r/gamedev • • 12d ago

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

146 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 • • 13d 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.

4.3k 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 • • 11h ago

Question What's the longest you've waited for Steam's tax verification? A month? Ever two?

25 Upvotes

I hear loud murmurs that Steam is backlogged, and its uptick in unanswered support requests backs this up. I'm going on 35 days of verification crickets, and I'm quickly running out of time until my trailer is set to launch on my dream game news outlet. Given the additional 3-5 day page review, I'm really worried it'll launch with no wishlist button in sight.

So I'm dying to know: how long did you have to wait to get verified? Did you bump Steamworks, and if so, when?


r/gamedev • • 1d ago

Discussion Hobby game development vs. commercial game development. I think some of you need to understand the difference.

557 Upvotes

I've noticed something repeatedly on Reddit (in r/gamedev and other game dev-related subreddits), and I think it's worth discussing.

Time and again, I see developers asking about sales, discoverability, marketing, or why their game isn't performing commercially, yet describing themselves as hobby developers who aren't particularly interested in the business side of game development. I think there's a fundamental disconnect here, and it's something more developers need to reflect on.

If you're developing games purely as a hobby, that's great. Spend five years experimenting with mechanics, use whatever tools you enjoy, and work on whatever interests you. You can even release your game on Steam and charge money. The difference is that you genuinely don't give a fuck whether it sells. If you make absolutely nothing, that's fine. You made something because you enjoyed the process, and that was enough.

But the moment sales, profitability, or return on investment becomes a thought, you're pursuing commercial objectives. And that requires a different mindset.

That doesn't mean you need to run a studio or develop games full-time. You can work on your game in the evenings and on weekends and still develop a commercial product. What matters is what you're trying to accomplish, not how many hours you're putting into it.

This is where I see developers getting into trouble. They'll dismiss marketing, market research, production planning, scope management, or even their choice of development tools as things that don't really matter because they're "just hobbyists." Then they'll turn around and ask why their game isn't selling at release, or how to do X to boost sales.

The reality is that these decisions matter when you're trying to bring a commercially viable game to market. Your tool choices and production pipeline affect development costs and efficiency. Your scope affects your schedule and ability to ship. Your marketing strategy determines how you reach potential customers. Understanding your audience and the market you're entering should be part of your development process, not something you start thinking about a month before release.

None of this means abandoning your creative vision or treating game development as nothing more than a business. You can be passionate about making games while recognizing that your time has value, your resources are limited, and sometimes you need to make decisions based on commercial realities rather than personal preference.

You can make a fantastic game that fails commercially. You can do everything reasonably well and still struggle to find an audience. That's part of the risk. But there's a difference between accepting that risk and ignoring the business considerations that might help you succeed.

I think more developers need to ask themselves a simple question: Am I making this game purely because I enjoy making games, or am I trying to build something people will pay for?

Neither answer is wrong, and modest commercial ambitions are fine. But if making money matters to you, even a little, then the commercial side of development needs to matter to you too.

You can't approach every aspect of development like a hobbyist while expecting commercial results.


r/gamedev • • 14h ago

Discussion What are your favorite games with a strong political ideology, and how does the design carry it?

22 Upvotes

I’m not asking about games that just have political themes in the story. I mean games where the mechanics, systems and structure push a worldview.

Mine is Disco Elysium.

So I’m curious:

  1. Which games do this well for you?
  2. Which design choices (mechanics, UI, progression, failure states, what the player can and can’t do) express the ideology best?
  3. Have you seen a game whose mechanics contradicted the message it claimed to have?

I’m interested in any ideology.


r/gamedev • • 22h ago

Discussion Do you ever regret showing your games to friends and family?

77 Upvotes

I’ve recently realized that getting feedback from friends and family can sometimes be more discouraging than helpful.
I’m an indie developer working on cozy, dream-inspired puzzle games. I love creating atmospheric worlds, experimenting with colors, and designing relaxing gameplay experiences.
But whenever I share my progress with people around me, I rarely get genuine curiosity about what I’m actually making.
Instead, I get questions like “Why don’t you make an FPS game?” or comments that completely miss the point of the genre I’m working in.
And here’s the thing: I genuinely WANT criticism. If a mechanic doesn’t work, tell me. If something feels boring or confusing, I’d love to hear why. That’s how we improve.
But there’s a difference between constructive feedback and criticizing something without even trying to understand what it’s supposed to be.
I’m not expecting applause for everything I create. It would just be nice if someone occasionally asked how a mechanic works, what inspired a design choice, or even acknowledged the effort behind it.
I’ve spent countless hours building these games, and lately I’ve realized that asking people outside my target audience for feedback might be doing more harm than good.
I think I’m done seeking validation from my immediate circle. I’d rather hear from people who actually enjoy the genres I’m developing for.
Has anyone else experienced this? How do you deal with discouraging feedback from people close to you?


r/gamedev • • 12h ago

Question Should I launch my Steam Coming Soon page even though my game is still far from finished?

12 Upvotes

im a solo indie developer currently working on a zombie themed store simulator for PC.

The game is still in development I've made some progress on the core gameplay and environment but there's still a lot of work to do before it's ready for release.

im considering launching my Steam Coming Soon page early so I can start building an audience and collecting wishlists while continuing development

However im not sure if it's the right time

I'd love to hear from developers who have already launched games on Steam.

  • Is it better to publish a Steam page as early as possible or wait until the game looks more polished?
  • How complete should the gameplay be before creating a Coming Soon page?
  • Can launching too early negatively affect wishlist growth or player interest?
  • What would you recommend focusing on first: improving the game or starting marketing?

I'm working on this project independently, so I'd really appreciate hearing about your experiences, especially if you've released a simulation or survival game.

Thanks in advance for any advice!


r/gamedev • • 16h ago

Question How was this made? Is this stolen from gta4?

Thumbnail
github.com
19 Upvotes

Stumbled upon this repo called delirium physics , which is a rust physics sdk “inspired” by the beloved euphoria physics sdk used in games like Gta4 and RDR.

But it’s really good.. so I’m wondering if this is actually legitimately an inspired recreation or if the author somehow stole it from GTA4, the delirium testing room requires you to give it your GTA4 install location for the task settings etc. so I’m a little suspicious lol

Maybe someone out there knows more , I’m trying to determine if there are potential legal consequences by rockstar for using this if this is indeed somehow a direct stolen/reverse engineered port of euphoria, not to mention moral/ethical considerations

Might be a stupid question but oh well


r/gamedev • • 10h ago

Postmortem Next Fest with two demos: 15-25x more impressions, but one game's wishlists stayed flat

6 Upvotes

I had two demos in Steam Next Fest (Oct 19-26). Here are the real numbers from Steamworks, in case they help someone planning their next fest.

Pidgeon Pocket (pigeon heist game)

  • Fest (8 days): 47,488 impressions, 2,587 store visits, 82 wishlists
  • Week before (7 days): 3,137 impressions, 925 visits, 9 wishlists

Maneki Mania (lucky cat idle game)

  • Fest (8 days): 41,416 impressions, 2,832 visits, 178 wishlists
  • Week before (7 days): 1,655 impressions, 1,852 visits, 171 wishlists

So Steam did show both demos a lot more: about 15x and 25x the impressions. Pidgeon's wishlists jumped, but from a tiny base. Maneki's barely moved: roughly the same wishlists from 50% more visits.

What I did during the fest: a 24/7 broadcast on both store pages from the 22nd, and short gameplay clips on TikTok, YouTube Shorts and X.

For scale, my previous game, Tied to the Beat, has about 9,700 lifetime wishlists, so these are small numbers.

If your Next Fest went better: what actually moved the needle? Streamers, the first minute of the demo, the capsule, something else? And did anyone see a real effect from a 24/7 broadcast?


r/gamedev • • 15h ago

Game Jam / Event The STJV (historic and main french videogame union) is creating a fundraising Itch.io bundle to help workers in need. Let's add our games!

Thumbnail
itch.io
6 Upvotes

I added a reskinned jam game, packed with full sources and art/music assets. The value isn't insane but it's something at least o7


r/gamedev • • 6h ago

Discussion Duack - a dependency-free C# audio library for MonoGame, KNI and FlatRedBall2 (desktop + WebAssembly)

1 Upvotes

I got tired of XNA audio's quirks: no crossfades, no ducking, silent failures at runtime. So over the past few weeks I built Duack, and I've been hardening it by dogfooding it in my own prototype, a browser-playable monster prototype on FlatRedBall2, where the mixer, context-based music and encounter ducking all run through it, on the web.

What it does:

- Config-driven (code-only) ducking and crossfades

- Playlists and per-context volumes

- No dependencies (aside from JSON for one part)

- MonoGame and KNI adapters; I patched some KNI internals so desktop functionality also works on web

- Works on FlatRedBall2 now that it moved to KNI for desktop

- Ships with skill docs, runnable samples, and a CLI that tells you which files it can't load instead of failing silently

Source: https://github.com/ultimateownsz/Duack

Install: dotnet add package Duack --version 0.1.0-preview.4


r/gamedev • • 7h ago

Question Other devs of roguelike games: How are you getting across to potential players that your game is a roguelike VISUALLY without saying the word outright?

0 Upvotes

TL;DR: The title. Do you think it's possible? Do you have examples?

Hi all. I made a post on another subreddit recently with gifs of my game and asking if people understood what it was about from the gifs alone, no other context or information. My game itself is basically the gameplay of one game mashed up with the format of Balatro to turn it into a roguelike (comments about originality not needed lmao), and I included one gif of the player at the shop purchasing something and then it cuts to a level where you can see the thing they purchased in action. The reason for the post was that I had been thinking and I made a hypothesis that the first impressions a player forms at the very first glance basically determine whether they'll be interested in the game or not, and this was me testing my hypothesis. I think that this naturally requires the "show, don't tell" writing strategy- if someone can't parse what your game is about by looking at it alone, it's going to have a hard time.

Well, I thought the gif of the shop would be enough to get it across at first, but it turned out not to be. The people who replied were able to identify the first game, but not the roguelike spin. This is pretty bad, because without knowing that it's a roguelike it basically just looks like a weird clone of the first game. I don't really have a clue as to how I would actually get it across, either. All the roguelike games I can think of off the top of my head (Balatro for one, but also Slay the Spire, Cloverpit, The Binding of Isaac) don't *immediately* read as being roguelikes from a single screenshot of the game alone. Balatro looks like a weird poker game, Slay The Spire looks like a game where you do RPG combat with cards, Cloverpit looks like a really unqiue slots game, TBOI looks like a weird Zelda-like. I'm wondering now if this is just an inherent problem with the roguelike medium as a whole.

Do you all have any suggestions? Do you have anything special that you did? I'm not vehemently against the idea of telling and not showing that the game is a roguelike or anything, but I do want to know if there's a better way.


r/gamedev • • 13h ago

Question How do hobby / professional game devs source their sound teams?

3 Upvotes

Title says it all, do most game devs already have their circle of connections? Do you look on sites like Fiverr? Is there like a main pool of sound designers somewhere?

I make dark ambient fantasy music myself and want to try stepping into the world of video game sound design as a huge fantasy RPG lover. Any tips are very welcome!


r/gamedev • • 22h ago

Postmortem Event Recap: What We Spent and Gained from Exhibiting Our Indie Game at Four International Game Shows

12 Upvotes

Four events, over US$10,000 in expenses, roughly 1,150–1,300 new Steam wishlists, and quite a few unexpected lessons.

I'm the producer of City God Alice, the first game developed by our small independent team in Taiwan. In 2026, we participated in four international gaming events: gamescom latam in Brazil, Busan Indie Connect Festival in South Korea, gamescom in Germany, and Tokyo Game Show in Japan.

Some exhibitions were handled remotely, while others required me to attend in person. We received assistance or subsidies for certain events, but paid substantial costs ourselves for others.

I wanted to share our actual expenses, wishlist results, and what we learned about exhibiting an indie game overseas.

1. Results at a Glance

Event Participation Approx. Cost (USD) New Wishlists
gamescom latam 2026 Remote, assisted $0 ~300
Busan Indie Connect 2026 On-site, assisted $900–1,000 ~150–200
gamescom 2026 Paid remote representation $4,900–5,500 ~500–600
Tokyo Game Show 2026 On-site, partly subsidized ~$4,600 ~200

Wishlist figures include approximately one week before and after each event. They are not exclusively attributable to physical booth visitors; Steam event traffic, media coverage, and other promotional activity may have contributed.

Tokyo Game Show's figure could reach approximately 400–500 if we include related Japanese media coverage, although we treat that separately to avoid overstating direct exhibition results.

These numbers reveal an uncomfortable reality: spending more on an exhibition does not necessarily generate proportionally more wishlists.

2. gamescom latam — Our Best Financial Result

Cost: $0 | Wishlists: ~300

We participated remotely through assistance from Taipei Game Show. The organizers handled almost everything, from exhibition arrangements to promotion. Our main responsibility was providing game information and a press kit.

For an event that cost us nothing, gaining around 300 wishlists was an excellent outcome.

There was one problem: our game was initially missing from the event's Steam promotional page. Taipei Game Show helped contact the organizers, and the issue was resolved after the first day.

However, we couldn't determine precisely where those wishlists came from. Some may have originated from online promotion rather than people visiting the exhibition.

Lesson: Free or subsidized remote participation can provide excellent value, but limited involvement also means limited insight into what actually worked.

3. Busan Indie Connect — Affordable, but Lower Than Expected

Cost: $900–1,000 | Wishlists: ~150–200

BIC was my first overseas exhibition in person. With support from Taipei Game Show, accommodation and some equipment were provided, keeping our expenses relatively low.

We brought promotional cards, snacks, and additional hardware. The booth remained occupied by players for much of the event, yet we gained only around 30 wishlists per public day.

At first, I was disappointed. Previous domestic events had sometimes generated 100 or more wishlists per day, so I assumed our preparations were inadequate.

I attended alone, without hiring an interpreter, cosplayer, or additional staff. That made me wonder whether spending more would produce better results.

The trip also ended with a canceled flight due to severe weather. I spent hours arranging transportation, obtaining insurance documentation, and finding last-minute accommodation.

On the positive side, sharing Taiwanese snacks with other exhibitors helped me meet developers from different countries. Those personal interactions became some of my favorite memories.

Lesson: A modest wishlist count is not necessarily a poor result when exhibition costs are low. Personal connections can also have value beyond immediate sales.

4. gamescom Germany — More Exposure, Much Higher Costs

Cost: $4,900–5,500 | Wishlists: ~500–600

For Germany's gamescom, we hired a third-party company to exhibit our game remotely.

The exhibition was expensive even before accounting for booth representation and promotional materials. We also couldn't secure a position in the dedicated indie game area.

Our game gained approximately 500–600 wishlists, supported by more than 40,000 impressions.

Initially, the results looked promising. We gained over 100 wishlists before the business days and more than 200 during them. But daily gains declined significantly afterward, eventually falling to around 30.

Our representative reported that the playable station was occupied almost continuously, yet that activity did not translate into equally strong wishlist growth.

The bigger disappointment was business networking.

Although our representative distributed business cards, I wasn't physically present to introduce the game, explain our plans, or follow up with publishers. After the event, we received almost no meaningful business inquiries.

Lesson: Remote representation can generate exposure, but it is much harder to replace the developer's personal involvement in business meetings and relationship-building.

5. Tokyo Game Show — Our Most Demanding Exhibition

Cost: ~$4,600 | Wishlists: ~200 during the exhibition period, potentially 400–500 including related media exposure

Tokyo Game Show was the event I cared about most personally. As both a game developer and a lifelong gamer, attending felt like achieving a personal milestone.

This time, I wanted to test whether more preparation and spending would improve our results.

We invested in booth arrangements, local assistance, interpretation, cosplay promotion, media outreach, and printed advertising. Taiwan's trade promotion organization helped reduce some of the expenses.

I personally contacted dozens of Japanese and English-language media outlets. Several published articles about our game, generating traffic comparable to the exhibition itself.

That was one of the more successful parts of our strategy.

The less successful experiment was advertising.

I purchased a full-color page in the official event guidebook for JPY 165,000, approximately US$1,100. Despite the expected distribution of thousands of copies, we still gained only around 30 on-site wishlists per public day.

We couldn't reliably distinguish guidebook-driven wishlists from booth QR-code scans, so I cannot claim an exact return on the advertisement. However, the overall result was underwhelming.

Business networking was more rewarding.

We met journalists, overseas event organizers, localization and marketing service providers, and other industry contacts. Several introduced us to services or opportunities that would have been difficult to discover from Taiwan.

Then another typhoon disrupted the final exhibition day and our return travel.

Apparently, unpredictable weather had become a recurring feature of our international exhibition strategy.

Lesson: Advertising and physical foot traffic do not guarantee wishlist growth. However, media relationships and industry connections may provide benefits that are difficult to measure immediately.

6. Five Observations After Four International Exhibitions

After comparing the results of all four events, I noticed several patterns worth sharing. Some are based on repeated observations, while others are only tentative hypotheses that I haven't been able to verify.

1. Participating in a Steam festival alongside a major exhibition may not always produce the expected additional traffic.

During Tokyo Game Show, we also participated in Steam's Team-Based RPG Fest.

Based on our previous experiences with Steam festivals, I had expected tens of thousands of impressions and approximately 200–300 additional wishlists from the festival itself.

However, the results were much weaker than expected.

One possibility is that the timing overlapped with Tokyo Game Show, where our game was already receiving less traffic than anticipated. Perhaps the two events did not provide independent sources of exposure, and the festival's visibility was affected by our relatively weak performance during TGS.

Another possibility is that our Steam store page did not communicate the game's team-based RPG elements clearly enough, making it less appealing to players browsing that particular festival.

I only have one experience of this kind, so I can't determine which explanation is correct—or whether something else was responsible.

2. Steam's exhibition traffic may be influenced by external promotional activity in the preceding two weeks.

This is another hypothesis based on our observations rather than a confirmed understanding of Steam's recommendation system.

In the two weeks before gamescom Germany, I was actively distributing press releases and contacting media outlets. That period also coincided with relatively strong wishlist growth and exposure around the exhibition.

Before Tokyo Game Show, on the other hand, I did much less additional press outreach, since many of the relevant outlets had already been contacted earlier.

The difference in results made me wonder whether Steam's event-related visibility is influenced, at least partly, by the external attention a game receives shortly before an exhibition.

Of course, the correlation doesn't prove causation. Differences in event audiences, competition, store-page performance, and other promotional activities could also explain the results.

Still, it has made me reconsider the importance of building momentum before an event rather than relying on the event itself to generate exposure.

3. Our physical booth may have a practical daily conversion limit.

Across several exhibitions, our on-site wishlist gains repeatedly clustered around 20–30 per day.

Looking back at our booth activity, we typically accommodated approximately 30–50 hands-on players per day and distributed around 500 promotional cards.

If our booth setup, staffing, demo duration, and promotional approach remain similar from one exhibition to another, perhaps our daily capacity to convert visitors is also relatively consistent.

This doesn't necessarily mean that 20–30 wishlists is a universal limit for indie booths. It's simply a pattern we've observed with our own setup.

To improve beyond that level, we may need to change the way visitors interact with our booth, rather than merely spend more money on exhibition space or advertising.

4. Steam QR codes displayed prominently at the booth appeared to convert better than QR codes printed on promotional cards.

Based on our observations, players seemed more likely to visit our Steam page and add the game to their wishlists when scanning a QR code displayed directly at the booth.

QR codes printed on promotional cards appeared less effective.

One possible explanation is timing: visitors standing at the booth are already engaged with the game and can take immediate action, while people receiving a card may put it away and forget about it.

However, we usually displayed both types of QR codes at the same time, so I can't reliably separate their individual conversion rates.

I would treat this as a practical observation rather than a controlled experiment.

5. Steam store-page language and login behavior can create unexpected barriers to wishlist conversion.

This was one of the most frustrating discoveries I made during the exhibitions.

I noticed that scanning our Steam QR code could lead visitors to a Traditional Chinese version of our store page when they weren't logged into Steam.

For international visitors, that created an unnecessary obstacle.

Even small differences in Steam's interface across languages can affect how easily players locate the wishlist button. When someone is standing at a crowded booth, even a little confusion can be enough to make them abandon the process.

I only noticed the problem halfway through an exhibition, after seeing players give up on adding the game to their wishlists.

It reminded me that a QR code is not automatically a frictionless conversion tool. Developers should test the entire process on different devices, languages, and login states before attending an international event.

7. Would We Do It Again?

After spending this much money, dealing with complicated preparations, canceled flights, and typhoons, I was asked whether I regretted participating.

Surprisingly, my answer was almost no.

We did what we could with the information and resources available. The results were not always good, but they taught us things that would have been difficult to learn otherwise.

If our only objective had been acquiring Steam wishlists, several of these exhibitions would have been difficult to justify financially.

But as a first-time indie game producer, I also wanted to understand the international industry, meet people, and experience these events firsthand.

That doesn't make every expense worthwhile. It simply means the value of an exhibition depends on what you hope to achieve.

I hope these numbers help other indie developers make better-informed decisions about whether to exhibit overseas—and how much they are willing to spend.


r/gamedev • • 1d ago

Discussion An almost 2 million subs YouTuber just played my indie horror game !

157 Upvotes

I’ve been working on my game, for almost 3 years. Three years of working alone, with nobody to show it to except my friends and family. Honestly, it got pretty lonely at times.

A few weeks ago I finished my demo and sent demo keys to a bunch of YouTubers. It was the first time I was showing the game to anyone outside my close circle. A lot of small creators picked it up, and every single one of them made my day.

I also sent keys to a few bigger channels, mostly thinking “worst case, they never reply.” One of them was Fooster, a YouTuber I absolutely love who plays a lot of horror games.

And he played my demo in one of his videos, which is crazy to me😭

It also helped a lot with visibility: I’d estimate around 400-500 wishlists came from the video. It’s hard to say exactly, because I’ve also been posting on social media and some of those posts did well too. But it’s clearly given the game a huge boost.

I can’t even explain how much this means to me. After years of working in silence, seeing people actually interested in the game is the best motivation I could ask for. It makes me want to keep going even harder.

So thank you Fooster, thank you to every YouTuber who gave the demo a shot, and thank you to everyone who has watched or shared it.

Take care, everyone! 💙


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3 Upvotes

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3 Upvotes

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I can still evaluate it, but when the initial feeling of discovering the game is long gone, how do you know if it's really good or just good?

Interestingly enough, when I go back to these games several years later, it's only then that I can say: "Yep, that was actually really cool what we made."

Besides measuring with external playtests, how do you cope with this during development?


r/gamedev • • 2h ago

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0 Upvotes

anybody still use it?


r/gamedev • • 14h ago

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2 Upvotes

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features like foot IK, any state block, blend trees, sub state machines, layers and so much more other features are so good for most of small to medium indie games and Unity mecanim does its job!

I know that it can become complex with a lot of animations but sub state machines already exist for organizing a lot of complex animations by dividing them into groups.

So am I missing something or what.
anyways, Thanks for reading this!


r/gamedev • • 11h ago

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0 Upvotes

Hello, i´m a newbie here and i would like advice. Recently i decided to dedicate msyself to be a developer of videogames, but it´s kinda difficult. I´m from spain and many people recomended me to study computer engineering in the university, because it´s the base for programming, but i want to study or practise in the meantime since i won´t start until the next year. I wanted to satrt practising a bit with unreal 5 and unity and learn prgramming too, but i dont know where to start or where guides to look. First i wanted to do a carrer we have here in spain specialized in game developing, but they´re so expensive and i can´t afford any of them, so thats why i´m asking you if the career i choose is good for what i want to do, because i because I turned thirty this year and i have been always so lost in my life and now i think that i have a clear path. So that are my questions, sorry for the large text and thank you.


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0 Upvotes

Thinking about building a platform for online tournaments for various games.
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Interested to hear opinions and ideas.
It would be open source, and I know no big game would integrate.


r/gamedev • • 1d ago

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95 Upvotes

Are prompt-generated assets public domain? (Since copyright requires meaningful human input.)

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How does it work?


r/gamedev • • 1d ago

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199 Upvotes

Hi guys,
I'm a bit confused right now and i need you help!

Currently i am working on my first commercial game launch for my game Crown Me Again.
I dont want to promote the game here but i feel that i have to provide the game name as context. Sorry!

I have announced the game end of September and have launched the steam page back then.
Now i have stumbled across a different game King Dies Rich. The Steam page was launched a few days ago and it has a disclaimer that the game was made with help of AI.

I am soooo confused because the game looks similar, has a similar premise and is marketed with similar words to my game. It will also be released in a few days...

But the thing: Its not a exact copy. There are way more systems then in my game. It feels like someone took my steam page and told the AI "To make a similar game but add more depth".
It doesnt look that bad... but maaan this feels so bad somehow.

Also:

I started marketing the game end of september and got quite a bit of traction around that point (2k wishlists in the first 2 weeks). King Dies Rich's App-ID was first seen bei SteamDB on the 2nd October.

Guys, i need your opinion on this. My post is maybe a bit chaotic but thats how i feel at the moment. I have spent over 10 months hand-build this game and now i see this.

What you guys think? What should i do?


r/gamedev • • 1d ago

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25 Upvotes

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I recently-ish played a game that felt this way. It's hard to explain, but it felt just slightly out of place, and kind of cheap? In a way? If that makes sense.


r/gamedev • • 14h ago

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0 Upvotes

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But recently I'm noticing a weird trend in indie management sims, where they also add some kind of "personal" gain from the money earned from the business: buying a big house, an expensive car, investing in stocks or whatever, and even gambling it away.

To me this feels weird and kinda cringe. But since I'm developing a management sim myself, I want to pose the question: do people actually find interest in these "personal" gain usages for money earned in a management sim? Do you find these enjoyable?