A question for tester

Hello everyone. I would like to ask a question to you. I am developing a game. While developing it i realize that taking place on youtube so difficult. An after making lots of discussions with game developers i open a youtube channel. But this channel is not a standard channel. Here channel does not create any content, content is being created by developers and game reviewers.

So question is that, now only developers and gamers can create content but what if we add this list to testers? Would you intersted in? Would you create content about indiegames? Because of many developer is there it may help u to find new games to test. So what do you say is it a good idea or not? I do not give channel name because i read from rules it may be cause problem. I am here to get your opinion.

reddit.com
u/Hyaena81 — 2 days ago
▲ 95 r/gamereviews+8 crossposts

Instead of waiting for YouTubers, why not build our own channel?

Hey everyone,

I'm currently at a stage where I'm reaching out to YouTubers to share my upcoming game's trailer, and now ı see that it is harder than ı thought.

Most of the time, I simply don't get a response. When I do, it's often a paid promotion offer, which is completely understandable, but difficult for me as a solo developer with a very limited marketing budget.

Is this a common problem or only ı have this difficulty?

This situation let me start to thing, and I'm genuinely curious whether it's actually useful or completely pointless.

What if there was a dedicated YouTube channel focused exclusively on indie game content which created by developer?

The idea would be simple:

  • 100% focused on indie games.
  • Developers create their own content and keep full control over it.
  • Free submissions through a simple form.
  • Trailers/contents will be organized by genre.
  • No paid placement or priority system.
  • All submissions are welcome, but trailers must meet a basic quality guidelines (clear trailer, readable text, audio quality, etc.) to ensure viewers can expect a consistently good experience.

So expectation is dev. will make a content about their game. only trailer is also okey but making a small speech may increase the quality of video and there will be a fix comment on video that dev. will answer questions about game.

The obvious problem is that such a channel would start with exactly zero subscribers, so ıf devs will support channel it my have a chance so we can release our contents in youtube more easily.

So I create this channel. https://www.youtube.com/@IndieGameInn

What do you think? Does this idea would work? Would you consider sharing your game on a channel like this? Why or why not?

u/Hyaena81 — 5 days ago

Would an indie game trailer channel solve a real problem, or am I overthinking this?

Hey everyone,

I'm currently at a stage where I'm reaching out to YouTubers to share my upcoming game's trailer, and now ı see that it is harder than ı thought.

Most of the time, I simply don't get a response. When I do, it's often a paid promotion offer, which is completely understandable, but difficult for me as a solo developer with a very limited marketing budget.

Is this a common problem or only ı have this difficulty?

This situation let me start to thing, and I'm genuinely curious whether it's actually useful or completely pointless.

What if there was a dedicated YouTube channel focused exclusively on indie game trailers?

The idea would be simple:

  • 100% focused on indie games.
  • Free submissions through a simple form.
  • Trailers organized by genre and release date.
  • No paid placement or priority system.
  • Developers keep full control over their content.
  • All submissions are welcome, but trailers must meet a basic quality guidelines (clear trailer, readable text, audio quality, etc.) to ensure viewers can expect a consistently good experience.

The obvious problem is that such a channel would start with exactly zero subscribers.

I'm not building this yet, and I honestly don't know if it's a good idea. I'm simply wondering whether this solves a real problem or just creates another YouTube channel that nobody watches.

Do you think there is enough demand for something like this?

Would you submit your trailer to a channel with almost no audience in its early days if you believed it could grow into a useful platform?

Or am I completely overthinking this and trying to solve the wrong problem?

I'd love to hear your honest thoughts.

reddit.com
u/Hyaena81 — 21 days ago
▲ 2 r/RacePerformanceMgr+1 crossposts

Lights out and away we go! Here is a quick look at the race start in RPM

Here’s a quick look at the starting grid before the race begins. I wanted to share the atmosphere and excitement as the red lights turn on one by one.

It’s all about those final seconds of waiting. I’d love to hear your thoughts! How do you like the UI layout and the look of the grid screen?

u/Hyaena81 — 22 days ago

Hello everyone

Is there anyone who would like to make a video about my game. I can provide trialer and logos etc. If you want to see details about game just google race performance manager. Thank you for reading.

reddit.com
u/Hyaena81 — 23 days ago

Looking for gaming/simulation YouTubers

Hi everyone,

I am developing Race Performance Manager, an upcoming motorsport management simulation game.

If you create content around racing, simulation, management, or indie games and want to cover the game on your channel, I can provide the trailer video, screenshots, and all necessary high-resolution visual assets for your video or short.

If you want to know more about game just google the game*.* If you are interested in for a video, please leave a comment with your channel or send me a DM.

Thanks.

reddit.com
u/Hyaena81 — 25 days ago

Looking for gaming/simulation YouTubers

Hi everyone,

I am developing Race Performance Manager, an upcoming motorsport management simulation game.

If you create content around racing, simulation, management, or indie games and want to cover the game on your channel, I can provide the trailer video, screenshots, and all necessary high-resolution visual assets for your video or short.

If you want to know more about game just google the game*.* If you are interested in for a video, please leave a comment with your channel or send me a DM.

Thanks.

reddit.com
u/Hyaena81 — 25 days ago
▲ 111 r/RacePerformanceMgr+3 crossposts

Race Performance Manager - Official Gameplay Trailer

Hi everyone,

The official gameplay trailer for Race Performance Manager is now available.

For those who missed my previous post, I already shared a detailed overview of the game here:
https://www.reddit.com/r/MotorsportManagerPC/comments/1terx4z/the_steam_page_for_my_engineeringfocused_racing/

I'd love to hear your thoughts on the trailer.

And if you think the project deserves support, adding it to your Steam wishlist would help me enormously, even if you don't plan to purchase it right away.

Steam:
https://store.steampowered.com/app/4315930/Race_Performance_Manager/

Thank you for taking the time to check it out!

u/Hyaena81 — 28 days ago

The Steam page for my engineering-focused racing management game, Race Performance Manager, is finally live

Hello everyone,

( I shared this post in motorsports management game community, but I really wanted to bring it here too. Since I shared the game's first screenshot in here months ago and I thought there might be people here who would be interested. )

I finally got the Steam page up for my project, Race Performance Manager, and wanted to share it with you. While the official trailer is currently in production for release next week, the Steam page is already live with screenshots and descriptions to provide a first look at the game.

The focus here is a bit different from typical management sims. I’ve focused on the gameplay specifically on the engineering side of racing, moving away from arcade style menus toward a realistic cycle where physics actually matter. In this game, your car's behavior is driven by real physical calculations.

What’s in the game:

  • Engineering Cycle: Handle 12 different car components with 10 levels of development each.
  • Deep Testing: Use the wind tunnel and test benches to analyze both the full vehicle and individual parts for a wide range of performance metrics, including aerodynamics and thermal behavior.
  • Track Validation: Run test sessions on practice tracks to monitor various performance indicators, such as floor wear and car forces, before you ever hit the grid.
  • Race Weekend: Experience 10 race seasons with a full weekend format (Practice, Qualifying, Race) where your collected data directly shapes your Sunday strategy.

Getting the game on people's radars is the hard part. If an engineering focused sim sounds like your thing, it would be a huge help if you could add it to your Steam Wishlist. It really helps an indie game get noticed.

Steam Link: https://store.steampowered.com/app/4315930/Race_Performance_Manager/

Let me know if you have any questions. I would love to hear your feedback on the project.

________________________________________________________________________________________________

________________________________________________________________________________________________
(This section is for those who want to learn more about the game)

The biggest core feature of RPM is that your car's dynamics are driven entirely by engineering calculations rather than arcade modifiers.

The engine’s power output is calculated based on real RPM values. The game calculates the exact power that reaches the tires, which in turn factor in real world ground friction. This means cornering, traction, and overall performance obey actual laws of physics. Aerodynamic forces, both drag and downforce, use real physics equations. Every single car part has its own separate aerodynamic impact, allowing the game to calculate front and rear axle loads independently. If you change the front wing, you will directly shift the aero balance toward the front axle. This applies to all structural components. Because I use real physics formulas, even the race day ambient temperature will affect your engine cooling and overall car performance.

The simulation calculates all horizontal and vertical forces acting on both the driver and the chassis. This allows the game to calculate realistic G-forces. Since the suspension geometry is built on engineering formulas, it opens a door you rarely see in management sims: dynamic tire load calculation. As the car moves, its weight transfers dynamically based on braking and acceleration, changing the understeer and oversteer behavior on the road. Tire degradation and its effect on grip are tuned to physical models, meaning the car's handling changes gradually as the rubber wears down by physical calculations.

All this mathematics means you can tune the car exactly how you want. Right now, there are about 30 different adjustments across 12 components. I could easily increase this number, but early playtesters (I mean my gamer friends :) ) warned me that too many options might overwhelm the player. I might add a hardcore mode in the future with more adjustments, but right now my absolute focus is finishing the game.

Component Development & Testing

While there are 12 different components with 10 technological levels each, don't let that you thinking it's a linear progression. Every single part has its own engineering parameters, making the development combinations virtually infinite. For example, a newly developed Level 3 part might perform similarly with a highly optimized, well-researched Level 2 part. But for sure a Level 3 component has much more room to improve, so by the time you develop it, it will be better than the Level 2 part. This process requires real effort. You need to work closely with your engineers.

To validate your upgrades and setups, you have a deep testing environment. You can test all 12 parts individually. For example, you can analyze the engine's HP curve on a test bench (and adjust the cam angle depending on whether you want high rpm power or low rpm power). You can test aero components to see exactly how much downforce a new part sends to the front versus the rear axle.

Beyond component testing, you can run full vehicle simulations. You can analyze weight distribution, drag coefficient (CD), lift coefficient (CL), 0 to whatever speed you want to see, acceleration times at specific ambient temperatures, braking times, brake temperatures, and whether your cooling package can actually handle the engine heat (just one example: if the race day ambient temperature is high, cooling may not be enough, so you should adjust the cooling of the engine according to the race day temp.). Once you are satisfied, you can send your test drivers onto the track. Test drivers are slower than your main racing drivers, but they excel at putting in highly consistent, repeatable laps to gather clean data.

The Race Weekend

During the race, you can seamlessly switch between 2D and 3D models with a single click. Crucially, the physics simulation isn't just running for your cars; every single car on the grid is calculated using the exact same physics models.

Overtaking logic for 20 cars simultaneously using calculations of track geometry originally tanked my frame rate to 10 FPS, even on a good PC. To fix this without sacrificing realism, I developed a system that pre-calculates valid overtaking zones on the track during the initial race loading screen. This brought the performance back to a fluid 50-60 FPS on my computer. It costs a little bit of time to load the race, but it is well within acceptable limits for a strategy game.

I am planning 10 tracks in total. One is fully completed; the other layouts are ready. Every single-track layout is drawn by me. While I used ready assets for things like water towers, city buildings, and parked cars etc., I modeled the unique grandstands, pit lanes, and team buildings from scratch.

AI Assets

I want to be completely honest about how this game is made. The main Steam capsule art is created by a talented artist who worked with me for months, and she patiently handled all my revision requests. However, Steam requires this artwork in dozens of different aspects for different areas. Instead of exhausting the artist further, I used AI tools to adjust the dimensions for these different formats, ensuring the original aspect ratio of the image wouldn't get distorted.

I also needed over 100 unique profile pictures for drivers and engineers. Hiring an artist for 100+ distinct faces is a massive financial and time undertaking for me, so I ended up using AI generators for these. I spent weeks exploring advanced tools and fine-tuning settings to ensure the art style remained high quality and consistent.

As for audio, all in-game sounds (except the engine, which is a real-world motor recording) are being crafted by an amazing sound designer. When it comes to the driver radio voices, these audios were originally recorded by me, but the quality wasn't good enough for this game. I decided not to use them. Instead, I use a custom program script that utilizes voice synthesis to generate realistic driver radio communications. Even though these driver voices are AI-generated, I'm happy with the results.

I’m avoiding talking about long-term future updates because I don't want to make promises I can't keep. I work on this game literally every single day to bring it to the finish line, and it takes an immense amount of time. If a true, math-driven engineering sim sounds like your kind of game, adding it to your Steam Wishlist would mean the world to me.

Thank you for reading....

u/Hyaena81 — 2 months ago

The Steam page for my engineering-focused racing management game, Race Performance Manager, is finally live

Hello everyone,

(I also shared this post elsewhere, but I wanted to share it here too because I really value the opinions of management game fans and I’d love to hear your thoughts about the game.)

I finally got the Steam page up for my project, Race Performance Manager, and wanted to share it with you. While the official trailer is currently in production for release next week, the Steam page is already live with screenshots and descriptions to provide a first look at the game.

The focus here is a bit different from typical management sims. I’ve focused on the gameplay specifically on the engineering side of racing, moving away from arcade style menus toward a realistic cycle where physics actually matter. In this game, your car's behavior is driven by real physical calculations.

What’s in the game:

  • Engineering Cycle: Handle 12 different car components with 10 levels of development each.
  • Deep Testing: Use the wind tunnel and test benches to analyze both the full vehicle and individual parts for a wide range of performance metrics, including aerodynamics and thermal behavior.
  • Track Validation: Run test sessions on practice tracks to monitor various performance indicators, such as floor wear and car forces, before you ever hit the grid.
  • Race Weekend: Experience 10 race seasons with a full weekend format (Practice, Qualifying, Race) where your collected data directly shapes your Sunday strategy.

Getting the game on people's radars is the hard part. If an engineering focused sim sounds like your thing, it would be a huge help if you could add it to your Steam Wishlist. It really helps an indie game get noticed.

Steam Link: https://store.steampowered.com/app/4315930/Race_Performance_Manager/

Let me know if you have any questions. I would love to hear your feedback on the project.

________________________________________________________________________________________________

________________________________________________________________________________________________
(This section is for those who want to learn more about the game)

The biggest core feature of RPM is that your car's dynamics are driven entirely by engineering calculations rather than arcade modifiers.

The engine’s power output is calculated based on real RPM values. The game calculates the exact power that reaches the tires, which in turn factor in real world ground friction. This means cornering, traction, and overall performance obey actual laws of physics. Aerodynamic forces, both drag and downforce, use real physics equations. Every single car part has its own separate aerodynamic impact, allowing the game to calculate front and rear axle loads independently. If you change the front wing, you will directly shift the aero balance toward the front axle. This applies to all structural components. Because I use real physics formulas, even the race day ambient temperature will affect your engine cooling and overall car performance.

The simulation calculates all horizontal and vertical forces acting on both the driver and the chassis. This allows the game to calculate realistic G-forces. Since the suspension geometry is built on engineering formulas, it opens a door you rarely see in management sims: dynamic tire load calculation. As the car moves, its weight transfers dynamically based on braking and acceleration, changing the understeer and oversteer behavior on the road. Tire degradation and its effect on grip are tuned to physical models, meaning the car's handling changes gradually as the rubber wears down by physical calculations.

All this mathematics means you can tune the car exactly how you want. Right now, there are about 30 different adjustments across 12 components. I could easily increase this number, but early playtesters (I mean my gamer friends :) ) warned me that too many options might overwhelm the player. I might add a hardcore mode in the future with more adjustments, but right now my absolute focus is finishing the game.

Component Development & Testing

While there are 12 different components with 10 technological levels each, don't let that you thinking it's a linear progression. Every single part has its own engineering parameters, making the development combinations virtually infinite. For example, a newly developed Level 3 part might perform similarly with a highly optimized, well-researched Level 2 part. But for sure a Level 3 component has much more room to improve, so by the time you develop it, it will be better than the Level 2 part. This process requires real effort. You need to work closely with your engineers.

To validate your upgrades and setups, you have a deep testing environment. You can test all 12 parts individually. For example, you can analyze the engine's HP curve on a test bench (and adjust the cam angle depending on whether you want high rpm power or low rpm power). You can test aero components to see exactly how much downforce a new part sends to the front versus the rear axle.

Beyond component testing, you can run full vehicle simulations. You can analyze weight distribution, drag coefficient (CD), lift coefficient (CL), 0 to whatever speed you want to see, acceleration times at specific ambient temperatures, braking times, brake temperatures, and whether your cooling package can actually handle the engine heat (just one example: if the race day ambient temperature is high, cooling may not be enough, so you should adjust the cooling of the engine according to the race day temp.). Once you are satisfied, you can send your test drivers onto the track. Test drivers are slower than your main racing drivers, but they excel at putting in highly consistent, repeatable laps to gather clean data.

The Race Weekend

During the race, you can seamlessly switch between 2D and 3D models with a single click. Crucially, the physics simulation isn't just running for your cars; every single car on the grid is calculated using the exact same physics models.

Overtaking logic for 20 cars simultaneously using calculations of track geometry originally tanked my frame rate to 10 FPS, even on a good PC. To fix this without sacrificing realism, I developed a system that pre-calculates valid overtaking zones on the track during the initial race loading screen. This brought the performance back to a fluid 50-60 FPS on my computer. It costs a little bit of time to load the race, but it is well within acceptable limits for a strategy game.

I am planning 10 tracks in total. One is fully completed; the other layouts are ready. Every single-track layout is drawn by me. While I used ready assets for things like water towers, city buildings, and parked cars etc., I modeled the unique grandstands, pit lanes, and team buildings from scratch.

AI Assets

I want to be completely honest about how this game is made. The main Steam capsule art is created by a talented artist who worked with me for months, and she patiently handled all my revision requests. However, Steam requires this artwork in dozens of different aspects for different areas. Instead of exhausting the artist further, I used AI tools to adjust the dimensions for these different formats, ensuring the original aspect ratio of the image wouldn't get distorted.

I also needed over 100 unique profile pictures for drivers and engineers. Hiring an artist for 100+ distinct faces is a massive financial and time undertaking for me, so I ended up using AI generators for these. I spent weeks exploring advanced tools and fine-tuning settings to ensure the art style remained high quality and consistent.

As for audio, all in-game sounds (except the engine, which is a real-world motor recording) are being crafted by an amazing sound designer. When it comes to the driver radio voices, these audios were originally recorded by me, but the quality wasn't good enough for this game. I decided not to use them. Instead, I use a custom program script that utilizes voice synthesis to generate realistic driver radio communications. Even though these driver voices are AI-generated, I'm happy with the results.

I’m avoiding talking about long-term future updates because I don't want to make promises I can't keep. I work on this game literally every single day to bring it to the finish line, and it takes an immense amount of time. If a true, math-driven engineering sim sounds like your kind of game, adding it to your Steam Wishlist would mean the world to me.

Thank you for reading....

u/Hyaena81 — 2 months ago