Image 1 — The creator of Katamari Damacy made some art for my game!
Image 2 — The creator of Katamari Damacy made some art for my game!
Image 3 — The creator of Katamari Damacy made some art for my game!
Image 4 — The creator of Katamari Damacy made some art for my game!
Image 5 — The creator of Katamari Damacy made some art for my game!
Image 6 — The creator of Katamari Damacy made some art for my game!
Image 7 — The creator of Katamari Damacy made some art for my game!
Image 8 — The creator of Katamari Damacy made some art for my game!
Image 9 — The creator of Katamari Damacy made some art for my game!
Image 10 — The creator of Katamari Damacy made some art for my game!
Image 11 — The creator of Katamari Damacy made some art for my game!
Image 12 — The creator of Katamari Damacy made some art for my game!

The creator of Katamari Damacy made some art for my game!

Hi, my name's Andrew and I'm working on Reality Drift, a strategic roguelike racing game!

About two months ago, my game was approaching completion but I felt like it needed a bit more variety of art. I always try to make games which are a bit unhinged, so when I was thinking of an artist to reach out to, I thought of Keita Takahashi, the creator of games like Katamari Damacy and Wattam. Of course, there was no guarantee that someone of his profile would be available to do some work for some random indie game, but on this occasion he was available, and spent three weeks doing some art!

I've attached some of the concept art he did - the final versions of these are now fully implemented in the game. The teeth sketch became part of a whole new racetrack where the player drives through the human body. The skeleton became a giant skull that you find in some caves. There are clips of these two areas in the trailer on the Steam page.

I don't yet know if this collaboration will end up having been financially worthwhile for me, but as a fan of Katamari Damacy ever since it came out in 2004, it was very cool to work with the guy behind it!

The game will be in this month's Next Fest, and the full game will be out in just over a month!

u/arganoid — 10 days ago

Reality Drift: new demo and trailer for surreal roguelike racing game

I've been working on a strategic roguelike racing game (in Unity!) for the last four and a half years, and have just released a new trailer and demo!

My goal with Reality Drift was to make a racing game which looked very distinctive, and had actual depth. When I was younger I played a lot of simple arcade racing games but they usually got boring fairly quickly as each race was the same. After years of working on this game, I'm still not bored of playing it!

The new demo has more content and many improvements as compared with the original version released a year ago. The new trailer replaces the original one from 2024, which was made before the addition of roguelike deckbuilding missions.

We have also been selected for Tiny Teams 2026, which is starting today. YouTuber FailRace said in a video about the game: "On the face of it you might think the driving aspect of this is very simple - it's surprisingly complicated, you've got to think about a lot of things at once while going very quickly."

My background - I'm a veteran game developer, most of my career was spent at Frontier, where I worked on games such as RCT3, Dog's Life, Thrillville, Kinectimals and Elite Dangerous. I'm a programmer and game designer, but I can't draw, so I found some excellent artists to work on the game, primarily Emily L'Orange.

I did a post on here two years ago talking about how the graphics are rendered. Here's the link, but in summary, I do it in a crazy way that no-one sensible would do: https://www.reddit.com/r/Unity3D/comments/1fhguhf/reality_drift_made_with_unity_in_an_unusual_way/

u/arganoid — 2 months ago

Reality Drift: new demo and trailer for surreal roguelike racing game

I've been working on a strategic roguelike racing game for the last four and a half years, and have just released a new trailer and demo!

My goal with Reality Drift was to make a racing game which looked very distinctive, and had actual depth. When I was younger I played a lot of arcade racing games but they usually got boring fairly quickly as each race was the same. After years of working on this game, I'm still not bored of playing it!

The new demo has more content and many improvements as compared with the original version released a year ago. The new trailer replaces the original one from 2024, which was made before the addition of roguelike deckbuilding missions.

We have also been selected for Tiny Teams 2026, which is starting today. YouTuber FailRace said in a video about the game: "On the face of it you might think the driving aspect of this is very simple - it's surprisingly complicated, you've got to think about a lot of things at once while going very quickly."

My background - I'm a veteran game developer, most of my career was spent at Frontier, where I worked on games such as RCT3, Dog's Life, Thrillville, Kinectimals and Elite Dangerous. I'm a programmer and game designer, but I can't draw, so I found some excellent artists to work on the game, primarily Emily L'Orange.

youtube.com
u/arganoid — 2 months ago

I want to detect the presence of a PlayStation controller so I can display the correct button icons. I have this function which I call whenever an input is detected:

public static void UpdateLastDevice(InputAction lastAction)
{
    if (lastAction != null && lastAction.activeControl != null)
        LastInputDevice = lastAction.activeControl.device; 
}

Then I have this for checking the device type:

    Debug.Log($"LastInputDevice: {LastInputDevice}");
    if (LastInputDevice is DualShockGamepad)
        return ControllerType.PS4;
    else if (LastInputDevice is XInputController)
        return ControllerType.Xbox;
    else if (LastInputDevice is Keyboard)
        return ControllerType.Keyboard;
    else
        return ControllerType.Unknown;

If I run the game through Steam, the input device type is reported as XInputControllerWindows. If I put a steam_appid.txt file in my build folder and run locally, the controller does register as a DualSense controller, but the game only receives input for it for 5 seconds, then it's as if it's disconnected.

I have not changed any of the Steam Input settings in Steamworks, all the boxes are unchecked and there is no default controller config set. Controller support on the store page is set to "Full controller support: Xbox controllers". I just changed it to include PlayStation controllers to see if that makes a difference - I wouldn't expect it to, and so far it seems to make no difference, unless the change takes time to propagate.

I see other Unity games successfully showing PS4/5 icons, so there must be some way to get this to work!

reddit.com
u/arganoid — 6 months ago

https://youtu.be/Vn4dVacRWgQ

These clips are from Reality Drift, a roguelike racing game. I've been finding it very hard to make a final decision on the design of the cards in the game's deckbuilding missions. I have an existing design and a new design - I feel that the new one looks more polished, but is also more cluttered and doesn't fit as well with the theme of the rest of the UI.

(Regarding the theme of the UI, not shown in these clips are the road sign themed decision points, which can be seen in this work-in-progress trailer https://youtu.be/EoapMCBEsro )

What do people think of these designs?

u/arganoid — 6 months ago