r/gamedev • • 16h 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.

3.6k 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 I originally made DayZ, and now run a New Zealand game studio called RocketWerkz, as well as a new gaming distribution platform called Ahwoo.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 • • 4h ago

Discussion Tripo AI False Advertising with my 3D Art

114 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 • • 4h ago

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

68 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 • • 6h ago

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

45 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

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

20 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 • • 3h ago

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

8 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

Question Gaming Industry Career - bad choice?

6 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 :/


r/gamedev • • 9h ago

Discussion Last year, I shared that I'd started developing my first game. Here's how far I've come since then! 🙋‍♀️

6 Upvotes

Hey everyone!

Last year, I made a post here about starting my game development journey and working toward releasing my first game.

A lot of time has passed since then, and I've learned and grown so much along the way.

I've had to redo so many things in my game, sometimes more than once, but every time I did, I learned something new. It's been an incredibly exhausting and challenging journey at times, but also one I'm genuinely grateful for.

Along the way, I've collected a lot of feedback from players and kept revisiting and improving the game based on what I learned. I ended up reworking almost everything, from the UI and ocean visuals to the core gameplay loop and many of the design decisions. At some point, it honestly felt like I was developing the game for a second time!

One of the biggest lessons I've learned is how differently players can experience a game compared to the person developing it. Things that seemed obvious to me weren't always obvious to someone playing for the first time. It really changed how I think about onboarding and communicating objectives to players.

Recently, I finally reached a point where I felt ready to make a new trailer for the demo (https://www.youtube.com/watch?v=sQrdbMBwpfU). Looking at the old and new versions side by side honestly makes me so happy. Sometimes it's hard to notice your own progress when you're working on something every single day!

I don't know if this game will ever earn enough to make up for all the time and effort I've put into it. Maybe it won't. But the things I've learned throughout this journey have already made it worth it to me.

I know I'm still at the beginning of my game development journey, and I hope to keep learning, improving, and creating better games in the future.

I'm currently planning to release my first game, The Borderless, in Early Access in January 2027. I really hope things go well. Wish me luck!

If anyone remembers my old post or has seen the earlier version of the game, I'd genuinely love to hear your thoughts on how it's changed.

Wishing all of you the best of luck with your own projects, too!

Take care, everyone!


r/gamedev • • 15h ago

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

6 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 • • 16h ago

Question advice on the name of my mech game

6 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 • • 22h ago

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

8 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 • • 6h ago

Question State machines and events, why not use both?

5 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 What makes a rpg battle fun?

4 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 • • 2h 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 • • 10h ago

Discussion How I changed game musing mood with a slider

4 Upvotes

Few years ago I collaborated on a game that eventually got nowhere but part of the game was need to have a "happy" and "evil" version of a same song and gradually fading between them depending on what was happening in the game, the composer did some trickery with minor/major chords and I did the fading part with a slider. Both versions of the song must be exactly same length to not loose sync. I made this web demo where you can try it, it's just a slider that gradually changes volume between the versions of the song, it's really simple but surprisingly effective.


r/gamedev • • 14h ago

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

4 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 • • 3h 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 • • 2h ago

Marketing Prototype Trailer 0.3.1 - Looking for feedback!

Thumbnail
youtube.com
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!


r/gamedev • • 6h ago

Question How do you make the UI for a life simulator that teaches language clean?

2 Upvotes

I am trying to make a game to teach Mandarin through living in Taiwan. There seems to be a lot needed on the screen, like dialogue, quests, a map, inventory, and language learning tools, but how do I not overcrowd it while keeping it useful?

I don't play games a bunch so I am not familiar with a lot of what needs to go into a game to make it look good and consistent with game styles.

I want the game to feel like you're actually living in Taiwan rather than constantly being reminded that you're learning a language.

Are there any games with UI that you think I should look at or things I should avoid?


r/gamedev • • 20m ago

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

• 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 • • 27m ago

Discussion Each of player that played my demo was added it to wishlist?

• Upvotes

Week ago i shadow drop my demo and from this time its been played 58 times (10 from this are probably me and my friends who added the game to wishlist before). And in this time i got 49 wishlists additions.

Is it good result for shadow drop without promotion?


r/gamedev • • 1h ago

Question CrazyGames won’t let me pull my game, and I’m thinking of going Poki exclusive

• Upvotes

Hey all, my 6-level HTML5 game got a Basic Launch on CrazyGames and hit about 1,600 plays with 4.5 min average playtime (average time to complete all current levels) in 4 - 5 days. I want to take it down from there and pitch it to Poki. Problem is CrazyGames hasn’t answered my removal emails in 3 days and there’s no deactivate button.

  1. How do I get it removed if support keeps ignoring me?
  2. Anyone worked with both? Which pays better long term?
  3. If scrapers already copied the build, does Poki care?
  4. Also, if I keep it there on CrazyGames, change the name and colors, swap some levels and add a few new ones, will poki consider it web exlusive or not?

r/gamedev • • 2h ago

Discussion How is it like to work as Game Developer?

1 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 • • 3h ago

Discussion 20 years ago: Motion Portrait at the 2006 Game Developers Conference

Thumbnail
youtu.be
1 Upvotes

Yes, this is me speaking Japanese and eating bugs (!) This looks to be early, real-time performance capture tech. The Polar Express had just come out at the end of 2004, so this was a big deal for video games.

The video was shot using a Sony Cyber-shot P41 digicam at 640x480/12 frames per second.


r/gamedev • • 6h ago

Question Advice for exporting sprite sheets to an engine

1 Upvotes

Hey yall, as the title would suggest, I need some help with adding my pixel art sprite sheets to my game. I'm using an engine called Fighter Factory, and I'm making my sprites via libresprite.

I don't know why, but everytime I add a sprite sheet into the engine, it ends up looking extremely blurry. I've tried essentially everything, but it always looks blurry. Does anybody know a potential reason or fix for this? Thanks in advance!