r/gamedevscreens

▲ 1.6k r/gamedevscreens+6 crossposts

en mi jueguito podes dar vueltas las escopetas como si fueras schuarseneger (o como se escriba) en terminator 2

no se pero a mi me parece re polenta
si a uds le gusta denle wishlist en steam, HEADCUTTER se llama

u/Schwipsy — 1 day ago
▲ 577 r/gamedevscreens+3 crossposts

My ski resort manager Alpine Architect is finally coming together. What do you think?

u/gus_028 — 1 day ago
▲ 500 r/gamedevscreens+1 crossposts

I added a completely unnecessary feature: enemies can vibe to the lo-fi soundtrack if you leave them alone

If an enemy can see you and you haven't done anything for a while, there's a small chance they'll start swaying to the music.
It has absolutely no gameplay purpose.
I regret nothing.
Now I'm tempted to give different enemies their own little idle behaviors.

u/Valiant_Sugar — 1 day ago
▲ 597 r/gamedevscreens+7 crossposts

Fog'n'Silence - slow exploration/survival game set in a fog-covered surreal world. You'll lead a group of characters that wander the open world in a desperate attempt to find a way to escape.

Fog'n'Silence is inspired by Kenshi, Death Stranding, Outer Wilds, and a bit of Project Zomboid.

Our Steam page recently went live so any questions/criticism/feedback is appreciated.

Steam page for those who may be interested: https://store.steampowered.com/app/4906320/FognSilence/

u/Imaginary-While588 — 1 day ago
▲ 70 r/gamedevscreens+4 crossposts

Кровь и Огонь

Всем привет! Добавил в игру новые анимации атаки мечом и механику стрельбы.

Тестовая версия - количество выстрелов в данный момент неограниченно (потом будут расходоваться боеприпасы или другой ресурс - еще не решил)

Пока без возможности стрелять по подброшенным противникам (еще думаю как реализовать). Вообще их можно бить мечом в воздухе, но анимации еще не сделал.

Блин, только сейчас понял- забыл добавить отлетающие гильзы, ну переснимать уже не хочется))

Любая критика приветствуется, спасибо за просмотр!

u/AdaBlood — 1 day ago
▲ 256 r/gamedevscreens+13 crossposts

We released a New Trailer & Playtest Announcement for [The Outer Frame]

Our trailer JUST premiered during the LAGS - Summer Fest Edition Showcase!!
So excited to finally share this! Because we hid a choice-driven point-and-click adventure in a desk job sim with a roguelite time loop, and we just wanted to tell you about it.

We'll get more specific about the Q3 2026 playtest date as it looms closer!
What do you think of the trailer?

You can support our game on Steam: https://store.steampowered.com/app/4079320/The_Outer_Frame/

▲ 68 r/gamedevscreens+3 crossposts

Immortal Coil - I especially love the DECKBUILDING part of card games, so here's how I added a ton of deckbuilding variety between each run for my game.

I love getting to the end of a roguelike, looking at my pile of cards, and seeing a weird mess of synergies I had never played with before.

Sometimes you find a playstyle you like and you gun for it as often as possible. I love Body Slamming builds in Slay the Spire. But experimenting and finding those playstyles is one of my favorite parts of playing roguelikes. I wanted to really maximize the exploration phase with my game, and here's how I went about that... (TLDR at the end, this was longer than I expected).

I started, like many card game developers, by copying notes from Magic: the Gathering. Specifically, I looked at the way you can combine any number of colors in a deck. Immortal Coil's five color domains are Teal (slow and steady), Pink (ecosystem engines), Purple (scrappy spell slinging tempo), Gold (I hit hard), and Rust (control). Each color has its own variety of mechanics and importantly each color combination forms their archetypes.

For instance: Pink can discard cards from hand for Rust to use as fuel or reanimation targets. Teal's lingering spells make it easy for Purple to trigger its spell chaining mechanic. Gold's sacrificial tribute mechanic makes triggering Rust's on death keywords a lot easier. Add in another color, or do all five, and there are a ton of ways for these colors to do all kinds of wild strategies. (My personal favorite is a slow, drag-out control deck with Teal, Purple, and Rust)

You start a run by picking two 10 card starter decks and combining them. These can be the same color or two different colors, and they will determine what cards you can trade for in bazaars and battle rewards (when a card is traded, it must be traded for a card of the same color). Over the course of three acts, you will expand your deck with three new offerings of 10 cards. You can stay in the same colors, or you can branch out eventually gathering all 5.

You might be thinking- 50 cards, that's a lot! It is! Having so many cards certainly keeps each battle feeling distinct, but it is also brings a lot of inconsistency. So my game gives you another consistency tool: for each 10 cards in your deck, you also have 1 Icon Slot - the Icons go in a secondary deck which you can draw from every three rounds of battle. You might put your key synergy cards here, or maybe fill the Icons with removal cards, or maybe Item cards to reliably equip your units. In addition, each time you expand your deck, your starting hand size increases. You'll have opportunities to duplicate important cards. And of course, you can thin out your deck over the course of a run.

As you play, you'll unlock new starting decks (there are 30 total, 6 per color) and you'll unlock new cards to find in bazaars (73 per color, 365 total). You'll find Augments (the relics of Immortal Coil) to build your decks around. You will also pick one of three Edicts (cooldown abilities) at the start of each run.

Even after a year and half of playing, I am still finding new strategies I hadn't considered. I'd love to go into more of the mechanics of each color and their crossovers, but this is already really long.

Having a lot of playstyles is great, but to keep the process of experimentation meaningful, I also designed this game to be challenging. You will lose runs, even with great decks. But you will still sometimes find that absurd combo that tears through everything. My design philosophy is that powerful cards/combos should still require clever play to pull off.

TLDR - Lots of starter deck combinations, 5 colors to mix and match, thick decks with consistency tricks, and lots of hidden synergies.

Demo coming soon!

Steam: https://store.steampowered.com/app/3858030/Immortal_Coil/

u/gerhb — 1 day ago
▲ 358 r/gamedevscreens+3 crossposts

We’re adding new bugs to our ant colony strategy game – which species should we include?

Hi everyone,

We’re a two-person team of biologists working on a minimalist ant colony-management strategy game called Garden of Ants, inspired in part by SimAnt.

We’re currently expanding the ecosystem by adding new insects and other small creatures that ants can encounter, hunt, avoid, compete with, or interact with.

Our goal is for these species to be more than just enemies or decoration. We’d like them to have their own roles in the ecosystem and create different strategic situations for the colony — potential prey, predators, competitors, parasites, mutualists, or sources of resources.

The game already takes place across several connected habitats, including the underground nest, garden surface, and tree canopy. Conditions also change between day and night, so we’re interested in species whose behavior could vary depending on habitat or time of day.

We’d love to hear suggestions from people here: which insects or other arthropods would you like to see in an ant colony simulation? Are there any particularly interesting ant–insect interactions that you think would work well as game mechanics?

For context, here is the Steam page:

https://store.steampowered.com/app/3016940/Garden_of_Ants/

Thanks!

Tomas

u/Able-Sherbert-4447 — 1 day ago
▲ 14 r/gamedevscreens+4 crossposts

Major trailer changed. Did I go too far?

My original trailer listed all the features within the game but it didn't seem to give people a good enough understanding on the game. I completely changed my trailer to reflect that my game is all about the gameplay and vibe. Did I go too far?

u/OldSignificance9574 — 24 hours ago
▲ 12 r/gamedevscreens+10 crossposts

I made an incremental game where you shake vending machines until they basically run themselves – One More Shake

One More Shake is a small incremental game where you start by manually shaking vending machines to make money.

Upgrade your machines, increase their value and speed, unlock more machines, and eventually automate the whole process.

If you enjoy incremental games, I'd really appreciate a wishlist on Steam!

Wishlist One More Shake:
https://store.steampowered.com/app/4933650/One_More_Shake/

▲ 364 r/gamedevscreens+11 crossposts

A game about a sentient octopus escaping its evil game developer

You were created five minutes ago.
The god who made you is watching your every move.

He's called the Sky King, and he abandons every world he builds the moment something new catches his eye.

You're the first creation he's made with the power to change that. Eight arms, a grappling hook, a sword, ink.

Eight endings, genre-shifting worlds, existential dark humour.

Wishlist Here!
Steam page: https://store.steampowered.com/app/4767470/INKURSION/

u/19HzStudios — 1 day ago
▲ 21 r/gamedevscreens+1 crossposts

That Old-School Arena Feeling

We caught a bit of that nostalgic vibe while finishing up our new arena.

Old-school layout, industrial atmosphere, and the kind of place where you can already hear the footsteps coming around the corner.

We’re working on BLEEDING, a dynamic FPS featuring a blue-collar with an prosthetic anvil and a killing dash.

u/Paranoid_Gevor — 1 day ago
▲ 51 r/gamedevscreens+3 crossposts

Rules were made to be broken… right?

Here’s a little sneak peek from Moomin: Midsummer Madness!

The Park Keeper put up “No Fun Allowed” signs, and Little My took that as a challenge. We hope this little scene gives you a taste of the cozy, playful atmosphere we’re aiming for! 

u/ShochikuGames — 1 day ago