r/gamedev 10d ago

Announcement Spelkollektivet Fundraising

12 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 14d 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 5h ago

Industry News Aggro Crab announces their plan to bankroll indie games

441 Upvotes

Thanks to the popularity of PEAK, the studio/publisher hybrid now has some spare cash to invest in the people reading this post right now. I'll link to the press release at the bottom if you want to read all the details but the high level are:

  • Games which match their vibe and will do well with their existing audience
  • This is collaboration, not raw funding like Outersloth
  • No 100% recoup, you're getting revenue from the start
  • Release date milestone payment is paid ahead of time so devs can finish the game
  • < $500K budget on each project, with limited projects since their focus are on making games
  • Projects take 2 years or less
  • No generative AI is permitted in these projects

Full breakdown: https://aggrocrab.com/publishing

Their submission form requires a <150 word elevator pitch, link to your pitch deck, ballpark release date, budget needed, target platforms, and other general questions. Most notably they ask why you believe your game is a good match for Aggro Crab. They stated several times they want stylized games with vibe with what their brand is known for. While this might not be for everyone it still should bring multiple projects across the finish line.


r/gamedev 5h ago

Industry News Aggro Crab launches publishing label to splash that Peak cash

Thumbnail
gamedeveloper.com
62 Upvotes

The studio wants to support "intense, stylized games with an attitude" but is not interested in "generative AI slop."

The publishing terms stand out even more to me. Letting revenue reach developers before full recoup could make this a much healthier model for small teams.

It will be interesting to see if other indie publishers follow.


r/gamedev 8h ago

Industry News ‘Most’ of Star Wars Zero Company studio Bit Reactor was furloughed ahead of launch

Thumbnail
gamefile.news
91 Upvotes

Bit Reactor confirmed that many developers were furloughed before Star Wars Zero Company launched, while a lawsuit filing says most employees were affected.

Game File reports the studio had run dangerously low on money even though the game went on to launch successfully.


r/gamedev 26m ago

Discussion The janky valley

Upvotes

It takes an insane amount of work and persistence to get from beginner to something like intermediate with any of the major game engines ….and there’s plenty of warning about how hard it is.

What nobody tells you is that even after you get to a decent level of competence, getting your games to ‘feel’ right takes a disproportionate amount of time.

I’m making an FPS with realistic(ish) style visuals. Going for decent level of fidelity. And now I realise why 90% of indie titles I see are retro style with sprites etc

Nobody warns you that you’ll spend 10 hours putting together an enemy ai behaviour state tree and 30 hours tweaking. Things like stopping them all firing at the same time, rushing together, getting stuck, making their sound cues good, the not annoying, then not repetitive, then not all playing simultaneously. Then you notice the animations when it moves forward and left isn’t right. Then you realise you need start/stop anime after all to make movement look natural. Then you realise the enemy you made 3 months ago is of a lesser quality and need to tweak it, then you realise that you need to make a base ai controller because there’s too much work involved in adding enemies. The you realise it’s too easy, or too hard or not balanced or not fun even. On and on and on until you die or you release a janky game.

TL/dr: gamedev is hard


r/gamedev 22h ago

Industry News DOOM: The Dark Ages Revelations Faced ‘Worst Crunch’ in Franchise History

Thumbnail
insider-gaming.com
346 Upvotes

Former id Software producer Andrew Willis says the Revelations expansion was built under some of the worst crunch he experienced on DOOM, with stretches of 12 to 17 hour days.

He says much of the expansion came together in just a few months, before he and dozens of others were laid off shortly before release.


r/gamedev 11h ago

AMA We launched with 11k wishlists and sold 12k copies in 2 weeks - 90% of them in China

42 Upvotes

Hey r/gamedev,

We launched our multiplayer poker based party game One Last Hand on Steam on August 14.

Going into launch, we had around 11,000 wishlists. We’re a small 6-person indie team, and we weren’t really sure what those wishlists would translate into.

After the first two weeks:

  • ~11,000 wishlists at launch
  • ~12,000 net copies sold
  • ~16,500 gross units before returns
  • ~$59k gross Steam revenue
  • ~$47k after returns, chargebacks and taxes, before Steam’s cut

The interesting part is that roughly 90% of our sales came from China.

China had already been our strongest market during the demo, so we expected it to perform well, but we didn’t expect the regional split to be this extreme.

On the other hand, we still haven’t really cracked the Western market.

We’ve done Reddit ads, reached out to creators, attended events and tried the usual indie marketing channels, but so far the game has resonated much more strongly with Chinese players than with players in the US and Europe.

Our launch was also very front-loaded. We sold more than 4,500 copies on launch day and then saw the usual steep decline over the following days.

We also had a higher refund rate than we would have liked. Being a multiplayer game, we had some connection and stability issues during the first few days, and we’ve spent most of the post-launch period addressing those.

One of the biggest lessons for us so far is that wishlist count alone didn’t tell the full story. We sold more copies in two weeks than the number of wishlists we launched with, but those sales were overwhelmingly concentrated in one region.

So now our biggest question is actually not “how do we sell more copies?” but:

How do we translate the traction we have in China into traction in the West?

I thought the numbers might be useful for other indie developers, since posts sharing actual Steam data were always the most useful to us before launch.

Happy to answer questions about the demo, China, regional sales, marketing spend, wishlists, refunds or anything else.


r/gamedev 1d ago

Discussion The S-tier code pattern to learn if you want to make your game FAR more modular, moddable, and designer-friendly.

598 Upvotes

Alright this isn't exactly programming 101, but I really want to share this because it's by far one of the most powerful and useful programming patterns I've been using in my games since... 2017 or so. Google says this is called the "Strategy" pattern, which I don't know is entirely accurate to what I'm doing, but we'll go with that.

With this pattern, you can (for example)

* Create custom monster behaviors completely decoupled from any monster classes, and allow designers to swap behaviors without touching a text file

* Create a single status effect, then give ten different magical items ten different implementations of that status effect, all without duplicating code or data

* Write new code in a completely clean, modular way that can be safely edited without breaking anything else in your game

* Inject completely batshit and wild behaviors and functions basically anywhere in your code path, without affecting the complexity, length, or readability of any core functions

PART 1 - BASIC OVERVIEW

The simplest way to summarize Strategy is boiling it down to saving a function NAME in a string (such as in a game data .txt file) then using some wizardry called ✨Reflection✨ to match that string up with an actual function in the game code, and finally running it. We can of course save function arguments as well.

Say you're making some kind of deckbuilder. You define your cards in data files. You write a block of text like this (the actual format doesn't matter).

cardname=Fireball
damage=12
visual_function=ShootFireballAtTarget
visual_args=Numfireballs:5

When the game is actually running, you set up card execution logic like this (pseudocode):

void PlayCard(Card cardObject)
{
  ... // gameplay logic here
  if (cardObject.HasVisualFunction())
  {
    cardObject.visualFunction.Run(cardObject.visual_args);
  }
}

The PlayCard function has absolutely no idea what visual function is going to run, and it doesn't care. You write the code for that function somewhere else, like in CardVisualFunctions.

void ShootFireballAtTarget(Dictionary<string,string> args)
{
  // Make the card spin around
  // Spawn fire particles
  // Shoow fire particles at the target
  // Repeat the above args["Numfireball"] times
}

Now, C# and other languages have concepts like "delegates", and if you're familiar with those you might be thinking Strategy seems pretty similar. It is!

A "delegate" is basically using a function as a parameter, something we can Invoke, which allows us to assign behaviors in a clean way. The delegate version of the above would be something like this:

public class CardObject()
{
  public Action<Dictionary<string,string>> VisualFunction
}

...

void PlayCard(Card cardObject)
{
  if (cardObject.VisualFunction != null)
  {
    cardObject.VisualFunction.Invoke();
  }
}

The amazing thing about the Strategy pattern however is that you can use it entirely using text strings - which is perfect if you want to store your game data in external data files for easy designer access and player modding.

PART 2 - WHAT PROBLEMS DOES THIS SOLVE?

I could write a book on how useful this is and all the many headaches it has solved for me, but let's just dive in to more examples. Say you have StatusEffects in your game, and each StatusEffect does something based on a trigger. That trigger could be something like swinging your weapon, missing, getting hit, blocking an attack, moving, etc. So you start defining different battle triggers with an enum, something like...

public enum BattleTriggers { BASIC_ATTACK_SWUNG, DODGED, BLOCKED, CRITICALLY_HIT, TOOK_STEP, PARRIED, MOVED }

You can then set up 'hooks' elsewhere in your code like this:

void OnAttack(Fighter target)
{
  foreach(StatusEffect se in myStatusEffects)
  {
    if (!se.CheckForTrigger(BattleTriggers.BASIC_ATTACK_SWUNG)) continue;
    se.OnTrigger(BattleTriggers.BASIC_ATTACK_SWUNG);
  }
}

Then your StatusEffect class simply has a definition for its effect, and a BattleTriggers field for what makes it fire. Great!

But then you think about it a little more. What if you want the status effect to trigger on swinging a dagger, but not a sword? What if you want it to trigger if you dodge a boss monster, but not a regular monster? What if you want it to trigger every three swings? If you move every 15 meters, instead of just moving at all? If you block a fire attack, but not any other element?

Well... now your code isn't looking so hot. With the above approach, you'd have to make way more enums, and start junking up your code with lots of conditionals. Not good. Bad!

So instead, let's give StatusEffect a couple new fields:

public class StatusEffect()
{
  public Effect myEffect;
  public BattleTrigger trigger;
  public string requirementsFunction;
  public Dictionary<string, string> requirementsFunctionArgs;
}

We can keep our list of BattleTriggers somewhat shorter and more reasonable. Let's say we're making two StatusEffects from the above list:

* "Dagger Boost" triggers on BASIC_ATTACK_SWUNG, but only if you have a dagger

* "Triple Trouble" triggers on BASIC_ATTACK_SWUNG, but only every 3 swings

In our data files, we write something like this.

status="Dagger Boost"
trigger=BASIC_ATTACK_SWUNG
effect=[whatever]
requirementsFunction=CheckForWeaponType
requirementsFunctionArgs=DAGGER

stauts="Triple Trouble"
trigger=BASIC_ATTACK_SWUNG
effect=[whatever]
requirementsFunction=TriggerPerSwings
requirementsFunctionArgs=3

The shape of this should be starting to crystallize in your mind now. When we write OnTrigger for StatusEffect, we do this:

void OnTrigger(BattleTriggers theTrigger)
{
  if (HasRequirementsFunction())
  {
    bool validResult = RunRequirementsFunction(requirementsFunctionArgs);
    if (!validResult) return;
  }
  // ... do effect as normal
}

Now of course the logic for CheckForWeaponType and TriggerPerSwings has to live somewhere. But they can now go in separate, clean files. I don't need to write them out; the exact logic isn't important. The key thing is that they can live elsewhere in the codebase, decoupled.

If a designer wants to change the number of required swings in TriggerPerSwings, they can easily do that. If you want to make a duplicate of Dagger Boost, but for weapon type SPEAR, you can do that too. Zero code required for either of those changes.

This is just one small example. You can use this all over your codebase to great effect.

You want to reach for this pattern if you find yourself coming up with all sorts of 'edge case' logic that would otherwise involve a lot of shoehorning, hard coding, and clunky conditionals in an otherwise-clean code path.

PART 3 - NERD STUFF (HOW TO ACTUALLY DO IT)

So far I've been using pseudocode, let's get into the mechanics now. In C#, you reate a dictionary to 'cache' function lookups first (for performance reasons):

public static Dictionary<Type, Dictionary<string, MethodInfo>> dictUnboxedMethods;

Then, use a helper function in some utility class to get the method based on the string. This is a bit long so I've put it on hastebin here. Once you write it, you never need to touch it again.

Next, when you need to use the strategy pattern, you have to first check if the string is not empty, that the method exists, and then run it safely in try/catch. Here's a specific example from my codebase:

// customRequirementsFunction is a string
if (!string.IsNullOrEmpty(template.customRequirementsFunction))
{
  // AbilityRequirementsScripts is a static class with the function logic
  MethodInfo runscript = CustomAlgorithms.TryGetMethod(typeof(AbilityRequirementsScripts), template.customRequirementsFunction);

  if (runscript != null)
  {
    // 3 is the arbitrary number of parameters I want to pass in: the user of this ability, the ability itself, and my arguments
    object[] paramList = new object[3];
    paramList[0] = fighterOwner;
    paramList[1] = abil;
    paramList[2] = template.customRequirementsFunctionArgs;

    // In this case, I know that the result will be a bool, so I have to cast for it
    try 
    {
      bool usable = (bool)runscript.Invoke(null, paramList);
      if (!usable) return false;    
    }
    catch(Exception e)
    {
      Debug.Log("Failed to run customRequirementsFunction because: " + e);
    }
  }
}

PART 4 - FAQ (I GUESS? Nobody asked anything yet)

Q. Is this performant?
A. In my experience, yes. The "unboxing" of a method is the biggest hit here, but you only need to do it once ever. After that, it's fine. Now would I run it tens of thousands of times per second? Probably not. But in the context of using it for gameplay events that aren't in a hot path, it's fine. I've never had any problems with it, even on low spec hardware like Switch.

Q. Are there any downsides?
A. The main one is that you lose compiler name-checking. If a designer types in "TriggersPerSwings" when the function is actually called "TriggerPerSwings", that would get caught if you were writing an actual function name in C#, but in this case you only see it at runtime. You have to do your own validation.

Q. Surely there are other downsides?
If there are, I'm struggling to think of any. I've been using this across 3 games and I've never had any issues with it. This is just a really awesome pattern. In my current game Tangledeep 2, I use this across ~41 different method types and counting. It rules.

Q. This really is just delegates, right?
A. Again, kind of - it's the same idea of storing function/methods as a variables, and invoking them later. But the magic of it is that you can change functions and arguments strictly by editing text. I try to keep as much of my game's data in external data files as possible, mainly for modding purposes, but also so I can change stuff without recompiling the game, or without opening Visual Studio, or whatever. Plus, designers can change stuff far more easily if they don't know C#.

Q. Doesn't this have security issues letting a modder execute arbitrary code?
A. Not at all. If you look at the above examples carefully, the game will only try to run a function if it already exists in the codebase and that function has to be within a pre-selected class. So even if you have a function in the code that is somewhat more dangerous, a player won't be able to access it by changing what StatusEffectRequirementFunction is being used.

Q. Does this work in [XYZ] other language?
A. I only write in C# with Unity so I have no idea. I'm sure it works in C++. In something like GDSCript or GML I have no idea.

... and that's it! Thanks for bearing with me as I procrastinate just a little longer. Happy to answer any questions anyone might have about this.


r/gamedev 2h ago

Question Is Godot 4 + Blender realistic for a solo beginner making a low-poly Immersive Sim / RPG for Steam?

6 Upvotes

Hello everyone!

I’m planning to start my game development journey as a solo creator and build a project from scratch. I’m currently leaning towards a combination of Godot 4 and Blender.

My main reason for considering Godot is that it’s lightweight, open-source, and feels much less overwhelming for a beginner than Unreal Engine or Unity. Since I’m starting completely from zero, I want to make sure I’m picking the right tools.

Here is the context of what I’m aiming to build:

  • Genre: An Immersive Sim / RPG inspired by games like Arx Fatalis.
  • Art Style: Stylized, low-poly 3D (to keep the scope manageable for one person).
  • Target Platform: PC (aiming for an eventual Steam release).
  • My Background: Zero prior coding or 3D modeling experience, but I’m still in school, so I have plenty of free time and a huge motivation to learn everything step-by-step.

Why I want to do this: Game dev is something I find genuinely fascinating. I want to build a solid portfolio while I’m young so that in the future, I could potentially land a job at a studio. But my real, ultimate dream is to become a truly great independent developer and make unique games.

Given this scope and long-term goal, how suitable is Godot 4 for a 3D low-poly RPG/Immersive Sim? Are there any hidden pitfalls with Godot's 3D capabilities or GDScript that I should be aware of before diving in?

Any advice, resources, or reality checks are greatly appreciated. Thanks


r/gamedev 1h ago

Discussion Feedback regarding units blending in the terrain

Thumbnail
youtube.com
Upvotes

I'm looking for tips on how to make it so that I can see my infantry easier on the terrain, I feel like they get a bit lost in the clutter and chaos. But I don't want to put to much UI elements on them or make them glow in some weird way.
I've tried dragging shadows out , playing with various filters, obviously this will apply for when it's zoomed out. Maybe just make the textures more plain?
Thanks guys! oh and it's in the Godot engine.


r/gamedev 8h ago

Discussion The most brutal, teeth-gnashing, scream-yell inducing part of your User Interface is...

13 Upvotes

Hi guys, it's your old Uncle Johnny again.

So I occasionally pop up with posts to help you with your game's UI (ex. Midway, EA, Id Software, Glu Mobile, more Indies than I can count... um... etc.) since I like talking about this stuff and not everyone can afford a 1-on-1 Mentorship.

Previous posts on fixing your HUD and then on fixing your Inventory were clearly resonating.

Which made me realize I know what I know, but I now know I don't know what you don't know... y- you know?

So I'm flatly asking: on your Project, what is the most baffling, agonizing, excruciating part of making a User Interface that makes you scream, "I solved Myst in like 2 minutes, WHY CAN'T I DO THIS?!?"

I'm especially curious if its the Big 3 (HUD, Shell Menu, System Menu) or if its more bespoke problems unique to your Project.

This way I can really focus on the help you need - so that the God of Interface may look favorably upon your harvest.


r/gamedev 7m ago

Question Best way to get a map/level for my ARPG 2D Topdown game in Godot?

Upvotes

Hey im kinda new to gamedev but i would like to know what is the best way to get like atleast a nice level for my game im practisting on? I don't wanna sell this game anyhow yet but i just wanna make it for myself and make it nice atleast so i don't wanna spend alot of money on artists on something that i might not even do anything with.

But usually is the very best way hire an artist? If I don't wanna take this route what are some other scenarios?

I tried AI but not that much and i know people don't like it , or is it more acceptable nowadays?

Is there a website that can make me a 2D ARPG Level somehow with my help?

Or do i need to learn some photoshop skills and stuff and make it my own?

I appreciate the help!


r/gamedev 9h ago

Discussion I am about to announce my game. Looking for feedback on Trailer and Store Page.

Thumbnail
youtu.be
11 Upvotes

Before I share with the world, I want to make sure I don't have any blindspot.

Does the trailer communicate the game well enough?

Is the capsule art good enough?

Is it clear what the game is all about?

Thanks for your help.

Store link:
https://store.steampowered.com/app/4697280/Kingfall/

Disclaimer: Absolutely no AI art in the game.


r/gamedev 12h ago

Discussion Indie developers - Which are the biggest lessons you learned after launching your game?

17 Upvotes

Hello,

Indie developers:

Which are the biggest lessons you learned after launching your game?

What you did wrong and you could do better?


r/gamedev 55m ago

Question Sound in our Godot Game isn‘t working properly, its volume can’t really be turned up or down, what to do?

Upvotes

hello, we are a bunch of students making one of our first games. Normally, I’m a manager/profucer in the group but since we didn’t have a Sound person, I took over sound as well. Mind you, I don’t play an instrument and didn’t have much experience with sound except for one task. So please don’t be too harsh in your replies. Working with sounds was very new but super fun, I am eager to learn more.

I used a small mic that I found on amazon to record sounds to my phone. Then I put the sounds in Google Drive and from there on my Ipad, where I worked with Garageband. I edited them a little, cut them and put some effects under them. also did some theme music. I had worked with the old Audacity before and found Garageband super easy and accessible. I liked the sounds and so did my team. Between editing in Garageband and putting it into Godot I also used a website changing the sounds from whatever Garageband uses to mp3s that can be used in Godot. I implemented them into Godot, our engine, and they actually played and it was fine. (Added all this info as I thought it might be necessary or help).

Then, our programmer implement a feature where you could turn the volume of sounds and music up and down as you liked and this is where it broke.

When turning the volume up, the sounds start sounding very different and hurt your ears. It oversteers (hope this is the right word in English) and some sounds just sound very different. Also, background noises that you couldn’t hear before are very much there after all. I guess that I could solve by editing the sounds again.

For now I asked the programmer to remove this feature again so I can work on it. Googling it told me that the sounds should be normalised and that this would help and that the sounds should never go in the red area on the bar on the side in Garageband (some already don‘t do that but I don’t remember if this is the case for all).

Now since this is a lot of work since I need to edit all sounds again but also sounds a little too easy to be true I just wanted to ask for more advice I suppose. Would that realistically fix the problem? What other general advice do more experienced sound engineers have?


r/gamedev 6h ago

Question Finding 2D pixel art creator working on commission

6 Upvotes

Edit: "Commission" seems to be the wrong word here. I am simply looking for people who offer custom paid art.

Hello, I am interested in getting some 2D pixel art for my game; characters, background, terrain, some animation - you name it.

What's the process of finding artists who can do this? Of course I want to pay for the work and am interested in a good professional friendly casual exchange.

My current plan is to look on existing asset portals for styles that I find interesting and research if those artists offer paid work.

Any input is appreciated!


r/gamedev 1d ago

Postmortem My game made $46,000 in net Steam revenue. Next game made less than $200. Here’s what I changed for game #3.

305 Upvotes

About me

Hi, I’m Max, a solo developer who has released several games on Steam.

Last year, my colleagues and I were laid off, so I had to make a decision: find another job or try becoming a full-time indie developer. I chose the latter, and I’ve officially been self-employed in Germany since August 2025.

I wasn’t completely new to this. I released my first Steam game back in 2018 and had already worked on several games before going full-time.

The unexpected hit

In September 2025, after working on it for only around six weeks, I released Idle Pixel Fantasy on Steam.

It’s a very simple incremental game: you buy units that generate resources, use those resources to buy better units, and continue from there.

The base game is free and can be completed without spending any money. I also released several inexpensive DLCs in the $1–3 range. They are regular Steam DLCs with their own store pages rather than in-game microtransactions, so everything players can buy is clearly visible on the game’s Steam page.

On every DLC page, I wrote something along the lines of:

"This DLC is completely optional and is not required to finish the game, but it’s a nice way to support me as a solo developer."

It seems that players appreciated the honesty.

The Steam page went live only about a month before release. Don’t do this, I definitely wouldn’t recommend it. I had less than 2,000 wishlists at launch, if I remember correctly.

For reasons I still don’t fully understand, the game became visible in Steam’s upcoming games section. A few smaller gaming sites wrote about it, and it received very positive reviews, which still feels crazy to me because the game is so simple, much simpler than anything I had released before.

Players started asking for more: more achievements, more units, a prestige system, and other features. I tried to add as much as possible, but at the same time I had to work on my next game because I had received prototype funding and needed to meet its deadlines.

Idle Pixel Fantasy has generated around $46,000 in gross Steam revenue so far and still provides a nice amount of income every month. Honestly, it still feels surreal.

The follow-up that failed

Before working on Idle Pixel Fantasy, I had applied for prototype funding for HeroTail: Survivors, a roguelite snake game in which every segment of the snake is a hero with unique abilities.

Several months after I applied, the funding was approved. I was incredibly happy: someone was giving me money to work on my game. How cool is that?

The downside was a lot of paperwork and tax-related administration, but I eventually got used to it.

I had originally planned to sell the game for around $5. After the success of Idle Pixel Fantasy, however, I wondered whether I could use the same business model: a free base game with optional paid DLC, such as additional characters.

It didn’t work. The game generated less than $200 in total.

Many of the people who followed me because of Idle Pixel Fantasy were expecting something similar. HeroTail, however, was a completely different 3D roguelite, and that audience wasn’t interested in it.

I quickly realized that it was too late to fix the launch. I hadn’t found the right audience, and I hadn’t collected enough wishlists before release. After supporting it for a while, I decided that I needed to move on.

Because the prototype had been funded, the failure didn’t cost me too much of my own money. Financially, I roughly broke even. The biggest thing I lost was time, but I also learned an important lesson about audience expectations.

So, what now?

Fans of Idle Pixel Fantasy kept asking for more, but the original game was too limited by its design to support everything they wanted.

I started thinking about how I could make something for that audience while also creating a deeper and more ambitious game. That’s how Idle Pixel Battle was born.

It combines auto-battler, roguelite, incremental, and idle game elements.

This time, I wanted to prepare properly from the beginning. I published the Steam page early, paid for a professional trailer, and started posting daily content on Instagram, YouTube, and TikTok, with occasional posts on X.

So far, the game has collected around 2,500 wishlists. The demo launches tomorrow, and the game will participate in Steam Next Fest in October. The full release is currently planned for the end of the year, most likely in November.

I hope the promotional calendar and the Next Fest campaign will help me collect significantly more wishlists before launch.

Tomorrow, I’m also releasing a free anniversary update for Idle Pixel Fantasy alongside an optional paid DLC.

I don’t know yet whether the third game will succeed. But this time, I have a clearer understanding of my audience, a much longer marketing runway, and a plan for building momentum before release.

TL;DR

  • Understand which audience you’re making the game for.
  • Set up your Steam page and start marketing early.
  • Don’t assume that fans of one game will follow you to a completely different genre.
  • If a game clearly isn’t working, learn from it and move on.

One possibly unpopular opinion, especially among beginners: if your goal is to make a living from games, releasing two or three reasonably scoped games per year may be safer than spending three years on a single dream project.

That doesn’t mean everyone should make several games per year. It’s simply the approach that currently makes the most sense for me as a solo developer.

Thanks for reading all of this!

Cheers,
Max


r/gamedev 3h ago

Discussion Starting Point for Youth Game-Coding Project?

2 Upvotes

My eldest has been looking to get into coding for a while now, but I'm a good decade out of the game, and my full-stack dev work was never really going to be his cup of tea. Like most young people, he'd rather code game than anything else, and who can blame him? I was hoping I might be able to get some guidance on where to have him start, without relying on Claude or other AI bots for it.

He'd like to make a sort of K'Nex build simulator and, eventually, versus game using the weapons the players make in the game, going so far as to incorporate (semi-)realistic physics into their performance. Obviously, this is a pretty huge thing to take on for someone's mostly-first project, so where would one even begin with something like this? We all probably have opinions on something like this, sure, but I'd really like to pick the brains of more experienced game devs who might have worked on something at least tangentially related to this.

Frankly, I know just enough about coding to know how little I know about something like this, so I'm open to any ideas or suggestions anyone might have. The real trick is likely finding a way to hook and keep his interest, rather than this just being a flash-in-the-pan idea that's never acted on, but this isn't a parenting subreddit, so maybe I won't drop that responsibility into anyone's lap. 😂

Anyway, thanks for anything. It's appreciated.


r/gamedev 13h ago

Question How do you write branching dialogue for a easy conversion into files used in game?

14 Upvotes

My dialogue will be in JSON (example below), with a CSV file with the actual lines and translations.

I wonder what the best middle ground is to make it easy for a human to write without having to rewrite everything by hand in that format.

  "dialogue_intro": [
    {"speaker": "NARRATOR", "text_key": "stranger_intro_01", "type_delai": "conversation"}
  ],
  "decisions": [
    {
      "dialogue_intro": [],
      "question_key": "stranger_dec_food_question",
      "conditions": [],
      "timer_secondes": 0,
      "options": [
        {
          "label_key": "stranger_dec_food_opt1_label",
          "stat": "eloquence",
          "difficulte": 1,
          "conditions": [
            {"type": "ressource_min", "ressource": "vivres", "valeur_min": 3, "tag": "", "personnage_id": "", "mission_id": ""}
          ],
          "cout_ressource": "vivres",
          "cout_montant": 3,
          "condition_echec_texte_key": "stranger_food_condition_fail",
          "succes_dialogue": [
            {"speaker": "PLAYER_CHARACTER", "text_key": "stranger_dec_food_opt1_success", "joueur_reference": "acteur_courant"}
          ],
          "echec_dialogue": [
            {"speaker": "PLAYER_CHARACTER", "generic_tag": "fail_minor", "joueur_reference": "acteur_courant"}
          ],
          "effets_succes": [],
          "effets_echec": []
        },  "dialogue_intro": [
    {"speaker": "NARRATOR", "text_key": "stranger_intro_01", "type_delai": "conversation"}
  ],
 

r/gamedev 3h ago

Question New hopefully soon to be game dev here

2 Upvotes

So I just recently got my first PC, for my whole life my passions been story and game making hell I started making ttrpgs because up until now I had no way of creating actual video games which is what I wanted to really do. All that's to say I have what I need to start making games I have a PC and all that and frankly I am realizing now I should have planned father ahead then this because I have the hardware but now I have no idea where to start on actually coding games, I have ideas and passion but I have no idea where to learn, I see so meny options but I don't know which will actually build my skills to where I need to be

So my question to reddit (I know best place to start lol) is where should I learn? What should I learn, what coding language best translates to what type of game what coding language is best for beginners even, I am lost here, if anyone can offer guidance or at least point me in a well enough direction that would be appreciated, I am starting from no experience in this field so you may need to explain things like I am a 5 year old because I know next to nothing here.


r/gamedev 9h ago

Discussion Just finished my first devlog

Thumbnail
youtu.be
4 Upvotes

I just finished my first devlog and Im feeling a little anxious about it. Im not really used to talking on video, especially not in English publicly, but I did it.

I’m actually kinda proud of what I’ve put together and hopefully I’ll get some feedback so I know what I can improve on for the next one and whatnot.


r/gamedev 11h ago

Discussion Need an advice: which Steam Next Fest should we choose - October or February?

5 Upvotes

In current plans, we're releasing our game in Q2 2027.

We have a polished demo already released, 24k wl. It's a horror game so October fits the vibe really well. We're expecting more demo plays because of the spooky season. I've also seen some speculation that, because of the gta release, many games might delay their participation, making the February Next Fest more crowded (rumors are that during around gta release press and content creators will be more focus on it)

On the other hand, many people suggest and it's main practice to participate in the last Next Fest before the release. Also I heard that players don’t care that much about seasonal themes in games and don’t play more horror games around Halloween.

The new calendar feature also mixed things up a bit.

What are your thoughts? Any advice? What would you do?


r/gamedev 6h ago

Marketing I just Hit 100 wishlist in the first day, is it a good start ?

1 Upvotes

Hey ! I just announced Floraison, my cozy narrative game about the language of flowers.

I just hit 100 wishlist in the first day, is that a good start ?

What do you think about that ?

Here is the link if you want to check it out https://store.steampowered.com/app/4649990/Floraison/


r/gamedev 1d ago

Discussion 15 months unemployed after 10 years in game development. Feeling completely stuck

177 Upvotes

I’m at a point in my career where I honestly don’t know what direction to take next, so I’m hoping to hear from people who’ve gone through something similar.

I have almost 10 years of game development experience, mainly with Unity, across mobile, AR/VR, multiplayer, etc.

Before my last full-time job, I was freelancing and was able to make a living from it. Then I joined a US startup and spent around 4 years there, including working with some really talented engineers from Unity Technologies. Unfortunately, the company went through its third round of layoffs and I was affected.

That was about 15 months ago.

Since then, I’ve been trying both jobs and freelancing. Job hunting has been extremely difficult, especially because I’m based in Asia and many “remote” jobs still require you to already be authorized to work in the US, Canada, or Europe.

Freelancing hasn’t worked either. My Upwork profile has been inactive for years, so it has basically lost all momentum, and I’m struggling to get new projects.

At the same time, the industry is changing quickly with AI. I sometimes feel like I’m falling behind because I’m spending so much time applying instead of learning or building.

I know Unity, C#, architecture, optimization, multiplayer, mobile and AR/VR, and I can still build things myself. But after 15 months without income, my savings are running low and I can’t afford a big solo project.

So I’m genuinely unsure what the smartest move is.

Should I keep targeting senior game dev roles? Focus on AI and newer tools? Rebuild freelancing from scratch? Look outside traditional game development? Even consider mid-level or junior roles?

For anyone who has been through a similar career crossroads after many years in the industry, what did you change that actually helped?

I’m trying to figure out where my experience is still valuable and what I should be doing differently.