r/GameDevs

▲ 469 r/GameDevs+11 crossposts

For us, this is not just an RTS. We deliberately moved away from base building and economy to focus on what truly matters - commanding regiments and making tough decisions. We aim to capture the spirit of Napoleonic warfare, where discipline, morale, and formation determine everything.

The game features tactical battles with infantry, cavalry, and artillery, along with the impact of fatigue, positioning, and terrain. You’ll also experience dynamic battlefields with weather and smoke that can shift the course of a fight. Everything revolves around command decisions, timing, and troop control.

The project is inspired by real campaigns starting from 1796 and is being developed with a focus on conveying the feeling of commanding an army in the chaos of battle. The game is in active development, and we welcome every idea.
https://store.steampowered.com/app/4202430/Veterans_Napoleonic_Wars/

u/TeaseHugger — 10 hours ago
▲ 13 r/GameDevs+12 crossposts

Devlog 1: Raudra Cosmos- Anime-Style Multiplayer TCG/RPG Mobile Game

Hey y'all, For the last 3 months, I’ve been developing Raudra Cosmos: an Anime/ Mythology-inspired Multiplayer Card Battler TCG/ RPG!

Its a AFK Heroes/ Deck Heroes/ Eredan Arena type of Card Battler Game (Teams).

⚔️ Collect 250+ Gods and Build your Teams to Eradicate Evil!
🎴 Find the Best Builds for your Gods - Match Equipment and Runes..
🌌 Wage War against The Outer Corruptor!
👥 Team up in Multiplayer Guild Gameplay and Co-op with Friends to Reclaim the Holy Lands!

If you want to follow along the Development Journey, Please Join the Raudra Cosmos Discord Server in my comment down below.

You can also check out the Full Devlog Video on Youtube in my comment down below.

(Some images have been generated using AI as placeholders. Most will be replaced once Funding comes in.)

Would love your Feedback, Thoughts and Insights! What looks Good? What Looks Bad? Any Feature Suggestions would be Great! :)

u/RaudraColossal — 10 hours ago
▲ 594 r/GameDevs+18 crossposts

I built GunGuesser, basically GeoGuessr but for guns. More importantly, I made a dedicated Cursed Guns game mode for communities like this to enjoy.

the site is called: GunGuesser.com

Please let me know what cursed guns to add, the pool should be larger!

u/Visual-Ambassador-99 — 15 hours ago
▲ 9 r/GameDevs+2 crossposts

Working on a dark folklore game about hunting the Beast in 18th-century France

I’m building a small indie horror/adventure game set in Gévaudan. The player tracks the Beast through forests, villages, rain, mud, and old folklore clues. This is the mood I want for the land haunted by the Beast.

u/TrailOfTheBeastGame — 9 hours ago
▲ 89 r/GameDevs+4 crossposts

How we got 8,000 Steam wishlists in 9 months making our indie game

We launched the Steam page for our game ZOMBUTCHER on October 2nd. Right now the game sits at around 8200 wishlists, with most of the audience coming from the US, Western Europe, and surprisingly - Japan.

At the beginning, there was no "big plan". It was more about constantly testing ideas: which posts worked, which platforms provided any response, and where we could get the first visibillity.

I am going to use [number] for our milestones, our wishlist graph can be found here - https://imgur.com/a/6lZg0FF
[1] The first wishlists were from the team and friends - we shared that we launched our page and they supported us with their wishlists.
[2] Then there was the first serious jump - an article which we posted in one of our local gaming web-site. Article was about our unsuccessful experience with the publisher at the very beginning of development. The post went viral and gave the page its first significant boost.

After that, there was a rather long period of almost no growth. On some days, the game received 2-3 wishlists, and sometimes there were small spikes after posts on Reddit. At this stage, it became clear how hard it is to handle marketing alone and how unstable organic reach is without major news events.

[3] The next big jump happened after signing with the publisher - Loopr Partners. They came from the PR field, so the main focus was on media outreach: publications in the media, contacts with YouTubers, and a trailer on IGN's second channel. This gave the game its first real international reach and took us far beyond the local community - we were very surprised by the increase from Japan in particular.

[4] The most powerful source of wishlists turned out to be the Steam Next Fest. Before the festival, we were worried that we hadn't gathered enough wishlists before it, but in the end, the festival gave more than 2x the total number. At the same time, playtests helped a lot: we conducted the first one at the dawn of development to test basic hypotheses about the game, and the second and third ones were done with the publisher.

[5] After the festival, videos from medium-sized YouTubers and ads on Reddit gave a good result. But the most interesting conclusion came later.

[6] We tried for a long time to convince the publisher to work on TikTok. Initially, the focus was more on classic PR and advertising, and short videos were seen as something secondary. At some point, TikTok finally started to be managed properly - using fresh footage, hooks in the videos, and good quality editing. And it was then that steady growth began.

Another important aspect is maintaining internal social media for already interested players. Telegram and Discord are our main channels for communicating with the "internal community". They help not only to gather an audience but also to maintain constant activity around the project and collect useful feedback.

The main conclusion over these months is that indie game marketing is rarely built around one big success and one channel. Usually, it's a set of small hypotheses, constant testing, and attempts to understand where your audience actually is. And sometimes one well-received TikTok can be more beneficial than a week of classic advertising.

Hope this little article was useful for you. Sorry if it reads a bit too much like a report sometimes. Would love to hear how other indie teams handled marketing during development!

u/Zombutcher_Game — 22 hours ago
▲ 363 r/GameDevs+6 crossposts

For us, this is not just an RTS. We deliberately moved away from base building and economy to focus on what truly matters - commanding regiments and making tough decisions. We aim to capture the spirit of Napoleonic warfare, where discipline, morale, and formation determine everything.

The game features tactical battles with infantry, cavalry, and artillery, along with the impact of fatigue, positioning, and terrain. You’ll also experience dynamic battlefields with weather and smoke that can shift the course of a fight. Everything revolves around command decisions, timing, and troop control.

The project is inspired by real campaigns starting from 1796 and is being developed with a focus on conveying the feeling of commanding an army in the chaos of battle. The game is in active development, and we welcome every idea.
https://store.steampowered.com/app/4202430/Veterans_Napoleonic_Wars/

u/SoftHeartedTrouble — 1 day ago

Our key art is giving people the wrong impression. If you saw this, what genre would you think the game was?

u/Suyana_orl — 1 day ago
▲ 403 r/GameDevs+10 crossposts

I wanted to combine things you rarely see together: dangerous dungeon runs, magic, survival, and a calm farm life. During the day, you explore dungeons, fight for resources, and try to make it out alive. At night, you return to your farm, grow ingredients, brew potions, and prepare for the next run.

One of the key features of the game is a spell editor. I wanted to give players the freedom to experiment with magic and create their own combinations to suit their playstyle.

Even after death, part of your progress is preserved, so your character gradually becomes stronger and unlocks new possibilities.

Liber Magus is still in development, and I recently released the first trailer. I’d really appreciate some outside feedback.
https://store.steampowered.com/app/3284080/Liber_Magus/

u/WhispersAndWinksx — 1 day ago
▲ 44 r/GameDevs+7 crossposts

Ever afraid you're being watched while you sleep?

Making this LoFi horror game called 'Project Looking Glass'. You explore dozens of creepy and liminal spaces trying to uncover the mystery of what happened to you. Been using my dreams (nightmares) a lot as inspiration since most of the levels are little vignettes like this. Got amazing feedback last time I posted so wanted to share more!

u/MorphLand — 1 day ago
▲ 37 r/GameDevs+3 crossposts

48 hours until I drop my first solo game - Sporbs! 😬🎉

After about 5 months of development, I'm excited to share that Sporbs officially launches on Steam May 20th. It's been a wild journey, loosing my industry job halfway through production made it real...i really hope it works out lol

Steam page
Happy to answer any questions in the comments. <3

▲ 4.4k r/GameDevs+10 crossposts

Based on a Nightmare I had

Don't look behind you!

Making this LoFi horror game called 'Project Looking Glass'. You explore dozens of creepy and liminal spaces trying to uncover the mystery of what happened to you. Been using my dreams a lot as inspiration since most of the levels are little vignettes like this. Demo is on Steam if you're interested!

u/MorphLand — 2 days ago
▲ 69 r/GameDevs+4 crossposts

I just launched the Steam page for my Co-op game after 6 months of hard work! Konboys is now a reality.

Six months ago, some friends and I started this project. We had no idea how to make a multiplayer game, but we were eager to learn. Today, we’ve finally reached this important milestone.

  • Konboys is a co-op game for up to 4 players where you’ll have to repair radio stations and clear the area of enemies.
  • We used PurNet to manage all the multiplayer features, and it was incredibly easy to use.
  • We have a self made procedural world.
  • We grab objects my using procedural animations and physic forces.

It would be amazing to have a wishlist!!!

https://store.steampowered.com/app/4627310/KONBOYS/

u/Game_Room_3 — 1 day ago
▲ 1 r/GameDevs+1 crossposts

Potential Partners for my future game "Soularyia"

If you're interested in hearing more about the project and are ready to become a part of gaming future, I have a discord server built for the game so, shoot me a message and I can't wait to get to work!! (Discord is deadkingv)

docs.google.com
u/Existing-Hyena6132 — 1 day ago
▲ 7 r/GameDevs+2 crossposts

apparish - Built a paranormal AR iOS game, looking for honest feedback

I’ve been building apparish for a while now. It’s a location-based mobile game where you find and capture AI ghosts at real GPS-anchored locations, talk to them, and build relationships with them over time. The ghosts have persistent memory, so they actually remember you.

I’m past the “cool idea” stage and trying to figure out where the experience breaks.

A few things I’m especially curious about:
Does the capture loop feel fun on first play, or does it fall flat? Is there enough there to make you want to come back the next day? Does onboarding make sense in the first few minutes without me explaining anything?

I’m also curious how the ghost personalities land. Do they feel like actual characters, or does it still read too much like a chatbot?

It’s on iOS via TestFlight if anyone wants to try it: https://testflight.apple.com/join/udfF3VZj

More info at apparish.com

u/eggplantkiller — 1 day ago
▲ 5 r/GameDevs+6 crossposts

Animation Composer System - ACS. Crazy limited discount!

I’ve been sitting with this for a while before deciding to post it again.

A few months back, I built a Unity plugin I wish I had earlier in my own workflow — the Animation Composer System (ACS). It started as a personal solution to speed up and simplify animation work, reduce repetitive setup, and keep everything more modular and controllable.

Over time, it turned into a proper asset that some of you already know about.

Today, and for a very limited time ACS is available at 94% off!! 🤑🤑🤑

If you’ve ever felt like animation setup in Unity takes too long, has limited visualization options or makes linking events a nightmare, this one's for you!

If you know about AnimMontages in Unreal Engine and wish there was a similar solution for Unity, this one's for you!

assetstore.unity.com