New trailer for Arkansas 2125
Hey everyone, I'm back with a new trailer for my post-apocalyptic game. I spent two hours making it, so please rate it.
Hey everyone, I'm back with a new trailer for my post-apocalyptic game. I spent two hours making it, so please rate it.
ummm what u think guys?? and hope u follow along with me untill i post it.. coz this is my REAL game.. i made some small projects before but not to publish only to learn and try things
BUT THIS TIME I'M SURE!! if u have any ideas or free models i will be really thankfull <3
I started to develop a game at the 29th of June, 2026 so im new. I started to make a game with AI and it is going pretty well for me. But i want to learn and write C#. How much should i learn and is there a problem with making a game with AI? Are the game devs write the codes with their bare hands or are they Getting help from AI?
Thanks for reading...(And sorry for my bad english)
I've been creating these kinds of effects for years, but now I'm turning that experience into a 14-hour video course.
The goal is to show how combining Particle System, Shaders, Compute Shaders, C#, and HLSL allows you to create everything from simple splashes to large-scale ocean simulations.
What do you think of the results? This demo includes Particle System and Shader Graph.
In case someone is interested, here you can wishlist the course: https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans
I am new to game dev, and I don’t know what to focus on and what to follow. I need guidance. Could you give steps I need to follow?
this is my first Unity project; I want to simulate evolution as an end goal. Currently, I just have a creature (the cube), the food (sphere) and the ground. the cube is supposed to be to follow food and destroy it once it gets close, however it just stays put and the sphere vanishes on its own. I have no clue what I'm doing, or if this is bug fixing or simply correcting my own mistakes but either way, it's annoying.
Quick edit: sorry for low quality screenshots
Im new to unity, and trying to get into 3d game dev, but whenever i try to download unity, it gives me a 400 code 55 error message saying "validation error"? Whats this mean, and how do i fix it? It even happened when i was trying to create a new account.
The battle system will be based around attack, item and summon cards you can use to fight, inflect effects and destroy your enemies!
Join the community server if you wanna support this project: https://discord.gg/6RX4JAdCW6
Hi everyone!
I have an idea for a game provisionally called Graveyard SIM (GYSIM). The premise is a management simulator where you take over a family-owned cemetery. The gameplay will be 99% UI-based, focusing on resource management (money, reputation, plot space), hiring/firing staff (gravediggers, security), and moral dilemmas (like taking bribes for shady night burials vs. maintaining a pristine reputation to attract high-profile political funerals).
To visualize the core decision loop, I mocked up this concept of how I imagine the main office HUB/dashboard looking:
The catch: I have ABSOLUTELY ZERO experience with game development or coding, and I want to build this using Unity.
Since the game is almost entirely menus, buttons, text variables, and data management (no complex physics, 3D character movement, or combat mechanics), what is the best roadmap for me to learn the ropes?
Any advice, tutorial channels, or reality checks on the scope of a UI-heavy text/sim game would be highly appreciated. Thanks a lot!
Game Title:
Chess Adventure
Playable Link:
https://play.google.com/store/apps/details?id=com.awesomelyup.chessadventure&hl=en_US
Platform:
Android (Mobile)
Description:
A clean and simple chess app designed for young players who are just learning the game. Built with Unity over the course of a year, the goal was to create something friendly enough for kids who can't read yet, while still being a proper chess experience. The app features a vs Bot mode with fully adjustable difficulty, local PvP on one device (pass and play), and customizable piece colors and backgrounds. The UI is kept minimal and visual so younger players can navigate it easily. No ads, no subscriptions. There is one optional one-time in-app purchase to unlock extra color themes, but the game is fully playable without it.
Free to Play Status:
[x] Free to play
Involvement:
Solo developer. Designed, programmed, and shipped the entire app independently.
I'm working on my game and I needed a Liquid Glass effect for UI Toolkit, but I couldn't find anything decent on the Asset Store. There’s so little good stuff available for UI Toolkit right now, it’s honestly kind of a bummer. So, I decided to make my own Liquid Glass, and I ended up absolutely loving how it turned out! I packed it with tons of customization options to show it off, and eventually, I decided to put it up on the Asset Store.
The hardest part was creating the UI components. I only made what was necessary for the game, but even with such a small number of components, numerous complications and problems arose. Had I known about this beforehand, I would have thought twice about taking on all this.
Now anyone can create interfaces like this, and I’m really digging it.
So I just recently started doing unity I'm still pretty new at it. I'm pretty adequate at blender I use that at work a lot but the gaming side is a little bit different a lot of stuff on there I don't really use mostly animation stuff. I'm just trying to make like a cool little carnival game with like some shelves that you shoot stuff off of like vases and coffee cups and stuff like that. So I got everything in there pretty good I know how to import stuff and I made it all in blender. The problem I'm having is I'm having a hard time finding good tutorials on making breakable objects I found some ones for wall damage and door damage and I went in and I made like an animation but it just looks like garbage I was hoping they'd be an easier way to to do this. I'd love to be able for it to break in spots I am aiming at but that maybe asking for too much at this point with my skills lol I'd be happy if it just didn't explode into just a mess of jagged parts all over the place it didn't get stuck there in your shelf for some reason. If anybody knows any good tutorials please I've already watched like the three or four on it YouTube it would be a great help I've been trying this for like 4 days now lol
To be specific I am trying to edit an apk file of an old game called Samurai vs Zombie Defense 2. I am trying to edit values to give myself cheats in the game. I have tried renaming the file from .apk to .zip but the actual game data isn't there. Is there a way that I can get access to the game data?
Wishlist on Steam: https://store.steampowered.com/app/4243240/Corefall_Idle_Dungeon_RPG/
Playable Link Browser: https://idlegear.itch.io/corefall-idle-dungeon-rpg
Platform: Windows, Browser
Discord: https://discord.gg/E2M3Db6xU8
Corefall is an idle dungeon RPG. You build a team of heroes, gear them up, set up their skill trees, and send them into dungeons and raids that they fight through on their own. Most of your time goes into picking the right heroes, equipping them, and tuning their builds
Quick Disclosure: This is a playtest! Not all parts of the game will be playable, I will be collecting tons of feedback and implementing to the build slowly!
There are 7 raids at the endgame, and they take a full team of 8 heroes instead of the usual party. Each one has its own boss and its own legendary drops. They're tuned to be hard, so you'll need good gear and decent builds to clear them.
You have a roster of different hero classes to choose from — tanks, healers, and damage dealers. You pick who goes on each run, how they're geared, and how their skill trees are set up. You can swap heroes between runs and check the combat meter to see who's doing the most work.
Loot drops while your team fights, ranging from common gear up to legendaries. It goes into a shared stash, and you equip it onto whichever hero needs it. Weapons are locked to their class, but armor, capes, rings, and amulets can go on any hero. There's also a Collection Log that tracks the signature drops from each dungeon and raid.
There are 25 dungeons, each with 3 floors and a boss at the end that drops its signature loot. They range from the Mushroom Den early on to the Geode Sanctum and the Spire Dungeons near the end. You can raise the difficulty as your team gets stronger, and there's an Endless mode that keeps going until your team can't handle it anymore.
Each hero has its own passive skill tree. You earn a point per level and spend it on stat nodes, Notables, and Keystones. You can build the same hero a few different ways depending on which path you take — more crit, more survivability, crowd control, and so on. The Endgame Is Endless!
Corefall plays itself when you want it to and rewards deep engagement when you don't. Send a run and check back later, or sit down and min-max for hours. The choice is always yours.
Features
Descend. Gear up. Go deeper. I can't wait to release this game, it is honestly super fun!
Free to Play Status: Free to play browser playtest build!
Involvement: Solo developer. I am trying to balance the game each and every day and could use more help getting the balance right!
AI Disclosure: No generative AI art, music, sound effects, storywriting, or dialogue is used in the game. All visual assets used by the game are human-created and bought from an artist. AI-assisted development tools were used for programming support, prototyping, debugging, architecture, and technical implementation. All game design decisions, systems, balancing, asset selection, and final implementation are all done by myself!
Hi everyone!
We are two French devs with a background in the gaming industry. A while back, we decided to quit our jobs to go full-time on a passion project we’d been working on in our spare time since 2020. It’s now been 2 years since we took that leap, and we finally announced our indie game a few weeks ago!
We also managed to sign with a publisher. Honestly, finding one was a bit of a battlefield—it took us about a year of hard work to get there.
Of course, we aren't doing this entirely alone anymore. We are also working with other amazing people whom we started funding through our own savings, as well as a French government grant.
Thanks for reading!
If you feel like supporting us, adding the game to your wishlist would mean the world to us !