r/devblogs

▲ 2 r/devblogs+3 crossposts

Is GamePix worth it? Seeing a massive discrepancy between estimated and actual revenue.

Hey everyone,

I recently published my HTML5 web game on GamePix and have been keeping an eye on the dashboard. At first, the stats looked decent—it was getting plays, and the "estimated revenue" seemed promising.

However, when I looked at the actual payable amount, there is a huge difference. The final payout number is just a fraction of what the dashboard estimated.

Has anyone else published on GamePix and experienced this? Is it normal to see such a massive drop-off between estimated and actual earnings? I’m trying to figure out if this is due to invalid traffic deductions, low ad fill rates, hidden fees, or if their dashboard estimations are just completely off.

Also, what are the best alternative platforms for hosting and monetizing web games right now? I know the big ones are Poki and CrazyGames, but I’d love to hear your personal experiences on which platforms actually pay out fairly and are worth the effort.

Thanks in advance!

reddit.com
u/CelebrationReady3013 — 20 hours ago
▲ 27 r/devblogs+6 crossposts

EYESNT

We wanted to share the process with you as we test the early access prototype of our new project, Eyesnt, a party tag game. We’re having a lot of fun even while we’re testing it. We hope you enjoy watching it too! For those of you who are curious, we’ve included the Steam page in the comments.

u/Metkaya00 — 1 day ago

Community showcase - Tell us what you're working on or what you just published (week 34)

Welcome back to our weekly thread where you can promote everything new you are working on.

You are still welcome to create new posts to share with us your dev-log posts or videos, but you can also use this thread to showcase something which is not a dev log.

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).
  • in this comment you can post only 1 link, so choose wisely.
  • you can reply to as many comments as you want, but replies can't be used for showcasing
reddit.com
u/vivaladav — 3 days ago

HORNS - I decided my first game would be massive and ambitious

There’s an unwritten rule in game development that your first game should be something small and simple, and for many very good reasons.

I decided to do the exact opposite.

After spending around seven months writing my book, **Horns**, I decided I wanted to turn that story into a game: a narrative-focused, cinematic RPG that carries the spirit of old-school RPGs while also embracing elements of modern ones.

I wanted to pour everything I had into one serious, large-scale open-world game, my imagination, around **35 years of gaming experience**, and **16 years of programming experience**.

At first, I also wanted to make absolutely everything by myself.

Eventually, I realized that if I wanted to maintain the level of quality I had in mind, I needed to bring a few talented people into the project. I'm simply not talented in every single field required to create a game of this scale.

I still kept the biggest part of the workload on myself: programming, animations, acting, body and facial performance, world design, gameplay, sound editing, cinematics, and many other parts of development.

But a few people have made significant contributions to areas such as voice acting, the game's soundtrack, and some of its visual and graphical details.

I also didn't want **Horns** to feel like “just another RPG.”

The core of the game is still a dark epic fantasy RPG, but I've mixed in elements inspired by several genres and games I grew up loving.

There are recognizable influences from **Souls-like games**, action games such as **Max Payne 1** and **Death Stranding**, and horror classics such as **Resident Evil 1** and **Silent Hill 1,** while keeping RPG systems, exploration, narrative, and character progression at the heart of the experience.

After almost **two full years of development**, Horns now has a playable demo on Steam.

The demo itself went through many different iterations before reaching the version I'm finally comfortable calling properly polished.

My goal now is to maintain that level of quality throughout the full game: a world that feels rich rather than empty, an engaging story, meaningful exploration, and around **25–30 hours of quality gameplay**.

I'm also trying to keep the final price very accessible, somewhere around **$10–15**.

For a project like this, every comment, piece of feedback, and bit of support genuinely helps, and wishlists are especially important for the game's visibility and future launch.

The demo is completely free, so if any of this sounds interesting to you, give it a try.

I hope you enjoy **Horns**.

And if you do, please consider wishlisting it on Steam.

**HORNS DEMO ON STEAM**

store.steampowered.com
u/ComprehensiveBeat912 — 3 days ago
▲ 27 r/devblogs+23 crossposts

I won #1 on PixelPicked this week - free game, no forced ads, same Flappy Bird feel but you have to graze death to score

Flappy Bird: Avoid everything.

My game GRAZE: Edge Rush: Avoiding gives you 0 points. You have to graze within 8px of death to score. Chain grazes to build a multiplier. Avoid and you lose it.

Solo dev, built so I could play in one hand during the long nights with my newborn in the other arm. No forced ads, no IAP tricks, just a daily board and leaderboard that everyone is competing on. Just won #1 Launch Game this week on PixelPicked which still feels fake: https://pixelpicked.com

This clip is x16 bubble field - 3,932 → 8,609 in 9 seconds. My best today is 22,000, all time best is 37,661.

Free download if you want to try to beat it - link in comments so I don't get flagged for self-promo.

u/kpb1258 — 6 days ago
▲ 16 r/devblogs+1 crossposts

I read an essay about whirlybirds (seeds that spin), and now I'm a making a game about one -- Whirlybirding Devlog 001

Devlog 001 is about how I went from nebulous concept to concrete game idea, and you can read it here.

u/minifigmaster125 — 10 days ago
▲ 5 r/devblogs+3 crossposts

The Chronicles Of Narnia : Prince Caspian FAN GAME

yo whats up, so i started working on my own remake of the chronicles of narnia prince caspian completely from scratch using ttgames assets but most of them are gonna get reworked along with a bunch of other changes, so the game wont look like somebody just converted a lego game into a narnia game or anything like that cuz im gonna redesign basically everything from the missions to how the whole game feels. plus theres a chance ill add new locations but no promises since im not like a professional or anything when it comes to game dev. but if you got any feedback about what doesnt work in the game or any bugs youve run into just drop them in the comments down below and ill definitely take them into consideration and try to fix them as much as i can. and if you check out the images here youll see the first two screenshots from the alpha test where i just started building out the controls and adding different characters, so yeah keep an eye out for updates thanks, ps foxel

https://preview.redd.it/4oy0f8w8akih1.png?width=1135&format=png&auto=webp&s=bc0292a59dfc9507b460d104d93fca0b3c8032a4

https://preview.redd.it/03pdj839akih1.png?width=1913&format=png&auto=webp&s=7bb7159b8181baa8130f1af0bf8d3e26065a91d7

reddit.com
u/Live_Personality7840 — 10 days ago
▲ 2 r/devblogs+2 crossposts

A normal day for our devs...🫠

Game development is full of surprises, and sometimes MegaGum decides to create its own mechanics.

Not exactly what we planned… but this bug instantly reminded us of a song, so we had to share it with you.🎵

👉 Want to see what MegaGum looks like when everything actually works? Wishlist it on Steam: https://store.steampowered.com/app/4111300/MegaGum/

#MegaGum #GameDev #IndieGame #IndieDev

u/NZone_Studio — 9 days ago
▲ 103 r/devblogs+2 crossposts

Little Astronaut is taking shape!

I’ve been making a lot of progress on the environment recently, focusing on creating a more detailed and immersive world for the game.
The new Steam page will be available soon, where you’ll be able to wishlist the game.
The previous version of Little Astronaut was a huge learning experience for me, but looking back, I realized I pushed it out too early before the vision was fully developed. After some time, I decided to rebuild the project from the ground up with a clearer direction, improved visuals, and a much stronger foundation.
This is the version of Little Astronaut I always wanted to create.
I’ll be sharing more updates soon. Thanks for following the journey!

u/VeloneerGames — 14 days ago
▲ 9 r/devblogs+1 crossposts

GUNTLET - Devlog #004 - Half Life Inspired Me!

So, I’ve been spending time lately watching Dario Casali’s Half-Life playthrough series. He was one of the original level designers at Valve and watching him revisit HL1 while breaking down his design choices is an absolute goldmine.

It also made me realize something staggering about Half-Life: Pipes. They are everywhere. Industrial, rusty, plumbing glory running along every single corridor.

My immediate late-night thought was: "What if I could just draw a pipe directly inside the editor?"

So I added that.

It's basically the same idea as the door system I talked about in the last devlog. You draw the shape, hit a button and you've got a pipe. No need to make a 3D model and import it.

And then came the Turb Gun.

I’ve always had a soft spot for the Tau Cannon, specifically that hypnotic little spinning mechanism in the middle while you charge shots. And I wanted that mechanical flavor in Guntlet.

The Turb Gun is rocking a small internal turbine that revs up and spins in real-time as you charge your attack. It's actually the first weapon in the game with a dynamic, self-contained animation.

...Oh, speaking of weapons, I also started working on the Chainsaw.

It’s raw, unpolished and not ready to be shown. But the core mechanic is already in: impalement. If catch another player dead-on, they get pinned in place, entirely helpless, while the teeth do the dirty work.

I'm sure this will lead to totally mature and responsible gameplay.

On the character front, I’ve been cooking up the female player model.

The first version looked pretty damn stupid, honestly. I was seriously considering dropping the idea but my wife likes playing female characters, so I gave it another shot.

It's much better now. Dario Casali mentioned in his playthrough that Half-Life's development relied often on a "you get the idea" philosophy. I'm still not a 3D artist, so there’s room for improvement, "you get the idea" is good enough for now.

A lot of the rest of the week has been the usual stuff: bug fixes, optimizations, improvements and a bunch of smaller things that aren't particularly exciting to talk about but make everything better.

The best news? The scales have finally tipped. I’m spending way less time building HyperCube (the engine) and way more time actually building Guntlet (the game). Right now, about 70% of my time is pure game dev.

This whole "Party Shooter" thing is starting to click in a big way. Every week I'm finding weird new ideas to throw in that emphasize the design philosophy.

There’s still a mountain of code to write, but for the first time, I can see the light at the end of the tunnel, the moment where I hand the build over to you guys, step back and watch the chaos unfold.

What crazy weapon mechanic should I steal from 90s-00s games next?

u/ozzee289 — 10 days ago