r/devblogs

▲ 13 r/devblogs+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 — 15 hours ago
▲ 9 r/devblogs+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 — 13 hours ago
▲ 33 r/devblogs+4 crossposts

Some initial update on the project dev.

As you can see, the map is a 524 km wide octogonal. Worked extensively on 45*/90* grid.

u/Ericqc12 — 1 day ago
▲ 48 r/devblogs+13 crossposts

I know it is not much, but even small success is a success! Thank you very much to everyone who rated. Game is a RPG/strategy Dark Lord Simulator, available here without need to download or register: https://adeptus7.itch.io/dominion

u/Megalordow — 2 days ago
▲ 65 r/devblogs+3 crossposts

Making Ghibli Water in Godot | Devlog

Hi I'm MJ, I haven't posted here before but wanted to connect other devs and share the progress of the game my wife and I are working on.

We wanted to create the water you see in so many Ghibli films but for our game Maskborne. All created inside Godot and with hand animated effects on top.

I hope this is interesting to some of you and that maybe you learn a thing or two.

youtube.com
u/MjTheHunter — 2 days ago
▲ 169 r/devblogs+11 crossposts

Grab this UI elements asset pack

Just released a collection of 170+ UI elements - buttons, sliders, toggles, panels, icons, and more. It's 100% free right now, and you can keep it forever once you grab it. If you want, check it out here: https://polyshades.itch.io/cool-ui

u/Polyshade — 4 days ago
▲ 13 r/devblogs+7 crossposts

Since OverCR v1, I Turned It Into a Full AI Orchestration Substrate

A little over a week ago I posted OverCR v1. At the time it was mostly the foundation: persistent filesystem-native state, governed orchestration concepts, workflow routing, recovery primitives, and the beginnings of a long-lived operational runtime for AI systems.

Since then, OverCR evolved fast.

v2.10 Stable is now live:
https://github.com/GuideboardLabs/overcr

What started as a runtime experiment has become a full orchestration substrate focused on long-lived, recoverable, governed AI operations.

The biggest architectural decision stayed the same: canonical state lives on disk. Not in RAM. Not hidden inside agent sessions. Not trapped in cloud state.

Workflows, traces, provenance chains, approvals, replay artifacts, memory records, rollback snapshots, execution receipts, routing decisions, and audit logs all persist independently of any single runtime process. That design decision changed everything downstream.

Since v1, OverCR gained replayable workflow DAG execution, conditional routing and escalation policies, semantic memory with provenance tracking, contradiction-aware research pipelines, controlled web ingestion with prompt injection scanning, governed execution sandboxing with rollback support, optional kernel isolation backends, operator TUI systems, replay and recovery validation tooling, deterministic branch tracing, release reproducibility tooling, and compatibility verification.

One thing I intentionally avoided was building an opaque autonomous swarm system.

OverCR is heavily biased toward governance, replayability, operator visibility, bounded execution, deterministic recovery, auditability, and filesystem portability.

The system now passes 31/31 validation suites including replay validation, soak testing, fuzz and security validation, recovery verification, release reproducibility, install validation, and semantic compatibility checks. There is still work ahead before I would call it battle-tested infrastructure. Longer soak testing, broader platform validation, deeper sandbox security review, and performance testing under operational load are still ahead.

But at this point it feels much less like an AI agent project and much more like operational infrastructure for persistent AI systems. Would genuinely love feedback from people building orchestration runtimes, persistent agent systems, governed AI tooling, workflow engines, AI infrastructure, recovery systems, or memory substrates.

u/itssethc — 5 days ago
▲ 12 r/devblogs+4 crossposts

Terrain-mesh Blending in Leadwerks 5.1

Hi guys, I'm putting on the final touches for the release of Leadwerks 5.1. Here's the recording for this week's live developer chat.

This Week's Progress

I integrated tessellation back into our new virtual texturing terrain system. Our stochastic vegetation system has been updated to work with the 5.1 renderer, with support for the new terrain-mesh blending feature. This blends objects into the ground but can also act as a color-grading tool that lets you easily create outdoor scenes with a professional cohesive look. The use of alpha-to-coverage with our multisample antialiasing (MSAA) makes grass and trees look clean and sharp.

Links

youtube.com
u/MichaelKlint — 5 days ago
▲ 85 r/devblogs+1 crossposts

We Quit Our Jobs to Make an Indie Game

About a year ago, my husband and I left our jobs at a company called Creative Assembly with a hair brained idea to try building a survival game set during Arctic expeditions in the early 1900s. Perfect time to make a game studio right folks? But industry be damned, we're going to give this game dev thing a shot.

Neither of us have done anything remotely close to this before, we had no coding experience, no game design experience. We’re just concept artists… we’re good with crayons I guess?

Would love feedback from other devs. Especially on whether the game’s direction and tone come across clearly.

Also happy to answer questions about the game or the development process. Still feels surreal that a whole year has gone by.

youtube.com
u/Gonzo_Journey — 8 days ago
▲ 12 r/devblogs+2 crossposts

I'm Making A Video Game The Dumb Way (No AI / From Scratch)

This is the official AMA for me, the guy who made this devlog. I have been making a game for about a month and a half with jai + vulkan + raw brainpower.

I have a two year plan + schedule, and this video chroncles the making-of the first leg of that schedule, which is mostly engine work, dev gui stuff, and other layout, structure and plumbing.

I'm doing my best to grab at the world of online attention with the editing and (mostly) fast pace. Let me know if this toots your horn.

youtube.com
u/Building-Old — 7 days ago
▲ 10 r/devblogs+3 crossposts

Your portfolio blog has zero engagement? I fixed mine with a stupid simple hack. Must read because it actually works

Okay so portfolio blogs are basically a graveyard. You write something, post it, and nobody reads, comment or upvote it, Not even you.

I had the same issue. But I noticed when I posted the same thing on Reddit, people actually replied. Nothing crazy, but like 20-30 comments is way better than absolute silence.

So I just... connected the two.

My blog is still on my own site, self hosted, full control. But every post I write, I also drop a Reddit thread for it. Then on my site, I fetch that Reddit thread's JSON, parse it, and show the upvotes and comments in my own UI. Looks totally native, proper threaded comments and everything.

Only catch is if you want to comment it takes you to Reddit. Bit annoying but whatever, at least there's actual engagement showing now instead of nothing.

Took maybe a weekend to build. Felt dumb simple but honestly works better than anything else I tried.

Anyone else doing something like this or have a better way to handle it?

u/Calm-Alarm7977 — 8 days ago
▲ 2 r/devblogs+3 crossposts

My GF and I Made an Indie Soccer Game We Actually Love Playing ,Timed for 2026 World Cup: Is our 5K sales expectation realistic? Smart Move or Wishful Thinking?

My girlfriend and I have been pouring everything into our indie soccer game, aiming for a Steam release timed with the 2026 World Cup. We've been thoroughly enjoying the gameplay during testing—especially the dynamic AI that adapts tactics to the match state, and the super smooth real-time 1v1 multiplayer (public or private lobbies) with tight movement, ball physics, and match events syncing.

Unlike big-budget sims like EA FC, we went casual with a heavy focus on fun gameplay, smart AI, and accessible multiplayer. We've hit 1k+ wishlists organically thanks to Steam's algorithm, which feels validating. We have a roadmap for post-launch features too.

With about a month left for polish and marketing, we're full of content ideas but time-constrained. Fellow devs or soccer fans: What do you think? Does releasing around the World Cup make sense for an indie, or does it get drowned out? Any marketing tips for organic growth in this space?

https://store.steampowered.com/app/3996790/Soccer_Fan__Online_Multiplayer_Football/

u/SoccerFanGame — 12 days ago
▲ 6 r/devblogs+1 crossposts

[DEVLOG] Building a choice-driven browser VN engine in vanilla JS for my survival horror / cosmic thriller

Demo Trailer: https://www.youtube.com/watch?v=vCwSnTPAwJA

I’ve been working on a browser-based visual novel called That Time My School Was Invaded by Dimensional Snakes and Now I'm Bound to a Multiverse Protector! and recently released the first 10 chapters publicly on itch.io.

Instead of just posting the game, I wanted to share some of the development decisions behind it since a lot of the project ended up becoming an engine/programming challenge too.

The game starts as a survival horror scenario inside a school under attack by giant snakes, but gradually shifts into something more psychological and interdimensional. One of the main systems is a hidden “Resolve” mechanic where small choices throughout the story quietly affect character survival outcomes later on. I intentionally avoided visible relationship meters or morality systems because I wanted choices to feel uncertain and more natural.

A big part of development was building the entire VN engine myself in vanilla JavaScript without frameworks. I mainly did this because I wanted complete control over dialogue flow, event handling, save structures, layered sprite behavior, and branching conditions without fighting an existing engine’s architecture.

Some things that were unexpectedly difficult:

- Managing complex branching dialogue while keeping scenes maintainable

- Building a save system that could track hidden long-term flags cleanly

- Handling layered visuals/transitions efficiently in browser

- Keeping pacing consistent across routes with different choice paths

- Preventing the codebase from turning into unreadable spaghetti as chapters increased

The browser-first approach was also intentional since I wanted players to instantly start without downloads.

The project is still in development, but the current build contains 10 chapters and is long enough to test the core mechanics, tone, and story structure.

Would appreciate feedback from other devs, especially regarding:

- pacing

- hidden choice systems

- browser VN performance

- structuring branching narratives without losing maintainability

Playable here:

https://hudarashi.itch.io/vn-dimensional-snakes

u/Background_Pop4321 — 11 days ago
▲ 14 r/devblogs+2 crossposts

There has been quite a few updates since I last posted anything about Eldir Online. A hardcore mmorpg project which I have been working on for the past couple of months. The game now has an official website as well https://eldironline.com/

u/Mediocre-Group-5151 — 14 days ago