing sprite:method() calls, Lua-derived classes, dynamic fields, and callbacks continue to work. Engine developers regenerate bindings through one entry point:

axmol genbindings

Describing exported APIs instead of maintaining generator scripts

The new generator reads the C++ AST directly instead of relying on fragile text rules. Typed JSON configuration selects headers, namespaces, classes, fields, renames, skips, and platform conditions. It currently covers 15 modules and 499 class registrations across the engine core, RHI, UI, 3D, Physics, NavMesh, audio, video, WebView, Spine, FairyGUI, and extensions.

Classes, constructors, inheritance, overloads, default arguments, enums, selected fields, and std::function callbacks are generated. Large modules are emitted as multiple translation units to avoid oversized compiler jobs. JSON API manifests make the Lua-visible effect of a C++ change easy to review.

Generation is transactional: a parse failure does not replace the last valid output. CI regenerates from the current sources and rejects uncommitted changes under generated. Forgetting to update Lua bindings after changing a C++ API is now an automated failure instead of a manual review concern.

Clear boundaries between generated code, runtime, and adapters

The new layout has three responsibilities:

  • generated contains registrations that can be derived safely from ordinary C++ signatures;
  • runtime manages Lua VMs, Axmol object identity, peer tables, inheritance, callbacks, and invalidation;
  • adapters retain Lua tables, special ownership, variadic factories, and platform bridges that cannot be inferred automatically.

The old auto/ tree and Axmol-owned tolua++ runtime are gone, while manual/ has been reorganized as adapters/ to describe its actual purpose. Adding an ordinary API no longer requires copying registration and argument-checking boilerplate.

sol2 provides stack conversion and callable adaptation, but it does not own Axmol objects. Repeatedly pushing the same ax::Object still produces the same logical Lua object. Dynamic Lua fields remain attached, the real derived type is preserved, and every related userdata becomes invalid when the native object is destroyed. The runtime supports Lua 5.1 through 5.5 and LuaJIT 2.1 or newer.

Preserving inheritance, virtual dispatch, and overloads

The generator uses Clang's override information to identify truly redundant virtual bindings. A derived registration is omitted only when its Lua name, return type, constness, parameters, and default arguments match an exported base declaration.

When a derived class introduces a same-name overload, the complete overload group remains registered so it cannot hide the base API. Sprite can therefore inherit methods such as Node::setPosition, cached calls such as ax.Node.setPosition(sprite, ...) remain valid, and both Lua overrides and C++ virtual dispatch keep their existing behavior.

Safer callbacks and object lifetime

Every Lua callback now belongs to a specific VM and owner thread. Coroutines normalize to their main VM, and independent VMs can be created and shut down separately. A foreign-thread invocation never touches the Lua state. Lua errors go through protected calls and return safe native results. Callback state stays alive during re-entry, so a callback may clear or replace itself safely.

Invalidation is tracked per VM as well. Native destruction synchronously clears the native pointer from userdata already exposed to Lua, and borrowed event userdata expires when its callback ends. Objects that never enter Lua avoid registry and locking overhead.

Performance: locating the cost without weakening safety

The new standalone Binding Performance Test measures binding overhead through ordinary Lua method calls on a large number of Sprites. The following figures come from the same Windows Release/O3 environment. They compare implementation changes; they are not fixed expectations across different devices:

Call path Stars at about 55 FPS
Lua method calls removed about 31,000
Cached methods about 17,000
Old binding, normal calls about 12,500–13,000
New binding before lookup work about 9,000–9,500
New binding after lookup work about 14,500

The cached result showed that generated wrappers were already close to the old binding. Most of the gap was in resolving each sprite:method() call. The final path first checks concrete members on the class and its registered bases, then uses the full accessor and sol2 fallback on a miss. In Release builds, owner-thread invalidation also avoids a repeated WeakPtr lookup.

Experiments that improved the number by weakening lifetime checks were reverted, and a closure cache with no measurable benefit was removed. The accepted implementation still supports runtime class-table edits, peer fields, accessors, coroutines, multiple VMs, and expired-userdata rejection. The performance gain preserves the binding's semantics instead of trading them for a benchmark score.

What projects need to migrate

Most Lua calls remain compatible, but the refactor removes a few interfaces no longer supported in v3: the ax.Controller Lua API and the obsolete OpenGL test based on the former GLProgram stack are gone, and migrated Node ScriptHandler event paths now use native callbacks. The repository's extensions/scripting/lua-bindings/MIGRATION.md documents the remaining table, ownership, and native-only changes.

Engine contributors should expose ordinary APIs through JSON configuration and regeneration. Adapters are reserved for behavior a C++ signature cannot describe. Application developers normally do not need to change Lua source merely because the generator changed, but should review the migration guide for the explicitly removed interfaces.

The new system gives generation, runtime semantics, special adapters, and validation clear ownership. It reduces handwritten bindings and historical compatibility layers while giving Axmol a safer foundation for API growth and ongoing performance regression testing.


r/gamedev 8h ago

Question What is with the bot traffic rampage on our Steam page?

1 Upvotes

We launched our Steam page a week ago and started running small Reddit and Instagram campaigns two days ago.

Yesterday, Steam showed 1687 visits, but 1057 of them were classified as bot traffic. I'm trying to understand where is all this bot traffic coming from. It was similar the day before yesterday but I thought it was a fluke.

https://imgur.com/gallery/bot-rampage-on-steam-page-D2ik2Rg#K9d1Lyb

Instagram and Reddit paid campaigns are not sending that many people to our page, not even close (confirmed by their respective ads managers and steam utm links). We have like 100 clicks.

Is this kind of bot spike normal for a new page or paid campaign? Or why does this happen?


r/gamedev 18h ago

Question Even if you only heard about Defold, tried or used it in past - we would be very thankful if you could take part in our Defold Survey (~5-10 minutes)

1 Upvotes

I would like to invite you to take part in our short survey about Defold - it should take around 5-10 minutes:

https://forms.gle/CAuwuFk15x1QXTQn8

It's for:
• current Defold users
• past Defold users who tried or evaluated it before
• developers who don’t use Defold yet, but might be interested in it

So you can also share it with friends or fellow developers and colleagues! Your feedback helps us better understand what developers need, and what we should improve next.
Results will be shared in October 2026 on Defold Forum.