r/gamedev • • 11h ago

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

89 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 • • 23h 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.

3.8k 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 • • 5h ago

Discussion I compared 321 Steam games from this year: the ones that took off vs the ones stuck under 10 reviews

168 Upvotes

I wanted to know what separates the games that get traction from the ones that don’t, using real numbers instead of advice threads. So I pulled a sample of 2,100 games released on Steam between March 12 and August 3 this year, spread evenly across the whole window

The baseline is rough. 61% of them still have fewer than 10 reviews. Only 8% have reached 200 or more.

I took 128 of the games that crossed 200 reviews and compared them with 193 random games from the under 10 group. To keep it fair, I dropped big budget titles over $40 and older games that had spent years in Early Access, so these are mostly newer pages from smaller teams.

Here’s what separated them.

1. They talked before they launched.
77% of the hits posted at least one Steam announcement before release. Only 22% of the others did. For the median hit, the first post went up 101 days before launch. For the median game stuck under 10 reviews, the first post came on launch day or after. Every announcement goes to your followers, and people who wishlist you, follow you, so a page that stays silent until launch day gives Steam nothing to work with.

2. They didn’t stop at the minimum screenshots.
Steam requires 5. 37% of the struggling games stopped right there. Only 5% of the hits did. The median hit had 9.

3. Their About section moved.
84% of the hits had at least one GIF or video inside the About section. Only 25% of the others did. 58% of the struggling games had no images in the About section at all, just text.

4. They weren’t English only.
58% of the struggling games supported only English, compared to 16% of the hits. The median hit supported 9 languages. Some of that is teams localizing after a game takes off, so I’d treat this one more carefully than the rest.

5. They used all 20 tags.
76% of the hits filled every tag slot. Only 39% of the others did. Every empty slot is a shelf on Steam where the game never shows up.

What didn’t separate them:

  • Demos: 34% of hits had one vs 25% of the others. Smaller gap than I expected.
  • Trailers: the median was 1 for both groups.
  • Description length: close, around 225 words vs 180.

The big caveat: this is correlation. The hits probably had bigger teams, more time and better games on average. Nobody gets 200 reviews from GIFs alone. Still, several of these are things you control before a single player sees your game, and they cost almost nothing: posting updates early, adding screenshots, putting GIFs in the About section, filling your tags. The gaps on those are huge.

If people are interested, I can break it down by genre or price next. What else would you want compared?


r/gamedev • • 6h ago

Industry News Steamworks Development - Updated Achievement System

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store.steampowered.com
90 Upvotes

This is fantastic news. The old system was such a headache.


r/gamedev • • 11h ago

Discussion Tripo AI False Advertising with my 3D Art

161 Upvotes

I'll be honest I don't use social media much and didn't know where to post this.

Just was informed that the AI 3D Modeling company Tripo AI used my 3D environment art in a recent post on X and claimed that Astra and Tripo were able to "build this Zelda-styled environment for me" even though that's my exact environment demo map available on Fab, under the name "Stylized Nature Vol. 2 | Stylized Environment Bundle" created without ai.

I feel like most people know these companies are kind of shady and scammy but seeing them outright lie like that just seemed silly and I wanted to get a bit of exposure out there about it. I tried to post on the Tripo page but my posts were all being removed due to negativity about Tripo.

Is this just common? Have you seen similar experiences with Tripo AI and other 3D modelers?


r/gamedev • • 6h ago

Postmortem Reality of launching with 700 wishlists

26 Upvotes

I shipped my first commercial game called Immunica a few months ago after 3 months of solo dev. It's a small Nodebuster style incremental game.

I did almost zero marketing during development (literally 3 shorts and a few tweets) and was sitting at 82 wishlists a month before Next Fest.

Here is how the numbers ended up looking:

  • Tiny Roguelikes event: +474 wishlists in 2 weeks
  • Steam Next Fest: +160 wishlists
  • Wishlists at launch: ~700
  • Sales: 147 in the first 3 days, 234 first week, 895 total so far
  • Revenue: $2,123 gross (~$1,100 net after Steam cut, taxes, refunds)
  • Outstanding Wishlist: 1,081

Biggest surprise for me was Next Fest vs smaller festivals. If you go into Next Fest with ~500 wishlists, you just get buried. Niche genre events convert way better when you're small.

Also a random tip: manually check your Polish pricing on Steam. Steam's default PLN conversion is super high right now. There's a PolishOurPrices movement in Poland and they pointed it out to me on Twitter during launch week, I lowered it, and some posts about it just went viral there. Poland ended up being my #1 market (201 copies sold).

Anyway, I teamed up with an artist friend for my next incremental game Feed The Pond so it doesn't have my programmer art this time, and we put the Steam page up early instead of waiting until the last minute.

Made a quick 5 min video breaking down the launch graphs and showing the new game if anyone wants to check it out: Video

Feed The Pond on Steam: Steam


r/gamedev • • 13h ago

Question I delivered the work. They kept the work. 7 months later, I’m still waiting to get paid….

69 Upvotes

Another day, another reminder of how companies treat the people who actually do the work.

I'm a senior 3D animator with around 15 years of experience. And somehow, here I am, almost 7 months without payment for work I've already completed and delivered.

The company acknowledged my formal complaint, promised to resolve the issue, and then.... nothing🫠

Apparently, deadlines are sacred when you're delivering work. But when it's time to pay? Suddenly, deadlines don't matter. Funny how that works.

And the best part? They claim the problem is with their client. So now I'm stuck trying to figure out who's actually responsible.

Meanwhile, there's an NDA, intellectual property rights, and a contract that's apparently much easier to enforce against an artist than against a company.

Honestly, I'm not even sure what to do next.

Has anyone dealt with something similar? Or maybe someone with legal experience could point me in the right direction? I'd really appreciate any help🫣

Because seriously, when did paying people for their work become optional?


r/gamedev • • 9h ago

Question Gaming Industry Career - bad choice?

12 Upvotes

I’m about to enter the gaming industry for my career (previously was in fintech) and I’m not entering as a developer - but I am super excited for this opportunity. Recently I’ve heard about downturns, tons of layoffs, and uncertainty about where the industry is headed.
Is this a terrible choice I’m making? I could stay in the fintech industry but it really doesn’t interest me at all, and the idea of pivoting to something that produces creative and imaginative content for people lights me up. I also want to be smart though and don’t want to pivot careers if I can’t stay here long term :/

EDIT: I wouldn’t be working as a game developer - just in the game industry. For context I was laid off back in May, found another job and started that in September and it is filled with the same stuff that burnt me out for years, but I needed a job so I accepted. Then I got an offer from a game company! Woohoo! But I am nervous to start with all the instability right now.


r/gamedev • • 6h ago

Question Are Fiverr or similar sites good for a small pixel art project?

6 Upvotes

Hey everyone!

I'm working on a really small game and I need some pixel art assets (a cat, some ui, etc)

I was thinking about paying someone on Fiverr since I'm not really sure where to find a pixel artist that can help me with this (I don't want it to be free by any means)

If there's another site that's better I'd really appreciate if you could share it with me!

Thanks and sorry if this has been asked 1000 times before!


r/gamedev • • 5h ago

Game Jam / Event Indie devs, submit your game to NRG Game Awards at Poznan Game Arena! (PGA)

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nrgevent.eu
3 Upvotes

Hey fellow devs!

I'm an indie game developer from Poland, and I'm helping organize NRG Game Awards 2026, taking place next week (October 23–25) at Poznań Game Arena, one of Poland's biggest gaming events.

We're inviting indie developers from around the world to submit their games. Early Access titles, playable prototypes, and unfinished projects are welcome!

Your game will be showcased on a huge screen at the event, and the competitions will be livestreamed online. Winners will be decided by votes from registered event participants, so it's the community that gets to choose!

And you don't even have to travel to Poland to participate. Remote submissions are welcome!

Submission deadline: October 21.

Check out the rules and submit your game here:
https://nrgevent.eu/compo/

I'd love to see what you've been working on! :)


r/gamedev • • 2h ago

Discussion Just over 3,000 wishlists going into my first Next Fest. Should I push wishlists or demo plays?

2 Upvotes

First game, demo is out, and I'm just over 3,000 wishlists heading into Next Fest. The demo has been added by over 3,400 people, and about 1,500 of them have actually played it. It's a story-driven mystery visual novel, so the demo is one full case.

The demo has an in-game survey, and I've already had solid feedback through it. I used that to make the demo a lot clearer to follow, so the build is in decent shape and feedback isn't what I'm chasing anymore. Median playtime on Steam is about 30 minutes, which is roughly how long the full case takes, so most players seem to be playing it through to the end.

So now I'm trying to decide what to optimise for during Next Fest. Wishlists are what trigger the launch notification, so pushing those feels like the obvious move. But demo plays seem to be what Steam's algorithm responds to, and in my case the demo also feeds wishlists: of the players who finish the case and click the wishlist button on the end screen, about 37% go on to actually wishlist on the store page.

If you've been through Next Fest: which did you actually push, and did it play out the way you expected?


r/gamedev • • 2h ago

Announcement Josh Sawyer is part of a free panel event for entry-level writers in 2 weeks

2 Upvotes

Hey all, a LA-based non-profit recently reached out to the r/gamedev team to let us know of an upcoming panel featuring Josh Sawyer, Toiya Kristen Finley, Marianne Krawczyk, and Christos Gage. We gave them the approval to share information about it here but unfortunately Reddit thought a brand new account posting Zoom links was suspicious and suspended their account.

So here I am talking about it instead! When I host game jam teams, I always try to find the opportunity for a writer to be involved because it feels like one of the hardest roles to build up a portfolio for. Are you tackling NPC barks? Narrative design? Little world lore tidbits? Playing around with environmental design? Screenwriting for voice acting?

There's a lot of areas and I think this event is going to cover enough breadth from some really experienced people to make it worthwhile. We love getting to see free opportunities arise that aim to teach early-career game developers, students, and anyone just passionate about understanding other disciplines and their interaction with games.

You can view the full event information on their website: https://www.humanitasprize.org/industry-101-gaming-101

Should we ask these panelists if they would mind doing an AMA here? (We do have a really cool AMA coming up soon wink wink)

As an aside, what are the biggest challenges for people trying to pivot into writing for games? If you were starting out for the first time what would you do? Like I said earlier, I think just being able to find projects that make use of your talents is the major blocker for most but I'm happy to hear other thoughts.


r/gamedev • • 16h ago

Marketing Does your Next Fest demo have a Twitch category? 38% of June's fest games didn't. Add it before the weekend

24 Upvotes

If your Next Fest demo has no Twitch category, a streamer playing it files the stream under Games + Demos or a similar game. Anyone browsing Twitch for your game won't see it. They only find it if the stream title happens to mention you.

Twitch doesn't take categories from Steam. It takes them from IGDB, a community-edited database, so if nobody has added your game there, there's no category.

On Oct 5 I checked every game from the June 2026 Next Fest (4,398, from an archived copy of Steam's fest page) in IGDB and the Twitch API. 1,664 of them (38%) still had no Twitch category, almost four months after that fest. Games with a demo were no better: 1,290 of 3,278 (39%).

How to add yours:

  1. Log in to igdb.com with your Twitch account. Any Twitch user can add or edit games.
  2. Search first. If your game is there, check the title and the cover.
  3. Games menu → Add Game. Title exactly as on Steam, a short description, cover, type and status. Add the full game, not only the demo.
  4. Add your Steam page under websites, plus screenshots or a trailer. IGDB's FAQ says entries with no gameplay and no links can't be verified and get rejected.
  5. Leave a comment on your submission: who you are and that the game is in Next Fest.

Why this week: an IGDB admin reviews every new game, with no fixed time, and they usually don't review on weekends. The fest starts Monday, so a game added on Friday may only get approved after it has started. A link to an event page within the next 30 days moves you up the queue. A made-up release date doesn't belong there. Once approved, Twitch picks it up by itself.

To check yours: type the game's name in Twitch search and look under Categories.

Not sure? Drop your game's name in the comments and I'll check IGDB and Twitch for you.

Full guide, with how I counted and what the numbers don't tell you.

Disclosure: I build Overheard, a tool that counts and transcribes Twitch streams of indie games; the guide is on its site.


r/gamedev • • 10h ago

Discussion Anyone else had Steam's build review take way longer than estimated?

10 Upvotes

I'm a solo indie developer, and today was supposed to be the launch day for my MMO game on Steam. Unfortunately, I'm still stuck waiting for my build to be approved.

I originally submitted my build on September 27, well ahead of Steam's estimated 3–5 business day review window. Mind you this is after the storefront page approval, which also took over the max estimated time. On the build approval, I didn't receive feedback until October 7, eight business days later.

Steam flagged a single minor issue, which is completely understandable. I immediately investigated, fixed the problem, and provided the requested transaction logs and confirmation that everything was working. I responded to their feedback in less than an hour. Fast forward to October 15, my scheduled launch date, and I'm still waiting. People are asking in my Discord if the game was cancelled or something ...

I've spent considerable time preparing for this launch, coordinating marketing, announcements, and everything else that goes into releasing a game. Now all of that is up in the air, with no indication of when the review will be completed, what happens to wishlist notifications, a new launch date, etc.

I completely understand why Steam needs to review games before release, and I don't expect special treatment. But it's difficult to plan a launch around an estimated 3–5 business day review process when it can take significantly longer, especially when a second review is required.

TBH, I was extremely hesitant to put the game on Steam in the first place, because I really dislike being at the mercy of a corporation for everything. That's why I've mostly made web games in the past, avoided the app store, or Steam etc, because the web as a distribution platform is permissionless. This is kinda confirming my worst fears about the whole thing.

Has anyone else experienced this? How long did your second build review take, and is there anything I can do besides wait?


r/gamedev • • 2h ago

Discussion Journal entries for eccentric characters.

2 Upvotes

In The 43, I have two protagonists who each possess journals. It is a challenge to write how they would view things in their own unique ways. I know I have to remove myself from my writing. Particularly with Daniel. He is both cynical of others, and an optimist about his future. He is a seasoned bounty hunter, and yet also writes poetry. I think I am starting to find my footing with his entries. Lefteris is a lot easier. His entries are much more streams of consciousness. I have a sample here regarding a poem Daniel writes after a bounty hunt gone wrong. I haven't written poetry since middle school, and would love any and all critiques.

"There once was a man named Benjamin Hollow
And every night I would follow
Up and down the fractured bay
Across the woods, under the bridge, until the final day

There once was a man named Benjamin Hollow
Who hoped every day not to wallow
He hired a crew, pleading to save him
From retribution served with his limbs

There once was a man named Benjamin Hollow
His fate turned upon the rollo
His loyal friend was paid a volley
And my hunt was soon folly

There once was a man named Benjamin Hollow
Until one night he had to swallow
Three bullets from his friend, he did
Two in the thigh, one in the rib

There once was a man named Benjamin Hollow
Noble guards tried to follow
Here he went, there he goes,
Until he bled out in the snow

There once was a man named Benjamin Hollow
But now here he lies in a homely hollow"


r/gamedev • • 2h ago

Question Video walkthroughs as a hint system within a level-based game: do they help or hinder?

2 Upvotes

Hello. A question has arisen. I have a game. This is a lode runner in which you can build your own stairs. There are quest levels, they are quite difficult to solve, or at least they look like they are difficult to complete. I thought about adding a video walkthrough directly to the game for some of the levels. There is a video shortcut in the levels menu. And I don’t even know what this could lead to... I would like to say that there are a lot of solutions, but during the passage there will be only one option. I don't know what to do...


r/gamedev • • 9h ago

Discussion What makes a rpg battle fun?

6 Upvotes

I'm making an rpg game on my spare time and was ready to star to work on a basic battle system, i'm basing my game on Final Fantasy Origins, so at first i planned to make an battle system based on FF1 but while i was replaying it on steam i noticed that at certain point of the game i stopped to care about the battles, most of the time i just pressed Enter to attack and end the battle as fast as i can and that's something i want to avoid in my game.

To avoid this this I initially planned to make the battles more interesting by making some enemies do certain actions like in FF2 and Earthbound that have some enemies that explode and gives alot of damage if you kill them first. But i want to know your opinions on this, what makes an rpg battle fun for you? What would you do to make an rpg battle fun?


r/gamedev • • 7h ago

Question Level design tips for a Jump King-style vertical platformer?

4 Upvotes

Hey everyone!

I'm currently working on my university capstone project: a 2D vertical precision platformer heavily inspired by Jump King.

I have the basic charge jump mechanics working, but I'm struggling with the map architecture and level design workflow. In Jump King, the level design is brilliant—every jump is calibrated, and the "chutes" or fall paths are deliberately aligned so failing a jump can send you tumbling down several screens.

For those who have worked on precision platformers or vertical climbing games, I’d love your advice on:

Any tips, post-mortems, or level design principles for vertical games would be greatly appreciated!

Thanks a lot!


r/gamedev • • 26m ago

Announcement First video in my life on youtube is my draft trailer

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• Upvotes

I have never tried to work with video, so excited to get my first 50 views on youtube. Working on my PvE AutoChess and having fun. Best part of my life so far, love it

Going to closed beta to get some feedback and have more fun. I wish all of you the best in your gamedev path 💚


r/gamedev • • 9h ago

Game Jam / Event We're organizing a free, open-theme game jam this November. Everyone's welcome!

4 Upvotes

Hey everyone!

I'm from Vedant Game Studios, a small indie studio, and we're hosting our first game jam from November 1–11, 2026.

There's no theme or engine restriction. You can build anything you like, whether it's 2D or 3D, solo or with friends.

We'll be judging 2D and 3D games separately, with certificates, community recognition, and some free promotional support for the winners.

No entry fees, no cash prizes. We're just hoping to bring developers together, discover some interesting games, and give smaller creators a little more visibility.

If you'd like to participate:

https://itch.io/jam/vedantopengamejam2026

Would be cool to see what everyone comes up with! :)


r/gamedev • • 13h ago

Question State machines and events, why not use both?

7 Upvotes

Let's assume I have an isolated component: UnitMover. It's job is only to move a unit around each frame. So we could say UnitMover has two states: moving and stopped.

When looking at open source state machines, tutorials, etc, a common pattern emerges: polling. There will be say, a MovingState and StoppedState. These classes may implement an Enter, Tick, and/or Exit methods. Tick is executed every frame, and it polls UnitMover and makes a decision to change states based on what information it gets from UnitMover. This seems to be the most common approach.

But, in my project (which has no state machine, which is why I'm looking into it now), my UnitMover emits events. A moving event, a stopped event, and even a stuck event.

So my question is, why does it seem more common to poll, then push, with these state classes? The MovingState/StoppedState classes could bind/unbind to events from UnitMover in their Enter/Exit methods, instead of polling UnitMover every frame. I have not really come across anything that would highlight the pros/cons of both approaches and I'm interested in some opinions. Thanks in advance.


r/gamedev • • 2h ago

Discussion Steamworks ID Approval Past 15 Business Day After Initial 10

1 Upvotes

I understand Steam is swamped with AI games but I've gone now past 15 business days and still have no update on Steam ID approval. This is pretty absurd, especialy because it said 10 business days when I first applied.

Not sure what to do. Mine is a horror themed game really wanted it out for Halloween which now seems impossible. I checked the website of the service steam uses, it looks like it was made in 1998. Maybe use a modern system?

Anyone else know what to do?


r/gamedev • • 10h ago

Discussion Should some games embrace complexity instead of trying to simplify it?

3 Upvotes

I've been thinking about how some games are naturally complex just because of what they're trying to simulate.

When making these games, it's tempting to simplify mechanics to make them easier to get into. And while that can be a good thing, I wonder if there's a point where simplifying too much starts taking away what made the experience interesting in the first place.

I'm currently working on a doctor sim, so this has been on my mind a lot. Some of the complexity comes with the subject itself. Simplifying too much might make the game easier to play, but it could also take away from what makes it feel like a simulation..I'm starting to think that the goal shouldn't always be to make a game simpler, but to help players understand its complexity.

There's a big difference between struggling because a system takes time to learn and struggling because the game doesn't explain what's going on. I think some games are just meant to have a steeper learning curve, and that's not necessarily a bad thing

Have you ever decided to keep a complex mechanic instead of simplifying it? How do you tell when complexity adds depth and when it's just getting in the player's way?

Btw, I'm Phil! I'm new around here, so thanks for taking the time to read this. I'd love to hear what you guys think!


r/gamedev • • 9h ago

Discussion How is it like to work as Game Developer?

2 Upvotes

Hi everyone! I'm start a career migration from software development into game development, and I was wondering, how is it like to work on game dev? How's your daily-basis, how the tasks looks like, due dates, deliveries. Can you talk a little bit of your work? And also, how's the AI usage on your work?


r/gamedev • • 9h ago

Marketing Prototype Trailer 0.3.1 - Looking for feedback!

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2 Upvotes

I know there's no music or a call-to-action, etc. I just want to see what people think about this trailer before I continue polishing it. Any and all feedback is greatly appreciated!