




I spent hours rewriting shaders to fix a 24 FPS fill-rate crisis in my dark fantasy survivors-like. Now hitting 300+ FPS and need Android alpha testers!
Hey everyone !
I'm the solo dev behind Spellbound: Survival, an upcoming dark fantasy bullet-hell / survivors-like built for WebGL and mobile. It features the classic formula you know: multiple distinct classes (Mage, Shaman, Martyr, Stormcaller), heavy spell synergies, and massive screen-clearing hordes.
I recently hit a massive wall where stacking ground effects and transparent alpha textures completely tanked the GPU fill-rate during late-game runs, dropping the game down to a painful 24 FPS. I just wrapped up a brutal optimization pass—shifting dynamic particle geometry entirely to GPU vertex shaders and streamlining the post-processing layers. It now runs at 60 to 300+ FPS depending on the device.
To stress-test these performance upgrades, I just deployed two new enemy types to complicate your positioning:
- Shamans: They drop persistent hazard zones directly under your feet.
- Rangers: Ranged snipers that target you from the edge of the screen while you manage the melee horde.
The mobile build is officially live on the Google Play Store for Internal Testing, and I need a dedicated squad from this sub to jump in, try to break the balancing, test the layout scaling, and give me raw feedback on the game feel.
🚀 How to join the Alpha Test: Google Play requires manual email whitelisting before the download link becomes visible to you. If you want to test it out:
- Drop into the official Discord to share your feedback : https://discord.gg/5c7PxfcvmT
- DM me here on Reddit or on Discord with your Google Play Email Address so I can add you to the whitelist track.
Once you're added, I'll send over the private Play Store download link immediately.
(Note: If you like looking at performance data or want to see how your phone handles the math, I built a custom engine profiler inside the game. You can toggle it on/off anytime by pressing F4 during a run to track live draw calls, millions of pixels per frame, and frame budgets).
Let me know what you think of the aesthetic and the gameplay loop !