r/gamedevscreens • • 3h ago

What do you think of my fleet’s entrance?

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20 Upvotes

Ships warping into battle in my game, Blackwatch Command. What would you improve about the arrival effects?


r/gamedevscreens • • 1h ago

A game about mowing. Mostly.

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• Upvotes

As a dad of 3, every week I do the same thing before I mow. I walk the yard and pick up whatever the kids left out. A pacifier one summer, then a dump truck, then a soccer ball, then a bike. One day it hit me that I could basically tell how old my kids were just by what I was picking up off the lawn.

You mow the same backyard one summer at a time and between summers your kid gets older. Finishing patches of the yard brings back toys and memories from that year and you watch the backyard change as they grow up.

Game is called 18 Summers. Steam page is live.

https://store.steampowered.com/app/4985700/18_Summers/


r/gamedevscreens • • 6h ago

Baby steps. Almost 4.5 years of work.

7 Upvotes

Been working on my game "Planet Shaper" for a long time now. With some breaks here and there when I get stuck on a hard game design problem or coding problem.

It truly started as a single file of Javascript running on the web. Now its a fully native game. Several times the world size, with real time lighting, a fully particle and volume based water simulation to play with, and a city simulation that is simple like back to Sim City 3000 era city builders.

There is a playable build available right now on my Discord server for anyone that wants to try :)
https://www.planetshapergame.com/


r/gamedevscreens • • 12h ago

I'm making a game where you're a spider on a log in a sawmill

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16 Upvotes

Demo available on browser:

https://vodok.itch.io/arachnosaw


r/gamedevscreens • • 2h ago

We're looking for playtesters for our dwarven colony sim!

2 Upvotes

r/gamedevscreens • • 3h ago

Showcasing the flexibility of the path maker in my Ski Resort management game, you can design your slopes, assign difficulties and manage all sorts of events. What kind of resort would you build?

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2 Upvotes

r/gamedevscreens • • 1m left

I'm making my own 3D engine on java

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• Upvotes

It's super basic i know, I never made an engine before and it's very complicated honestly, what do you think?


r/gamedevscreens • • 9h ago

A gang of animals trying to pay off a mafia toad. First screenshots from RATATA, a new physics co-op.

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8 Upvotes

RATATA is a physics co-op about an animal gang working off a debt to a mafia toad.

Up to four players form an animal gang and take on heists, deliveries and questionable odd jobs in an ’80s criminal world.

Pick the crew members with different abilities, break in, grab the goods and load the truck. Then try to get everything delivered without wrecking the cargo, the vehicle or each other. Sometimes the furniture comes with an angry granny attached.

Most of the pay goes to the Boss. What’s left buys new crew members, better trucks and upgrades to your hideout.

Coming to PC, with online co-op and solo play (if nobody picks up the phone).

Announcement trailer on IGN
Wishlist on Steam!


r/gamedevscreens • • 18h ago

A quiet evening in my psychological horror game, Locked In: The Ward (UE5)

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23 Upvotes

I'm a solo developer from Ukraine, working on my psychological horror game, Locked In: The Ward, in my spare time. 🇺🇦

I've been experimenting with lighting, fog, and environmental details to create a peaceful-looking place that still feels slightly unsettling.

I'm heavily inspired by the atmosphere of Silent Hill 2, where even ordinary locations can make you feel uncomfortable.

This is an in-game screenshot from Unreal Engine 5.

What do you think of the lighting and overall atmosphere? 🌲


r/gamedevscreens • • 2h ago

which logo do you like better?

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1 Upvotes

my first attempt at making a logo for my psx inspired, rouge-like round based survival game. any
critique or idea are wanted.

shared a picture of my game for reference as well for the game atmosphere


r/gamedevscreens • • 3h ago

Sharing the cozy vibes of our Travelling Merchant Simulator!

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1 Upvotes

r/gamedevscreens • • 3h ago

Welcome to Inkorium! First Gameplay & Engine Showcase (Custom 2D Sandbox Built from Scratch)

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1 Upvotes

r/gamedevscreens • • 4h ago

The Last Train for Ghosts

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1 Upvotes

r/gamedevscreens • • 13h ago

Working on boss abilities, first one and it ended up looking like he💩 himself...

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6 Upvotes

Fits his character though.


r/gamedevscreens • • 8h ago

A look at the restaurant in my management game Kebab Dynasty

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2 Upvotes

Here’s some gameplay from Kebab Dynasty, a kebab restaurant management game I’m developing. I’d love to hear what you think of the restaurant and gameplay.

The free demo is available on Steam: https://store.steampowered.com/app/4947250/


r/gamedevscreens • • 5h ago

A small QoL improvement ⚔️

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1 Upvotes

I decided to add a new feature: an ability wheel!

Originally, abilities were going to have dedicated keyboard slots that could also be clicked with the mouse. The problem? You had to move your cursor all the way across the screen to use them.

Now, you can simply click the mouse wheel to open the ability wheel and quickly select the slot you need.

It's a small change, but it makes controlling your army much more convenient. This is one of the quality-of-life improvements we have planned for My Army Getting Stronger.

More improvements coming soon! 🛡️


r/gamedevscreens • • 5h ago

My belt-free factory puzzler got a few add-ons! Color sensors, two-colour crates and more

1 Upvotes

r/gamedevscreens • • 9h ago

Deceptive Shadows: Final Case | Tracking Clues Along the Rails

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2 Upvotes

In this train station sequence from my detective horror game, Deceptive Shadows: Final Case, you fight zombies and follow clues along the tracks.

What do you think of the sequence? I’d love to hear your feedback on the atmosphere, combat, and gameplay!


r/gamedevscreens • • 6h ago

Check out my space shooter roguelite!

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1 Upvotes

r/gamedevscreens • • 6h ago

I can't stop thinking about this concept: A hyper-realistic, anthology-style natural disaster survival game.

0 Upvotes

I’ve had this game idea stuck in my head lately and it’s keeping me awake at night, so I just really need to share it with you guys. Maybe some indie developer out there will see this and actually make it happen.

Imagine a hardcore SURVIVAL GAME built with hyper-realistic graphics and advanced physics—absolutely zero cartoonish or Roblox-style block characters. Pure realism.

The core mechanic would allow you to freely toggle between First-Person (for intense, claustrophobic survival) and Third-Person (to witness the sheer, terrifying scale of destruction).

Instead of one long story, it’s an anthology campaign where each mission casts you as a different character in a different time period. Your goal is simple: survive each catastrophic event from the absolute beginning to the very end.

Here is the mission lineup I envisioned:

• Mission 1: The Ash of Pompeii (79 AD)

• The Incident: The Eruption of Mount Vesuvius.

• The Gameplay: You play a Roman citizen navigating collapsing stone streets in the middle of the day as the sky turns pitch black. You have to manage suffocating air quality, avoid falling volcanic rocks, and make a frantic dash to the harbor before the final pyroclastic surge hits the city.

---

• Mission 2: The Ark Valley Megatsunami (Modern Day)

• The Incident: A 2012-movie-inspired global megatsunami.

• The Gameplay: Fast-paced, high-tech chaos. You play a worker in a mountain valley when early warning sirens start blaring. You have to hotwire a heavy vehicle, smash through automated security grids, and execute a vertical evacuation up a massive structure or cliffside as a miles-high wave swallows the landscape beneath you.

---

• Mission 3: The Torrent of the Himalayas (August 2026)

• The Incident: The Nepal Glacial Lake Outburst and Mudslide.

• The Gameplay: A brutal test of reflexes and agility. Heavy monsoons cause a natural glacial dam upstream to burst, sending a massive wall of liquid mud and boulders down the valley. The ground beneath you is actively liquefying, forcing you to scale vertical terrain as the village is torn apart in real-time.

---

• Mission 4: The Death Zone (Modern Day)

• The Incident: A Mount Everest Blizzard and Avalanche.

• The Gameplay: Slow, agonizing survival focusing on resource management. Trapped high up the mountain, a massive avalanche cuts off your path. Your enemies are a freezing whiteout storm, severe frostbite, and a fading oxygen tank. You must use ice axes and ropes to navigate deep crevasses and find shelter before freezing to death.

---

• Mission 5: The Shaanxi Midnight Cave-In (1556)

• The Incident: The Great Shaanxi Earthquake (The deadliest earthquake in human history).

• The Gameplay: Pure atmospheric horror. A massive magnitude 8.0 earthquake strikes in pitch-black darkness at midnight. The shaking is too violent to stand, forcing you to crawl through a collapsing ancient city. The main threat is avoiding mass entrapment as entire mountainsides slide down, burying thousands of cave homes (yaodongs) under tons of earth.

---

• Mission 6: The Subterranean Trap (2009)

• The Incident: The Nutty Putty Cave Entrapment (Inspired by the tragic story of John Edward Jones).

• The Gameplay: The ultimate test of psychological horror and claustrophobic navigation. You play an experienced caver exploring a popular underground maze. After taking a wrong turn in the dark, you accidentally slide headfirst into a narrow, unmapped downward fissure.

• The Objective: The game shifts entirely to a hyper-realistic, inverted physics puzzle. You cannot turn around or back out. With your flashlight flickering and gravity working against your circulation, you must use highly precise body-shifting controls to inch backward, manage your panic and oxygen levels, and find a way to wiggle free before your body goes into cardiac arrest.

---

• Mission 7: The Unsinkable Labyrinth (1912)

• The Incident: The Sinking of the RMS Titanic.

• The Gameplay: A brilliant contrast of luxury and absolute terror. You play as a third-class passenger or a boiler room worker deep inside the ship. The mission begins not with an explosion, but with a strange, heavy shudder vibrating through the steel hull at midnight after striking the iceberg.

• The Objective: You must navigate from the very bottom of the world’s largest ocean liner to the top deck. The core challenge is dealing with rising waters and locked infrastructure. As the bow sinks, the ship tilts forward, causing water to pour down the grand staircases and long corridors like an indoor waterfall. You have to navigate a maze of flooding hallways, bypass locked gates separating the passenger classes, and avoid floating debris in freezing, crystal-clear Atlantic water before the ship breaks in half and disappears into the abyss.

r/gamedevscreens • • 7h ago

Got a little carried away in making a card battler and ended up with a grand strategy game with some RTS elements, now to hunt mythical creatures!

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1 Upvotes

I'll spare the details, but it's a strategy card game where you battle with chess-like mechanics and animated sprites/troops. There's a whole story mode with a campaign map as well. Add it to your wishlist if you're interested!

https://store.steampowered.com/app/2853880/The_Lords_Game/


r/gamedevscreens • • 16h ago

Posted last week asking how to improve my games visual style. Your feedback was really helpful! What else can I improve on?

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5 Upvotes

r/gamedevscreens • • 7h ago

Just released the Halloween update for my survivors-like: 2 new bosses, new heroes and skins to unlock

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0 Upvotes

Solo dev, it's free in alpha on iPhone and Android if you want to try it: https://mythspire.pages.dev/#playtest


r/gamedevscreens • • 17h ago

My cat and I did ALL the voice acting for the silly little game we're making

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6 Upvotes

r/gamedevscreens • • 1d ago

Still working on the Arctic weather!

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177 Upvotes

I've been playing with weather in my game. It's set in the Arctic ice and weather is a core part of the game. The clip shows 4 days over winter with different conditions. It's all dynamic and matches what you can read on the instruments.

I'm a bit worried day 74 weather looks like rain. It's close to midwinter and one of the strongest wind+snow combos the weather engine can produce. Blizzards are harder than gentle snowfall, especially if you still want the game playable.

Hoping to get a demo out on Steam next month: https://store.steampowered.com/app/5387040/Arctic_Station_Six/