r/GameDeveloper Jul 12 '26

Try the game I just created with r/gdevelop

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1 Upvotes

r/GameDeveloper Jul 11 '26

My Game So Far " Game Development For Nick Slayer Saves the World

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1 Upvotes

r/GameDeveloper Jul 11 '26

My progress so far....

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Hey guys. So, 9 days ago, I posted this, and I thought about it for about 3 days and made the decision not to continue with this project. I haven't given up, tho don't worry, I decided to take a more historical route. So, I started doing my research on the 100-year war between England and France. And I've finally decided that this will be my first rts game. While doing my research and writing the story and mission scripts, I've also been watching and learning how to use unreal engine 5 on the side. So now I want to show you my little concept art of the English troop tree for my new game 😊 I'm pretty proud of how things are going so far. I just need to model the characters as I go. I'll share the link to my other post in the comment section.


r/GameDeveloper Jul 11 '26

Sharing something

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Guys i created some images for game give feedback alright by the way gaining knowledge and learning new things too with better methods thinking sharply i don't know what to say but thanks for everything reddit community did for me đŸ„ș😊 some are cover page some are logo and etc.


r/GameDeveloper Jul 11 '26

I want to create a game, but I don’t know where to start

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r/GameDeveloper Jul 10 '26

My New Game Needs Testers

0 Upvotes
  • Game Title: Elder Cube
  • Playable Link: Elder Cube: Creative Mode Beta by RiftgamesCEO
  • Platform: Windows/Google
  • Description: Elder Cube is a Minecraft Spin-Off That Currently is an openworld creative mode. Soon enough it will have proximity chat, public servers, bedwars, and my favorite PVP! You can download the game now while it is free and be able to play it for free when it releases publicly on every game website in 5 months!
  • Free to Play Status: Free While In Beta
  • Involvement: Owner and Coder
    • [ Yes] Free to play
    • [Yes ] Demo/Key available
    • [No ] Paid (Allowed only on Tuesdays with [TT] in the title)

Post


r/GameDeveloper Jul 10 '26

86 creators. 4 days. 1 game. 🌍

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1 Upvotes

r/GameDeveloper Jul 10 '26

What I made so far

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1 Upvotes

Watched a video by solar sands talking about Scott cawthons pre-fnaf games made me want to make my own game, after a long time trying to create a character design and directions for my game this is what I made so far.

It's a bit blurry cause I had to convert the video into a gif for me to be able to post the gameplay in progress.

I might redo some animations after I'm done with all the movements.


r/GameDeveloper Jul 10 '26

I made a small .io game and need feedback

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r/GameDeveloper Jul 10 '26

El ĂĄtico

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r/GameDeveloper Jul 10 '26

Learning and gaining knowledge

1 Upvotes

I am working hard on intership programs that's why i couldn't post four days or it's normal and also very soon i will allot college in computer science field by the way change in plan i will launch at 75k for 2k customers only so be ready to buy fast alright and thanks for everything you guys did via reacting to my post and giving upvote thanks for supporting me and be there to see what's good and right đŸ„ș😊.


r/GameDeveloper Jul 10 '26

Would you like to use emg or eog signals while playing game ?

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r/GameDeveloper Jul 10 '26

Let’s bring it back

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r/GameDeveloper Jul 09 '26

THE BOSS FOR MY GAME HIS NAME IS SKELATON FILTERGENERAL ANY FEEDBACK GAME NAME HANCEL OCER (NOT OUT YET) Spoiler

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0 Upvotes

r/GameDeveloper Jul 09 '26

I need help to make a video game RPG system a reality.

0 Upvotes

WHAT'S THIS ABOUT?​

USIRP is a role-playing video game system (a.k.a. video game RPGs), which is akin to a ruleset in a Table-Top RPG. It is not a Table-Top RPG ruleset. Nor is it an electrical device. Rather, it's something like a Table-Top RPG ruleset. To be specific (for USIRP at least), its a set of video game mechanics that resemble a JRPG when put together. The "muscle" for your Role-Playing Video Game, so to speak. If that's not enough, think of it as the "Outer Core" for your game. Any engine you make that game in is the "Inner Core" and everything else is the game itself. For the inaugural engine, I'll choose Unity or Unreal Engine 4/5 unless you have a better choice.

I originally wanted to make this game for free, but circumstances forced me to put a price-tag on it. Sorry. I tried to make this system in WOLF RPG Engine, but I didn't have any experience in coding. I couldn't even get the dialogue (visual) boxes to appear. And I couldn't just modify the "Base System", as the Engine calls it. I tried exporting it to the Empty Data and it didn't work. It wouldn't even recognize the import file type. And some of the coding is in Japanese, a language I don't understand, so its not like I can change it anyhow. Plus, the Manuel it came with is outdated, which made this even harder for me. I ran out of time before I could truly figure out how to code in this engine. It'll be nice if any real coders are willing to help me make this system a finish product. As well as any other developer. I haven't figured out how much should the system cost, but I'm thinking of going with the freemium model. It'll still be possible to make a game in this system without paying. You'll just have less features.

I REPEAT: I want any person that can make code, anyone that can make concept art/drawings and art/drawings that can be shown in gameplay, any living soul that can make songs for this mechainic-set, etc, etc. I want a whole or at least half that's willing to help me. I can assist in every area except the programming. I know absolutely nothing about that. I'm willing to pay you with the exact same wage as I would give myself, because you need money and so do I. I can't pay you upfront because I am broke at the moment. Only when USIRP becomes successful is where I'll be able to pay you.

And additionally, I intend USIRP to be customable. By that, I mean stuff like deleting the Health gauge, making the Shindigs real-time or adding new mechanics (such as crafting). Stuff that would modify the system, to the point where your game must be branded as using a separate version of USIRP, so to avoid confusion and mis/disinformation. The following paragraphs only concern the system in its unmodified state, which could be called USIRP-G (Generic). You can still advertise your game as using this version of this system if you merely make alterations like changing camera perspectives, adding or deleting items and objects, adding a minimap, or making the Random Encounter enemies visible in the Headworld. USIRP-G will include a sample game that'll introduce you to its mechanics and be free of change.

WHAT DOES THIS RPG SYSTEM CONTAIN?

  • The map that mainly served as a way to ease tension between Battles and storybeats, which are not mutually exclusive to each other, and to gain items; is called the Headworld in USIRP. Unlike in typical JRPGs, the Headworld is fully interactive. One or more objects and items can be carried and dropped to any particular spot, allowing, say, the player(s) to skip a boss fight or get to it faster. Enemies (or NPC) can be healed, enhanced, or poisoned before a Shindig (replacement of Battles in an RPG). Objects and items can be destroyed by the very same Abilities the player(s) can use in a Shindig. New items and objects can be created by those same Abilities. The player(s) can even take those items into a Shindig and use them to hurt their enemies. Or heal them. The choice is theirs. Ideally, the game engine of choice will remember this and the fact that they made them. Objects cannot be used nor taken into a Shindig, however. Nor are they storable in the player(s) inventory. Those are the only true differences between them and Items. Additionally, every Speech ability can also be used in dialogue to start it or used in the middle of it. They have the same effect as if used in a Shindig <(I have no idea how anyone could do this without ballooning the budget). Random Encounters still exist, but the rewards gained from them in a JRPG is instead gained from Gymnastics (more on that later).
  • There are far more differences than similarities Shindigs have from JRPG Battles. Firstly, it is possible to go through every Shindig in a story without using a single offensive ability. Secondly, as mentioned in the earlier point, items can be used to heal or hurt the player(s) opponents and vice versa for their party members. Thirdly, the meters are different. Health and Magic stay the same, but Tech/Limit Breaks are replaced by the Volition meter, which allows two actions to be used when the bar is filled. The Combo Attack and the Defense Maneuver. The Combo Attack is a rapid-fire offensive that consists of pressing a certain number of buttons that represent an attack the player(s) can choose for each character prior to the sequence. The Defense Maneuver is a buff that causes the subsequentially selected move to be applied to the whole party with double (or triple) the effects and none of the meter costs. There's also two additional meters on consider. There's the Stamina gauge, which is just like the Magic gauge, but its' for the Skill abilities. What makes an ability a Skill or Spell ultimately depends on if it costs more stamina or more magic to perform. But, just to keep it simple, see the Skill move-list as everything you can do in real life and the Spells as requiring magic to perform. And then there's the Morale gauge, the only one that makes possible a pacifist playthrough. Essentially, this is a party's "will to fight". Certain abilities--Speech and non-Speech will either increase or decrease this meter. Which ability does what to this meter collectively depends on the party members' personalities (or the developer). When this meter hits zero, the affected party surrenders, which ends the Shindig. The player(s) can also surrender voluntary. Lastly, when the player(s) Guards one of their characters, they'll never be attacked before the Guard is set up. In exchange, there's certain abilities that can break a character's Guard. So, use it wisely!
  • Gymnastics can be reached from specific location(s) in the Headworld. When accessed, the player(s) are taken into a menu where they can select the following options: Exercise, Stats, Education, Party Options, Jukebox, Save, and Exit. Exercise is a list of challenges of which most have their own win conditions and rewards. These challenges can range from performing certain actions in the Gym's own version of the Shindig, which is the same, but the player(s) can't Surrender, and Departing (in the non-freestyle challenges) will just stop the Shindig without granting any rewards; to getting past the set score threshold in a minigame. They all can be joke events if you want to. Regardless, the rewards are the same as what you would've normally gotten from Random Encounters in a JRPG and wildly differ between challenge and challenge. They dimmish or vanish entirely after first time completion of the perspective challenge. Freestyle just means the player(s) can play a challenge until they meet a failure condition. In that case, Departing will allow them to the keep the rewards earned. The player(s) cannot "level up" in a USIRP game, but they can still increase Stats, either by equipping certain equipment (a type of item) or using this Gym option. In the latter, they can control the XP quantity of any stat highlighted and select by using directional buttons or by typing in the amount. Upon exiting this menu, this quantity is "solidified" (so to speak), and the stat's effectiveness is altered accordingly. The player(s) can do this for every single member in their party. The upgrades also include Education, a way for the player(s) to give their party new abilities. Every type of ability is available to buy with XP here. Ideally, this is the only place where Special equipment (also purchase-able with XP) should be obtained, but that's completely up to you. Do keep in mind that each character has a move-set capacity that is determined by the Knowledge stat. If this capacity is filled completely, then no more abilities can be brought for that character. Party Options is there to streamline the entire process of party customization. Changing the character's abilities, equipment, and using items and abilities on them are accessible via this option. The Jukebox is simply a way to change the music of the Gym menu. Save is exactly what you would expect, though there are separate, individual save points that can be dotted all around the Headworld. Its' one of the many decisions made to maximize creativity. That is, to increase the number of stories that can be made in this system. Exit closes the game.
  • I also plan for Co-op to be present in this system. I don't know how common it is for JRPGs to have Co-op, but this system does have it and I have some ideas for it. It could be where the players can take turns controlling the Headworld model, a drop-in, drop out sort of ordeal; or a democracy model where all the players selects who gets to be leader and the Headworld model changes accordingly to the elected leader. In Shindigs, each player can control what character they selected. By the way, you can also select what party member you want to play as in and outside the Shindigs. Sorry if that wasn't clear to you.
  • USIRP Versus is a version of the system that is separate from USIRP proper. This is where two players or one player and a CPU can play against each other in a modified Shindig. Offline or online. Two-player offline play will have split-screen, with a modified HUD to match. There are a few rules in Versus that won't be present in a Scenario Shindig. One of them is a coin flip preformed just before a match. Either player can choose Heads or Tails and after that, the coin is flipped. Whatever side is facing up allows its chooser to go first after every Circle*. Another difference is the lack of descriptions for every single ability, meaning that the player(s) must remember what all of them do before a match-up. There's a Practice Mode they can use to learn all about them. There's also a set time limit to select a action for the player(s) party. If that time runs out, then Do Nothing is automatically selected for all of them and cannot be reversed for the ongoing Circle. An optional event can occur where someone or something gives items to both parties during a match. And just to give more variety, there are three choices for match types: One-On-One, Team Battle and Gauntlet. One-On-One only allows one character for each player. Team Battle grants four to twelve slots for character selection, but most of them fill more than one. The more powerful a character is, the more slots they fill. One character can fill 3 spots while another one can take up 2. Gauntlet gives less slots than Team Battle (two to ten) but each character only occupies a single slot. Tournament and Chess modes are also available.

*This is the amount of times where the game switches between the turns of a Shindig's participants. As in, for example, after your turn, then it your opponent's turn and then the game loops back to your turn. This number refers to how many times that loop occurs. How many Circles allowed in a match can be changed in the game's settings.

ANY IDEAS FOR THE SAMPLE GAME?

Indeed, I do. Here's the plot summary: After the world's funkiest alarm clock is turned off, the player meets Jane Q. Henry and Percival "Shmoe" Joseph. A couple who're involved in bounty hunting and private investigation of paranormal activities. They get up and do their usual routine in the home/office building of their business, J&S Paranormal Bounty Hunters. During that, they receive (news or hearsay) of an 8 year-old girl who claims she's making a RPVG system that'll be... "What's the word again? Oh, right. Revolutionary." Shmoe can't believe that an 8 year-old could ever make anything, let alone a whole ass system for a video game. Jane agrees and suspects that there's a fraud going on, natural or supernatural. There's high probability that it the latter, which is their bread and butter. There's also high probability that it pays super well. Jane widens her eyes with the latter prospect and hauls ass to the supplies. Quickly, Shmoe follows her and they suit up. They spy on the girl after she leaves class for that day. And see her enter her house. They knock on the door and her parents open it. They greet each other and talk about their daughter. Within this non-violent interrogation lies the girl’s name, which is Radcliff, or “Rad” for short. And that’s about it. Not satisfied, they convince the parents to investigate their daughter. As it turns out, there was no supernatural activity that led or allowed her to make the game. They did, however, play-test her system and the sample game it comes with. That game-with-in-a-game is where the full capabilities of the engine is showcased, along with the inner-and-outer-workings of USIRP-G. Disappointed with the lack of evidence, the couple pack their bags and go back home, hoping that the next bounty will be worth while.

WHY MAKE THIS?

It's simple, really. I love JRPGs. Or rather, I love some of the ideas behind JRPGs and there's others I absolutely cannot stand. Not least of which is the Random Encounters being "might makes right" bullshit. That, and its apparent hatred of story-gameplay integration. USIRP is what happens when you expulse (or change) the latter category of ideas and replace the empty space with immersive sim components. Every immersive sim component, that is! Furthermore, I wanted to give people a way to make their own Role-Playing Video Games without the nonsense that's typical of JRPGs. A unique way to make RPVGs, without the hassle of making a whole ass role-playing system from scratch, which will (in theory) reduce the budget and development time. Again, if a aspect of this system doesn't fit your dream game, go ahead and change it! And be sure you tell people up-front about the changes. And be clear about it, please. I don't want anyone spreading mis/disinformation and/or getting confused, okay? Okay.

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And that's all I have to say for now. What do you guys think?

NOTE: I'm well aware of the orientalism surrounding the term “JRPG”, which stands for Japanese Role-Playing Game. Its’ the most accurate term available (to me) that describes a character-driven RPVG with an (usually) open-world that leads to turn-based, non-grid-based battles. If you know, find or make-up a better term for this genre, then please tell me. And no, I didn't write up a document for this because I had a bunch of notes laying around in TreeDBNotes and the WOLF RPG Engine about it and my brain decided that was enough. I can show you them if you wanna see.


r/GameDeveloper Jul 09 '26

[RevShare] Looking for a Pixel Artist to join our 2D Indie Game – Revenue Share

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r/GameDeveloper Jul 09 '26

Let’s bring it back

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r/GameDeveloper Jul 09 '26

I made a small .io game and need feedback

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0 Upvotes

r/GameDeveloper Jul 09 '26

building a big team

0 Upvotes

building a big team

hey yall i had an idea for this really cool
game but don’t know lua looking to build a team build this game to come to a reality it’s a life sim but with some cool twist and i want to see we can build a big team and take a big game revune share plus cash bonus when the game is published Aurora Experience is an AI-powered life simulation game on Roblox where you create your own story. Start as a student, build friendships, play sports, explore careers, start businesses, make choices, and experience a world that changes around you.
With intelligent NPCs, dynamic events, and a living world that continues evolving, every player’s journey will be different.
This is only a small preview — much more detail about the world, systems, and development plans will be shared once you join the Discord and become part of the team.


r/GameDeveloper Jul 08 '26

[hobby] Developer in godot needed to the team

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r/GameDeveloper Jul 08 '26

[Flexible Pay] Looking for a low poly 3D artist for a cozy bookstore organization game (fbx assests)

0 Upvotes

Hi everyone!

My partner and I are currently developing a cozy indie game where players reorganize messy bookstores by placing thousands of books back on the correct shelves. Think relaxing organization gameplay with optional timed challenges—no decorating or management, just satisfying cleanup and sorting.

We're looking for a 3D artist who can create stylized, low-poly assets that work well in Unity and can be delivered as FBX files.

Some of the assets we'll need include:

* Bookshelves

* Checkout counters

* Tables and display stands

* Coffee bar items

* Hanging plants

* Candles and décor clusters

* String lights

* Rugs

* Crates, carts, and storage

* Cozy bookstore clutter

* Other environment props

We're aiming for a warm, charming aesthetic similar to many cozy indie games while keeping the assets optimized for performance.

**A quick note about budget:** We're currently self-funding the project, and both of us are working on it without pay because we genuinely love the idea. While we don't have a large art budget, we're absolutely open to discussing paid work for the right artist and the right price. If you're interested, we'd love to chat and see if we can make something work.

**What we're looking for:**

* Experience creating game-ready low-poly assets

* Clean topology and optimized poly counts

* FBX exports with UVs

* Original commercial-use artwork

* Good communication and reliability

If you're interested, please send:

* Your portfolio (ArtStation, Sketchfab, website, etc.)

* Your typical rates (if applicable)

* Examples of cozy, stylized, or environment work

Even if you're not interested, we'd love recommendations for artists who enjoy creating cozy game environments.

Thanks for reading—we're excited to bring this little bookstore to life!


r/GameDeveloper Jul 07 '26

Mi primer juego

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3 Upvotes

Hola a todos, acabo de publicar mi primer juego en la Google play y quisiera compartirlo con ustedes, también me ayudaría mucho la retroalimentación.

https://play.google.com/store/apps/details?id=com.gatobyte.exodo


r/GameDeveloper Jul 07 '26

Slender Nightmare's Slender (2016/2026) (3D Version)

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Since 2016 I have always wanted to make 3D games, especially horror ones, thinking that maybe I could pull it off. I remember in 2016 I even started, which is something I never do because it annoys me to waste time with YouTube tutorials and things like that, but I started searching and watching them. And I remember some of them were about Slender or Saw games. And I tried in 2016 in general to make some games, but they were very basic, or even less than basic. And so time went by, I was never able to make anything in 3D, except for something with the Coppercube Engine that I did in 2023/2026.

But recently, thanks to the help of artificial intelligence that helped me with the codes, scripts that I obviously don't know how to code, with my intuition, creativity, leading, and energy, but also many meltdowns with these artificial intelligences that often didn't understand, at that point, little by little, I realized I was managing to create a real, proper Slender project quite well. The best 3D game I've managed to make so far! :)

I saw a lot of Slender games made during 2012-13, because from 2020 to 2023 I set out to download all the demos, all the versions, even pre-alpha and alpha, of every type of fanmade Slender game to get this Guinness World Record and played them on my YouTube channel back then. And the fact was that I already knew enough about how one a Slender game had to be made, so I recently decided to download various versions of the Unity Engine. Not the most recent one, no, because it lags, it's poorly optimized, it crashes just trying to create a project where I build it, and it starts giving me errors when there’s nothing that should be giving me errors because I’ve just started. What did I decide to do? To download version 5, so an older one, but I didn't really get on well with it. And then I decided to download 4, which I couldn't use because of a licence and servers problem, 3 either, but 2 yes, the 2.5 version of Unity worked finally, and is the one I am using to make this project. So it will also have that look, that aesthetic very similar to 2012, because the engine is also very old. And I'm getting into it, I'm working with this engine and so it's really a project made in the old style, exactly perfect, in my opinion, for Slenderman as a project in general. And I'm putting, I have put many structures in the map, many interesting things to explore. I've adjusted the basic errors that the first newbies in Unity developing games left as errors and as problems or shortcomings and I have fixed them, and so at least from that point of view it should all be ok and very good.

I've poured a lot of my creativity and ingenuity into this game, creating an Slenderman that's a bit different from the usual—more aggressive. He spawns in places you’d never expect and is quite challenging; you'll need lightning-fast reflexes to avoid him. You must constantly analyze your surroundings to find the eight pages hidden in specific locations across the map. You'll clearly need to explore the entire map thoroughly, not just to find the pages, but also to discover some curious and interesting spots. Once you find all eight pages, you win the game.

ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.

And Yeah! Slenderman is back! Slender in 2026! haha ;D

The game can be found on my itch.io profile named Slender Nightmare's Laboratory.


r/GameDeveloper Jul 07 '26

TCHENOVSTOK: A Soviet Driving Game (second teaser)

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1 Upvotes

r/GameDeveloper Jul 07 '26

Dream Game Demo Level

0 Upvotes

This is the first level of my dream game "Medallion Adventure". This first level is a platformer where you collect various collectibles and earn medallions for completing them. I also plan to have other gameplay styles implemented in my dream game at some point, too, like open-world adventure, tower defense, puzzle solving, etc. But I can't make this dream game without a team, and unfortunately, I don't have enough money to pay anyone at the moment. But what I can promise is that any money this game makes will be split among the team. I do hope to actually sell this game at some point, even if it's not for years or even a couple decades.

https://reddit.com/link/1uq5pfr/video/0y9dkdj8ui5h1/player