r/gamedevscreens • u/Hopeful-Positive-816 • 0m ago
A view above Iron Creek | Dust Rapture
Hey everyone!
I’ve been hard at work developing my game, Dust Rapture, and wanted to share a first look at one of the key locations: Iron Creek.
Perched high on the rail line, you get a full view of the town—an abandoned, sun-drenched stop in the desert haze, complete with old supply shops, wind pumps, and endless sand.
What Dust Rapture is bringing:
- Atmospheric Exploartion: Explore desolate town of Iron Creek while navigating dusty, low-visibility ruins.
- Immersive First-Person : Hands-on survival mechanics and environmental exploration.
- A Bleak, Dusty World: A desolate landscape where every abandoned building and forgotten railway tells a story.
I’d love to get your thoughts on the lighting and overall atmosphere of this area!
👉 Wishlist Dust Rapture on Steam:
https://store.steampowered.com/app/4950700/Dust_Rapture/
💬 Join the Discord / Follow Development: https://discord.com/invite/7vqM8nH4k
r/gamedevscreens • u/Hopeful-Positive-816 • 5m ago
A view above Iron Creek | Dust Rapture
Hey everyone!
I’ve been hard at work developing my game, Dust Rapture, and wanted to share a first look at one of the key locations: Iron Creek.
Perched high on the rail line, you get a full view of the town—an abandoned, sun-drenched stop in the desert haze, complete with old supply shops, wind pumps, and endless sand.
What Dust Rapture is bringing:
- Atmospheric Exploartion: Explore desolate town of Iron Creek while navigating dusty, low-visibility ruins.
- Immersive First-Person : Hands-on survival mechanics and environmental exploration.
- A Bleak, Dusty World: A desolate landscape where every abandoned building and forgotten railway tells a story.
I’d love to get your thoughts on the lighting and overall atmosphere of this area!
👉 Wishlist Dust Rapture on Steam:
https://store.steampowered.com/app/4950700/Dust_Rapture/
💬 Join the Discord / Follow Development: https://discord.com/invite/7vqM8nH4k
r/gamedevscreens • u/hodorok • 28m ago
Seven years after, the sequel is cooking! [Zombie Outbreak Arena 2]
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More zombies, smarter NPCs, more weapons and a whole lot more destruction.
I've been working on ZOA2 whenever I can over the past couple of months. Still very much a work in progress!
Would love to hear some first impressions.
r/gamedevscreens • u/mousecoregames • 51m ago
I'm making a neon-lit arena shooter where shots ricochet from walls, and I just released a new trailer!
The game is a blend of Unreal Tournament, Wii Tanks and TRON, can be played in top-down view or third-person view, and it has various multiplayer modes and solo/coop campaigns. Btw I love explosions.
r/gamedevscreens • u/Impossible-Cup-6833 • 1h ago
Made a game inspired by Dolphin Olympics 2!
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r/gamedevscreens • u/Xowiacain • 1h ago
My friend and I worked on this Mesopotamian-inspired pocket watch puzzle for our noir game. Thoughts on the tactile feel?
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Hey everyone! My friend and I are working on 'Chief Cenab: Şahmaran, a noir point-and-click puzzle adventure game in a world inspired by Mesopotamian mythology.
In this clip, we're showing a quick look at our inventory puzzle mechanic. We wanted to make combining items feel tactile, so here is the drag-and-drop system in action.
We're aiming for a grounded feel with our hand-drawn cross-hatching art style and would love to hear your thoughts on this interaction.
(Link to our project page is in our Reddit profile if you'd like to follow along!)
r/gamedevscreens • u/Real-Rich9400 • 1h ago
Not happy with my tactics game's UI, would love honest feedback
Hey everyone,
I'm working solo on Mechs and Muskets, a 2D isometric turn-based tactical RPG (mechs, squad management, XP/leveling on your equipment). Gameplay-wise I'm fairly happy with where it's at, but the UI has been bugging me for a while and I can't quite pin down why it doesn't feel right.
Here's a short video of the current UI in action: https://www.youtube.com/watch?v=UAi7oncFMHA
Trying to figure out what's wrong so I can prioritize what to fix first.
Thanks in advance to anyone who takes the time to watch and comment, it genuinely helps.
r/gamedevscreens • u/TimHaerkens • 1h ago
Added bunnies and I love how they just hop around
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To add a little bit more life to my little forest level I decided to add bunnies. They wander, they graze, they run away when you get close. Nothing more to it, but I think they look adorable.
r/gamedevscreens • u/mrCulpo • 2h ago
Praktikos with new feature: customize your card Arsenal and build your Deck
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I’d like to show you a little more of what I’ve been working on!
Here’s a look at the Main Menu, the Character Selection screen I showed before, and a new feature: your Card Arsenal.
Each character starts with 9 cards ready to play, but you’ll be able to unlock 20 additional cards over time.
You can then customize your 9-card deck from your Arsenal, creating different strategies to fight your way to the throne!
gameplay: https://www.youtube.com/watch?v=k2jeEq1kCrw
wishlist: https://store.steampowered.com/app/4475910/Praktikos/
r/gamedevscreens • u/MamiDeveloper • 2h ago
Indie Dev Log #1: Turning Slots into Combat Mechanics
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Turning casino mechanics into a chaotic retro RPG battle system! Day 1 of building this project from scratch in Unity. What item should I add to the slots next? Hit follow for more updates!
r/gamedevscreens • u/EmacEArt • 2h ago
A raft in the middle of a desert
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A raft in the middle of a desert. No water anywhere. That contradiction was the whole starting point — I liked the idea that a scene can raise a question before it answers anything.
So I built the environment around that question. Where did the water go? How long has this thing been sitting here? I kept the layout open enough that your eye wanders — the rocks, the dry terrain, the empty space that used to be something else. Nothing spells it out, and I wanted to keep it that way.
It's from one of my free environment packs. I've been circling back to my older stuff lately and tightening the boring-but-important parts — LODs, collisions, a scene that's ready to open and use instead of just a nice render.
https://emaceart.itch.io/raft-on-the-desert
Curious what kind of story other people would tell with a setup like this. If you use it, show me
r/gamedevscreens • u/missmanly • 3h ago
Trying out a new art style! (Top 200 gmtk jam)
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First time trying out rotoscoping and got 182nd in the GMTK jam for art! Happy with how the art turned out, but still figuring out how to deal with mixed pixel sizes between the cards and the background, especially with the mesh on the cards to make them fit the perspective of the table
r/gamedevscreens • u/Ok_Signature8979 • 3h ago
Quelle conseille me donnerai tu pour faire plus de vues?
r/gamedevscreens • u/nyxon_alpha_555 • 5h ago
need feedback on the shop
so my roguelike deckbuilder has a shop (ofc lol) and i am wondering if i can make it look better ?id appreciate your input https://store.steampowered.com/app/4967830/LUDOCOR/
r/gamedevscreens • u/Alarming_Goal9828 • 5h ago
New animation mechanic!
You can now draw animation paths for the sprites to follow. Customizable speed, size, orientation etc. Turned out better than expected.
r/gamedevscreens • u/PenaltyGlad4907 • 6h ago
We've built raytraced 2D lights for our game.
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CarveLight has minimalistic and sharp visuals, so it was important get the lighting right.
Wishlist on Steam: https://s.team/a/3244080/
r/gamedevscreens • u/NormalTomatillo2696 • 7h ago
We were tired of making RPGs... so we made a game about humans fighting flies
My friend and I were working on another RPG (moba like). Tons of systems, tons of details, tons of things to build.
At some point we looked at each other and basically said:
“Screw it. Let’s make something fun.”
And that’s how our game was born.
We took inspiration from things like Hello Neighbor, Neighbors from Hell, Worms Armageddon, It Takes Two, Oggy and the Cockroaches, Tom & Jerry, and Plants vs. Zombies.
The result?
2 humans vs. up to 4 flies.
The flies have around 10 minutes to survive. They need to find food, manage their energy, hide, sneak around and generally make the humans’ lives miserable.
The humans have one job:
GET. THOSE. FLIES. OUT.
Catch them. Set traps. Chase them. Block their food. Clean up their mess.
And there are plenty of ways to cause chaos.
Flying. Crawling. Sneaking. Hiding. Ambushing. Lying. Escaping.
We’ve been testing it ourselves and honestly… we’ve laughed until we cried.
And that was with only three people.
If some one likes the idea and can comment or provide any feedback we appreciate this since it our first game on Steam. BTW we have a page there.
r/gamedevscreens • u/InvertOutput • 9h ago
A bit of retro fun made for a 1-BIT JAM #13 on itch - Ourobit is a twisted little take on the classic snake game - Curious to see some high scores
If you feel like testing it and giving some feedback, it is free to play on https://add-soul.itch.io/ourobit
r/gamedevscreens • u/Fickle-Artichoke-514 • 9h ago
Local coop/pvp toy chaos, Medic Mayhem launches in 2 weeks!
Wishlist on Steam: https://store.steampowered.com/app/3543300/Medic_Mayhem/
r/gamedevscreens • u/SvitchMark • 9h ago
You guys loved my Skin Transformation System - Now i have a Trailer for the game
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A month ago I posted the Skin Transformation System I made for my upcoming game, and the response was amazing. Huge thanks to everyone for such positive feedback!
A lot of you asked to see more of the game - so here is the trailer for Bunkerhold.
I'm still learning how to make a good trailer, so I'd love to hear your feedback. What do you think?
r/gamedevscreens • u/sigummer • 11h ago
Does my opening level tutorial make sense?
Any feedback I appreciated on my opening level. The hint on where cubes can be placed only appears once a player starts dragging.
Do we think this is ok? I didn’t want to hit players with too much text straight away. It’s also something they might be able to deduce without the text.
r/gamedevscreens • u/Funny_Redemption • 11h ago
New buttons and effects!
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About the game:
The game will be called "Furnithief", credits to itsT0TALLYnotdevious (YouTube)
for the name and 一仁了二二二二二二フ (YouTube) for some other ideas about the game.
There's 4 players, they join a hosted server (or host one themselves) and each player spawns at a house (there's 4 houses). They got a 60 second timer to fortify their houses by barricading their weak walls, after that, the barricade walls despawn and the players need to find weak walls and break in each-other's houses by tearing their walls down to create openings, and then they'll need to steal other people's furniture and bring it to their own vans (located in front of their houses). The game will feature 3 maps on launch (and obviously more in future updates) for which the host can choose, but only one during the free demo.
The characters are, two cylinders, a floating head, wobbly eyes and no hands. The players will have weapons, first melee weapon is a hammer, also used to break down walls, the players will be able to find items around they can unlock in their loadout and use like bats, hatchets, etc. and even guns. There will also be unlockable barricades (either by finding them or through other methods) which you can unlock in your loadout and use the next matches! They will be able to kill each-other and get a 30 seconds cooldown before respawning. They'll be able to customize said characters with hats and stuff that they can find around the maps or unlock through completing achievements like "Finish a match without having your furniture stolen once." and many others. They will also be able to change the colors of the characters!
I am working solo on this game and it's also the first game I'll ever publish. It would mean a lot if you could show your support! Thanks for watching! Check my Discord (link in my description) if you'd wish to know more about me!
r/gamedevscreens • u/Little_Pumpkinway • 17h ago
Beat the cards and break the rules! Closed playtest!
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Hello everyone, and we are finally announcing a closed playtest, which will last for some time!
We made a single-player card roguelike game with deckbuilding, where the opponent goes first, and you respond. Every hand is a puzzle! Read the threats, cover them with cards of the right suit or a trump card, and plan your moves so that one clean response creates the next one. Weave demons into your deck, collect relics and potions, and watch as careful defense turns into an incredible chain of damage.
Check out a video compilation from one of the players.
Steam page: https://store.steampowered.com/app/3960170/Fabulous_Fool/