r/gamedev • • 3h 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.

1.5k 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 I originally made DayZ, and now run a New Zealand game studio called RocketWerkz, as well as a new gaming distribution platform called Ahwoo.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 • • 12h ago

Discussion PSA: Our game was rejected from Steam Cooking Festival twice. Here's how we finally got approved.

77 Upvotes

Our game (Elderfeast) is a game about dismembering eldritch monsters and using their parts for cooking. Cooking is baked into the whole identity of the world, and players spend a significant amount of time cooking.

And yet, we were rejected from Steam's Cooking Fest twice before finally getting accepted. Just wanted to give a quick rundown of what I did so you can do the same (I can't guarantee the same outcome, but this is what worked for us).

I read through the eligibility criteria, confirmed that unreleased games were allowed, and knowing we were a cooking game, felt confident we were a solid fit for the festival.

Initial Submission: Rejected.

Okay, I noticed there's an official appeal button, so sent that through explaining why I think we're a good fit.

Appeal: Rejected.

After the official appeal was rejected, I decided to open a separate Steam Support ticket. I just politely made the case for why Elderfeast seemed like a good fit for Cooking Fest and asked why it was rejected from the festival. Heard back pretty quickly and while I wasn't given an explanation, I was told that Elderfeast was now eligible!

Obviously, I wouldn't recommend doing this unless you're confident your game actually meets the festival's eligibility criteria. But if it does, don't necessarily take an initial rejection as the final word.


r/gamedev • • 18h ago

Marketing 12k wishlists in 5 months, but it took 3 months to reach the first 4k. Here's what changed.

86 Upvotes

Hi everyone! We're a small indie team from Istanbul working on our first game, a cozy management sim. Our Steam page went live on May 1, and as of today we've just passed 12,000 wishlists. We spent around $500 on marketing in total, so most of what you'll see below cost us time, not money.

Here's our daily wishlist graph with every spike labeled , it'll make the rest of this post easier to follow.

Sounds good on paper, but most of these months were rough. Here's how it actually went, spike by spike.

May: our first Reddit post, then nothing

A few days after our page went live, our first Reddit post got us around 170 wishlists in a day. We thought we had figured it out. Then it dropped back to almost zero and stayed there for about six weeks.

We weren't sitting still during that time. We tried Instagram Reels, YouTube Shorts, TikTok, posted wherever we could. We sent a lot of emails to streamers and press. Almost none of it showed up on the graph. Every morning we opened Steamworks and saw single digits.

Late June to July: small wins

Geeklik X post: A Turkish gaming page shared us on X. First real bump after a month of silence.

Second Reddit post: A few days later, around 190.

MyPotatoGames Facebook post: Around 210 in a day. This was a paid post on a cozy games Facebook page, one of the few things we actually spent money on.

Each of these was a nice day, and then we were back to 20-30 a day. We also ran some small paid ads on X for a while. They brought a steady 30-40 a day while they were running and nothing after. By late July we were kind of starting to accept that this is just how it's going to be.

At that point, after almost three months, we were at around 3,500-4,000 wishlists.

August: the TGC video

We'd been emailing YouTubers and streamers for weeks. Most never replied, and a few of the ones who did asked for rates way beyond our budget.

And then the ironic part: the video that finally made a difference came from someone we never contacted. TGC found the game on their own and made a video about it. Here it is if you're curious.

We got around 820 wishlists in one day. And for the first time, it didn't just disappear the next day. We stayed above 250 a day for about a week and never really went back to zero after that.

September: Easily Distracted Games, and signing with a publisher

This one did come from our outreach. We had emailed Easily Distracted Games, and their video gave us around 420 in a day, then another bump a few days later. By then our daily baseline was around 100 instead of 5.

To put it in perspective: it took us almost three months to reach 4,000 wishlists. It took about one more month to go from 4,000 to 10,000.

Around the same time, at roughly 10,000 wishlists, we signed with a publisher. We're mentioning it because you'll see their name on our Steam page anyway, and because it matters when you look at this graph: everything up to that point, we did on our own.

What we learned

1. One Reddit post won't carry you. Each one gave us a good day, that's it.

2. Short-form video didn't work for us, but that's probably on us. Reels, Shorts and TikTok brought almost nothing. Looking back, we treated them like a checkbox. We never really studied what works on those platforms, and it showed in the quality. If we did it again, we'd either put real effort into it or skip it and use that time somewhere else.

3. The quiet months are the hardest part. Most of this graph is flat lines, and that's where we almost gave up.

4. YouTubers made the biggest difference by far. Our two biggest days came from two videos, and they were the only spikes that left us with a higher baseline afterwards.

5. Paid posts and ads help a bit, but it doesn't last. Good for a day or a few days.

6. Keep sending emails, but you can't control who finds you. Our biggest video came from someone we never contacted, our second biggest came from an email. So you kind of need both: make your game easy to find, and keep reaching out anyway.

7. Something changes after 5,000-6,000 wishlists. We don't really know what exactly happened, but after we got there people started noticing the game a lot faster, and we never really dropped below 50 a day again. Getting there is really hard. After that it gets a bit easier.

What's next

We're in Steam Next Fest next week, and the game launches on November 13. We have no idea what either of those will do to this graph. We'll come back and share the numbers either way, good or bad.

If you're in one of those flat stretches right now, refreshing Steamworks and seeing single digits: we've been there, for months. Don't stop. Keep posting, keep emailing, keep showing your game to people, even when it feels like nobody is listening. You never know which email gets answered, or who's going to find your game on their own. For us it took one video, and we'd never have gotten there if we gave up in June.

Happy to answer any questions in the comments!


r/gamedev • • 2h ago

Question How do you communicate short-term goals in puzzle game without relying on dialogue or UI?

3 Upvotes

When designing puzzle games, we sometimes run into situations where players understand how the mechanics work, but still wonder, “Why am I doing this?” or “What am I supposed to accomplish here?”

Aside from obvious cues like buttons, interactable objects, or blocking the player’s path, have you experimented with other ways of communicating the objective through the environment itself? For example, changes in lighting, scenery, or the state of the level?


r/gamedev • • 1h ago

Discussion Adding 1v1 to a small indie strategy game: how do you deal with empty matchmaking?

• Upvotes

I'm a solo dev and I just added online 1v1 over Steam to my lane strategy game. You get public or private lobbies with a code, plus a Quick Match button. I also put multiplayer in the free demo, so friends can play together without buying the game.

The tech side went better than I expected. My real worry now is player count. With a small audience, Quick Match will probably find nobody most of the time, and an empty queue looks like a dead game.

What I'm considering:

  1. Pushing private lobbies and "invite a friend" more than Quick Match

  2. Scheduled play sessions on Discord at a fixed time each week

  3. A bot or AI fallback after X seconds in queue (though I'm not sure players like that)

  4. Showing how many people are online, or hiding it when it's low

For those who shipped multiplayer in a small game, what actually worked? And is putting multiplayer in the demo a good idea, or does it split the few players you have?


r/gamedev • • 9h ago

Discussion How much should I budget for exclusive visual + audio assets?

7 Upvotes

I am creating a fixed point of view food vending game. So I would need visual assets for the food cart, food, characters, some world assets such as the background.

Audio as well. Im wanting human made, exclusive / made for me assets. Just curious what this would ball park around.

(if I keep finding the prototype to be fun)


r/gamedev • • 1h ago

Marketing My Unreal Engine plugins are 50% to 70% off right now

• Upvotes

Hey everyone! I'm an indie developer working on Unreal Engine plugins, and I wanted to share that three of my plugins are currently on sale on Fab.

I've been building these tools to make some common development tasks easier, especially for developers who don't want to spend too much time building these systems from scratch.

OneNode Save System

A Blueprint-first save system for saving and loading game data and Actors. It includes save slots, checkpoints, auto-save, asynchronous operations, compression, AES-256 encryption, version migration, automatic backups, corruption recovery, and multiplayer save support. It also provides an interface for cloud save providers.

Scar Achievements and Platform Services

A unified Blueprint API for Steam and Epic Online Services. It supports achievements, stats, leaderboards, friends, sessions, cloud saves, rich presence, overlays, and player information. One of its main features is that you can package your game once and publish the same build on both Steam and the Epic Games Store, with supported services routed according to the platform the game launches through.

ScarCore Communication System

A multiplayer communication system with text chat, voice chat, push-to-talk, quick messages, per-player muting, adjustable voice volume, and live ping information. It supports Steam, EOS, LAN, and dedicated-server setups.

I'm sharing these here in case any of them might be useful for your current or upcoming projects. They're my own products, so this is self-promotion, but I hope the details help you decide whether they're relevant to your needs.

They're currently 50% to 70% off on Fab until October 17 at 5 PM ET.

Links:

OneNode Save System: https://www.fab.com/listings/4d667e3e-b8e8-4013-8beb-e1c85c4023ec

Scar Achievements and Platform Services: https://www.fab.com/listings/ce45babf-2aa8-4473-8403-3f915b340bbc

ScarCore Communication System: https://www.fab.com/listings/4bc6ae0c-45aa-4cab-a1c6-a5df9d442f64

If you've used similar systems in your own projects, I'd also be interested to hear how you approached them and what features you usually look for in tools like these.


r/gamedev • • 14h ago

Question how to not burn out from drawing sprites and bgs and cgs and ui and holy moly my brain is melting?

11 Upvotes

i'm an artist, and i have a script written for a visual novel. i almost completed 1 character, however there are more 8 are coming, 10+ bgs, and these are all without mentioning cgs
seriously, i feel i'm loosing it, despite of having a simple artstyle (i still think looks bad and needs corrections after) and then there's a timeline and a just end up drawing 2-4 sprites per day, is so low, i don't know what to do, when i just sketching it feels so natural but when i need to make it fit and match the colors and do all these stuff to balance things out it's just making me go insane, help me

pals, maybe you have some advice?


r/gamedev • • 2h ago

Question Why Steam Wishlist?

1 Upvotes

So I’m developing my first game and I keep reading about the steam wishlists and I just want to make sure I understand the full pull of getting someone on a wishlist. Is it that once you do press release on your game, they get an email notification? Is that the one marketing exposure piece that’s comes from the wishlist or are there are things associated to it that I’m not seeing?


r/gamedev • • 3h ago

Question advice on the name of my mech game

1 Upvotes

hey everybody. so im currently soon exiting an early phase of development and finishing up some polishing on my mech game that I want to hopefully release a demo on Steam soon. Currently I am worried about the name of the game. The game's name is Mecha Striker for right now and my original thought process was that I like Mechs and I like strikers (from Blue Lock and soccer). Going to be honest, I had no idea that the robots in Mecha Break (a popular mech game) were called strikers. I am looking to maybe change the name before I make a steam page / demo launch. I am just unsure if this is something I should be worried about. Maybe I should just ditch Mecha in general and go with Robot? - for more basis on my game: you can have a fully customizable mech and you can pick up robot parts from either the endless mode (infinite waves with temporary perk upgrades after each wave kinda like a roguelite), or pick up full boss frames from arena style boss battles in the campaign. You can mix and match every single part of the mech and every weapon combination. That basically sums up my game. I am open to suggestions on potential names / if I should just keep the name how it is.


r/gamedev • • 3h ago

Discussion Has anyone tried the Play2Review website? Are their reviewers too friendly?

0 Upvotes

So far I had 15 people playtest my game on Play2Review. Most of them were very positive and spoke well of the game. And the few playtesters I have had outside of that had also mostly very nice things to say.

I am wondering however if reviewers on P2R are writing positive reviews on purpose because it increaseses their chances of the devs approving their reviews (which is what gets them paid).

The reason I am skeptical is that my game sits at 500 wishlists after 2 years of store presence and no marketing efforts are changing anything so I kinda think I have a dud on my hands. So why are the playtesting reviews so positive?


r/gamedev • • 3h ago

Question Would you play this game

0 Upvotes

Just a concept. I keep doubting if anyone would buy this. Im thinking of making an airline manager similar to the mobile game pocket planes, it would be top-down, have a more management aspect, and have actual airports. I would release it on steam and mabye release a mobile version if it does ok.


r/gamedev • • 13h ago

Discussion Advice for onboarding players onto competitive PVP games?

5 Upvotes

Most of the games I've made in the past have been minimal single player experiences where I can build the tutorial into the game or just gradually introduce mechanics and trust that players will be carried through. That's always felt like the elegant way to teach players the game.

But for the past year+ I, as part of a team of two, have been making something different: a PVP strategy game that is sort of a cross between Mechabellum and rugby. The 1V1 competitive format is where this game shines, and I've been play-testing with a core group who know the game in and out. As you can imagine, these players demand more and more complexity and I've been more willing to give it than I would be with past games I've designed. At this point I'm pretty happy with the direction.

I am now turning my attention to the new players who are overwhelmed by the game when I play-test it.

I'm faced with two problems:

  1. It's very hard to design a tutorial for a game that I've been immersed in for a year, for a game design that embraces complexity. I've gone with a conventional step-by-step tutorial that teaches the most basic things you need to know to play the game without getting into any strategy or depth. I'm at the point where I do need some play testers - so I figure, why not post it here as part of the discussion. If you click on 'tutorial' or any of two main play buttons on https://orbball.zone/, you'll be put into the tutorial.
  2. Building a longer term onboarding system into the game. A classic way of onboarding players onto competitive game is to give them a single player experience first. This is how a classic Blizzard RTS would have onboarded players. But I have read advice against this: it's a poor use of time and you'll fragment your player base. There are some other levers to pull, and knowing which are worth it is not something I have a good sense for: frontload players with bot matches with realistic AIs (hard to build)? Achievement systems (extrinsic rewards, ew)? Simply having faith that the core experience is good and players will learn through friends/videos/etc (I'm not Riot games)? Advice in this area would be great.

And before you comment about it: yes I know it's stupid to make a complex indie competitive PVP game. I've spent plenty of years of my career making safer games. I'd love to hear from folks who have worked on onboarding systems on more complex games: what works and what doesn't?


r/gamedev • • 5h ago

Discussion From Game Idea to Steam: 16 Genres, Real Costs & a Better Plan

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0 Upvotes

You have a game idea. How do you decide whether it is worth making—and whether you can finish it?

Join Dazao for a practical guide to planning a small indie game, especially a premium PC project. We compare 16 development paths, explore six gameplay loops, and work through audience testing, scope control, art production, engine choice, prototypes, and vertical slices.

A fictional project, Lighthouse Watch, connects the examples. You will also see how to separate project spending, living costs, and your own time; estimate break-even sales; track monthly cash flow; and plan a Steam release.

All budget figures are hypothetical examples in Chinese yuan (CNY). Platform fees quoted in US dollars are labeled separately. Historical success stories are reference points, not sales forecasts. Platform requirements reflect the source dates shown in the video.

What worries you most: gameplay, production, or budget? Leave a comment, like the video, and subscribe for more indie development discussions.


r/gamedev • • 1d ago

Industry News Video game industry believes EU Kids Act will drive small creators and old games into extinction

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1.3k Upvotes

A new law aimed at protecting children could kill off old video games and threaten small developers, industry trade groups have warned.

The EU Kids Act was unveiled by commission president Ursula von der Leyen last month as a chance to “give childhood back to our children” and put parents “in the driving seat”.

It would require videogames to be catered to children by default with stringent requirements including an eight-hour nighttime lock-out, a ban on screenshots, and guardian supervision.

Gamers wanting to play the full version of games would have to pass age verification checks to access features, like multi-player tournaments or mystery boxes. 

The European Commission is gathering feedback on the act with respondents quick to criticise the threat posed to videogame makers.


r/gamedev • • 22h ago

Announcement Retro fixed-width pixel fonts

9 Upvotes

For my old 8 bit computer I've developed several variants of 8x8 pixel fonts (and 8x10, 8x12 variants). If someone likes, you can reuse it for your projects:

https://github.com/tmssngr/8x8-bitmap-font

At the moment, they can be converted to binary (8 bytes per char) or to a file I use for defining the FPGA default memory content.


r/gamedev • • 18h ago

Discussion Backend Of Choice

4 Upvotes

All developers out here.

  1. What's your backend solution of choice ?

  2. Do you still roll out your own ?

  3. What all features you want for a backend solution to consider it complete and willing to pay for it ?


r/gamedev • • 17h ago

Question Whats the best drawing tablet for game art?

4 Upvotes

So, me and my friends are making a horror gacha game, and my shitty tablet can't run adobe after affects or live 2D or anything like that (It struggles with IbisPaint lol) so I need a new tablet for animating but I don't know where to start. I will be making 2D animation only, I am looking for something that hopefully will allow me to use adobe apps and Live 2D, as well as other apps (still need to settle on that).

I need it to be reasonably cheap, my budget is 'As low as possible' I don't have thousands of pounds to spend.

An important note is I don't have a strong PC to connect a drawing display to. I have a decent laptop, it runs Live 2D nicely but I have to uninstall after every use as it takes lots of storage and I REFUSE to delete Genshin. My laptop also has terrible graphics, but we move on, it runs things fine. After I have made animations I would likely directly send it to one or both of my friends who have powerful PC's. Ive heard the Wacom MovinkPad 11 is good, but would it run cutscene length animation?


r/gamedev • • 1d ago

Question Goal Oriented Action Planning vs Hierarchal Task Network Planning - anybody with NPC dev experience have an opinion on which is more effective for creating interesting combat AI that feel intelligent?

16 Upvotes

I'm in early design stages of developing some rather complex combat AI and I want to ensure I choose the right type of NPC decision making process.

I'm looking to develop enemies that feel like they work together, where each member of a squad of enemies has classes (medic, soldier, tech/engineer, etc), so I want their decision making processes to feel reactive to what is happening during combat to ensure they can effectively fulfill their roles, while also feeling like they intelligently know how to correctly approach a task/in what order to perform their actions.

Goal Oriented Action Planning

GOAP is of course very well known, you give an AI a task and a toolbox and they start picking the tools they need to achieve their task and you can end up with enemies that all feel very creative and "uniquely individual". If I hadn't heard of HTNP, I would have gone with GOAP.

Hierarchal Task Network Planning

My understanding with HTNP is that you have finer control over the order that decisions are made and that in doing so they seem to more realistically "think" about how to tackle a problem/in what order, but it produces less emergent/creative behaviors. Is this an accurate description?

--

Is my thinking here correct in that one isn't particularly better than the other, but that they should be used for different things? Would it be worth using one for one type of role, and another for another type of role?

It's a tough one to wrap my head around, would appreciate any thoughts, especially if you've used both. I just want to save myself the headache of R&D'ing the whole thing for a year and then learning the one I picked doesn't feel the way I want.

Thanks all, much love.


r/gamedev • • 59m ago

Question Playtesters love the temporary AI music I used as a placeholder, but my game is otherwise 100% human-made. What would you do?

• Upvotes

I know that anything involving creative work and AI is still super controversial. Now I find myself in a bit of a bind. I’ve been working on my indie game for a little over 2 years, doing everything myself and consciously avoiding AI. I'm really happy and proud of the result, and I'll be revealing it to the public soon (which is pretty nerve-wracking 😅 since it's my first indie game).

Since I don't really have any musical talent, I'm collaborating with someone for the audio. They are making the music and sound effects I need. The sound isn't ready yet, but I already have a few people playtesting the game. So it wouldn't feel so empty without music, I added some AI-generated music as a temporary placeholder. I was completely transparent about this with the testers, letting them know it was only there for testing and would be completely removed once the real audio is ready. Like I said, I want to keep my game strictly AI-free; even my code was written without AI.

Now, here's the catch: the AI music is actually hitting really well with the testers. Several of them have almost urgently asked me to keep the sound in the finished game because they feel it fits the vibe so well.

I’m not a big fan of AI in games myself—I've actually skipped playing certain games just because they used AI, so I 100% understand anyone who feels that way. At the same time, somewhat by accident, I've developed a bit of a soft spot for AI music myself. This happened by accident when I was listening to music without knowing it was AI-generated, and I thought it was great. When I found out it was AI, it was quite a shock, but I still listen to that music from time to time today, so I totally get where my testers are coming up from.

At the same time, I'm well aware of how deeply unpopular AI content is among gamers (except for code, which almost nobody seems to care about 😑).

Because of this, I thought about keeping the AI tracks in the game, but making them opt-in only (locked by default unless the player explicitly toggles them on). Like I said, this isn't about me trying to force AI content into the game or trying to save money or effort—my game will get a human-composed soundtrack, and that person will also get a very fair cut of any potential profits. My only goal is to create the best possible gaming experience for the players. I've worked really hard on this game, and it was super important to me to offer the best experience possible.

What would you do in my shoes? Remove the AI sound because it would turn too many players off, even if it's strictly optional, or make the AI sound optional and deal with the backlash that might come with it?


r/gamedev • • 1d ago

Discussion Honest question about abandonware

25 Upvotes

My favorite game of all time was a multiplayer rts called sid Meier's civil war collection. It had Gettysburg and Antietam you could play against a friend. It's too old to play today but with all this reverse engineering I hoped i might try bringing it back. What's the honest legality of abandonware for windows 95 games published on Internet archive?


r/gamedev • • 1d ago

Discussion I love game development, but I can't finish any of my projects. Why?

45 Upvotes

I genuinely love game development. I get excited about ideas and starting new projects, but somehow, I never seem to finish anything, even when I try to keep things small and simple.

The frustrating part is that I honestly don't know why. I can't pinpoint what's stopping me, and I haven't been able to figure out the pattern. I still love making games, but I struggle to turn that passion into finished projects.

For those of you who've experienced something similar, how did you figure out what was holding you back, and what helped you break the cycle?

I'd love to hear your experiences, especially if you went through the same thing and eventually found a way out.

I don't know if that would help, but I use the Godot engine for development.


r/gamedev • • 13h ago

Discussion I don't know how to improve

1 Upvotes

At the level I am i have the basic and some intermediate level stuff but I dont know what to learn anymore I can make someone move, ui and the rest of the basics in a game I can use a engine ive made a platformer and a simple roguelite.


r/gamedev • • 19h ago

Marketing Giving away a free PSX Asset Pack (Silent Hill Inspired Inventory) CC0

2 Upvotes

I'm releasing a free low-poly PSX Silent Hill inspired inventory asset pack for use in horror games or whatever other genre you'd like (a total of 14 with only 1 material):

  • Portable radios and tape recorder
  • First aid medkits and health drink
  • Shotgun with corresponding ammo
  • 9mm gun with ammo boxes
  • Flashlight
  • Old red cellphone (Not available) 
  • Knife
  • Axe (Not available)
  • Old analog camera (Not available)
  • Molotov cocktail

Only 1 material, texture size is 256x256.

If you have any feedbacks or wishes it would be much appreciated.

The files will be packed into one single .blend file.

License is CC0:

No need to attribute me, just make your game and have fun! Would love to know where you used it though to see your work but that is not required!

No AI was used in this project whatsoever. All textures were made by me in Canvas, GIMP or taken by photograph or ripped from Pexels or WikiCommons CC0.

Some assets were not available in the asset pack due to the model textures being wiped by accident in the process.

Link is here:

https://animimostudios.itch.io/psx-silent-inventory-starter-pack-1


r/gamedev • • 15h ago

Discussion A checklist toolkit to help your Steam page conversion rate!

0 Upvotes

Hey there,

I'm Matthieu Vitoux, Marketing Director at Nine Dots Studio with 10 years of video game experience - I used to post a lot of marketing tooltips a couples of years ago here and now I'm back at it.

Your Steam page is your strongest marketing tool to reach out to your audience and benefit fully from Steam.

And I grew tired of seeing indie dev launching unfinished Steam pages with no marketing support or opportunistic compagnies selling pseudo-Steam Store pages optimisation services.

So I did my own free checklist that you can find on my blog after registering - I'll post more news about game marketing soon.

https://stepupyourgame.blog/2026/10/14/steam-page-checklist/