r/gamedevscreens

▲ 62 r/gamedevscreens+7 crossposts

After months of solo development, here is the first trailer for my Souls-like Action Roguelite: Resurgis. I've focused heavily on the weight of combat. What do you think?

u/Living_Flan6657 — 9 hours ago
▲ 99 r/gamedevscreens+4 crossposts

We're releasing Apocalypse Express 1.0 on June 10th. Thank you everyone who supported us on our journey

u/Llamaware — 11 hours ago
▲ 469 r/gamedevscreens+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 — 14 hours ago
▲ 95 r/gamedevscreens+2 crossposts

Hey everyone! I’m a student developer working solo on my first big project, Axe and Claw. I’ve spent way too much time over the of this rail scene, but it’s finally at a point where I’m proud of it.

You play as a father searching for his son on a mountain that was never meant to be climbed. I would love to hear your feedback on the atmosphere!

You can play the free Demo and add it to your Wishlist here: https://store.steampowered.com/app/4466830/Axe_And_Claw/

Every wishlist helps a solo dev like me reach the 150 goal!

u/Samed_WildtoothSt — 11 hours ago
▲ 21 r/gamedevscreens+5 crossposts

Never knew how to get into D&D - or tired of sessions always getting rescheduled? We made a solo RPG like D&D!

Hey folks!

We’re two brothers behind Master of Dungeon, and we’re happy to be back here after some time since we first started sharing the project.

For anyone who hasn’t seen it before - quick recap. We loved playing D&D, but like many of you, we just couldn’t keep up with regular sessions anymore. Work, life, scheduling… it got harder and harder to come back to the table. So instead of letting that feeling go, we decided to try and recreate it in a different form.

That’s how Master of Dungeon came to life - a single-player, text RPG inspired by the freedom and storytelling of D&D.

We’ve now been working on it for over a year, going through multiple testing phases, iterations, and a lot of feedback from early players. And we finally feel ready to take the next step.

Here is the Google Play link: https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl

if you’re playing on iOS, you can do it here: https://testflight.apple.com/join/mg6UrBH9

We’re honestly really curious (and a bit nervous) to see what you’ll think once more people get their hands on it.

If you’d like to follow the development more closely or jump in a bit earlier, feel free to join our Discord already. We’re preparing a special reward for people who were with us before the official release and helped shape the game along the way.

Thanks for reading - and as always, we’d love to hear what you think ^.^

u/Tigeline — 10 hours ago
▲ 175 r/gamedevscreens+1 crossposts

With Godot, you can replace a 2D decor with a 3D one without even switching scenes.

Here's what it looks like in Nova Impact. The player is completely taken by surprise.

u/yuri000 — 13 hours ago
▲ 13 r/gamedevscreens+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 — 14 hours ago
▲ 5 r/gamedevscreens+1 crossposts

Before the Tee: A top down golf course management sim/tycoon we have been building

Hey everyone. Before the Tee is a top down golf course management sim/tycoon that we've been developing for a while. Our steam page just launched so we thought we would introduce it here.

Game flow: Upon launch, users will be able to select a basic clubhouse and simple plot of land. You will then build your course by sculpting challenging holes with any resources you have. As your revenue increases from successful course management, you can purchase upgrades to your course whether it be to your clubhouse, faster lawn mowers, or more golf carts. Nicer plots of land (Desert, Coastal, Residential, etc) will become available to expand your track. All of this will take place while dealing with special events such as hosting a professional tournament, or adversity like golfers driving over the greens or into lakes. If anyone is interested in the game and alpha testing, please join the discord below

Discord: https://discord.gg/sqwuXexqH6

Steam page: https://store.steampowered.com/app/4730580/Before_the_Tee/

Disclaimer: Gen AI was used to make some art and visuals

u/Panarin_ — 10 hours ago
▲ 239 r/gamedevscreens+2 crossposts

We finally did it, folks! Cant believe that we are going Physical after 7 years in Game Development

u/PositiveKangaro — 17 hours ago
▲ 20 r/gamedevscreens+2 crossposts

The first combat mechanics in my game

Hi everyone,

Here are some short gameplay clips from my horror roguelike game, set in 1980s Japan.

Part of the combat system involves entering commands via the command line, as shown in the video. The key goal of this concept is to let the player interact with the entire lifecycle of a scene (moving objects, creating, transforming). You’ll build your commands from scratch and unlock new ones, gradually reshaping the world around you and defeating enemies.

Currently, 25 commands have been implemented, but you’ll have the ability to create custom commands or improve existing ones. Another feature of the gameplay is that the commands themselves will depend on which friends you choose in the game (and their personalities), or you can go it alone.

u/_acmwq — 15 hours ago

Which frozen environment direction do you prefer?

This area of the game is a freezing underground zone where some strains of the enemy organism can generate really cold temperatures.

Echo Zero is a slightly dark sci-fi base defense roguelite, so part of me feels like the moodier second environment fits the game better overall. But the first environment has much more striking colors and stands out more visually maybe, so I’m a bit torn on which direction feels stronger.

Does one direction feel obviously better to you? Or do they just give off different vibes?

u/Wildboy_Studios — 14 hours ago
▲ 9 r/gamedevscreens+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

Card art before & after for the TCG we're making

We're making a TCG called "Origins TCG" which needs A LOT of cards

Here's our Steam Page with gameplay, ingame screenshots and more.

u/apixcsgo — 14 hours ago
▲ 7 r/gamedevscreens+1 crossposts

In between dangerous expedition, you have to manage your base and survivors. Plant food to secure a reliable income or starve to death

u/Disastrous-Spot907 — 17 hours ago
▲ 47 r/gamedevscreens+2 crossposts

Imagine Football Manager meets Worldbox: Building an infinite, lag-free realistic soccer universe simulator with 4,000+ all-time legends. (Solo Dev Prototype)

Hey everyone,

I’m a solo developer, and for the past months, I’ve been quietly prototyping my dream project. Its born out of a massive frustration we all share: I love simulating centuries into the future in games like Football Manager as an unemployed spectator, just watching the drama unfold but eventually, database bloat destroys performance, and the game becomes pain in the ahh. On the other hand, Basketball GM is beautifully optimized but a true "Soccer GM" doesn't exist because football is simply too tactically complex for basic web engines, there are many alternatives from smaller devs but what I am aiming for is very different than that.

So, I decided to build the solution myself.

Its called The Ultimate League. It is a math-heavy, data-dense, text-and-chart-based soccer simulation designed strictly for the ultimate spectator fantasy.

Note: There is absolutely zero generative AI in this project.

Note: You can absolutely find more screenshots in my posts or r/theultimateleague

I've put together some early concept wireframes and layout designs of how the client will look (see attached images) and I want to lay out the full structural blueprint to get your honest feedback.

The Scar-Based (yes that's what I call it) Solution to Infinite Simulation

How does a game simulate 50,000+ seasons without lag? Traditional sims store every single pass, tackle, and match stat forever, which bricks your RAM.

Instead, my engine tracks everything dynamically during the active season to calculate attribute shifts and transfer logic. At the end of the year, it executes a hard purge of the heavy match cache, leaving behind only the history's scars (such a cool concept right?). Updated player/manager attributes, team budgets, trophy cabinets and historical milestones remain permanently, but the computational bloat is wiped clean. Leaves behind a mythic universe that runs seamlessly over thousands of years.

The Database: 172 real-world clubs (using recognizable, copyright-free parody names) arranged across 7 brutal divisions with a fierce promotion/relegation ladder, alongside a fully simulated World Cup every 4 years and national teams.

4,281 All-Time Greats (This number might change): Imagine a universe where the greatest players in football history all coexist simultaneously in their primes.

The Age-less, Regen-less Loop: There is no aging, and there are no generic regens. Instead, attributes dynamically shift based on form, training, media pressure, morale, and injuries. Who wants to watch a random regen named "James Woods" score a goal when you can watch a parody of Thierry Henry suffer a brutal 5-year injury, fall down to Division 5, lock in and make a legendary comeback to win the World Cup?

An Insanely Advanced Match Engine

This is not a random number generator rolling a dice. The math-based engine actively attempts to mirror FM-level tactical depth:

Dynamic Tactics & Biases: Managers actively study their next opponent and completely redesign their tactical setups to counter them.

Ref Personalities: Referees have distinct traits. If a ref is notorious for handing out cards, intelligent managers will literally instruct their teams to play softer to avoid suspensions.

Environmental & Mental Factors: Matchdays feature minute-by-minute detailed text commentary, complex heatmaps, dynamic weather effects, stamina drains, special player personalities and mid-game tactical shifts and substitutions and all of these are optimized insanely! You can sim 300 matches in a second.

Deep, Brutal Economics

Teams are living financial entities. They must manage stadium capacities, wage structures, transfer windows and player healthcare costs. Fanbase sizes dynamically shift based on success, altering home-field advantage. A series of terrible financial decisions can send a Tier 2 giant spiraling down a massive financial sinkhole into Tier 6. Furthermore, Sponsors issue specific, high-stakes quests to clubs (e.g., "Score 15 shots in a single game" or "Keep a 5-match clean sheet") to unlock massive cash injections and financial risks, teams will put their spot in the league danger to complete the tasks from sponsors, absolute drama.

The Simulated "In-Game Internet" & Sandbox Hub

Because you are an omnipotent spectator, you can interact with a massive virtual desktop environment built entirely inside the game client:

The Media & Mail Hub: Browse a Wikipedia-style database, follow chaotic fan social media feeds, read headline news and subscribe to specific teams/players to receive automated press mail tracking their careers.

The Financial Exchange: Earn in-game currency to invest in team portfolios, trade virtual coins, buy/sell secondhand goods, hit your chance in wheel of fortune, or place bets on live matches. You can even buy tickets to matches to unlock the live, minute-by-minute commentary feed and live-bet on the drama.

Virtual Steam App: A fully simulated software library inside the client featuring mini-games, these minigames might be deep text-based RPGs but I can't promise for this because idk if I can handle such thing.

F1 and basketball leagues: There are F1 and basketball sims inside this football sim! These are arcadey ones but you can still watch the mini-drama there, they still work well, better than many play store apps.

Interface Skins: Don't want a standard theme? The UI supports full structural overhauls, including Fallout Pip-Boy, Cyberpunk, Retro Windows XP and Pinterest themes.

God-Mode Editor & Cheats:

I value absolute customization. The game features an incredibly detailed, built-in start-screen editor. You can manually tweak almost every single variable, attribute and name before the simulation even advances past the first week.

If you want to restart your simulation but hate losing your edited names, I'm building a permanent "Restart with Current Database" loop that retains your custom hard work, alongside seamless options to export/import your database as a clean JSON file. Mod menus, custom editors, and built-in cheat menus are fully integrated right out of the box.

The Vision

Think of it as a lag-free Football Manager meets Worldbox inside an unemployed god-mode sandbox. I originally started building this entirely for myself because it's the exact game I've wanted to play for a decade. But seeing how much love deep simulation games get here, I'm seriously considering polishing this for a proper release once it's finalized.

I’d love to hear your thoughts. What features stand out to you? What would you want to see out of an infinite, text-based football universe?

Let me know what you think of the concept images!

I get helped from Google Translate while writing this, not AI!

u/ancient-hornett — 22 hours ago

Does this look playable enough for a quick browser game prototype?

Disclosure: I’m helping with Elseland, a browser-based game platform with AI-assisted creation.

We’re testing some small browser game prototypes and I’m trying to understand the player-side first impression more than the tech itself.

Mainly curious about:
does this look playable at first glance?
does the UI/gameplay feel understandable?
what feels confusing or unfinished?
would you keep playing something like this for more than a minute?

Not looking for hype — honest visual/gameplay feedback would help a lot.

u/Fearless_Shift7108 — 17 hours ago