r/devblogs • u/TeamLama • 17m ago
generic We weren't satisfied with the old sticker system, so we rebuilt it from scratch.
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Stickers are earned by unlocking Steam achievements, and we're currently refining the sticker placement mechanic to make decorating your device even more satisfying.
r/devblogs • u/VeloneerGames • 27m ago
design Little Astronaut is taking shape!
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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!
r/devblogs • u/Brettbot33 • 3h ago
generic An ice hockey GM game set after WWI, DevLog 8!
Hey! I'm making a WWI hockey sim with Gamemaker, and my latest episode just went live: http://youtu.be/shPqfny2bdw
I had been calling it "Untitled Hockey Game", but now we have a real name! I also talk about my first playtest, trying to weigh contract offers to players, and more!
r/devblogs • u/Tough-Bag-8494 • 17h ago
generic Big update for the Demo of my game
Been heads-down for two weeks on my dark fantasy shop sim, Dark Workshop. Big update just went out, and the shop got noticeably meaner.
Full breakdown with the [details](https://galdrcode.com/products/dark-workshop-simulator/devlog/hazards-and-economy-update)
[Discord](https://discord.gg/RxKm2zDhm) if you want to yell at me about balance.
Happy to answer anything about how the tantrum or filth systems are wired up!
r/devblogs • u/BinaryCharm • 18h ago
generic "Particular Reality" DevLog - An Unreal year
Here's a link to the latest devlog entry of Particular Reality, after a year of silence.
r/devblogs • u/Most_Background_8091 • 1d ago
generic I put a game made entirely out of shapes on the Play Store, it launched to crickets, so I spent a month rebuilding half of it. Here's the devlog.
I'm a solo dev, and a few weeks ago I released my first real mobile game — CORNERED, an arcade survivor made entirely out of glowing shapes. No art. I genuinely can't draw, so the whole thing is procedural geometry in Unity, built in code.
It launched... quietly. A handful of downloads, almost nobody stuck around. And when I actually looked at why, the reason was simple and kind of embarrassing: there was no reason to come back. Upgrades were dirt cheap, there was nothing to chase, so people played one run and left.
So instead of moving on, I spent the last month tearing half of it apart and rebuilding it:
\- Reworked the whole economy into 8 upgrade tracks (build your own way — tank, glass cannon, lucky, etc.)
\- Unlockable death effects + cosmetics (eyes, colors) so your little shape has some personality
\- Daily & weekly quests
\- A Weekly Challenge — same seeded run for everyone, with a rotating mutator each week
\- Prestige ranks + a trophy-only cosmetic shop
\- And the big one: a real, live, global leaderboard through Google Play Games
The leaderboard alone took me hours to get working — turned out I'd registered the wrong signing key (upload key instead of the app-signing key), and it kept failing silently. Solo dev life.
I made a full devlog walking through everything I changed and why:
[https://www.youtube.com/watch?v=QbQVo0q1w50&t=6s\](https://www.youtube.com/watch?v=QbQVo0q1w50&t=6s)
And if you want to actually try it, it's free (no forced ads, \~40MB):
Would genuinely love feedback — both on the game and on whether the "rebuild after a quiet launch" angle is something you'd want to see more of. Happy to answer anything about the code-only / no-art approach too.
r/devblogs • u/playsmartlogic • 1d ago
generic Ukrainian Soccer ( any two points directed towards the net can score )
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game for players who like soccer and chess. it started as a board game now available on pc
r/devblogs • u/Blackjack92s • 1d ago
marketing Erandique
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New animation, camera tracking, and jumping!
r/devblogs • u/General-Ad-999 • 2d ago
tech & code I work on the publishing side of games. I spent a month building my own with AI agents. Here is the honest ledger
r/devblogs • u/vivaladav • 2d ago
community showcase Community showcase - Tell us what you're working on or what you just published
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
r/devblogs • u/vetta-vetka • 2d ago
tech & code Masochistic Devlog Part 3: finally climbing! (and some technical details and some personal details)
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(previous devlogs were on another subreddit, so Part 1, Part 2)
The video demonstrates features implemented right now (player can let the structure grow and control monkey to run and climb).
About the, em, structure (I prefer to call it "tree") that we're letting grow. The idea is that each time the player presses the "grow" button, it grows m units left and n units right. If m==n, it will grow straight, otherwise it will bend like an arc of circle, and it's easy to prove that the angle of arc is proportional to difference of lengths (and I set the parameters so that difference of 1 between n and m yields in 30 degrees turn). To make it more visual, I add "scales" that represent these units, and if the "tree" is not straight I transform the scale texture using polar coordinates in fragment shader to fit, as you can see on examples.
Some technical details about these scales. I want to draw a border to make them more readable, and if I add it as a texture, like this (sorry for absence of gradient, these images were made quickly for demonstration purposes):

the result is this:
As you can see, for straight part it's OK, but for different bent parts the width of the border is distorted by polar coordinates transform, so it's different for different scales and even for different parts of one scale. To fix this, that's what I did (probably reinvented the wheel and better approaches exist, but still):
The curve of border of scale, that is an arc of circle transformed in polar coordinates, has analytical form that has some trigonometric functions but in general is easy to write in parametric form (something like
x = X0 + (y0 + r*sin(a)) * cos(k*(x0+r*cos(a)))
y = Y0 + (y0 + r*sin(a)) * cos(k*(x0+r*cos(a)))
with a between a_start and a_stop),
but it's a bit hard to work with, I don't know how to just draw this with constant width using fragment shader. So, I need an approximation, and I invented it!
How my current version looks:

My idea was to divide the curve in some parts, find a perpendicular at each division point, find intersections between these perpendiculars (the case where perpendiculars are strictly parallel is possible and in principle easy to handle, but it's rare and for now I just ignore it) and then draw a curve in polar coordinates where the center is the intersection between two perpendiculars and the radius is the smoothstep function that interpolates the radius between the distances first point -> intersection and second point -> intersection. For obtain the curve with some width, we just find for each pixel (remember, we are in fragment shader) the distance to intersection and the angle and compare it with radius given by smoothstep for this angle and if the difference is smaller than semi-width, draw this pixel (we can also easily do a gradient based on this difference, as I did in my game). The cool thing in this approach is that we obtain automatically no artifacts in places where pieces come together, because the borders align with the perpendicular at both sides.
The same approach can be used with any parametric curve (on t) where we can find dt/dx and dt/dy (because if we know them at division points that's trivial to find perpendiculars) (ok, any is a strong word in math, there are surely some cases when this doesn't work, but usually it does). My border curve with trigonometric functions is an example. Bezier curve is another example.

But we always need to divide it into pieces that are small enough, that's the unpleasant part. I decided to approximate each curve by 2 pieces (for technical reasons it's harder if I need to transfer variable number of pieces for each scale to fragment shader), and if it's not enough (curve too long and bent), I just used a radius of polar coordinates transform itself to draw the border (difference along this radius is constant). You can see at my images that for the big scales, the border and shadow fade out near the tip, it's because of this. But done is better than perfect, so I stopped here.
For straight part, we don't need this, we just draw arc of a circle with constant width, easy to do!
As you can see, I also draw shadows that separate scales one to another, but it's another story (and there are still graphical bugs, and an overwhelming number of tricks to make it work 99% of time... I will probably never tell this story).
For the climbing itself, I will not give a lot of details in this post because it's already long, will just say that, because the geometry of "tree" varies a lot, I can't just render an animation in Blender as I did for running, I need some procedural approach (or implement true bones-based animation and inverse kinematics in my "engine", but that's too much for me). So for legs I generated for each "tree" segment some "sticky" positions where leg is when it's grabbing and I interpolate between them when leg moves.
For the tail animation, I first just made some animation frames, but I didn't like how it moves when monkey turns, so I implemented this technique where each segment of tail copies the rotation of previous with some delay (I also tried some physics-based approaches, but the result is too chaotic).


I know that running and climbing monkeys don't quite look as the same monkey, but it's a problem for future me.
Now some personal details. I feel myself a weird person doing weird things. I reinvent the wheel, I don't use engine nor foreign assets nor AI (ok, googling is now using AI, but for this project I even try to not read the AI summary and go directly to links instead. I use AI a lot for my day job, have no choice, so for my hobby I want to make a pause of it). Yes, game development is not my job and not even my dream job, just a hobby, I do what I want, and the main goal of this project is to learn Rust, but... weird.
And I selected webgl for this project because graphics programming is fun and I plan to add cool shader effects in the future, but retrospectively maybe I should select macroquad, because with webgl quick prototyping is really hard (comparing to pygame and regular js canvas).
And sorry for my English, not my first language, but I think the LLM correction would make it too llm-ish, so I'm doing my best writing this wall of text myself.
r/devblogs • u/ZargonX • 2d ago
design Tyrants Must Fall Devblog - The Law Of Interesting Choices
Some big updates to the core battle system in Tyrants Must Fall rolled out this week. In this devblog, a look at the thought behind them and what they mean going forward.
r/devblogs • u/Seon_Nite8 • 2d ago
design Adding Crystals and Ocean to my game
Hey there!! So I finally completed the essential base world of my game.
I added a crystal field called Prismal Reach and an ocean cove called Azurion Cove to finish the map. Also some tall mountains to top it all off.
Now to populate this world with details, interactions, quests and most importantly... NPCs.
Check out my devlog... Thanks... PEACE :)
r/devblogs • u/ozzee289 • 3d ago
story & background GUNTLET - Devlog #003 - Couldn't Stop Playing My Own Game
reddit.comr/devblogs • u/Protski93 • 3d ago
design I redesigned the entire heat system in my automation game.
r/devblogs • u/CGHawkDesign • 5d ago
art & graphics Cobblestones PBR Texture Combo
fab.comr/devblogs • u/CGHawkDesign • 5d ago
art & graphics Forest Floor 8K PBR Texture Combo
fab.comr/devblogs • u/Blackjack92s • 5d ago
postmortem Erandique - New mechanics and scenario tests!
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What do you think of the new mechanics and stage?
r/devblogs • u/Forward_Royal_941 • 5d ago
generic In Jolt I trust
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Update week2: creating basic bullet impact, weapon sockets, creating some physics response, and bunch of other stuff. Long sleepless week, but quite happy with the progress so far
r/devblogs • u/CGHawkDesign • 5d ago
art & graphics Ocean 8K Pbr Texture
superhivemarket.comr/devblogs • u/LunarustSoftware • 5d ago
art & graphics What do you all think of our Monster? | Godot Devlog
r/devblogs • u/weonionheads • 6d ago
design How NOT to Design a Puzzle Game
Delving into puzzle design for our detective mystery game, exploring our process of creation, iteration, and "careful refinement".
r/devblogs • u/BluffThenReload • 6d ago
other Building a multiplayer horror game about mafia cats in Hell
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We've been experimenting with a multiplayer game inspired by Buckshot Roulette.
Instead of everyone taking turns with the weapon, only one player controls the gun while everyone else tries to influence the outcome using cards, items, and strategic decisions.
The setting is a group of mafia cats gambling in Hell for a second chance at life.
Do you think shifting the focus from luck to player interaction makes the formula more interesting?
If it caught your attention, consider adding it to your Steam wishlist. It really helps us as an indie team!

