My 5.6 Sol Ultra with no input decided to send messages cross-context to other agents - whoa
▲ 75 r/codex

My 5.6 Sol Ultra with no input decided to send messages cross-context to other agents - whoa

This was the coolest moment of AI-assisted dev so far for me. I'm working on a PC game (called Luminids, a colony sim) and two of my context windows just started coordinating with each other without being asked to, and sending messages back and forth. Now they're working in sync across stage gates and acceptance criteria, holding for one another and helping one another..

In this instance - agent #1 even "saw" that agent #2 had a capacity issue (the model error) from OpenAI and nudged it back online without me.

Kinda spooky, and fun.

u/Hostarro — 1 month ago
▲ 14 r/playtesters+1 crossposts

I added anonymous telemetry + in-game feedback to my Godot game for a Steam playtest: the stack, the architecture, and the gotchas that bit me

Game is Luminids for those interested to sign up for playtest: https://store.steampowered.com/app/4070510/Luminids/

I'm about to run a Steam playtest and I realized I can't rely on hand-written feedback. Most players won't write anything, and I can't reproduce bugs or perf issues on hardware I don't own. So I built a telemetry + feedback pipeline. Sharing the approach and the mistakes in case it saves someone time.

The goal: know where players get stuck, what they enjoy, where time goes, and how it runs in the field without costing frame time or collecting any PII.

The stack:

  • Aptabase for product analytics — open-source, privacy-first, EU region, generous free tier (20k events/mo, then ~$10/200k). It has a Godot SDK; I made a tiny client (batched HTTP POST via HTTPRequest) for more control.
  • Discord webhook for in-game bug reports — a pause-menu button opens a form (free text + screenshot), which POSTs straight to a private channel. Zero backend.
  • Reused my existing hitch/FPS recorder to ship perf-by-hardware data - the one thing you genuinely can't get any other way.

The architecture:

  • One rule on the game thread: only ever append a tiny struct to an in-memory buffer. Never touch disk or network there. A background flush batches it out every ~20s and on quit. My track() call benchmarked at ~2µs.
  • Aggregate on-device, don't stream. Instead of an event every 10s, I accumulate counters (time-per-activity, feature usage, a coarse dwell grid) and emit ONE summary event at session end. Analytics tools want rollups anyway and it keeps you under free-tier caps.
  • Local-first: everything also writes to a self-contained JSONL file locally, so nothing's lost if the network drops and I can debug the whole thing offline.
  • Godot-wise it's 3 autoloads, ConfigFile for secrets, HTTPRequest (threaded) for the cloud, and a dedicated Thread for the local writer.

Privacy: a random install UUID: no Steam ID, no IP, no PII → stays outside GDPR/CCPA, shipped opt-out with a first-launch toggle (the Hades "Transmit Data" model). The great feature is tying anonymous survey answers to the same install_id as play data, so "this felt confusing" correlates with "used 2 of 8 systems and bounced early."

The gotchas that bit me (learn from my pain):

  1. Measure, don't assume. My "harmless" local JSON flush was 7ms on the main thread every 20s: a periodic hitch. Moved it to a writer thread → 17µs. Only caught it because I benchmarked it.
  2. Aptabase props must be flat scalars: nested dicts get coerced to the literal string "{Object}". Flatten to dotted keys.
  3. The async cloud sink loses the final batch on quit (the process exits before the HTTP finishes): and that's your session-summary/end events, the richest data. Flush synchronously at quit.
  4. Debug vs Release split: Aptabase separates data by an isDebug flag (OS.is_debug_build()), so dev runs don't pollute prod. Gate cloud egress on OS.has_feature("release"/"template") so the editor never sends.
  5. Export gotcha: non-resource files (my secrets .cfg with the keys) aren't packed unless they're in the export preset's include filter. The code shipped; the keys didn't. Silent local-only fallback.

Biggest lesson though: the best colony-sims (RimWorld, Factorio) learned more from watching newcomers play than from dashboards. Telemetry tells you where players stall at scale; watching tells you why. I hope to do both.

Happy to answer questions.

u/Hostarro — 1 day ago

How do you write game music that lets the player breathe?

This is a small main menu moment from Luminids, with the intro track by the composer that works with me. He's a fantastic chap who has delivered many award-winning games.

The goal is not hype, drama, or urgency. It’s calmness. Stillness. A gentle invitation into the world. I’ve been thinking a lot about how game music can help inspire the player emotionally before they even press start.

What are your favourite examples of main menu music that instantly made a game feel safe, magical, or peaceful?

Steam for those interested: https://store.steampowered.com/app/4070510/Luminids/

u/Hostarro — 2 months ago
▲ 79 r/VoxelGameDev+2 crossposts

Luminids trailer - cozy voxel world builder with tiny companions and a world to discover

Hey everyone, I’m Nick, solo creator of Luminids.

I’ve been working on a new gameplay trailer showing exploration, building, weather, top-down/first/third person camera, and the little Luminids starting to feel alive.

Would love to know if the vibe comes through.

Check us out on Steam and Kickstarter:

Cheers :)

u/Hostarro — 2 months ago

Destroy my Luminids trailer - does the game hook come through, or does it just look like pretty walking?

u/Hostarro — 2 months ago
▲ 200 r/VoxelGameDev+2 crossposts

I simulated rain drops using Godot's particle system + Ripple VFX on the terrain shader - this is the end result

Good fun as an innovation project! Came out really well, loving the vibe. :)

Game is Luminids for those interested: https://store.steampowered.com/app/4070510/Luminids/

Solo dev and founder of the studio in Cambridge UK.

Happy to answer questions on the shader or process!

u/Hostarro — 2 months ago
▲ 76 r/gamedevscreens+2 crossposts

I put the real Milky Way into my cozy game sky (part 2, video)

Hey folks - following on from the screenshot and feedback, I stylized the sky and milky way a bit further.

I put a real-life photo of the Milky Way and tucked it into the night sky of Luminids. It's fun to do stuff like this as an indie dev.. think outside the box and make it come to life; the dream!

Hope you enjoy :)

u/Hostarro — 2 months ago
▲ 311 r/gamedevscreens+2 crossposts

I downloaded an ultra high res image of the Milky Way from NASA and put it in my sky

Tiny visual experiment for my indie game Luminids.

I wanted the night sky to feel bigger than the little world beneath it, so I tried using an ultra high-res Milky Way image as part of the sky treatment.

Still tuning the moon, atmosphere, and how “real” it should feel against the stylized world.

Curious what people think: feeling the vibe? 😄

For those interested - playtest is VERY soon. Wishlist and sign up here:
https://store.steampowered.com/app/4070510/Luminids/

u/Hostarro — 3 months ago

API Error: Server is temporarily limiting requests (not your usage limit) · Rate limited

Oof, rough day. I feel like I run from plate to plate to get it back spinning again. Queue Benny Hill.

reddit.com
u/Hostarro — 3 months ago

Luminids | Cozy colony sim about emergent beings of light (Unedited footage)

Hey folks - I'm Nick, the creator of Luminids. Decided to just post up some raw footage rather than a curated video, so I’d love feedback on whether the world feels alive, readable, and cozy to you as yet. For now only Astra is in these videos, none of her friends yet!

This is a shorter night video and the other is a longer 10 minute video (at the bottom)

Just recently made a migration to TextureArray which has been fun, and some new music from our composer in this video.

Playtest coming very soon - feel free to sign up on Steam for that.

Hope you enjoy!

Other video herehttps://www.youtube.com/watch?v=wlAUBNdpACc&t=1s
Main websitewww.luminids.com

youtube.com
u/Hostarro — 3 months ago

Luminids | Cozy colony sim about emergent beings of light (Unedited footage)

Hey folks - I'm Nick, the creator of Luminids. Decided to just post up some raw footage rather than a curated video, so I’d love feedback on whether the world feels alive, readable, and cozy to you as yet. For now only Astra is in these videos, none of her friends yet!

Just recently made a migration to TextureArray which has been fun, and some new music from our composer in this video.

Playtest coming very soon - feel free to sign up on Steam for that.

Hope you enjoy!

Other video here: https://www.youtube.com/watch?v=migeVPT8nxU
Main website: www.luminids.com

youtu.be
u/Hostarro — 3 months ago
▲ 3 r/codex

I was working on my game Luminids and asked GPT 5.5 for a concept picture - this is what I got for some reason

Er.. my game is about cozy worldbuilding emergent beings called Luminids. I was working on some concept work for my tools and character models - like swinging an axe. I said show me a mockup of the character with an axe.

This is what GPT 5.5 extra high produced.

Consider me confused. :D

u/Hostarro — 3 months ago

Luminids - a calm colony-building game about little beings of light

Hey everyone,

The pre-launch Kickstarter page for Luminids is now live! Luminids is a calm colony-building game where you guide a growing community of small beings of light.

The idea behind Luminids:
I wanted to make a game that feels peaceful, alive, and meaningful. It's about emotional first gameplay (taking care of the little guys), wellness and stillness. A world where you shape the land, care for your Luminids, watch them build, explore, learn, and slowly grow into a little civilisation of their own. The Luminids are built on an emotion-first decision making system which means if they're feeling lazy or busy with their friends; they'll tell you to bugger off. ^^

It sits somewhere between cozy colony sim, world-building sandbox, and gentle adventure. Inspired by Creatures, Chao and my love of Nintendo games.

You can switch between a top-down colony view, first-person and third person cameras, so you’re not just managing the world from above: you can step into it, walk among the Luminids, and experience the place you’re helping them create.

The Kickstarter is here:
https://www.kickstarter.com/projects/luminids/luminids-a-calm-colony-building-journey

The main goal right now is to build early support, get more people following the project, and hopefully give Luminids the best chance of becoming the full game I believe it can be.

If it resonates with you, even just following the campaign helps a lot.

Happy to answer any questions, and I’d love feedback from anyone who enjoys cozy games, colony sims, or strange little worlds with heart.

Website: www.luminids.com

kickstarter.com
u/Hostarro — 3 months ago
▲ 81 r/VoxelGameDev+2 crossposts

I got my most amount of Wishlists from a static image and a £50 campaign

Hey folks - creator of Luminids (www.luminids.com) here.

Wanted to share a good result and how I did it: 500 wish lists from a £50 campaign on Reddit.

I've experimented a lot with short form media and content across all the major social platforms - this so far is the best ROI for me. Shockingly, it wasn't a video; it was a static image - an infographic I made of the game, with some variable text adds (A/B stuff on reddit) being shown.

In a world where everyone is so desperate to create videos and reels, it seems people are exhausted with so much video content, and surprisingly a simple static image has been my best performer.

I know it sounds like common sense, but surprisingly I thought static images would perform the worst and didn't experiment even.. Hope this helps folks out there pushing their game!

u/Hostarro — 3 months ago
▲ 59 r/codex

Hmm.. I ran through my GPT Pro credits this week for the first time ever. Familiar story I guess as I've seen a lot of posts on here about it.

I decided to buy £40 worth of credit top up - thinking it would last at least a few days.. it lasted 30 minutes.

I was running 2 threads of GPT 5.5 Extra High - coding against an organized, mature codebase.

I'm guessing they're tweaking the costs of everything at our expense as consumers, but wow, there's no way I'd ever hand over more money for a credit top up if the cost is £80 an hour to run 2 agents.

reddit.com
u/Hostarro — 4 months ago
▲ 5 r/playtesters+1 crossposts

Game Title: Luminids
Playable Link: https://store.steampowered.com/app/4070510/Luminids/
Platform: PC/Steam
Description:
Hey all - lead dev and creator of Luminids here. (www.luminids.com)

I’m looking for playtesters for Luminids, a cozy world-building game where small beings of light build and grow a world with you. You plan from above, then step into the world in first person. I’m trying to find out whether the core loop feels calm, readable, and emotionally engaging.

The game is a love letter to Creatures and Chao and it has been a joy to work on it so far.

Looking for feedback via the in-game form or on our community Discord once play testing is live. I hope to launch the play test towards mid to end of May.

Free to Play Status: Playtesting**,** free
Involvement: Creator and lead game director.

u/Hostarro — 4 months ago