r/gamedev • • 6d ago

Announcement /r/GameDev Updates to Rule 3: No Showcasing Projects

148 Upvotes

This community has often allowed people to share free tools and assets but it has always been subjective about where the line crosses regarding self-promotion or showing off a project. We have updated rule 3 to make the following clarification about sharing tools in our community:

  1. All of your own tools you share must be free (this is reinforced by rule 6)
  2. You must provide discussion or technical takeaways regarding the tool.
    1. What unique challenges did you run into when making it?
    2. How did you solve them? Any unique formula, feature, or workaround?
    3. Examples of using the tool and how it improved your workflow.
  3. You must engage the best you can with comments asking about the tool. This does not mean replying to every comment but proving you want to interact with the community.

However we are still left with the open-ended question of what to do with assets. People often share free assets made by others, but what is the line to draw here? We had reports come in because free creators have tip jars or linked patreon accounts. Other reports reference paid products elsewhere on their website.

What do you all feel is appropriate for a developer wishing to share a free asset they made with the community? We will update rule 6 accordingly in the near future as we debate this.

Thank you all for your continued contributions to this community.

Edit: Since there is some confusion this is us expanding what is allowed and we are wanting feedback on if we should allow more posts or not. This stuff has been banned for years already.


r/gamedev • • 6d ago

Community Highlight Introducing BRUTAL | A free C# framework that helped RimWorld make its own engine and break free of Unity. Now you can too.

4.2k Upvotes

Our industry is rotting from its core, outwards in every direction, and it has been for some time. Driven by greed, driven by a race to the bottom on price. It is my position that the games industry was already heading somewhere unsustainable before reverse-engineering and powerful agentic processes became widely available. These have pushed things over the edge.

But I think one of the biggest problems is something we don’t discuss enough. Developers have surrendered an extraordinary amount of control over their work to companies whose interests aren't necessarily aligned with their own.

So we're doing something about it. We're making the BRUTAL Framework publicly available, with its source code, and we’re making it free to use, including for commercial games, subject to an attribution requirement.

I'm Dean Hall. I originally made DayZ, and now run a New Zealand game studio called RocketWerkz, as well as a new gaming distribution platform called Ahwoo. Our games include Stationeers and ICARUS, among others. We’ve used BRUTAL to replace engines in several of our games currently under development. This is the same framework we've used to make Kitten Space Agency, and which Ludeon used as the foundation for their new Waylith engine for RimWorld.

The BRUTAL Framework

Four years ago our studio began developing our own custom framework. At the time, it seemed like the kind of thing that only a "crazy" developer would do. Something that would make people shake their heads. Making your own technology was such a "red flag" for a studio that it was even a secret undertaking internally. It started with a few libraries. But it gradually grew, and then rather rapidly became a complete framework you could use to make a game or your own game engine.

We called it the BRUTAL Framework.

It is important to explain that BRUTAL is a framework, not a game engine. You can make a game directly using it, like we have with Kitten Space Agency, or use it as the foundation for an entirely separate engine, like Ludeon have with RimWorld.

At its core is a custom interop layer, giving C# access to native APIs and libraries. We've built quite a lot of supporting libraries around this, including mathematics, memory management, strings, job scheduling, logging, localization, and other systems. We have an obsessive focus on reducing allocations and unnecessary overhead. We make extensive use of unmanaged memory and unsafe code where it makes sense. Our core focus has been on doing a few low-level things extremely well, using the latest versions of C# and Vulkan.

You can use the Vulkan bindings to make your own renderer, for example. But BRUTAL doesn't make all those decisions for you. You get to make them yourself. You can use whatever NuGet packages you want, including third-party packages. You get to write your own stack. In some ways this makes it much harder to use than Unity, Unreal, or Godot. In other ways, particularly if you're doing something unusual, it makes things considerably easier.

It's called BRUTAL for a reason.

Personally, I have found it much easier. But this comes with a forcing function. You actually have to know what you want to do first. In Unity or Unreal I would often spend days or weeks figuring out how the people who made the engine intended something to work, and then how to get around the assumptions they had made. Without all that, it is actually faster. At least for the kinds of games we're trying to make.

What BRUTAL is not

I do not believe this is the tool that everyone should use to make a game. We've aggressively pushed back against efforts internally to "add more". Our intention is to make a focused and efficient tool for "hard-to-make games". We are not trying to make something that can do everything for everyone. In fact, one of the most important decisions we've made is what not to put into BRUTAL.

This means we're going to be quite aggressive about maintaining its scope. Pull requests that drift away from a clear purpose will be rejected. That isn't because we don't appreciate contributions, but because adding everything is exactly how the industry ended up with the kind of engines we don't wish to use.

Think of the relationship between the Linux kernel and something like Ubuntu. It's not an exact technical comparison, but it gets across the idea. We provide a technical foundation, and developers build their own systems on top of it.

I'm not suggesting everyone should make their own game engine. I'm suggesting every developer should have the option to do so, without having to spend four years building the foundations first. And without having to surrender so much control over their own work.

RimWorld and the Waylith Engine

On May 1st, Tynan Sylvester, RimWorld's creator, approached me with a problem, and I pitched him the BRUTAL Framework. Since then, Ludeon have been able to leverage BRUTAL to help build their own game engine, called Waylith. You can see for yourself what incredible work they've managed to achieve, in a remarkably short space of time. From that conversation to the announcement was only about five months.

Their team amazingly extracted the last bits of Unity out of RimWorld to create their Waylith engine. Moving such an established game, with a huge modding community, off Unity without anything breaking is extraordinarily complex. I'm enormously impressed with what they've achieved.

I also think this is an excellent demonstration of what BRUTAL was intended to enable. An established studio with a very specific set of problems can take the framework and build an engine designed around their own game, instead of spending years building the underlying foundations.

You can read more about what Ludeon achieved in their Steam announcement.

They report performance improvements of 2 to 4 times in their own tests, with the vast majority of existing mods remaining compatible. The new engine is available right now through RimWorld's unstable beta branch. That's an extraordinary piece of engineering, and I'm very pleased BRUTAL could play a part in it.

Kitten Space Agency

Kitten Space Agency is our free spaceflight simulation game, and the first major project we've built directly using BRUTAL. The inspiration came from Kerbal Space Program, and our desire to take that kind of game further. We wanted to simulate spaceflight at enormous scales, with high precision, complex physics, without compromising what we wanted to do because of assumptions made by a general-purpose engine.

It's also brought together one of the most extraordinary groups of developers I've had the privilege of working with. Felipe Falanghe, the original creator of Kerbal Space Program, helps steer the direction of the project. Stefan Moluf joined us after spending nearly twelve years at SpaceX writing flight software for actual spacecraft. I find it somewhat absurd that we have someone who helped program real rockets now helping us program pretend rockets.

We also have some of the most influential people from the Kerbal modding community. Casper works on our terrain and planetary surfaces. Blackrack, who created Scatterer and helped transform what was visually possible in KSP, works on atmospheric rendering and related systems. Jamie Leighton (JPLRepo), a former lead engineer and QA manager on Kerbal Space Program, brings extensive experience both from developing KSP and creating some of its most important mods.

These are people who have already spent years pushing the limits of what is possible with a game like Kerbal Space Program. Now we're giving them direct access to the underlying technology to do things the way they actually want to do them.

The game runs a solar system at real scale, with complex orbital trajectories, enormous distances, and very different requirements around rendering, coordinates, and simulation. The important part for this announcement is that none of this is built around a traditional game engine. We use BRUTAL and develop the systems that KSA actually needs.

Kitten Space Agency is available as a completely free pre-alpha through Ahwoo. You can download it and see the technology yourself.

Felipe Falanghe, the Creator of Kerbal Space Program

I first met Felipe a long time ago while I was making DayZ, and there was an instant bond over how we felt about the games industry. We reconnected when we started making Kitten Space Agency. Felipe is, in my opinion, one of the most underappreciated developers in our industry. He made one of the most influential games of our generation, with scientists and astronauts referencing it. Yet I don't think he's received nearly the recognition he deserves.

He was also the first outside developer to use BRUTAL. Having his team as external users proved incredibly useful, ensuring the framework is truly agnostic from developer usage. Felipe and I actually spoke with Game Developer about BRUTAL late last year. He has this fantastic habit of being able to explain something very well, especially when I tend to explain things far too emotively.

He described working with BRUTAL as sitting on a bar stool while everyone else using engines like Godot was sitting on comfortable couches. I think that's a fantastic way of describing it.

Perhaps most interesting was how Felipe approached the framework itself. Rather than starting with how an engine expected something to be done, he could start with the problem itself. One example was using high precision coordinates in rendering. With his approach, he explained, "you get to use high precision numbers as far as you can into the game execution."

You can read our interview with Game Developer here.

Felipe is making his next game using BRUTAL. I'm deliberately not going into detail about it because that is his story to tell. And Felipe is the kind of person who is captivating when telling a story. I've seen what he's cooking, and I can't wait for everyone to see it. Having someone with his experience working directly with the framework, challenging our decisions, and approaching problems differently has been enormously valuable.

You are only as independent as your tools

I have watched Unity and Unreal consistently fail to be accountable to developers. And I think this problem could get much worse as agentic workflows begin undermining the competitive advantages that have protected established software companies.

My concern is that as those advantages erode, the companies involved will increasingly look to extract more revenue from developers who feel they cannot switch. Whether through royalties, subscriptions, or more restrictive licensing.

When I attend GDC I often go to the Tencent Summit, where Tim Sweeney, the CEO of Epic, has given keynotes. Tim was, for a long time, a hero of mine. A powerhouse of a programmer with a mind I admired growing up. But over time I became frustrated with how much of the discussion seemed to revolve around the latest buzzwords. The metaverse one year, AI the next. Meanwhile developers were struggling with performance, stability, and the practical consequences of decisions made by engine vendors.

At GDC 2025, during a Q&A, I asked Tim whether he thought Unreal was accountable to developers, particularly around performance and stability. His response was about making more demos and putting them on social media to counter people describing games as "Unreal slop". I interrupted and asked whether more demos were actually part of the problem, because they set expectations with customers about how easy it was to achieve those results. I was not satisfied with his answer, and I continue to believe Unreal is not accountable enough to developers. Particularly when it can take a 5% royalty on game revenue above its licensing threshold.

I don't think developers should have to simply accept that relationship without questioning it.

Unity has had its shares of public issues with developers, enough to warrant a whole essay on. Ironically, even as I write this, Unity developers are dealing with account suspensions related to a mandatory security change. Some have lost access even after following the required process. Unity business decisions have repeatedly sent troubling waves across the games industry.

Imagine your ability to work on your own game depending on a decision made by a company you have absolutely no control over. Now, I don't think any of this means developers should abandon Unity or Unreal tomorrow. For many projects they're absolutely the right choice, and I'm not pretending BRUTAL could replace what they provide. But I think we've created an industry where the default is to become dependent on a few enormous technology companies, and we've increasingly accepted that as inevitable. It isn't inevitable.

I think we're going to see many more frameworks like BRUTAL emerge in this environment. Not because everyone will abandon existing engines, but because the cost of making alternatives is going to fall dramatically. I hope those alternatives are free. BRUTAL won't solve all of the industry’s problems, but for some developers it might offer a lifeboat.

This technology is a small step towards changing the balance of power. If the tools are public, if you have the source code, and if you're free to build your own systems on top of them, you have options. And if one day we stop being accountable to developers ourselves, they should have the ability to fork the framework and go their own way. That's important to me.

You are only as independent as your tools are.

This is how we fight back.

Credit and Licensing

We initially wanted to do something simple, like MIT. But that made us realise that one of the many problems open-source projects now face is what attribution actually means in a world increasingly dominated by AI and agentic development. Credit is, to me, what matters most.

The team who made the BRUTAL Framework are world class. They have backgrounds from some of the biggest and most influential game studios in the world. They're experts in their fields, and they've spent years developing technology that most players will never even know exists. They made this. I want history to remember them. So we've drafted a licence based on MIT, but with additional attribution requirements.

You can use BRUTAL for free, including in commercial games. There are no royalties and we don't want a percentage of your game's revenue.

What we ask is that a game or product built with BRUTAL includes the BRUTAL copyright notice in its credits screen, shows the BRUTAL logo before gameplay starts, and ships the NOTICE.txt file alongside it. If you don't want to do that, we can arrange a separate commercial licence. We can also provide detailed support directly from our engineers. You can contact us about waiving the logo requirement, for example for non-profit projects or where displaying the logo would be detrimental to the application's purpose.

We're describing BRUTAL as open-source, although our custom licence has not been reviewed or approved by the Open-Source Initiative. We recognise there will be discussion about whether these attribution requirements meet everyone's definition of open-source, and I welcome that discussion.

There are already OSI-approved licences that allow certain forms of graphical attribution. We think there is room to explore how attribution should work in an increasingly agentic world, and we intend to develop the licence with community feedback, including exploring formal OSI approval.

I'm not particularly interested in fighting over terminology. I am interested in making the source code and the work of our engineers available for anyone to use, modify, and build upon, without paying us royalties. And I want to ensure the people who made it receive some credit.

Who built BRUTAL

I've talked quite a lot about credit, so I want to acknowledge some of the people whose work has made this possible. I can't name everyone, and I've already mentioned several contributors above, but I think it's important to put some names to all this work.

Our Enterprise team develops and maintains BRUTAL. They have achieved something I'm enormously proud of. Aaron Koolen-Bourke, Benoit Fouletier, Chris Howlett, Craig Warne, Eric Chiu, Hanan Finnerty, Jane Kim, Josh O'Hagan, and Max Johnson. Additional past or occasional contributions from Ghassen Lahmar, Daniel Southon, Simon Brown, Felipe Falanghe, Brogan King, Hadley Patchett, and Max Kooij.

Our Head of Engineering, Rian Drake, brings enormous experience from his work at Grinding Gear Games and has provided the technical leadership and vision behind much of this effort. He is truly extraordinary. Bobby Lever is the Senior Producer helping tie everything together, and Dr Zac Isaac is our Senior Mathematician.

Across the wider RocketWerkz team there are many others. Simon Brown stewards technical development generally, including leading Stationeers and Torpedia, the latter having migrated from Unity to BRUTAL. His talent, skill, and ability are impossible to ignore.

We also have new people joining us from some of the world's largest game companies, bringing their experience to this effort.

I know I've missed people. But I want everyone to understand that BRUTAL is the result of years of work by an incredible group of engineers and developers. I am humbled and proud to work with all of you. When I talk about wanting credit for BRUTAL, these are the people I'm talking about.

Managing submissions on the repo

As a team we've been agonizing over how to approach public contributions, particularly pull requests and issues, in the age of agents. Agentic tools can make individual developers extraordinarily productive. But they can also make it very easy to submit enormous amounts of code without understanding it, testing it, or considering how it fits into a project. This is already overwhelming even large, well-resourced open source projects.

We've come to the conclusion that we simply have to throw ourselves at the problem. So you will be able to submit PRs and issues, and we'll try to figure it out. We're a relatively small team, and maintaining a public framework is going to involve a lot of work. So please be patient with us. Our plan is to see what happens initially, assess the problems, and change our workflows as necessary. I'm more than happy to listen to feedback and change our approach.

What won't change is BRUTAL's focus. We are not trying to build another general-purpose game engine. We're trying to make it easier for developers to make their own.

How to get started

It is ready right now. Here is how you do it.

The source code, the README and the contribution rules are on GitHub: https://github.com/ahwootech/BRUTAL

You will need the .NET 10 SDK, and a Vulkan capable GPU with current drivers if you intend to render anything. Windows and Linux are supported.

BRUTAL ships as NuGet packages, one per library, so you reference only what you need. Create a console project and add Core and Glfw:

dotnet new console -n HelloBrutal
cd HelloBrutal
dotnet add package Ahwoo.Brutal.Core
dotnet add package Ahwoo.Brutal.Glfw

Replace Program.cs with this:

using Brutal.GlfwApi;
using Brutal.Numerics;

if (!Glfw.Init())
    throw new Exception("Failed to initialize GLFW");

Glfw.WindowHint(GlfwWindowHint.ClientApi, 0);
var window = Glfw.CreateWindow(new GlfwWindow.CreateInfo
{
    Title = "Hello BRUTAL",
    Size = new int2(1280, 720),
});

while (!window.ShouldClose)
    Glfw.PollEvents();

Glfw.Terminate();

Run it with dotnet run and you have a window with no graphics API attached. What you add next is up to you. The Vulkan packages give you what you need to write a renderer, the ImGui packages give you a debug UI, Concurrency gives you the job system, and Fmod and RakNet give you audio and networking. The full list of libraries, with what each one is, is in the README.

Questions about using BRUTAL go on the forums. Bugs go on GitHub, with a minimal repro. Read CONTRIBUTING.md before opening a pull request. It covers scope, what we expect from AI-assisted contributions, and the sign-off every commit needs.


r/gamedev • • 6h ago

Discussion And just like that, Steam Next Fest has self-corrected and buried the slop.

509 Upvotes

I'm sure we're all well aware of the overwhelming doomerism surrounding the current SNF due to the record number of submissions and very obvious AI games all over the fest on the first few days.

"AI games are killing our visibility!"

"Real developers are getting completely buried!"

"This is the Slopocalypse!1!!"

Well, it's over now. This SNF, just like each prior, has ended its judgement period and has now separated the wheat from the chaff based on Steam page and demo engagement.1 The Slopocalypse is officially over and we can now move on to our regularly scheduled programming of blaming a lack of a marketing budget or whatever on our games failures.

\_________________________________________________________________________________________________________)

1 Nobody knows for sure how winners are chosen. It's likely some kind of multivariate machine learning algorithm.


r/gamedev • • 5h ago

Marketing We reached out to 500 content creators and press outlets for our game’s Steam demo release. Here are the results!

27 Upvotes

Our game, Fugue Shot: Minigame Roguelike, launched its public demo about two months ago. As a way to increase wishlists and get players into the demo, we created a list of targeted content creators and press outlets who might be interested in covering our game.

This is a total numbers game, so we populated our list with about 400 content creators and 100 press outlets. Since it’s harder to reach large creators with a cold email, our list was mainly focused on small and medium creators.

  • Small creator - under 10,000 followers
  • Medium creator - 10,000-100,000 followers
  • Large creator - over 100,000

We had about 2 small/medium creators for every 1 large creator on the list.

For the press list, we focused on any outlet that publishes indie game previews or reviews, as well as including some classic big outlets like IGN, Kotaku, Polygon, etc.

We emailed everyone 2 weeks before the release of our demo; that way, they would have time to create content before the launch. We crafted a pretty straightforward email that included a small pitch, some screenshots, a key, and some other important links.

Screenshot of one of the emails sent to creators

We got about 15 replies, and of those, 6 resulted in videos/shorts/streams on the game. As of today, no press outlet covered us as a result of our outreach (as far as I know). Percentage-wise, that’s a 3% reply rate and a 1.2% conversion rate. We did track 35 activated keys during the outreach period as a way to see who took interest in the game, which would bring our conversion rate to 7%.

Our biggest success was when a YouTuber with over 180,000 subscribers did a full 30-minute video on our demo, which picked up around 40,000 views. This was pretty massive and converted pretty well for us, since the YouTuber does have a very targeted roguelike audience.

Wishlist time - before August 10th (the date when we sent the emails), the game sat at 2,900 wishlists. And of August 27th, one week after demo launch, the game reached 3,900 wishlists. Though some wishlists inevitably came from our demo launch itself, there’s no doubt that the majority of these wishlists came from this outreach, since our biggest to that point came in the days following the release of the large YouTube video.

Wishlist graph after sending the emails

Here’s what we think we did well and what we could improve on in the future:

  • Short and sweet, personalized emails. We don’t want to waste people’s time - if the interest is there, we don’t need to write an essay to convince them.
  • Targeted list. We purposely chose creators that we felt were going to resonate with our game.
  • Manual email sends to avoid spam filters from all three team members’ emails. (Note: I have no clue if this disrupted the response rate at all, but I would try to send all of them from one email that reads professionally. We did see the most responses on our one “company” email.)
  • Small creators that picked up the game didn’t move the needle much. The trickle-up effect is also a numbers game, so every video is very appreciated and ultimately worth it.

The reality is that this was a cold emailing strategy. We have no connections in the creator space, so we’re pretty much just knocking on doors here. We’ll definitely be launching more coordinated outreach campaigns in the future and now we have some insight into what worked, who liked the game, and who we can target next. The goal is to build relationships with the creators that covered our game already, to see if they’d like to play it again as we push more updates and eventually release the full game!

Hope this was a helpful post for anyone in a similar spot!

TLDR: We sent emails to 400 creators and 100 press members, got picked up by one big YouTuber and several smaller ones, and got around 1,000 wishlists from the campaign.


r/gamedev • • 14h ago

Discussion Steam Next Fest is not bad because of slop games, it just gives everyone equal chances in the first couple of days

68 Upvotes

Many people are concerned with AI slop games, but reality is that bad games have always been a bulk of Steam Next Fest entries.

Dozens of low effort games are released every day, you just don't see them, because they don't have wishlists and never appear on the top of store that you browse.

Steam Next Fest shows all the games randomly in the first couple of days, to give hidden gems a chance.

It has a lot of AI games, but it's just the nature of things, for 1 good game there are about a hundred low effort, unplayable and slop games.

Next fest gives everyone a little bit of traffic and after few days sorts the games based on wishlists, plays and engagement, and shows good games on top.

You are suddenly seeing trash games and are disappointed, but they have always been here, you just never see them.

You should not be afraid of low effort games. They just appear and release to be banished forever, since you don't get any exposure if the game is not interesting.

Make a nice looking game with good gameplay and you will be fine. Spend time and effort on marketing, learn how to get your game out there, how to make a trailer, iterate, make better games, make more prototypes and so on.


r/gamedev • • 23h ago

Discussion Unity's main business is ads, not the game engine

337 Upvotes

Was watching a recent video by Chet Faliszek (ex Valve) and he mentioned that Unity would not exist without selling ads which seemed crazy.

So I checked out Unity's Q2 2026 financial report and was mind blown.

The game engine itself only brings like 34% of their revenue. Around 66% of their revenue is from selling ads.


r/gamedev • • 9h ago

Discussion Interviews with legendary game developers

21 Upvotes

Well, I am getting close to my goal I set a little over a year ago of interviewing 50 foundational leaders in game development & tech. 44 recorded so far including everyone from the creator of Pong to the co-founder of Blizzard. If you watch all of these, it's like a free master's course in game history, design, and business. Enjoy! Search TechJesse on YouTube if you aren't yet subscribed. Thank you!

Here are just some of the folks on the list (so far):

Michael Morhaime – Co-founder & former CEO of Blizzard

Richard Garriott – Creator of Ultima

John Romero – Co-creator of Doom

Ron Gilbert – Creator of Monkey Island

Warren Spector – Creator of Deus Ex

Roberta & Ken Williams – Co-founders of Sierra On-Line

Adrian Carmack – Artist & co-founder of id Software

Ken Silverman – Creator of the Build Engine

Hal Barwood – Creator of Indiana Jones & the Fate of Atlantis

Philip Bouchard – Creator of The Oregon Trail & Number Munchers

Brian Raffel – Co-founder of Raven Software

Scott Miller – Founder of Apogee & 3D Realms

Sandy Petersen – Designer on Doom and Quake

Al Lowe – Creator of Leisure Suit Larry

Tom Hall – Co-founder of id Software

Tom Kalinske – Former CEO of Sega of America & Mattel

Stephen Kick – CEO of NightDive Studios

Minh Le – Creator of Counter-Strike

Don Daglow – Video game pioneer

Edward Kilham – Co-designer of TIE Fighter & X-Wing

John Newcomer – Creator of Joust

Mark Turmell – Creator of NBA Jam & NFL Blitz

RJ Mical – Creator of Amiga UI & co-creator of Sinistar

David Crane – Creator of Pitfall!

Peer Schneider – Co-founder of IGN

Sean Clark – Former LucasArts game designer

Trip Hawkins – Founder of Electronic Arts & 3DO

Al Alcorn – Creator of Pong

Steven Ranck – Creator of HydroThunder

Dave Grossman – Co-creator of Monkey Island & Day of the Tentacle

Noah Falstein – Co-creator of Indiana Jones & the Fate of Atlantis

Jon St. John – The voice of Duke Nukem

David Fox – LucasArts employee number 3

+ Ed Fries (coming next week), former head of Xbox


r/gamedev • • 2h ago

Question How do people find time for game jams?

5 Upvotes

I have a full time job, how can I take part in this stuff?


r/gamedev • • 6h ago

Question Got a pc for kid to start learning how to make games

5 Upvotes

Need any advice on what I might need to get the pc setup to create games. My son is really interested in the creation of games and I’m not sure what kind of software or apps I might need to get him going. Pic is of what pc setup I got. Any advice is appreciated


r/gamedev • • 17h ago

Question Does anyone else get tons of weird DMs asking if you're the developer of your own game?

31 Upvotes

Hey everyone!

I'm a solo developer working on my first game, Over Human, and there's something that's been driving me CRAZY lately.

Every single day I receive messages on Discord like: hey, your game looks really cool! I just wanted to ask, are you the developer behind Over Human?

Dude, my Discord nickname is literally Francesco - Over Human. You're messaging me and INSIDE my game's official Discord server I have a DEVELOPER role that literally nobody else has.

WHY ARE YOU ASKING ME IF I'M THE DEVELOPER? The weirdest thing is that it's not just one or two people, I receive DOZENS of these messages almost every single day!! Sometimes they start with "Hey, I really love your game!" or "Your project looks amazing!" and then immediately ask if I'm the person behind it. At first I was actually happy about it. I thought people were interested in my game and wanted to talk to me about development. But after receiving the exact same messages over and over again, I'm starting to wonder what the hell is going on.

Are these bots? Scammers? People trying to sell me marketing services? I'm starting to be afraid to reply. Not because I'm scared of talking to people, but because I have absolutely no idea what they want from me. I'm already spending so much time developing my game, fixing bugs, preparing the demo, managing social media, reels, interviews, articles, answering comments, and trying to get people interested in what I'm making. I really don't want to spend another hour every day talking to random accounts I don't know what they want.

I don't want to ignore genuine people either!! That's what bothers me the most. What if someone actually wants to ask me something interesting about the game, and I ignore them because their first message looks exactly like the other 50 I've received? Maybe I'm just being paranoid, but it's getting ridiculous.

Does anyone else experience this? Especially other solo developers who have started promoting their games on Reddit, Discord and other socials.

Do you actually reply to these messages? What should I do? I'm genuinely curious because I can't understand why this happens so often and I'm starting to be tired.

Thanks and sorry,

Francesco


r/gamedev • • 6h ago

Marketing How do I market a game with super minimalist UI?

4 Upvotes

I am struggling a little to market my game well as it has a very minimal UI as I am trying to keep everything diegetic. (Sorta like The Sons of Forest) So I don’t even have a menu for collectibles, everything here send to the main hub where the player can interact with and the character will make a brief comment about it while still in game.

The only menu is the inventory.

Theres no combat but there a lot of depth I think in the way the player choices and non linear exploration work , I’m trying to add lots of cool dynamic encounters and details like in RDR2 but those are quite difficult to show in just screenshots or a quick gameplay trailer .

However this makes it very hard to market as all people think is that it’s a walking sim where nothing happens :(

What do you all think?


r/gamedev • • 2h ago

Question What are you doing for lightweight, privacy-first analytics?

2 Upvotes

I'm building an iOS game and I've built some first-party analytics with a super simple schema and a viewer server side. It's kind of clunky, but I can get some of the insights I need. But there has to be a better way.

I don't want to track any devices, IPs, or any identifiable information. I'm just using this to tune difficulty, see where people are getting stuck, and where they quit.

Suggestions would be super welcome!


r/gamedev • • 10h ago

Question This might sound stupid, but I started working on a plane "game"

10 Upvotes

Hey

I kinda like the idea of War Thunder but I hate everything about it except the gameplay loop.

So, I'm working on the stage of making an F-80 fly good, tuning the controls to make it fun and started a MiG-9 model on blender

Is this a crazy idea? Is there a Market for such a game?

I have a lot to learn and I'm also studying computer science so it's more of a small love project I do in my free time, for now with 2 planes..


r/gamedev • • 3h ago

Question How can we showcase game design work we've done on a long-running live service game?

2 Upvotes

Hi r/gamedev! I'm a game developer who was lucky enough to have just landed another industry role after a few months of unemployment. It's work on a long-running MMORPG game where all of the tech has existed before I entered the studio. I would really like to put it on my portfolio, but I'm not sure what I'd put on it? At least in my last role I was there for a sizable chunk of production and have plenty I can say I contributed to.

Any suggestions/ideas would be really appreciated, thanks!


r/gamedev • • 8m ago

Question Self-taught, no degree, stuck on my project out of fear it’ll turn out bad. How did you get past it?

• Upvotes

Hi everyone, I’m trying to break into the industry as a gameplay programmer. I don’t have a degree, and I’ve spent the last 6 months building a portfolio in UE5/C++. Lately nothing I make feels good enough, and I’ve been stuck on my current project for weeks because I’m afraid it will turn out bad.

Has anyone been in the same spot? How did you get past the fear of finishing something imperfect, and what helped you land your first role?


r/gamedev • • 10h ago

Question Advice for a beginner

6 Upvotes

I’m new to coding in general and want to get into game dev. Any advice on what works well to start learning and what languages work well for this. Are there any websites or free courses that I should know about?


r/gamedev • • 1h ago

Industry News Bioware Closing

Thumbnail instagram.com
• Upvotes

RIP


r/gamedev • • 8h ago

Discussion Was hiring a sound designer worth it for your indie game?

4 Upvotes

I’m working on a roguelike deckbuilder and recently started adding the first sound effects. It’s made me realize that finding individual sounds is one thing, but making them all fit together into a cohesive soundscape is something I’m struggling with.

For those who’ve worked with a sound designer, what was the experience like? How much of a difference did it make to your game, and did you feel it was worth the cost? Is there anything you wish you’d known before hiring someone?

And if you handled sound design yourself, what resources or tutorials helped you learn? I’d love to hear what worked for you.


r/gamedev • • 12h ago

Discussion How much Next Fest traffic is normal for a small demo? My day 1-2 numbers

6 Upvotes

My Desktop Dwarf is in the October Next Fest with a demo. It started with 325 wishlists, so pretty small, and I'm trying to figure out if the traffic I'm getting is normal.

Numbers from Steamworks (days in GMT, the fest started Oct 19 at 17:00 UTC, so day 1 is only about 7 hours):

  • demo page visits: 92 on Oct 18, 396 on Oct 19, 781 on Oct 20
  • of those, from the Next Fest page: 0, 170, 492
  • the fest pages showed the game about 36k times over those two days and roughly 2.4% clicked through to the game or demo page
  • new wishlists: 44 on day 1, 140 on day 2. It's at 550 now, so about +225 since the fest started
  • demo players: 21 on day 1, 95 on day 2

Conversion looks ok to me. People who find it seem to like it: 184 new wishlists from about 1,700 visits to the game and demo pages (roughly 11%), and median playtime in the demo is 27 minutes. What I'm struggling with is getting enough people to see it in the first place.

I saw the How To Market A Game survey from the June fest, where games under 1k wishlists got a median of ~230 for the whole week. So after two days I'm about at that median, which sounds fine on paper. But I have no idea what's normal for traffic.

If you did Next Fest recently or during this one, can you share:

  1. how many visits per day did you get from the fest page, and did it go up or down after day 3 when the hub stops being random?
  2. is ~36k impressions in two days a lot or very little for a small game? what actually brought you more traffic in the second half of the week?

Happy to share more numbers if it helps anyone.


r/gamedev • • 9h ago

Question How do I unsuck my games?

6 Upvotes

Regular gamer here, trying to get into making games.

I've seen some insane work here and I'm curious about how you develop the judgment behind it. I'm neither a software developer nor a game designer, so I know there's a ridiculous amount to learn. Right now, I'm struggling to figure out where to put that effort.

For context, I'm making a Frutiger Aero incremental game for the web. It started as a super simple 2D browser game, something I could eventually put on CrazyGames or similar sites. It quickly evolved into a 3D game with more content, more complexity, and increasingly chunky game files. So clearly, keeping things simple is already going very well.

I'm using Godot and Blender, and relying heavily on Claude Code for the programming. The technical learning curve had always put me off trying this before, and that helped me get started. But I'm now running into the limits of my own design knowledge: being able to add something doesn't tell me whether it makes the game better.

That's the wall I'm hitting. How do you get from something that works to something that actually looks good and feels fun?

In particular, how do you decide whether a game needs more depth, or whether you should cut things back and improve what's already there? With an incremental game, I can keep thinking of things to add, but I'm less sure how to judge whether those additions are making the experience more interesting.

I'd love to hear what your creative process looks like. How do you go from an idea to testing whether the mechanics are enjoyable? How do you approach the visual direction so everything feels like it belongs in the same game? And when something feels off but you can't quite explain why, how do you work out what to change?

As an optimization freak, I'm also curious about the 80/20 of learning this stuff. Which fundamentals or exercises made the biggest difference when you were starting out? I'm happy to learn from the beginning; I'd just appreciate some direction on what to focus on first. I guess you can't shortcut your way to good taste, but you can probably get better at developing it.

Any resources, communities, or stories about what helped you get past this stage would be very welcome. Would love to connect with other people figuring it out too.

Thanks in advance, much appreciated![](https://www.reddit.com/r/ClaudeGameDev/?f=flair_name%3A%22Browser%20Game%22)


r/gamedev • • 2h ago

Discussion Vacation Rental Simulator Focused on Management

0 Upvotes

Hi everyone, lately I've been looking at apps like Airbnb and Booking to see where I'll spend my next vacation, and I thought it would be interesting to create a vacation rental simulator game where you'd manage the booking calendar, adjust prices seasonally, deal with guests, and compete with other rental properties. The construction aspect would be secondary. Would you be interested in playing a game like this? Have you played any games similar to this concept?


r/gamedev • • 1d ago

Discussion AI-Assisted coding is not the same as vibe coding

851 Upvotes

Context: I've been a game modder and dev for nearly 20 years. I started modding Doom all the way back in 2007. Back then, getting into this stuff was HARD. And I mean really damn hard. Tutorials were scarce, and you often had to piece together information from forums and other scattered sources. It was hell, and I'm frankly stunned that I was even able to do it at all. I'd have absolutely murdered to have the AI tools we have today.

Yet, the use of AI-generated code continues to be mocked by many within the gamedev and modding communities, and it simply makes no sense. I see people throw the term 'vibe coding' around a lot, but imo this term no longer means anything because of how overused it's become.

And there are three major fallacies I'd like to address specifically.

The first is using 'vibe coding' as a general term for any use of AI coding tools. That's a flawed premise because somebody with a general understanding of coding will not use these tools in the same way somebody with no understanding of code would. An actual programmer will plan the general approach in advance and then tell the AI to execute specific tasks. This is utterly different from mindlessly prompting with no implementation strategy in mind.

The second issue is this obsession with needing to understand everything. In reality, understanding things at the macro level is usually what matters most. The specifics of individual functions, syntax, etc are much less critical. Wasting time trying to obtain a deep understanding of every little thing is unnecessary and just results in wasted development time. There's also a certain level of hypocrisy here, since even before AI, many coders would simply paste code from other sources without carefully studying it first.

The third issue is making false equivalences to other types of AI, such as AI image generation. The reason the 'you didn't create that' argument is valid against AI images is that there's a large amount of non-determinism in the end result. If you prompt an AI to generate an image of a man standing in the rain, it might produce that image, but it will also determine many other details that you didn't specify e.g. his pose, clothing, hair, general scene setup, etc.

In contrast, AI-coded game mechanics are deterministic in terms of their intended functionality. If I tell the AI 'I want you to code a health system where the player takes 5 points of damage every time he's hit by a projectile,' the AI will produce the code needed to implement that specific mechanic, and only that mechanic. Sure, the exact details of how the code functions might differ slightly, but the intended in-game functionality remains the same regardless. This is deterministic design.

I'm going to be honest. In 2026, not using AI as part of your coding workflow amounts to self-sabotage. It's already mainstream. Those who refuse to use it will eventually become unable to compete.


r/gamedev • • 2h ago

Question Game dev on a MacBook Pro?

1 Upvotes

Thinking of getting a MacBook Pro for my main dev work, leaning towards m5 pro but not sure if m5 would be sufficient.

Want to also do some game dev on the side. My main engine has always been UE5 but happy to use Unity/Godot if they’re more suitable for Mac.

Will things go smoothly or is Mac really that bad for game dev?


r/gamedev • • 1d ago

AMA I got my first wishlist!!!!

87 Upvotes

This is a huge milestone that I never knew I would reach I'm so happy aaaaaa


r/gamedev • • 39m ago

Question Can you all recommend me some game engines that are easier to use that's not unreal?

• Upvotes

I'm currently majoring in game design (but for a narrative design focus) and I'm taking a class on visual scripting where we're all making very small game projects on unreal engine. Unfortunately, a lot of us (including me) are really having a hard time understanding a lot of things within ue5. Not saying that we're gonna switch to anything else because we're already halfway through the semester and we have 2 more projects on unreal engine set in stone. I just want you all to recommend me some game engines that are easier to understand so that I can bring this up to the people who run the game design department at my university but also so that game making can be a little less brain hurting for me as well. Thanks! 👍