Image 1 — I was 9 months working on new editor for my software ray-traced game (using own engine), just to improve its visuals. Here are some first before/after. Any feedback welcome.
Image 2 — I was 9 months working on new editor for my software ray-traced game (using own engine), just to improve its visuals. Here are some first before/after. Any feedback welcome.
Image 3 — I was 9 months working on new editor for my software ray-traced game (using own engine), just to improve its visuals. Here are some first before/after. Any feedback welcome.
Image 4 — I was 9 months working on new editor for my software ray-traced game (using own engine), just to improve its visuals. Here are some first before/after. Any feedback welcome.

I was 9 months working on new editor for my software ray-traced game (using own engine), just to improve its visuals. Here are some first before/after. Any feedback welcome.

My game is done gameplay-wise, however what was mostly criticized on it is that it looked like tech demo. I agree that game being software ray-traced was seriously punching below its visual potential, however my old editor was very simple and clunky to edit levels visuals comfortably.

I was working at nights on new editor, which would allow me to improve existing levels visually. I have finally new editor in usable state. These are just first 2 very simple introductory levels from the game, which I quickly improved with new editor.

Do you consider new visuals still being "tech demo" look or it already clicks "it's usable game art" feeling in you?

Please note, game is not using any HW acceleration. Every pixel is computed in C++ through costly ray-tracing. That's why it's not "full HD" nor "4K" and that's why it's low-poly, low-res. I try to balance that deficit with everything ray-tracing is offering for free (lights, shadows, reflections, etc..).

My game Steam page:

RTG on Steam

There're another screenshots there (still from old editor version).

u/Dante268 — 1 month ago
▲ 24 r/gameenginedevs+1 crossposts

Crunching on new editor for my software ray-traced game. Added orthographic projection.

Still crunching on RTG Editor, my internal editor for enhancing levels for my game, which hopefully I will release also publicly with the game.

Last feature implemented is orthographic projection, which is useful when precision is required (to align boxes with zero gap or overlap). Most useful feature in orthographic projection is resizing boxes by dragging their edges with automatic rounding to grid for snappy alignment. If one needs fine stepping, it's still possible by holding Shift while resizing.

In example animation, I added reflective back-wall into one of the levels very fast, thanks to new ortho view.

From technical details, my simple software ray-tracer is C++, engine and editor are in C#, both communicating through Interop. Ray-tracer is limited, goal is to have functional game with good fps, not photorealistic sceneries. I have still some optimizations in mind plus it's still single-threaded, so potential for perf boost is still big.

The game is sci-fi puzzle/platformer about a guy with no memories, stranded inside strange world, accompanied by some mysterious entities talking to him through terminals scattered in levels.

RTG on Steam
My Discord

u/Dante268 — 2 months ago

Screenshots from my retro looking sci-fi puzzle/platformer game.

Hi! I believe my post may be suitable for this subreddit as my game has both retro and CGI in its DNA.

I'm working on a game which is using my own software ray-tracing engine. The result of using this method is quite distinctive look of the game which may look like some old 90's renders (I would say something from 3DStudio 4 era). As I don't use GPU acceleration for rendering, the game is deliberately low-poly/low-res which is giving it its retro look, but it's combined with modern games shading (shadow castings, specular, reflections, per-pixel lighting, etc..), which was not possible in real-time on old HW before.

The game name is RTG. It's narrative sci-fi puzzle/platformer about a guy with no memories stranded inside simulation (in fact, being in simulation is excuse for "strangeness" of the game world).

Steam: https://store.steampowered.com/app/4032050/RTG
Discord: https://discord.com/invite/aRAsxCnPQ5

u/Dante268 — 2 months ago
▲ 30 r/IndieGameWishlist+3 crossposts

I'm slowly advancing with editor for my software ray-traced game. It's not much, but it's made from scratch, C#/C++, software rendering. Highest level lib I'm using is WinForms for editor UI. Recently, I added resizing boxes by dragging faces.

I will want to release editor with game, so it will be possible to improve existing levels visually or later create whole new levels (game is puzzle/platformer). I plan to reuse engine with editor for creating some other simple games using my software ray-tracer.

u/Dante268 — 2 months ago

Anti-marketing rant. How promoting a game can eat solo devs alive.

Hi solo devs,

not sure, how you're bearing with promoting your games. Last month was for me very revealing and heavy because of that. I wrote devlog about that, so I'm posting here its edited version, to maybe start discussion or to know if you have similar feelings when dealing with promoting your game, apart from developing it.

Last month I was on emotional rollercoaster, reason being promoting my game. I wanted to try what can suit me, and if it's possible to have some steady wishlists income from some type of promo. I ended up totally exhausted, demotivated, and with feeling of loosing myself.

Problem was not in being unsuccessful, problem was the process itself. I made TikTok account to start promoting the game with short vertical clips as I have already tons of materials which I can edit. Another advantage was that I was able to reuse those verticals directly for YouTube Shorts. And from pure numbers perspective, it was not bad. After 2-3 weeks of posting, I had some 110 followers on TikTok (albeit 80-90% just other indie devs), dozen of new subscribers on YouTube, cumulatively tens of thousands of views, probably around thousand likes and that converted to around dozen of wishlists. Conversion rate was quite bad, but there was tangible growth of audience.

However, I felt something inherently wrong with the process. Something which eats solo developer alive.

Toxic hook: algorithms for TikTok and YT Shorts are not designed to help you discover your game. They're mainly designed to keep you hooked. I found myself being tempted to do "one more short", rather than coding very shortly.

Amslico dealer: with everyone on platform doing lot of daily postings, I stopped feeling that nice nerdy vibe of indie developing. Videos boosted with AI, big proclamations, lot of shiny packaging, but little of substance. Trying to "promote" my game there got me feeling of being some insurance dealer.

Horrible for solo dev: by being on many platforms, I found that micromanagement of keeping your online presence, updating pages, uploading videos, takes brutal amount of time. In fact, it ended up that way more time was eaten by that micromanagement than was left for coding. And what's worst, my motivation to keep coding, to develop the game itself, went down. Bigger indie studios have dedicated people for that, even small indie teams can still somehow manage, one guy/gal taking care of socials. But if you're solo? My first idea when I realized that was: I never subscribed for that sh*t.

F*ck off Zukowski: this is bold I know. Every indie dev, which wanted to promote his creation eventually ran into "How to market a game" from Chris Zukowski. I'm not saying that what he's proposing doesn't work, it's quite oppositely, I think it works well. But in my case, following it, I went from happy developer to sad developer very quickly. So no thanks, I rather prefer to gather pieces of myself back together and instead of doing tons of crap which I don't like, I want find back my motivation to do again what I like. I'm in position where I don't rely on sales from my game (which is luxury compared to many other indie devs), so given that, I rather sell measly 10-20 copies of my game, but not loose my soul and enthusiasm in the process.

New promotion stance: I'm not saying that I will not to promote my game anymore, but my new stance is: "I will promote only in way which suits me and it's not detrimental to developing process".

I deleted my TikTok account, I deleted all YT Shorts, I deleted my IndieDB account and archived all my entries there (you can't delete game page on IndieDB, even if you're the one who created it). I deleted devlogs from itch.io and kept only base page for game (as demo binaries hosting). Reason: I wanted to make that step, when I purposefully shrink my online/social presence, shrink number of pages/accounts to manage/update/upload, even delete what was done and cost me some time (looking at you "sunken cost fallacy"), and by this, have some foundation to restart development in more healthy way and refocus on development, away from micromanagement.

So, in last month, I made one big lap with lot of effort, but the game itself moved exactly by zero. I just edited lot of short vertical videos, which I flushed into toilet later. But at least I ended up with cleaner air. I tried. And it didn't work for me. So, I'm moving on with that crappy experience thankfully behind me.

reddit.com
u/Dante268 — 4 months ago

¿Qué significa ser zurdo? (una reflexión)

Edit: no soy hispanohablante nativo, no he sabido que "zurdo" se usa como insulto en jerga política, para mí, eso fue la versión corta de "izquierda". No puedo cambiar título, pues lo escribo aquí y corrijo el texto.

Edit 2: leyendo comentarios, mayoría que se proclaman "izquierda" son de verdad "zurdos". Primero te dice que eso no es izquierda real, que sus valores son otros, que lo comprendo malo. Después te dicen que está bien quedar encarcelado por estatus en Facebook y comienzan con gaslighting pq el problema soy yo. Pues, puedo decir, lo he comprendido muy bien, "queridos zurdos".

Texto original:

Para mí, esencia número 1 de izquierda está en "saber mejor que hacer con tu propio dinero que tú". Puedo daros un ejemplo:

Por tu propio dinero construyen en tu barrio un centro para ilegales, mayoría es gente con antecedentes desconocidos. Ya no puedes salir de la casa y estar seguro. Si tu ejerces tu derecho de libertad de expresión y dices que no te gusta esa idea, pues por tu propio dinero pagan a una señora en tele pública que te llama facha. Si dices que no quieres que tus impuestos públicos se desvíen por tal manera, esta señora (pagada por tú, no olvides) te llama una persona mala y que hay que reeducarte. De nuevo, "reeducación", claro, es pagada por tu propio dinero, dónde hay que pagar a personas "buenas" que saben mejor cuál opinión es buena y cuál ya no es.

Pues, esencia número 2 de izquierda de día de hoy está: "abusarte psicológicamente por tu propio dinero". En inglés, eso se llama "gaslighting" y en mundo de izquierda moderna, entre otros, tú tb pagas por gaslighting a nivel estatal contra tú mismo.

reddit.com
u/Dante268 — 4 months ago

I'm working on a game, which even if not full retro, has retro look because I use software ray-tracing for render (no GPU acceleration), so it can give look of 90's renders or CAD-s. Even if tech is bit eccentric, game has strong gameplay and story. (note: last image is from game's editor)

Game's name is RTG. It's sci-fi puzzle/platformer about a guy with no memories, who will soon find out he's inside computer simulation. Pivotal gameplay is solving puzzles, but there are also few platforming parts. Puzzles start super easy but are quite challenging later.

You can wishlist it on Steam: RTG on Steam

Steam page has bit outdated trailer / screenshots. Actor is no more just blue stick, but has an eye which do wink-wink time to time. :) The game is gameplay-wise or story-wise done, but I'm still working on graphical improvements as currently it looks too much technical.

u/Dante268 — 4 months ago

I'm crying. First wishlist after 13 days of social media posting. Last wishlist before was May, 29th. I know I have reserves in my game presentation. Capsule, trailer are interim. I present now more tech stuff than gameplay, but still I thought I'm cursed. This vid on TikTok broke the curse. WL: 97.

All in all, it's hard as fk to find target audience for my game. Genre is sci-fi puzzle/platformer, not very popular. Moreover, I'm using own engine with software ray-tracing, but most players don't know, don't care, for them it's nerdy, technically looking thing and they will prefer any game in Unity, even placeholder with some free assets thrown in and minimal coding.

For next: I will try to make game more visually appealing (procedural backgrounds, particles and give game more consistent coloring across levels) and promote more gameplay/story parts to appeal a bit more to regular players. But I still want to retain this tech side of game, but not as first selling point. Cause it's satisfying if someone who knows a bit of tech will choose the game just because of that.

Hopefully, in another 2 weeks it will be 98 and not 96. 😄

u/Dante268 — 4 months ago

Hi! This is my first post here. I'm working on a game using my own engine. Editor and gaming logic are C#. Renderer is software ray-tracer done in C++. Now, I'm making new editor from scratch as old one was "scratching from the bottom of the barrel" for some time already.

I want to release new editor publicly with the game. Either for visual modding of existing levels or creating new levels. I'm moving both engine and editor in direction that it will be more general purpose, so eventually it will be possible to make in it other games, not just levels for my current game.

Game in making is called RTG. I plan to release it on Steam this year.

youtube.com
u/Dante268 — 4 months ago

My software ray-traced game (with own editor). Ray-tracer is quite simple, written in C++, important for me was fps, so looks is not top notch. More implementation details in body text.

  • Ray-tracer is C++, no GPU acceleration, all other logic is C#
  • only allowed shape is AABB
  • I don't have full BVH, just simple manual grouping to clusters (for simple puzzle/platforming it suffice)
  • for now, it's only single-thread (I plan do MT, to be able boost visuals more)
  • apart from classic phong model lighting and shadow casting, I have only reflections. I'd like to add refractions as well.
  • I have some perf measurement there. On 1 thread of my old Ryzen 3600, I can have around ~100 millions ray vs box intersections per second (MBIsec/s). So with full MT, with newer CPU-s, I can count to be somewhere in 1-10GBIsec/s range, which is 2 orders of magnitude lower than 5090 (plus of course, my ray-tracer have much easier work with AABB only and very simple scenes, thus full arbitrary geometry and complicated scenes can knock down one order of magnitude more)
u/Dante268 — 4 months ago
▲ 18 r/gameenginedevs+4 crossposts

My game´s not exactly horror, but it has bit of dark atmosphere in some levels, so maybe it´ll be appreciated here.

Game engine is mine own, that's why this simplistic-retro look.

u/Dante268 — 5 days ago

Me, trying to reach 100 wishlists after being practically flatlined for 4 months in row. Anyone else to relate?

u/Dante268 — 5 months ago

Presentation of my (still WIP) narrative sci-fi puzzle/platformer about a guy with no memories stranded inside simulation. Story, gameplay mechanics, technical info. Using own engine and software ray-tracer. Link in body text, other media in my bio.

RTG on Steam

It's WIP. The game will be upgraded visually still (mainly addressing empty backgrounds), however gameplay-wise and story-wise it's done.

u/Dante268 — 5 months ago

Presentation of my (still WIP) narrative sci-fi puzzle platformer about a guy with no memories stranded inside simulation. Showing a bit from story, all gameplay & puzzle mechanics plus some technical info about the game.

If you find it interesting, relevant links are in my bio.

youtube.com
u/Dante268 — 5 months ago
▲ 1 r/itchio

Hello Community. I dropped on itch some time ago early demo of my narrative sci-fi puzzle/platformer game "RTG". Made it in C#/C++ (own engine with software ray-tracer). Also, if you're fellow dev, interested in new connections, if you give me follow, I'll give you follow back. Link in body text.

My profile: VDIndie - itch.io

The game is about a guy with no memories, stranded inside simulation. It's narrative puzzle, so apart from resolving puzzles and moving forward, background story (found through terminals, not much different from Talos Principle) is strong element of the game.

Demo is early and does not represent final visual state of the game. That's why it's only on itch now, not yet on Steam.

u/Dante268 — 5 months ago

Today made my 2nd vertical format video for YT shorts / TikTok, tried to rectify errors I made in first vid (being slow, not catching attention in first 2 seconds). I think I still have lot of reserves. What do you think?

It's quite exhausting making promo vids and develop your game. Of course, still having day job and family. Started as hobby, ending like challenge.

u/Dante268 — 5 months ago

Sharing also mine "wishlist story". I'm on 92 after 7 months of making store page public. It's true that I'm not very active on social media. More details in post text.

Most wishlists I made in first 1-2 months after making page public.

First was organic boost of Steam in first week or two of page being public, then part of wishlists came through one Discord server were I was promoted by admin, who liked and reviewed my previous game. Last bunch came from Czech & Slovak Games Week event in Nov 2025 in which I participated.

Since then, I made maybe 15-20 wishlists in 6 months, with my occasional (and many time low quality) social media posts, where I basically just recycled old animated gif/webps.

My self-confidence is quite low TBH, but I know there's rationale to it. Tons of games competing. My game has quite nerdy gfx, probably will need bit of improvement. And as I said, I'm not very active on social media and I'm just learning to post higher quality content.

Hope my info will find someone useful, and if anyone has some advice, will be glad to read it.

I'll buy bottle of high quality cognac when I'll reach 100.

u/Dante268 — 5 months ago

Hello. I'm finishing narrative sci-fi puzzle/platformer called "RTG" about a guy stranded in simulation. Struggling with wishlists a bit (currently sitting on 90), so I'm trying to spread a word. Here's screenshot from my Steam page, link is in body text. Will be happy for any feedback.

Link: RTG on Steam

Edit / AI clarification: in screenshot, you can see that game is tagged with "Artificial Intelligence". This is almost toxic tag. I did NOT use AI in game's creation (except for texts proof-reading). It's honest C++/C# work in own editor and own engine. The tag is there because game's antagonist is AI. But I'm thinking about removing that tag completely as many can understand it wrong and consider the game AI slop.

u/Dante268 — 5 months ago

Opinion needed. Is there some progress in my store capsule art or is it bad? First is old header capsule, then new, then old main, new main, old vertical, new vertical. I'm coder, not artist. Old capsule was tmp (screenshot + logo). I finally learned Krita, and spent some time with it. No AI.

Feel free to be honest. At least I can adjust my expectations. Thanks for any feedback.

Edit: regarding genre, it's narrative sci-fi puzzle/platformer.

u/Dante268 — 5 months ago