Lessons from 4 months building a horde survivor in Godot (the boring stuff that actually mattered)
▲ 379 r/godot

Lessons from 4 months building a horde survivor in Godot (the boring stuff that actually mattered)

I'm about 4 months into building a 2D horde survivor in Godot, solo and figured I'd share what actually helped instead of the same "use signals not polling" advice that's already all over this sub. Three things ended up saving me way more time than I expected. Also linking a blog post in section 1 that you should genuinely stop and read.

Enemies by the thousand without wrecking an old GPU:

  • If you're making anything in the survivor-like genre you already know the deal, hundreds of enemies and projectiles on screen at once, and it needs to run fine on hardware that isn't brand new. My own dev box has a GTX 1080 and I use it as my baseline on purpose.
  • Go read this before you touch anything: Rendering a Million Objects in Godot. Genuinely one of the more useful things I read this year, saved me from badly reinventing it over two weeks.
  • What I ended up with: one MultiMeshInstance2D per texture/z-index/tint combo, so anything sharing that combo is one draw call no matter how many there are. Different animation frames live in a Texture2DArray so batching doesn't fall apart just because a sprite sheet has 8 frames.
  • Thing I didn't expect: pooling instances (not spawning/freeing constantly) helps, but it's not what saves you once counts get high. Draw calls are. I also swapped out around 750 individual VisibleOnScreenNotifier2D nodes for one AABB check against the viewport that runs once a frame instead of once per enemy, and that alone was a noticeable frame time win.
  • Current numbers: holds 1200 enemies alive plus a pool sized for 8000+ live projectiles without falling over. At some point "feels smoother" stops being good enough, so I built a tiny benchmark that spawns a nasty scripted wave and dumps p50/p95/p99 frame times to a csv. Way better than squinting at the profiler and guessing.

Balance should be a spreadsheet, not a code change

  • Something nobody warned me about going in: balancing takes longer than building the game itself. You'll change every number a bunch of times, so set it up so changing a number isn't a code change.
  • Every weapon, enemy, item in my game is just a Resource file. Right now that's 35 weapons, 282 enemy resource files (about 80 enemy types), 126 items, all tweakable straight in the inspector. Want to test halving a boss's HP multiplier on one difficulty tier? Change a number, hit play, done.
  • Bigger win than the individual resources honestly: I put my whole difficulty ramp (boss HP multipliers, spawn rates, alive caps, all of it) into one resource as parallel arrays instead of a bunch of copy-pasted per-level files. Now I can actually look at the whole curve at once and catch weird jumps between tiers. Wave-based elite scaling is just a Curve resource you drag points on too, no code involved.
  • One trap I fell into: my registries used to just scan a folder at runtime to find all the resources. Works great in editor. Exported builds silently find nothing because PCKs don't let you walk a directory like that. Had to switch to baking an index file at edit time instead (a plugin regenerates it on save). If your stuff works in editor but vanishes in an exported build, this is probably why.

Set up localization before you have hundreds of strings to fix

  • I know, nobody wants to hear "do localization early" when you're not even shipping other languages yet. Do it anyway. Costs nothing now. Costs a ton later when you're hunting hardcoded strings across every scene in the game.
  • My rule from day one: no raw text ever gets typed straight into a script or scene. Every string goes through a key lookup with an English fallback, so a missing translation just falls back instead of breaking anything. Everything sits in one CSV that Godot compiles per locale on import.
  • Because of that, going from 1 language to 14 was just adding a column, not touching every scene. Got a lint script running in CI too that catches missing keys, orphaned ones, copy-pasted English sitting where German should be, missing CJK characters, mismatched placeholders between languages. There's even a fake pseudo-locale mode that lights up any string that slipped through untranslated, so you don't have to read all 14 languages to check coverage.

Lock the doors, even though nothing's ever fully locked

  • By default a Godot export is basically a zip file with your original source sitting right there for anyone who opens it. There are tools like GDRE Tools built specifically for pulling a shipped game's pck apart and reading your code back out. If you don't want randoms lifting your weapon logic or your whole balance sheet, you have to close some of that up. Nothing here makes it impossible, it just makes it not a 10 minute job.
  • I run two layers. First, an addon called gdmaim that obfuscate my entire codebase i.e. renames every identifier and strips comments before export, so even if someone gets your source out, it's a mess of meaningless names instead of readable code. Second, Godot's built-in AES-256 encryption on the pck itself, so getting the source out in the first place is harder too.
  • Here's the thing that actually got me though. I had "encrypt pck" checked, the key set, everything looked configured, and it turned out to be doing nothing. Godot only encrypts files matching an "include filter" pattern, and mine was blank. Blank filter means it encrypts zero files. No error, no warning, it just quietly ships an unencrypted pck while the checkbox sits there looking checked. I only caught it because I ran my own build through one of the public pck extraction tools to check, and my source came right back out, comments and all.
  • So now I don't trust the checkbox. After every export a script tries to pull the source back out of my own build the same way an attacker would, and fails the build if it finds readable code or an original (non-renamed) identifier sitting in there. Same lesson as the balance and localization stuff honestly, don't trust that a setting did what it says, verify it actually happened.
  • If you're shipping anything with real logic worth protecting, at minimum turn on pck encryption, actually check that include filter isn't blank, and run your own build through a public extraction tool (GDRE Tools is the common one) before you ship. Assume someone eventually will.

If you're wondering what this is all for, it's a horde survivor called Bonki D Bonk.

Happy to talk more about any of this in the comments, the MultiMesh stuff especially, that was the hardest to find good info on when I started.

u/realstocknear — 23 hours ago
▲ 14 r/survivorslikes+1 crossposts

Looking for honest feedback on my free roguelike survival demo

I’m making a chaotic roguelike survival game called Bonki D Bonk, and I’d really appreciate feedback on the free Steam demo.

I mostly want to know if the game is fun, what feels bad/confusing, and what would make you wishlist it.

Steam demo: https://store.steampowered.com/app/4596250/Bonki_D_Bonk/

Thanks to anyone who tries it, even quick honest feedback helps.

u/realstocknear — 10 hours ago

I had to stop checking my Steam stats so much

While developing and getting ready to launch my first solo game, a bullet-heaven called Bonki D Bonk, I fell into a trap I think a lot of solo devs probably know too well.

Constantly checking the numbers.

Wishlists. Page visits. Reddit comments. Steam reviews, eventually. Anything I could refresh, I refreshed.

At first, it almost felt productive. Like I was “keeping track of the launch” or “doing marketing.”

But honestly, I was mostly just chasing little dopamine hits and stressing myself out.

Recently I watched a few interviews with successful game devs from different genres, and one thing kept coming up in different ways. They don’t obsessively stare at the numbers. They make the game, release it, learn from it, and move on to the next thing.

That hit me at the perfect time, because I’ve been in a pretty rough spot mentally. My game is about three weeks from launch, and I had already convinced myself it was going to flop. It’s sitting at around 100 wishlists, which doesn’t exactly scream “strong launch,” so every time I checked the stats, I just felt worse.

But hearing other devs talk about this made me realize how much control I was giving those numbers.

  • If the numbers looked good, I’d relax too much and slow down.
  • If the numbers looked bad, I’d spiral and start questioning every decision.

Either way, I lost focus.

And the funny thing is, the numbers don’t actually change what needs to be done.

Bugs still need fixing. The game still needs polish. Marketing still needs attention. Players still need responses. None of that gets easier because I refreshed Steamworks for the tenth time that day.

So going forward, I’m trying to stop letting the stats decide my mood.

I’m not saying numbers are useless. Obviously they matter. But checking them 20 times a day doesn’t make the game better. It doesn’t magically create wishlists. It doesn’t fix bugs. It just eats up mental energy that could’ve gone into something useful.

What I’m trying to focus on instead is the stuff I can actually control:

Make the game better. Share it consistently. Listen to players. Improve my process. Keep going. And when it’s time, move on to the next thing.

If you’re deep in development or getting close to launch, maybe this is your reminder too: protect your headspace.

The numbers are tempting, but they can mess with you way more than they help.

reddit.com
u/realstocknear — 13 days ago

I had to stop checking my Steam stats so much

While developing and getting ready to launch my first solo game, a bullet-heaven called Bonki D Bonk, I fell into a trap I think a lot of solo devs probably know too well.

Constantly checking the numbers.

Wishlists. Page visits. Reddit comments. Steam reviews, eventually. Anything I could refresh, I refreshed.

At first, it almost felt productive. Like I was “keeping track of the launch” or “doing marketing.”

But honestly, I was mostly just chasing little dopamine hits and stressing myself out.

Recently I watched a few interviews with successful game devs from different genres, and one thing kept coming up in different ways. They don’t obsessively stare at the numbers. They make the game, release it, learn from it, and move on to the next thing.

That hit me at the perfect time, because I’ve been in a pretty rough spot mentally. My game is about three weeks from launch, and I had already convinced myself it was going to flop. It’s sitting at around 100 wishlists, which doesn’t exactly scream “strong launch,” so every time I checked the stats, I just felt worse.

But hearing other devs talk about this made me realize how much control I was giving those numbers.

  • If the numbers looked good, I’d relax too much and slow down.
  • If the numbers looked bad, I’d spiral and start questioning every decision.

Either way, I lost focus.

And the funny thing is, the numbers don’t actually change what needs to be done.

Bugs still need fixing. The game still needs polish. Marketing still needs attention. Players still need responses. None of that gets easier because I refreshed Steamworks for the tenth time that day.

So going forward, I’m trying to stop letting the stats decide my mood.

I’m not saying numbers are useless. Obviously they matter. But checking them 20 times a day doesn’t make the game better. It doesn’t magically create wishlists. It doesn’t fix bugs. It just eats up mental energy that could’ve gone into something useful.

What I’m trying to focus on instead is the stuff I can actually control:

Make the game better. Share it consistently. Listen to players. Improve my process. Keep going. And when it’s time, move on to the next thing.

If you’re deep in development or getting close to launch, maybe this is your reminder too: protect your headspace.

The numbers are tempting, but they can mess with you way more than they help.

reddit.com
u/realstocknear — 13 days ago

I had to stop checking my Steam stats so much

While developing and getting ready to launch my first solo game, a bullet-heaven called Bonki D Bonk, I fell into a trap I think a lot of solo devs probably know too well.

Constantly checking the numbers.

Wishlists. Page visits. Reddit comments. Steam reviews, eventually. Anything I could refresh, I refreshed.

At first, it almost felt productive. Like I was “keeping track of the launch” or “doing marketing.”

But honestly, I was mostly just chasing little dopamine hits and stressing myself out.

Recently I watched a few interviews with successful game devs from different genres, and one thing kept coming up in different ways. They don’t obsessively stare at the numbers. They make the game, release it, learn from it, and move on to the next thing.

That hit me at the perfect time, because I’ve been in a pretty rough spot mentally. My game is about three weeks from launch, and I had already convinced myself it was going to flop. It’s sitting at around 100 wishlists, which doesn’t exactly scream “strong launch,” so every time I checked the stats, I just felt worse.

But hearing other devs talk about this made me realize how much control I was giving those numbers.

  • If the numbers looked good, I’d relax too much and slow down.
  • If the numbers looked bad, I’d spiral and start questioning every decision.

Either way, I lost focus.

And the funny thing is, the numbers don’t actually change what needs to be done.

Bugs still need fixing. The game still needs polish. Marketing still needs attention. Players still need responses. None of that gets easier because I refreshed Steamworks for the tenth time that day.

So going forward, I’m trying to stop letting the stats decide my mood.

I’m not saying numbers are useless. Obviously they matter. But checking them 20 times a day doesn’t make the game better. It doesn’t magically create wishlists. It doesn’t fix bugs. It just eats up mental energy that could’ve gone into something useful.

What I’m trying to focus on instead is the stuff I can actually control:

Make the game better. Share it consistently. Listen to players. Improve my process. Keep going. And when it’s time, move on to the next thing.

If you’re deep in development or getting close to launch, maybe this is your reminder too: protect your headspace.

The numbers are tempting, but they can mess with you way more than they help.

reddit.com
u/realstocknear — 13 days ago

I had to stop checking my Steam stats so much

While developing and getting ready to launch my first solo game, a bullet-heaven called Bonki D Bonk, I fell into a trap I think a lot of solo devs probably know too well.

Constantly checking the numbers.

Wishlists. Page visits. Reddit comments. Steam reviews, eventually. Anything I could refresh, I refreshed.

At first, it almost felt productive. Like I was “keeping track of the launch” or “doing marketing.”

But honestly, I was mostly just chasing little dopamine hits and stressing myself out.

Recently I watched a few interviews with successful game devs from different genres, and one thing kept coming up in different ways. They don’t obsessively stare at the numbers. They make the game, release it, learn from it, and move on to the next thing.

That hit me at the perfect time, because I’ve been in a pretty rough spot mentally. My game is about three weeks from launch, and I had already convinced myself it was going to flop. It’s sitting at around 100 wishlists, which doesn’t exactly scream “strong launch,” so every time I checked the stats, I just felt worse.

But hearing other devs talk about this made me realize how much control I was giving those numbers.

  • If the numbers looked good, I’d relax too much and slow down.
  • If the numbers looked bad, I’d spiral and start questioning every decision.

Either way, I lost focus.

And the funny thing is, the numbers don’t actually change what needs to be done.

Bugs still need fixing. The game still needs polish. Marketing still needs attention. Players still need responses. None of that gets easier because I refreshed Steamworks for the tenth time that day.

So going forward, I’m trying to stop letting the stats decide my mood.

I’m not saying numbers are useless. Obviously they matter. But checking them 20 times a day doesn’t make the game better. It doesn’t magically create wishlists. It doesn’t fix bugs. It just eats up mental energy that could’ve gone into something useful.

What I’m trying to focus on instead is the stuff I can actually control:

Make the game better. Share it consistently. Listen to players. Improve my process. Keep going. And when it’s time, move on to the next thing.

If you’re deep in development or getting close to launch, maybe this is your reminder too: protect your headspace.

The numbers are tempting, but they can mess with you way more than they help.

reddit.com
u/realstocknear — 13 days ago

I had to stop checking my Steam stats so much

While developing and getting ready to launch my first solo game, a bullet-heaven called Bonki D Bonk, I fell into a trap I think a lot of solo devs probably know too well.

Constantly checking the numbers.

Wishlists. Page visits. Reddit comments. Steam reviews, eventually. Anything I could refresh, I refreshed.

At first, it almost felt productive. Like I was “keeping track of the launch” or “doing marketing.”

But honestly, I was mostly just chasing little dopamine hits and stressing myself out.

Recently I watched a few interviews with successful game devs from different genres, and one thing kept coming up in different ways. They don’t obsessively stare at the numbers. They make the game, release it, learn from it, and move on to the next thing.

That hit me at the perfect time, because I’ve been in a pretty rough spot mentally. My game is about three weeks from launch, and I had already convinced myself it was going to flop. It’s sitting at around 100 wishlists, which doesn’t exactly scream “strong launch,” so every time I checked the stats, I just felt worse.

But hearing other devs talk about this made me realize how much control I was giving those numbers.

  • If the numbers looked good, I’d relax too much and slow down.
  • If the numbers looked bad, I’d spiral and start questioning every decision.

Either way, I lost focus.

And the funny thing is, the numbers don’t actually change what needs to be done.

Bugs still need fixing. The game still needs polish. Marketing still needs attention. Players still need responses. None of that gets easier because I refreshed Steamworks for the tenth time that day.

So going forward, I’m trying to stop letting the stats decide my mood.

I’m not saying numbers are useless. Obviously they matter. But checking them 20 times a day doesn’t make the game better. It doesn’t magically create wishlists. It doesn’t fix bugs. It just eats up mental energy that could’ve gone into something useful.

What I’m trying to focus on instead is the stuff I can actually control:

Make the game better. Share it consistently. Listen to players. Improve my process. Keep going. And when it’s time, move on to the next thing.

If you’re deep in development or getting close to launch, maybe this is your reminder too: protect your headspace.

The numbers are tempting, but they can mess with you way more than they help.

reddit.com
u/realstocknear — 13 days ago
▲ 2 r/survivorslikes+1 crossposts

Looking for honest feedback for my survivor-like game called Bonki D Bonk

Please be brutally honest with me regarding:

  • Fun: 1 to 10
  • Gameplay: 1 to 10
  • Appeal: 1 to 10
  • Soundtrack/SFX: 1 to 10
  • Would you buy it for $4.99: Yes or No

I really need some feedback that helps me to make the game much much better,

Of course if you are interested please wishlist us now in Steam:

https://store.steampowered.com/app/4596250/Bonki_D_Bonk/

PS: Yes the steamcapsuel is AI but this is just a temporary solution. A real artist works right now on the steamcapsule ;)

yukisora313.itch.io
u/realstocknear — 23 days ago
▲ 16 r/Nok

Revenue Segment over time

If anyone is interested this is a nice visualization of Nokia revenue segment

u/realstocknear — 25 days ago

[Hiring] Steam Capsule Artwork + Shortcut Icon -> $500 Budget

Hi everyone,

I’m currently preparing the Steam page for my game and I’m looking to hire an artist to create polished, professional artwork for the store assets.

I’m looking for someone who is available and ideally has prior experience creating Steam capsule artwork.

Assets needed:

  • Header Capsule
  • Small Capsule
  • Main Capsule
  • Vertical Capsule
  • Desktop shortcut logo icon
  • Full rights of the images

Budget: $500

Please comment or send me a DM with your portfolio, Steam capsule examples if you have them, your availability and an estimated turnaround time.

Thanks!

Edit:

Lots of people told me to be more specific. Here a couple of screenshot of my game.

https://preview.redd.it/hl19midwnb1h1.png?width=1313&format=png&auto=webp&s=f23a7c2c00fa8f9d0dc17678e0077123dd0ee0ce

https://preview.redd.it/wt8fr9mxnb1h1.png?width=2769&format=png&auto=webp&s=29827ad9a56ab79fd5635314288cf4f12dfb7699

https://preview.redd.it/s91qg67znb1h1.png?width=3826&format=png&auto=webp&s=adcd435c92c73376aeba740fd075b4c287bcfbfc

Furthermore, I really like the art work as shown here:

https://www.kevinfagaragan.com/projects/epc

Let me know if you have any more questions.

reddit.com
u/realstocknear — 2 months ago
▲ 1 r/itchio

Looking for initial feedback for my game to see if it is fun at all

Hi,

Honest and brutal feedback about the core gameloop would be appreciated. Demo has still some rogh edges but before I polish and add more content I wanted to get some initial feedback what you guys think and if the game is fun at all.

Quick 20-minute arena runs. Pick a weapon, survive waves of enemies, grab loot, and stack stats until you're cooking the screen or the screen cooks you.
It's a roguelike survivor in the Brotato / Megabonk lane, with its own characters, weapons, and items I'm building from scratch. 
This is an early playtest build. I'm not looking for hype, I'm looking for honest answers: is it fun, where does it drag, what would make you come back?
Join us in Discord and tell me what you think: https://discord.com/invite/Ts7RducRUe
20 minutes and an opinion is all I need. Thanks for playing.

https://preview.redd.it/ceb6xlb7ib1h1.png?width=1313&format=png&auto=webp&s=db66a589170ee5db1b61222009915c5902baaf38

Link: https://yukisora313.itch.io/outlast

reddit.com
u/realstocknear — 2 months ago
▲ 15 r/MillionenGang+4 crossposts

Intel Corporation ($INTC) has released their quarterly earnings

Financial Performance:

📈 Revenue: $13.6B

• Beat estimates by $1.2B

• 7.18% YoY growth

📈 Earnings Per Share: $-0.06

• Beat estimates by $0.3

• -146.15% YoY decline

Market Cap: 335.30BB

What this means: $INTC delivered a strong quarter, beating both revenue and EPS expectations. This could impact the stock's near-term performance.

View detailed analysis on Stocknear

u/realstocknear — 21 days ago