Indie sim drifting dev here. What would make you actually stick with a new drift sim?

Howdy. I’m the solo dev of a free Steam game called Clutch, a sim focused drifting game built around wheel support, multiplayer, and getting the driving feel right.

I’ve been getting a nice little wave of comments lately from people with all kinds of setups like T300s, Moza, Simagic, Fanatec, triples, VR, even Steam Deck interest. And it got me thinking about the bigger question:

What would actually make you stick with a new drift sim instead of just going back to Assetto?

Not just "what would make you try it once," but what would make you keep playing and feel like it’s worth investing your time into?

A few things I’m especially curious about:

what matters most to you: physics, wheel support, content, online play, progression, mods, polish, etc.
what usually makes you bounce off a new drifting game
what kind of community or multiplayer experience keeps you coming back
if you use unusual hardware, what support problems other games still screw up

I’m not trying to make an arcade drifter. I want this to be something sim drifters actually want to drive and help shape over time.

If anyone wants to try it and give blunt feedback, I’m happy to send the steam/discord links. I’d genuinely rather hear what sucks than get polite compliments.

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u/protomor — 2 days ago
▲ 31 r/Unity3D

Code obfuscation - what do you do?

I've had people literally message me with my own code snippits asking why I did things a certain way (not malicious). I got kind of alarmed that people can just toss my game into a decompiler and see basically everything. What do you guys do?

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u/protomor — 2 months ago

r/hafu

I'm a hafu myself and interested in growing the community. With the waisian movement, I think the sub should be a place for all half's, not just white asian. I've modded r/bodybuilding before and run several forums and fb groups.

reddit.com
u/protomor — 3 months ago

Web devs (and other devs) that moved to game dev, What was the hardest to learn?

I feel like to me, it's the "stack" or lack thereof. I'm used to design patterns being very cut and dry and I find myself lost in how to make something. I wound up redoing my whole "back end" because my game is multiplayer and it turns out, it's easier to just make a multiplayer game that can be limited to 1 user vs a multiplayer code path and a single player code path.

What did you guys learn?

reddit.com
u/protomor — 3 months ago