itch.io/t/6572190/making-my-dream-deckbuilding-gameMaking My Dream Deckbuilding Game/t/6572190/making-my-dream-deckbuilding-gameFri, 03 Jul 2026 21:58:30 GMTFri, 03 Jul 2026 21:58:30 GMTFri, 03 Jul 2026 21:58:30 GMThttps://thesneak.itch.io/draft-isle

Draft-Isle is a roguelike deckbuilder where every card shapes your island’s fate.  Build a thriving medieval settlement from the ground up.   Plan a town, deploy military battalions, and add terrain as you see fit. 

Each run, Viking invaders descend upon your island, and once the raid begins, there’s no direct control, only the consequences of your decisions.   Battles unfold as dynamic auto-battles, where your defenses, layout, and planning are put to the test in real time.

I intend to make a progress video once a week.

I've recently contracted an artist!  We are currently working on the card art.  

Feel free to play the beta! I appreciate any feedback.


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/t/3973672/fps-zortch-2-zortch-harder[FPS] Zortch 2: Zortch Harder/t/3973672/fps-zortch-2-zortch-harderThu, 01 Aug 2024 20:00:09 GMTThu, 01 Aug 2024 20:00:09 GMTMon, 16 Feb 2026 13:35:45 GMT

(also formerly known as the Zortch expansion pack)


in the previous game Zortch has escaped from the planet of the Brainsuckers
and after a short trip in her new spaceship she falls onto a desert planet
due to an accident with microwave popcorn

she now finds herself in a conflict between the natives of the planet
the human settlers and a bizzare cybernetic cult that worships mites

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Links:
devlog of the first game
the first game
youtube version of the devlog

(this is Zortch btw)

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a lot has happened since the release of the first game (about a year ago)
things got crazy, the game got a lot of fans it featured in many yt channels 😵
(of course compared to the big players like HROT or Ultrakill, Zortch is still just a speck 🤭)
I made a lot of patches and drunk on confidence started working on an expansion pack..
it only meant to be a map pack with a few new things
and then I realised that the engine is not up for it
so I rewrote a few things to make it extendable
and then things got out of hand 😓

I still insist on calling it an expansion pack however
as I don't have any better ideas (let's just settle with sequel)

most of the devlog has already started in a short youtube video format this time
but as the original had it's devlog on itch.io I felt bad not having one here as well
I'm much less organized nowadays and sometimes just end up posting devlogs
to friends or any poor soul that comes across 😓


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/t/6682711/emergency-alert-system-official-teaser-trailer1Emergency Alert System Official Teaser Trailer#1/t/6682711/emergency-alert-system-official-teaser-trailer1Sat, 25 Jul 2026 21:59:25 GMTSat, 25 Jul 2026 21:59:25 GMTSat, 25 Jul 2026 21:59:25 GMT

A simple night turns into a horror of unforgettable alerts... What begins as an ordinary evening quickly becomes a fight for survival as emergency broadcasts interrupt the silence and something impossible begins to stalk the city. Explore familiar locations, uncover what is happening, and survive encounters with the mysterious shadow monster. Every decision and every moment counts as the city falls deeper into chaos. Can you escape before it's too late?
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/t/6747860/goof-balls-agario-meets-rock-paper-scissorsgoof balls - agar.io meets rock, paper, scissors/t/6747860/goof-balls-agario-meets-rock-paper-scissorsTue, 04 Aug 2026 19:29:47 GMTTue, 04 Aug 2026 19:29:47 GMTTue, 04 Aug 2026 19:29:47 GMTThe original idea came from a martial-arts manga (Kenichi: The Mightiest Disciple) I read in high school. There was a scene where two masters played rock-paper-scissors at an absurd speed, watching each other and changing their hands at the last possible moment. For some reason, that idea never left my brain.

Years later, this is what I came up with lol.  I also combined it with the simple Fire/Grass/Water triangle that I loved from the original Pokémon games

Premise: You’re dropped into a shrinking ring with a bunch of little balls. Switch elements to counter your opponents, rush into the ones you beat, shield when you’re in trouble, and try to be the last goof ball standing. 

I also made it so you can play solo against bots or create a private room and play with friends! (Added chat so you can trash talk them a bit too)

It’s still being tuned, broken, and improved, so I’d love to hear what you think. I have a lot of ideas for things to add here so be on the lookout for some more additions as time goes on.


https://tappinc.itch.io/goof-balls

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/t/6674840/carnage-2-rhythm-arena-shooter-devlogCarnage 2 — Rhythm Arena Shooter Devlog/t/6674840/carnage-2-rhythm-arena-shooter-devlogFri, 24 Jul 2026 20:07:45 GMTFri, 24 Jul 2026 20:07:45 GMTSun, 02 Aug 2026 14:17:08 GMTHello! I have officially started development of Carnage 2, a sequel and reboot of one of my older projects.


Carnage 2 is planned as a fast first-person arena shooter with roguelike elements. The main goal is to create combat based on movement, timing and combinations rather than simple weapon switching or button spam.

The player will use several tools at the same time:

  • a sword for light and charged attacks;
  • a revolver with limited ammunition;
  • a rechargeable grenade;
  • dodges and unlockable combat skills.

The main mechanic is called Blood Tempo. It rewards the player for killing enemies in different ways, changing targets and staying active. The meter slowly decreases during inactivity, but at 50%, 75% and 100% it can be spent on special combat abilities.

The first public version is planned as 0.5.0. The current scope includes:

  • one summer farm arena;
  • four enemy waves;
  • a boss fight in the fifth round;
  • six enemy types, including the Forest Demon boss;
  • skills and upgrades between rounds;
  • adaptive resource drops;
  • the Blood Tempo system.

The game is being developed in Unreal Engine 5.4.4. The target platform is Windows, with releases planned for itch.io and Game Jolt.

Development is still at the very beginning. Actual version - 0.1.0

I will continue updating this thread as development progresses. Feedback and questions are welcome.

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/t/6745577/zar-v04551-dynamic-music-new-progression-gameplay-improvementsZAR v0.4.55.1 Dynamic Music, New Progression & Gameplay Improvements/t/6745577/zar-v04551-dynamic-music-new-progression-gameplay-improvementsTue, 04 Aug 2026 08:39:07 GMTTue, 04 Aug 2026 08:39:07 GMTTue, 04 Aug 2026 08:39:07 GMTHello everyone!

Alpha v0.4.55.1 is now available for ZAR.

This update focuses on music, progression, inventory improvements, and bug fixes.

New Features

  • Four new music tracks
  • Dynamic music stem system
  • Inventory zoom system
  • Shop reroll, relic & dice sell  options
  • New relics that increase remaining rounds and throws
  • Round and throw limits now scale with player level
  • One free dice upgrade before Elite battles
  • Timeout system for the dice calculation phase
    • Our roadmap leading up to the Steam Demo has been added to the Main Menu. You can now follow the completed, current, and upcoming development stages directly in the game.


Fixes and Improvements

  • Fixed Shop box sorting issues
  • Fixed the Slot Machine relic
  • General gameplay improvements and bug fixes

ZAR is still in early development, and your feedback helps us improve the game.

Thank you for playing and supporting ZAR! 🎲

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/t/6104635/as-long-as-were-together-dual-character-action-horrorAs Long as We're Together: Dual Character Action Horror/t/6104635/as-long-as-were-together-dual-character-action-horrorSun, 15 Mar 2026 18:19:51 GMTSun, 15 Mar 2026 18:19:51 GMTSun, 15 Mar 2026 18:19:51 GMTLink to demo which covers the first level (no boss yet): https://potatoptarmigan.itch.io/alawt

I'm developing an action horror game where almost everything even the combat, relies on both characters. The combat is in real time, with a simple control scheme and a slowdown function to allow players to easily control both characters at once.

Some background info:

Story summary: An unknown event merges strange beings and objects from other dimensions into a biology lab. The story follows a slowly mutating security guard named Sera and a junior scientist, Lea in their attempt to escape. To make matters worse, a mysterious entity has latched onto the remainders of Sera's left arm. While it's given her a boost to healing as well as strength, there are some yet to be known side effects.


Combat: There are different attack effects when attacking with Lea's variety of weapons. For example, one specific weapon allows Sera to pull off a fast kill. Sera's attacks with her sword arm weaken enemies, resulting in them taking more damage from bullets. Unfortunately, Sera mutates per hit so you can't just hang back and let her do all the work. I like flashy action combos in my action games, so I brought some of that to this game. 


Puzzles: Some of them require the usage of both characters in possibly unexpected ways. 


Any feedback is heavily appreciated! At one point I'll probably cover design considerations since there were a lot of things I had to think about when designing the controls. In the past I received some concerns (from people who hadn't played the game) that a dual character game would be hard to control or overwhelming. I'm currently working on the boss for the first level.

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/t/6744327/c64-petscii-polychrome-raycaster-chapter-6-mapsin-the-pouring-rainC64 PETSCII polychrome raycaster: Chapter 6 - Maps(in the pouring rain)/t/6744327/c64-petscii-polychrome-raycaster-chapter-6-mapsin-the-pouring-rainTue, 04 Aug 2026 00:19:56 GMTTue, 04 Aug 2026 00:19:56 GMTTue, 04 Aug 2026 00:21:42 GMT

Latest engine devlog video of the C64 Polychrome Raycast Gfx engine, show casing new map aspects and improving engine, with bonus assembly code blooper at the end.

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/t/6712896/hex-open-world-sandboxHex Open World Sandbox/t/6712896/hex-open-world-sandboxTue, 28 Jul 2026 13:46:16 GMTTue, 28 Jul 2026 13:46:16 GMTWed, 29 Jul 2026 01:36:02 GMTHey, I'm Rou, I'm a professional programmer; this is my Hex Sandbox Project. Although it may look graphically unimpressive, it has some really neat features that will allow for rapid prototyping and development in the coming weeks. To put it bluntly, it aims to improve on other "Block Game" by addressing several issues I've experienced while playing Block Game. This first post will be largely dedicated to technical improvements over other Block Games - but you should expect some updates in the coming weeks.

July 28th, 2026 - Oh Look, Hills! (Render distance 10km)


Key Supported Features:

  1. Modding support is trivially simple: the entire system is developed with modding support as a first class feature. Everything in the world, in fact is represented by "mods" - my core game and the features I provide use the exact same tool set that a modder would have - this means anything I can do, you could also do.
  2. Crazy Fast Performance: Whenever I played other block games, I was always frustrated that the game would not use my CPU or GPU effectively, and no matter how powerful my machine was, the game was functionally capped at a certain speed because it was designed for a single, or maybe two CPU cores. This is completely done away with, the engine uses as much resources as you can throw at it, not only does this make the experience more enjoyable for people with modern hardware, but it also allows servers to host many more people than a typical Block Game server. Internal tests show that a modest home PC can host around 128 players without issue; I am working to break the world into different "server regions" so in theory, the number of friends you could play with is literally endless (friends not included). The system is also built in such a way that extremely large landscapes and render distances are possible on even potato hardware.
  3. Hexagons over Cubes: This is probably the biggest visual difference between Block Game and my implementation - the world is built with hexagons rather than cubes. Hexagons have some properties that make building much more interesting, for one, you are able to build at angles not possible with cubes. I've played around with this a ton, and have built a few interesting systems that I think keep the building accessible and simple, but allow the greater freedom that block games simply can't provide.
  4. Dynamic World State: This feature is something that extends the world to be more than just a backdrop or scenery. The world has the ability to efficiently react to the player. Fire spreads, dirt turns to mud in the rain, leaves change as seasons change, mechanical/electrical component simulation, the possibilities are endless. Other Block Games that I know of use separate systems to make all these things work - in the engine, the world state is represented one way - making these extensions easy and intuitive for development or modders.

July 27th, 2026 - A Flat and Boring World



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/t/5351241/an-argentinian-rpg-los-periplos-de-ciro-y-sus-amigosAn argentinian RPG! Los periplos de Ciro y sus Amigos!/t/5351241/an-argentinian-rpg-los-periplos-de-ciro-y-sus-amigosThu, 25 Sep 2025 14:09:02 GMTThu, 25 Sep 2025 14:09:02 GMTFri, 05 Jun 2026 23:28:50 GMT

This is an RPG I'm making using RPG maker XP, and I currently finished its full demo. The game is about Ciro, a quiet kid that carries out his Mom's errands with the help of his Friends. The errands always go wrong one way or another.

Es un RPG que estoy haciendo en RPG Maker XP, y he terminado de hacer su demo completa. El juego trata de Ciro, un chico callado que cumple los recados de su Mamá con la ayuda de sus Amigos. Los recados siempre se complican de alguna u otra forma.

[These screenshots are part of the same Errand / Estas capturas son parte del mismo Recado]

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The Demo currently covers the ENTIRE 1st Errand and the first half of the 2nd. Both in ENGLISH and SPANISH!

La Demo actualmente cubre TODO el 1er Recado y la primera mitad del 2do. Está en ESPAÑOL e INGLÉS!

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There's more information in the game page, so read it if you're interested  / Hay mucha más información en la página así que léanla bien si están interesados.

LINK: https://untalaugustus.itch.io/los-periplos-de-ciro-y-sus-amigos

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/t/6742120/the-bugs-fixed-and-the-new-version-released-The Bugs Fixed ! And the New Version Released !/t/6742120/the-bugs-fixed-and-the-new-version-released-Mon, 03 Aug 2026 14:43:59 GMTMon, 03 Aug 2026 14:43:59 GMTMon, 03 Aug 2026 14:43:59 GMT-All critical bugs have been fixed, and the game should now be playable normally (hopefully no more bugs~).  

-All audio files in the OST folder are free to download and use.  

Thank you all for playing!

Game Link : https://funny-dog-dev.itch.io/feature-down

My other work : https://funny-dog-dev.itch.io/

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/t/6736097/ride-beyondRide Beyond/t/6736097/ride-beyondSun, 02 Aug 2026 09:47:21 GMTSun, 02 Aug 2026 09:47:21 GMTSun, 02 Aug 2026 09:47:21 GMTHi everyone! I’d like to share some exciting news: I’ve uploaded a teaser trailer for my new game to my channel! The game is currently over 60% complete, and I’m continuing to work hard on it. A huge thank you to everyone who plays and rates my games—it gives me a massive boost of motivation to keep going!


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/t/6585244/untitled-lebanon-projectUntitled Lebanon Project/t/6585244/untitled-lebanon-projectMon, 06 Jul 2026 21:02:38 GMTMon, 06 Jul 2026 21:02:38 GMTMon, 06 Jul 2026 21:04:45 GMTNejmeh Square

Moving from rouche i started working on the nejmeh square ill update the rouche tho to add important details
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/t/6578918/archon-project-top-down-turn-based-game-inspired-by-scp-and-balatroARCHON Project - Top down turn-based game (Inspired by SCP and Balatro)/t/6578918/archon-project-top-down-turn-based-game-inspired-by-scp-and-balatroSun, 05 Jul 2026 13:05:11 GMTSun, 05 Jul 2026 13:05:11 GMTThu, 30 Jul 2026 09:18:57 GMT

After a lot of prototypes were made and thrown in the trash. I've finally come to the last (hopefully) i D e A.

Welcome to A.R.C.H.O.N — Anomalous Research & Containment High-Order Network.

About the lore... well, I haven't finished it yet.

About the gameplay... It's already explained in the title (j4f I will show you guys later).

That's all for this initial post! I will try to make more updates in the future! (If I'm still alive (❁´◡`❁))

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/t/6625286/gloop-3-devlog-3Gloop 3 Devlog 3/t/6625286/gloop-3-devlog-3Wed, 15 Jul 2026 20:01:16 GMTWed, 15 Jul 2026 20:01:16 GMTSat, 18 Jul 2026 01:47:54 GMTDEVLOG 1: 

Gloop 3 is the third entry in the gloop series and as always comes with completely new core mechanics and gameplay loop!

This time around we have a gardening game with a grappling mechanic deeply integrated into the gameplay loop! it's super fun, trust me.

There's minimal hand-holding, with an ingame guide on what buttons do what and some information that should set you on the right track to understanding how to understand sigils, the magic system within the game, they communicate to the player an object's game function and lore at the same time!

The development journey so far for Gloop 3 has definitely been significantly different than the other entries in the series, now don't get me wrong developing gloop 1 and 2 were totally different experiences, Gloop was first person and Gloop 2 was third person for example, but unlike previous entries making Gloop 3 felt almost completely frictionless, I think I'm really starting to get my head around godot and am getting comfortable in my workflow. And not to mention making Gloop 3 has taken me down countless wikipedia rabbit holes about the phoenician pantheon and led me to learn about medieval alchemy- something felt distinct about this entry and so I decided to release an alpha! I think this way I'll be able to get more feedback during the development process. Since I've got a total of one comment on my games thus far, I decided that anyone who gives me feedback or just says hello will be added into the game in crop form using their profile picture in the texture! (aslong as it's not anything nsfw!) 

Okay,  I'll stop writing this devlog now and go work on the next update :)

Here's some screenshots that I took quickly and the link to the game's page:      

https://lexil3xi.itch.io/gloop-3 (play for free in browser)

 Above: Farmland with a sigil that explains what type of seed can be planted here, and how the magic in the soil will affect the plant in gameplay and lore relevant ways.

Above: a view of the first set of islands from on top of the spawn lair.

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/t/6665607/where-the-arc-falls-building-a-story-rich-point-and-click-adventureWhere the Arc Falls — Building a Story-Rich Point-and-Click Adventure/t/6665607/where-the-arc-falls-building-a-story-rich-point-and-click-adventureThu, 23 Jul 2026 07:42:24 GMTThu, 23 Jul 2026 07:42:24 GMTThu, 23 Jul 2026 07:42:24 GMTHello,

I am developing Where the Arc Falls, a story-rich point-and-click adventure built around exploration, dialogue, observation, and puzzles that belong naturally to the world around them.

The project began as something I had wanted to make for a long time but did not initially believe I could produce alone. I have a professional software-engineering background, but my previous experience in game development was mostly experimental and small-scale. Over time, improvements in tools, production workflows, and my own understanding of the problem made the project feel less hypothetical and more achievable.

The first chapter is now playable from beginning to end. I am currently stabilizing it for a small closed testing group, with particular attention to save and load behavior, player guidance, pacing, animation, and whether the puzzles communicate their logic without excessive explanation.

I am intentionally keeping most of the story and specific puzzle solutions private at this stage. What I plan to share here is the development process: the design principles behind the game, the systems that support it, the problems that do not work on the first attempt, and what changes once people other than the developer finally play it.


I recently published the first longer article about why I started building the game:

Episode 1: Why I Started Building an Adventure Game

The project page is here:

Where The Arc Falls

One issue I am currently thinking about is how much information an adventure game should give the player before helpful guidance begins to weaken the satisfaction of discovery.

For people who play point-and-click adventures: when you become stuck, what usually makes you continue experimenting, and what makes you decide that the game has simply failed to communicate?

I will continue updating this thread as Chapter 1 moves through testing.
Would really appreciate this community's feedback, thoughts and hoping I could recruit some beta testers with true passion for old-school advneture gaming and great story-telling.

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/t/6343823/lands-of-folklore-my-devlogs-rpgeditor-dungeon-crawler-blobber-typeLands of Folklore: My Devlogs - RPG/EDITOR DUNGEON CRAWLER BLOBBER TYPE/t/6343823/lands-of-folklore-my-devlogs-rpgeditor-dungeon-crawler-blobber-typeTue, 12 May 2026 01:46:22 GMTTue, 12 May 2026 01:46:22 GMTSat, 01 Aug 2026 23:45:40 GMT

Hi everyone, I'm new here. I'm posting devlogs for my project, Lands of Folklore.  

Lands of Folklore aims to be both a complete game and an intuitive tool for creating your own games inspired by the Blobber dungeon crawler genre.
I'm not trying to build the perfect RPG. I'm trying to understand why the good RPGs were built the way they were. The engine is the consequence of that curiosity.

This is my first time doing this, so constructive criticism is welcome.

Thanks for reading, and I hope you like it.




Devlog #1: Just like Jack Burton says... What the hell!

Devlog #2: The House from the Roof Down and the Refactoring Hell

Devlog #3: Sweeping Under the Rug

Devlog #4: A Third-Class Burial for the "God Class": The Great Data Exorcism

Devlog #5: O(1) or Death: The Day the Engine Stopped Crawling 🚀

Devlog #6: The Day the Raycaster Stopped Looking Like a Badly Painted Curb

Devlog #7: Open Heart Surgery: The End of the Legacy Era

Devlog #8: 🚪"The worst enemy of a dungeon: The damn doors. Fearless, indifferent, and random!"

Devlog #9: 📝 Reflection: Technical Archaeology and the Mirror of the Classics

Devlog #10: The War Against the Black Edge and the Betrayal of Shader Globals

Devlog #11: Dungeon Themes, Sacred IDs, and the Curse of Rookie Debt

Devlog #12: 🌑 Bleed, You Bastard, Bleed! and Predator Vision

Devlog #13: Operación Predator – "If it bleeds, we can kill it"

Devlog #14: Operation Predator Part #2: "Thermal Vision Active"

Devlog #15: "The G-Buffer Revolution: Death to Magic Decimals"

Devlog #16: "The Silence of the Magic Numbers"

Devlog #17: “The Great Blackout – Down with Cardboard Torches”

Devlog #18: 🌑 Operation "Photon Factory" – The Hybrid Leap

Devlog #19: - Ghost Photons and the PointLight2D Shipwreck

Devlog #20: - The Bug That Set Us Free: Hybrid Lighting

Devlog #21: "Hágase la Luz (¿y las Sombras?)... a base de desfibrilador"

DEVLOG #22: Light is No Longer a Problem (Or How I Stopped Fighting Godot)

DEVLOG #23: Neon in the Void and the Fog Exorcism

Devlog #24: Zero-Garbage & ACES Look

DEVLOG #25: Operation Hypotenuse – Breaking the 90º Tyranny

Devlog #26: Operation Chisel – Carving the Stone

DEVLOG #27: Operation Total Chisel – Carving the Dungeon

Devlog #28: Adjusting the V8 Crankshaft

DEVLOG #29: Carpentry in the Dark and the Tired Trucker Syndrome

Devlog #30: Elite Carpentry and Glory or Death!

DEVLOG #31: Pressure Plates and the "Pork-Chop Atlas Tool"

DEVLOG #32: The Raycaster Kidnapping and the Node Rebellion

DEVLOG #33: The Day I Learned Not to Touch What I Didn't Understand

DEVLOG #34: Telemetry, Emojis, and the Silence of the Ferrari

Devlog #35: The Implicit Arrogance and the Deception of "Shiny-Shiny"

DEVLOG #36: Predator Vision and Combat Fog

DEVLOG #37: Slabs, Midnight Welding, and the End of Flatland

DEVLOG #38: The Triumph of Steel and the Law of Two Passes

🌑 Devlog #39: The Dictatorship of Decision — Why My Engine is a Scam

⚒️ Devlog #40 — The Editor Forge - The Most Expensive Calculator in the World

🌑 Devlog #41 — The Companion Bible is Born

🌑 Devlog #42 — The Awakening of the Cockpit

🌑 Devlog #43: Building the Workflow

🔦 DEVLOG #44: 🧪 MetalLab AIS - El Presupuesto del Caos - EXP-001

🌑 Devlog #45 — Even a Ferrari Needs Its Papers

🌑 Devlog #46 — We've Finished Building the Workshop

🌑Devlog #47 — MetalLab: Building the team

🌑 Devlog #48 — The Flow Is Unidirectional and the Bunker Doesn't Accept Regressions

🌑 Devlog #49 — Primero leer HEAD, después reutilizar, y solo entonces implementar

Devlog #50 — Editor Foundations III Closed: Construyendo antes de crear

🌑 Devlog #51 — La necesidad de un cuentakilómetros.

Devlog #52 — Architecture for Hard Heads

Devlog #53 — El incidente del Bucle Caliente

Devlog #54 — Dar un Paso al Lado para Seguir Avanzando

Devlog nº 55 — One Thing Leads to Another 🙂 (Visual Lab chronicles)

Devlog 56: Otra piedra más al montón: De cómo un descanso se convirtió en laboratorio




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/t/6736440/solo-mode-bots-customizationSolo Mode, Bots & Customization/t/6736440/solo-mode-bots-customizationSun, 02 Aug 2026 11:16:17 GMTSun, 02 Aug 2026 11:16:17 GMTSun, 02 Aug 2026 11:16:17 GMTI'm excited to share one of the biggest updates to Pass And Survive so far!

Over the past few weeks, I've been focused on making the game enjoyable even when you're playing alone, while also giving players more ways to personalize their experience.

What's new?

🤖 Solo Mode with AI Bots You can now play without needing other players. The bots are designed to keep matches fast, chaotic, and unpredictable. They're still a work in progress, so I'd love to hear how they look and what could make them more fun.

🎨 Character Customization Players can now customize:

  • Character skins
  • Win animations
  • Death animations
  • Bomb skins
  • Player icons

⚙️ UI Improvements The main menu, settings, and customization screens have all been updated to create a smoother and more intuitive experience.

Gameplay Video

🎥 Watch here: https://youtu.be/oerPAsMiA6I

I'd Love Your Feedback

I'm especially interested in hearing your thoughts on:

  • Do the AI bots look engaging and enjoyable to play against?
  • Is the customization menu easy to understand and navigate?
  • Are there any UI/UX improvements you'd suggest?
  • What other cosmetics or power-ups would you like to see?

Every suggestion has helped shape the game so far, so thank you to everyone who's been following the project and sharing ideas. I'm looking forward to hearing what you think about this update!

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/t/4350545/harem-of-valerius-first-side-scroller-city-builder-adult-game-harem-of-valerius-is-now-on-steamHarem of Valerius - First Side Scroller-City Builder Adult Game ! 🎮 HAREM OF VALERIUS IS NOW ON STEAM!/t/4350545/harem-of-valerius-first-side-scroller-city-builder-adult-game-harem-of-valerius-is-now-on-steamTue, 03 Dec 2024 16:07:14 GMTTue, 03 Dec 2024 16:07:14 GMTSat, 31 May 2025 12:15:34 GMTHello Fellas , 





This Valerius from Valendir Games and today i am ready to announce new project . HOV  
As the title says , this is a combination of an Adult  Action-Adventure Side Scroller and  Real Time Strategy and is being developed by Unreal Engine 5. 
In HOV you are playing as a soldier and will become a hero. You will  loot resources to build your village and help to make it a city.  You will find girls and  invite them to your village and if you can make them happy , they will make you happy as well.  Here is the core design ; 



 

HOV has 3 modes  ; Action - RTS and Romance .   You can travel  to new locations  to find resources and girls.  Romance is the reward of your efforts and I am pretty sure you will get it! 


I am a hard worker and  will try my best to write the updates here. But sometimes I may focus on development and may be in the shadows .  I may apologize for that from now.    

If you want to support me,  please feel free to look at other product of mine .  or You may join to the discord too. For now it is empty :) to first 10 people who joins to the server,  "Friends" role will be given and they can get  the game key for free.   (I really love friends ) :) 
https://valendirgames.itch.io   
https://discord.gg/S7Y4XMjQnd

Cheers :) 

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/t/6370287/dualspace-v13-the-discovery-updateDualspace v1.3: The Discovery Update/t/6370287/dualspace-v13-the-discovery-updateMon, 18 May 2026 20:02:04 GMTMon, 18 May 2026 20:02:04 GMTMon, 18 May 2026 22:38:03 GMT

Dualspace is a top-down puzzle game where one move controls two realities. A massive update has launched with new discoveries, and secrets.

Dualspace v1.3: The Discovery Update has arrived!

This Discovery Update had expanded the world of Dualspace with brand new secrets, hidden challenges, and more reasons to explore both realities than ever before.

The new Completion % system now tracks how much of the world you’ve truly discovered, encouraging deeper exploration and uncovering hidden content.

There is now unique secrets and challenges to find. Some, will only show in one reality.

The 2 brand-new NPCs finally make the shop discoverable and usable in game! 

The Discovery Update also includes numerous bug fixes and major gameplay improvements — including the removal of switching penalties, making mode swapping smoother and more responsive.

The Discovery Update fixes the issue of golden blocks destroying the world, and glitches at the world's bottom.

There’s still more waiting to be discovered.

Play Dualspace v1.3: The Discovery Update now!

https://codergenius72.itch.io/dualspace

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/t/6723691/i-want-to-make-a-unity3dmc-gameI want to make a unity3dmc game/t/6723691/i-want-to-make-a-unity3dmc-gameThu, 30 Jul 2026 23:12:00 GMTThu, 30 Jul 2026 23:12:00 GMTThu, 30 Jul 2026 23:12:00 GMT

I come from China, and because my computer was really bad, I could only play games like Minecraft 1.8.1, Terraria, Don't Starve, and GTA: Vice City when I was little. Later on, I played Undertale, Stardew Valley, and Survivalcraft. I thought games would be more fun when I grew up, but GTA 6 is still a long way off, and the games in 2026 still don’t have graphics better than GTA 5. Minecraft has updated with 300 camps now, while back in 1.8 it only updated one underwater temple. The updates in Terraria, like the Queen of Light, are completely different in style compared to the early Cthulhu Eye boss. The hard mode in Undertale still seems far off, and I heard Stardew Valley is adding marriage with the blacksmith. I’ve been waiting for someone to make a fun game like Survivalcraft. For all these reasons, I just can’t wait, and there’s no game in the world that I want to play. Every day I feel like early-era Michael from GTA 5, waking up from nightmares. Now I’ve downloaded AI and Unity, and I plan to use the Unity 3D engine to make a game similar to Minecraft. The reason no one has done it is either copyright issues or no one actually thought about making this kind of game. Besides the block world of MC, I also want to add cute, fluffy furries, use character names from Vice City, like 1 race, 2 gender, 3 age, 45 profession abbreviations—for example, ffypr, haha, it’s so funny, would anyone even understand that? After the tide goes out in the sea, I want to gather seafood, farm, and have lots of food. I have a lot of ideas I want to try through short videos, like checking out the Tears of the Ocean in Delta Operation, finding pearls in oysters, fishing for different kinds of fish to fight, building shelters in a limited world, like a 2000x2000 land surrounded by the sea. Minecraft's infinite world is exhausting, and my limited computer memory can’t really handle just playing freely. Terraria’s limited world is pretty good, plus it has honey. Honey lasts a long time, I really like it. Add some salmon in the sea too. Even though I don’t like eating it raw, I can make a game where eating one fish drops dozens of fish meat—it’d be so satisfying. I’m getting a bit hungry just writing this, I’ll order some takeout first. Where was I? Oh right, with plants, I want to add something like in Don't Starve, where you can plant one type the first time, then plant another type the second time; different plants grow faster, planting the same one grows slower. Underwater, I want realistic refraction and to slow down the player. Players should be able to draw their own skins, not have fixed ones like in Don’t Starve, Stardew Valley, or Terraria. I like Minecraft’s approach. Also, I want first-person, second-person, third-person perspectives, and play with friends via multiplayer or servers. Because of the law, I obviously can’t make adult content, those things, hmm, mods can handle it, I can’t do it. I also have quails; actually, making the game is partly so I can record their sounds and put them in the game—that’s about 40% of the reason. The other 60% is that no one’s making the game. I also like adding all sorts of cooking systems, preferably meals that fully replenish hunger in one go instead of adding gradually, plus a thirst system. ...

I also like fruit trees, apples, sea salt, mineral renewable bedrock, and so on. After saying so much, what was my question?  

So I’ll just ask three simple questions. Friends who have time are welcome to discuss with me. I’m still using a website through a VPN because the firewall is too strong.  

1. Should I learn C# using my own brain or with AI?  

2. How about the game I described?  

3. I haven’t thought it through; I really don’t know what I want to do, I just want to discuss.

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/t/6458949/browser-mmorpg-developmentBrowser MMORPG development/t/6458949/browser-mmorpg-developmentMon, 08 Jun 2026 22:57:16 GMTMon, 08 Jun 2026 22:57:16 GMTMon, 06 Jul 2026 18:12:26 GMThttps://fragmentsofworlds.com/
Hello everyone!

Well, it seems like it's time to start sharing the development, because it's starting to look like a game. It's going to be a grinding game, there's a bit of a plot now (5 quests) a few mechanics and features. I honestly don't even know where to start, so this post probably won't be very useful, but I'll try.

The game has no genre, there are different mechanics here, and I plan to work on and develop them all. 

Important: I generated all the images using AI, and if anyone protests against this, now you know it.

From the mechanics I can list the following:

You can catch creatures created by the monolith (something similar to Pokemon mechanics) with enchanted creatures (with extremly small spawn rate) but with fun mechanics.

There is very basic cooking, this is the basis for raising the player's attributes. Very basic because there are still very few recipes.

There is fishing, it is very simple if you understand how it works, but from those who tested it -  couldn't catch even one fish for quite a long time.

There is also the Hand Of God event mechanic (it is a roguelite event with meta progression)

Five quests will show all the basic mechanics that the player needs to know, here is voice acting, because there was quite a lot of text.

I started working on instances, I put them off for a very long time, because this is a very very large layer of work. Also, interestingly, I spent a lot of time on the inventory and container system, which surprised me, I didn't think inventory was so complicated.

There is also alchemy, but it turned out to be too complicated, and while there are no injuries in the game, it is quite useless at an early stage.

Also, from what seems interesting to me, there are stone gates that allow you to open a portal to other worlds, according to legend, the monolith that creates the player shines with energy, and people, plants and everything live in this light. And other shards of worlds (with their monoliths) are approaching ours, and at this time it is possible to enter them using a gate and a key. Only the Cloverluck world (St. Patrick's Day themed) is available now, but it's also ready for 30 percent.

and yes, 100% of users have a very serious problem with the fact that they wander around locations and don't know where to go and how to get to the right point, and that's normal, I planned it that way, the world is not big, so you don't have to wander for long here.

I don't know what else to tell, if someone is interested in something from the above - ask and I'll tell you. I will share the development process from time to time, as even five people who will be able to test the project will be a huge achievement for me. And yes, there will be a donation in the game, but it is unique, the player will not be able to buy anything for the donation for himself personally, he will be able to buy world buffs that apply to all players.

And here is some screenshots and link if anyone want to test.





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/t/2793482/trembling-essence-a-horror-gamedating-sim-visual-novel-which-focuses-on-survivalTrembling Essence: A horror game/dating sim visual novel which focuses on survival./t/2793482/trembling-essence-a-horror-gamedating-sim-visual-novel-which-focuses-on-survivalTue, 18 Apr 2023 04:12:03 GMTTue, 18 Apr 2023 04:12:03 GMTWed, 08 Apr 2026 19:34:33 GMTLink : Trembling Essence[Full Update] is available to play!

Hello and welcome to my dev-log, you can call me Bee! 

I am a new solo indie developer and currently working on Trembling Essence which is a slow burn horror game/dating sim visual novel that focuses on survival. Your choices will lead to multiple endings that will help you learn not only about Noah and the swamp, but everything else surrounding it.

Since I'm still understanding how to post here appropriately, if you would like to see the previous updates to my recent game development post's, you can read them [here!] I'm mainly active on ->[my tumblr] towards the game such as answering questions from my ask box to random drawings based off the game. 


If you like what I create, please consider supporting what I do on kofi! or join my Patreon!

All donations and tips help tremendously while I continue to work on the game, thank you to those that optionally bought the demo's on itch.io. :,] 

My carrd for all my socials is ->[Here!]

 If you have any questions about Trembling Essence/Noah feel free to ask on my Tumblr ->[Here!]. This makes it easier for me to see and answer accordingly as I enjoy hearing from you guys! Thank you to everyone for the uplifting support during all of this I really appreciate it! :,,]

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/t/6318219/wip-once-upon-a-farm-rpgm-demo-is-out[WIP] Once Upon a Farm [RPGM] | Demo is out!/t/6318219/wip-once-upon-a-farm-rpgm-demo-is-outTue, 05 May 2026 23:26:33 GMTTue, 05 May 2026 23:26:33 GMTFri, 31 Jul 2026 17:39:23 GMTHello everyone!
After months of hard work, we're excited to finally share the release  of our public demo of Once Upon a Farm.

Release Date : July 31, 2026 https://wildkraken.itch.io/once-upon-a-farm
Version 0.1

The demo will be available for free (and Once Upon a Farm will remain free throughout development).

Supporters on SubscribeStar will receive Early Access, depending on their support tier, a few days before the public release. Beta testing for eligible supporters will begin on July 25.


What can you expect?
Version 0.1 introduces the main characters, the Morgan Farm, several daily activities, the first story events featuring animated CGs, and the foundations of the gameplay systems that will be expanded in future updates.

Download
The public download link will be posted on our Discord server on July 31. It will also be available for free on our SubscribeStar page.

Finally, we'd like to thank everyone who's been following the project. 

_____________________________________


🌾OVERVIEW:

You play as William, a kind-hearted and naive young man who arrives at the Morgan family farm in search of a new beginning. What was once a prosperous household, is now on the verge of collapse. As William works to help restore the farm, both the land and the story begin to take shape through your actions, your choices, and the paths you decide to follow.
After all, there’s nothing like a quiet farm for curiosity… and darker desires… to slowly intertwine.

CURRENT STATE:
Demo Release: Planned within the next few months.
We are dedicating almost all of our free time to developing this game, as we’re both excited and eager to have a playable build ready.

DEVELOPMENT:
Studio: Wild Kraken Studio
Engine: RPG Maker MV

PLATFORMS:
• PC
• Planned Android APK ( Based on our current testings, this is still feasible. If everything goes as planned, we will release the demo and future updates simultaneously on both platforms.)

LANGUAGE :
• English
• Spanish (as Spanish is our native language, both versions will be officially released at the same time).

TAGS:
Technical Tags: 2DCG, 2D Game, Animated, Male Protagonist, RPG, Multiple Endings
Sexual content: Bestiality, Voyeurism, Incest (optional, selectable before starting the game), NTR (optional), MILF, Big Tits, Big Ass, Masturbation, Groping, Vaginal Sex, Oral Sex, Handjob, Footjob, Anal Sex, Multiple Penetration, Sex Toys, Titfuck, Virgin, Group Sex, Squirting, Creampie, and more.

GAME DESIGN NOTES:
OUaF is a story-driven RPG built around character relationship routes and player-driven progression.
While all of the women can become potential love interests depending on the player's choices, Once Upon a Farm is an RPG with a strong focus on bestiality content for players who choose to pursue those routes. Even outside of those routes, some of the main female characters will still have lighter bestiality-related scenes.
The male protagonist won't be involved in bestiality himself, this content is limited to certain female characters and their respective story paths.
We understand that this type of content is not for everyone. If bestiality content is something you strongly dislike, this game will probably not be for you.

Censored: No

FEATURES:
• Daily interaction system (Morning / Day / Night cycle).
• Meaningful choices leading to branching paths and different outcomes.
• Intuitive design with minimal grinding.
• Short, optional minigames and tasks.
• Farm progression system tied to gameplay activities.
• Unlockable upgrades and additional animals as progression advances.

All visual assets are 100% hand-drawn.
No AI is used in artwork or writing.
Every character, scene, sprite, and animation will be crafted manually.
AI tools are used only to assist with translation and programming support.

💬 DISCORD
If you’re simply curious, or would like to follow the project more closely, we’ll be sharing frequent updates, progress reports, and WIPs and teasers on our Discord.
Your presence is very welcome!

If you have any questions or would like to share your thoughts, we’d love to hear from you. Your feedback is always appreciated.

________________________________________________


📌 Update! 22/06/2026

Hey everyone!
Well, we are still spending pretty much all of our free time working on this project. We still don't have a release date yet (about a month and a half ago we said that, in the best-case scenario, we were still a couple of months away), but we're definitely getting close! At some point over the past few weeks, we considered putting together more of a prototype to show you, but we're not going to let our impatience win. The plan is still to create a demo that you can actually play and enjoy!

Here's an overview of what we've developed so far:


About the Art Assets:
One of the most time-consuming parts of development has been creating all of the art assets. Since everything is hand-drawn —literally everything!!— it naturally takes a lot of time. The good news is that this huge chunk of work only needs to be done once, and then it's there forever.

  • Maps

All of the maps that will appear in the demo are finished:
The Farm Exterior, the House (Ground Floor and First Floor), farm locations (Barn, Stable, Chicken Coop).
As well as their different time-of-day versions (morning, afternoon, and night) where applicable.
The overall design process, including planning areas for future events and tasks/minigames, has been one of the biggest time investments, involving lots of testing and revisions. And revisions often mean redrawing things again!

  • Intro

The introduction cinematic is fully completed and programmed. It includes several illustrations, some of them animated.

  • Farm-Introduction Event

After the cinematic, there's also an introductory event that takes place on the farm. It also includes illustrations and animations, and it's fully completed as well.

  • Main Character Sprites

The core sprites for all characters appearing in the demo are finished:
The three women, Their dogs, Will, Farm animals and some event-specific sprites.
We still need a few additional sprite variants for certain events that will be included in the demo.
The character portraits shown during dialogues (including all their facial expressions) are also complete.

  • Farm Tasks & Minigames

The demo will cover the first two progression phases of the farm, and most of their associated tasks/minigames.
At the moment, that's at least 8 different things to do, and 6 of them are already fully implemented and playable! (We currently have 2 additional tasks in development).
Examples of minigame/tasks include: Mowing the grass, collecting fruit, feeding the animals, and more!
While the tasks themselves are completed, along with the progression system that tracks progress and advances phases, there are still some UI and Journal details left to finish, since they're tied to phase progression.

  • CG Events

This is what we're currently focusing on.
We'll be spending some more time (hopefully a few weeks) developing and implementing CG scenes and animated CG scenes to add some narrative content to the demo.

  • Coding, Texts & Testing

Everything we've implemented so far is available in both English and Spanish. We also performed an Android export test, and everything appears to be working correctly.
We are also currently working on the inventory system. The programming side off it is progressing well, although I probably won't have enough time before the demo to create much of the artwork and visual polish for the inventory and Journal.


TLDR
Things are going well!
The foundation and overall structure of the demo are coming together nicely.
Our focus now is on polishing systems, fixing bugs, and expanding the narrative content so you'll have some spicy content to enjoy when the demo is finally released.
And yes... that release is getting closer! Hopefully, only a few more weeks to go.
Thank you all for your patience and support!


P.S. We've also shared a few timelapses and "behind-the-scenes" of some of the game's artwork on our Discord server for anyone interested in following the development process.



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/t/6714519/pixelart-infect-the-world-game-inspired-by-plague-incPixelart infect-the-world game (inspired by plague inc)/t/6714519/pixelart-infect-the-world-game-inspired-by-plague-incTue, 28 Jul 2026 20:48:08 GMTTue, 28 Jul 2026 20:48:08 GMTThu, 30 Jul 2026 12:36:04 GMTA pixelart game where your goal is to infect the world by evolving and spreading through boats and planes.

image.png

Thanks for keeping up with this games progress, and good luck to your own projects! :)

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/t/6725452/bullet-maxima-a-2d-sidescrolling-acrobatic-survival-based-roguelite-lite-metroidvania-lite-non-precise-platformer-with-shootingBullet Maxima - A 2D sidescrolling acrobatic, survival based, roguelite-lite, metroidvania-lite, non-precise platformer with shooting/t/6725452/bullet-maxima-a-2d-sidescrolling-acrobatic-survival-based-roguelite-lite-metroidvania-lite-non-precise-platformer-with-shootingFri, 31 Jul 2026 10:01:16 GMTFri, 31 Jul 2026 10:01:16 GMTFri, 31 Jul 2026 10:01:16 GMTApologies for the long description, but ever since the start of this project, I have been struggling to define what it even is. The project, already more than 9 months into development is coming along nicely. I've written a couple of devlogs already, but I think from here on out, I may continue to update this post more frequently as I want to take my time with a well written devlog that tries to be engaging and informative at the same time. Right now, while I do have a demo available, it's of an outdated version of the project and I'd like to continue with letting people try out the dev snapshot that I set up and from there start putting together another demo.


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/t/6725341/project-aether-a-mission-based-2d-shooter-where-firing-is-not-always-the-best-answerProject Aether — a mission-based 2D shooter where firing is not always the best answer/t/6725341/project-aether-a-mission-based-2d-shooter-where-firing-is-not-always-the-best-answerFri, 31 Jul 2026 09:24:10 GMTFri, 31 Jul 2026 09:24:10 GMTFri, 31 Jul 2026 09:26:27 GMT

Hello everyone,

I’m currently developing Project Aether, a mission-based 2D shooter for Android inspired partly by the Flash games I played growing up.

The prototype began with a simple question: can a shooter make the decision not to fire as meaningful as pulling the trigger?

Combat is still central to the game, but some encounters can be resolved through observation, restraint or the correct use of mission intelligence. Decisions made during a mission may affect its debriefing, the information available to the team and later events.

Line-art is everywhere on this initial version. To be replaced with better human art eventually.

The current prototype contains four connected missions. They are being used to test:

  • Mobile movement and shooting controls.
  • Mission briefings and debriefings.
  • Optional objectives and alternative solutions.
  • Intelligence gathered between missions.
  • Consequences that persist across the campaign.

Most of the current presentation is deliberately temporary. The visuals consist mainly of line art and shapes drawn by the engine, while the audio uses simple 8-bit-style effects and synthetic placeholder voices. My priority at this stage is validating the mechanics, mission structure and narrative systems.

I recently published a longer development log covering the original concept, the proof of concept, early feedback and the development of the first four missions:

Building a 2D Shooter Where Shooting Is Not Always the Best Solution

I’m now preparing a limited Android playtest.

One of the questions I’m currently considering is how clearly the game should signal that an encounter has a non-destructive solution. Should the possibility be communicated explicitly in the briefing, suggested through intelligence, or left for the player to discover?

I’ll use this thread to share future progress and playtest findings.

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/t/6719520/game-idea-maybe-the-title-could-be-betray-im-not-sure[Game idea] maybe the title could be “betray”, I’m not sure/t/6719520/game-idea-maybe-the-title-could-be-betray-im-not-sureThu, 30 Jul 2026 01:22:39 GMTThu, 30 Jul 2026 01:22:39 GMTThu, 30 Jul 2026 01:22:39 GMTHello everyone!

I’m a 17-year-old Italian guy, and honestly, I don’t even know why I’m writing this. I usually never finish the projects I start, but this time I feel like things might be different.

I don’t consider myself a game developer because this will be my very first game. Still, I hope I’ll be able to create something that people can enjoy.

The story revolves around the theme of betrayal, seen from the perspective of love. I don’t want to reveal too much about the protagonist, but I can say that after waking up in a familiar basement, he will revisit places from his past and make choices that will shape his future.

My biggest inspirations are Ao Oni and Undertale. Ao Oni is my main inspiration for the gameplay and part of the atmosphere, while both games have influenced the way I want to tell this story.

The game will be completely free. I’m not making it to earn money. I’m making it because I feel that I need to. It’s been more than eight years since my parents got divorced, but I’ve never really stopped to think about what happened or the choices they made. Through this game, I want to finally face that part of my life and share my thoughts, because it’s something I can’t really talk about in real life.

So far I’ve written the protagonist’s story and the stories of a few secondary characters. I’ve created the sprites and animations for the main characters and the monster, finished the tileset for the first map, and already planned its layout. I still need to design and complete the puzzles.

I’m using Aseprite for the pixel art. I’m not very good at either pixel art or music composition, but I’ll give it my all and do my best to improve while developing the game.

My goal is to release a demo once I finish the first level, which will take place in the protagonist’s school.

I still haven’t found a title that I’m completely happy with. Right now I’m thinking about “Betray”, but I’m not sure it’s the right one.

If you have any suggestions, ideas, or questions, I’d love to hear them.

Thank you for reading this long post. I hope you’ll enjoy following the development of the project.❤️

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/t/6714859/first-work-and-in-need-of-feedbackFirst work and in need of feedback/t/6714859/first-work-and-in-need-of-feedbackTue, 28 Jul 2026 22:37:21 GMTTue, 28 Jul 2026 22:37:21 GMTTue, 28 Jul 2026 22:37:47 GMTHey, I just uploaded something for the first time and I'm now working an a more zoomed in story set in the same world about the man who led the dumm K'ohar over the ice. But I have genuinely no idea if my storytelling is on the right track so feedback and advice could really be helpfull. My dream is to write and direct screenplays and write comic eventually. I start this way cause funding things like this need a portfollio or big savings. I hope to build certaintity and build my portfolio at the same time. Please be honest, I don't need sugar coating. I need ways to improve and create a carreer in what i love.

Kind regards,    

Thibaud Dewaele or maybe one day Tol

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/t/6723040/zar-3d-dice-based-roguelike-new-v04518-updateZAR 3D Dice based Roguelike - New v0.4.51.8 update!/t/6723040/zar-3d-dice-based-roguelike-new-v04518-updateThu, 30 Jul 2026 20:03:25 GMTThu, 30 Jul 2026 20:03:25 GMTThu, 30 Jul 2026 20:03:25 GMTHello everyone!

A new update for ZAR is now available!

This update focuses on improving player feedback, immersion, and overall gameplay polish. -  Custom Cursor Improvements A new custom cursor system has been added to make interactions feel more immersive and responsive.

- The cursor now changes depending on different situations, providing additional visual feedback during gameplay. For example, when gaining points, the cursor gives a thumbs-up reaction to celebrate your progress. 👍

- Tutorial Improvements The interactive tutorial system has been improved. It no longer automatically starts every time and can now be triggered based on player preference.

- Web Build Improvements Fixed an issue where the Web Build could show errors when trying to enter fullscreen mode.

- Bug Fixes & Gameplay Improvements Various gameplay issues, feedback elements, and smaller bugs have been fixed to create a smoother experience.

ZAR is still in early development, and we are continuing to improve its systems, visuals, and gameplay based on feedback.

Thank you for playing and supporting ZAR! 🎲

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/t/6721450/beyond-the-veil-futuristic-story-driven-action-adventureBeyond the Veil — Futuristic Story-Driven Action Adventure/t/6721450/beyond-the-veil-futuristic-story-driven-action-adventureThu, 30 Jul 2026 13:16:45 GMTThu, 30 Jul 2026 13:16:45 GMTThu, 30 Jul 2026 13:36:30 GMTHello everyone.


I recently came up with an idea for a game that I would really like to share.


The game is called Beyond the Veil. It is a futuristic story-driven action-adventure game with an open world and detective elements.


The story takes place in the year 3058.


The main character is Bral Stevenson, a 35-year-old highly successful businessman, inventor and technology enthusiast. He lives in a world where advanced technology has become a natural part of everyday life.


Bral is a widower. His wife, Ravonna Stevenson, died under mysterious circumstances at the age of 30.


Bral and Ravonna have a four-year-old son named Joseph. After Ravonna's death, Bral decides to leave Joseph in the care of an experienced and trusted nanny named Bree Carsen.


Bral then begins searching for answers.


He knows that Ravonna was taken to the Aurix Medical Center, where doctors tried to save her. However, something strange happened there.


Her body disappeared.


Nobody seems to know exactly what happened, and the available information does not give Bral any clear answers.


This becomes the beginning of his investigation.


Bral travels through a futuristic open world, searching for clues and speaking with people who may know something about Ravonna's death. Some NPCs can offer optional quests that gradually reveal new pieces of information about the case.


These quests are not simply random side activities. They can lead Bral to people, locations and evidence connected to the larger mystery.


For example, one person may claim to know something about Ravonna, but only if Bral helps them first. Another character may send him on a difficult mission to recover something important. Someone else may ask him to collect a number of rare components or deal with a dangerous group of criminals.


Some characters may even appear friendly at first, only to reveal their true intentions later.


Bral is technologically advanced and highly intelligent, but he is not immortal. He can be injured and killed, and the player must carefully deal with dangerous enemies and other threats throughout the journey.


The game is intended for an adult audience and contains mature themes, violence and brutal combat.


The main story is designed to take approximately 5–6 hours to complete, with additional activities and optional content available for players who want to explore more of the world after finishing the main story.


The central mystery of the game is simple:


What really happened to Ravonna Stevenson?


Who was responsible?


Why did her body disappear from the Aurix Medical Center?


And why does someone seem to be hiding the truth?


The answers are gradually revealed throughout the story, leading Bral toward a much larger conflict connected to his family and a mysterious figure from the past.


I don't want to reveal the biggest secrets of the story here, because I believe the mystery and the final revelations should be discovered by the player.


This is a game concept I came up with, and I would really like to hear what developers and other players think about it.


I am interested in feedback, suggestions and opinions about whether this idea could potentially be developed into a real game.


Thank you for reading.

Contact: tehnodom1383@email.com


If you are interested in discussing this project or potentially bringing it to life, feel free to contact me.

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/t/6471001/the-making-of-a-quirky-wild-west-dialogue-game-a-devlogThe making of a quirky Wild West dialogue game - a devlog/t/6471001/the-making-of-a-quirky-wild-west-dialogue-game-a-devlogThu, 11 Jun 2026 22:37:00 GMTThu, 11 Jun 2026 22:37:00 GMTThu, 30 Jul 2026 11:08:40 GMTThis story is treating itself pretty oddly.

On its first draft, it protested because it didn't feel like a game. It had 1,000 words back then, and now it has 10,000.

The story chooses to lean into the abstract in an otherwise grounded atmosphere (if you're standing on your tiptoes).
At one point, it wanted me to sing like cowboys used to sing to their herds. Out loud. Making things up along the way.
It wanted my guitar to sound like a banjo, and now that it gave up on the idea, it wants other objects. I have things that can make sounds and I'm not afraid to use them.
Its art: I use primitive tricks to pull off what I can in a primitive way. I literally met a three-year-old who draws better than myself. The story contains a few drawings to make player orientation easier. (And because, who wouldn't want their game to have visuals?)  

Meanwhile, here's another absurd feeling.

When I was a child, people who made my games were 1/3 of a planet away. By the time I was in high school, at least I shared the same continent with some of them. My hair is starting to go gray now.

When I clicked "start game" on this thing, a character greeted me, three dialogue options were there to choose from, music played, and a picture showed up. All at once. None of these were made by somebody else. I stared at the screen for an hour. And now I'm writing a devlog.





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/t/6720793/looking-for-a-developer-or-indie-team-to-bring-my-psychological-horror-game-the-one-who-remained-to-lifeLooking for a Developer or Indie Team to Bring My Psychological Horror Game "The One Who Remained" to Life/t/6720793/looking-for-a-developer-or-indie-team-to-bring-my-psychological-horror-game-the-one-who-remained-to-lifeThu, 30 Jul 2026 10:00:23 GMTThu, 30 Jul 2026 10:00:23 GMTThu, 30 Jul 2026 13:35:48 GMTHello!


My name is Kirill, and I am the creator of an original psychological horror and survival horror game concept called "The One Who Remained".


The game takes place in 1863. The main character is Jake, a 15-year-old boy who returns home and discovers that his mother has disappeared. He sets out to find her through an abandoned city covered in fog, facing demons, devils, zombies, and other dangers along the way.


Jake is an ordinary teenager who cannot fight, so the gameplay focuses on survival, exploration, stealth, logic, limited resources, and using light to survive.


I have already developed many aspects of the project, including the story, characters, atmosphere, enemy types, light mechanics, survival systems, healing, safe rooms, inventory, notes, and the main mystery surrounding the story.


I am currently looking for a developer or a small indie team who might be interested in helping bring this project to life. I would like to discuss whether the concept is technically and financially realistic to develop and whether you would be interested in possible collaboration.


If you are interested, I can provide a more detailed description of the story, gameplay mechanics, and my vision for the project.


Thank you for your time! I would be happy to hear your thoughts.

Contact: tehnodom1383@email.com

If you are interested in discussing this project or potentially bringing it to life, feel free to contact me.

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/t/6397883/nsfw-foreboding-adventure[NSFW] Foreboding Adventure/t/6397883/nsfw-foreboding-adventureMon, 25 May 2026 12:00:57 GMTMon, 25 May 2026 12:00:57 GMTMon, 25 May 2026 12:00:57 GMT

What is it? It's a deck-building, battle card, RPG game set in a fantasy semi-open world.

The World? Humanity is one of the lesser races. Each race has its own attitude towards humans; some enslave them, some treat them as toys, while some fight for their rights. You were raised on a small farm by your father, on the very edge of the civilized world, where it's peaceful. But after your father passed away, you found a weird crystal in his belongings and decided to take it to the capital and learn more.

Core Mechanics? Build your deck, explore the world, fight enemies, complete quests, and search for ultimate loot that fits your playstyle. No hand holding, linear progression.

NSFW factor? The fights. Each enemy is going to have its own set of animations, where MC, if not careful, can suffer in many sexual ways. Alternatively, you'll be able to use your body to your sexual advantage and tempt your enemies.

What am I doing differently? The world is a net of connected hand-crafted levels from a top-down view. When you encounter an enemy, a Card battle begins.

However, your deck is not random; you have to build it through skills and worn equipment. There will be multiple classes available with full freedom to pursue any combination. When it comes to equipment, certain items will add additional cards to your deck, like a shield giving you the ability to block or a magic staff giving extra spells.

Itemization will have more depth with randomized stats, giving you an incentive to search for tougher enemies and fight them for better loot with those ideal prefixes and suffixes.

Skills and attributes will rely on a common development points pool, where your skills draw power heavily from the number of attributes points you have that support that skill. It's your task to find a perfect balance for your playstyle between skills and attributes.

Animation and level of detail are something I really enjoy and want to put the biggest focus on. While I may not be the most skilled artist, I am hoping to grow my skills in drawing and animation through this game. Each piece of equipment will be uniquely visible on the avatar and animation sprite. Each enemy will have around 10 animations of its own.

Armor deterioration will also be a big factor. If you don't finish your fight against the enemy that destroys your armor, you will become more vulnerable and more attacks will become sexual.

While I have an interesting idea for a major narrative, I plan to create many side quests to find and complete at your own pace. Exploration, secrets, and puzzles. Only the major narrative will be somewhat linear, but the world will stay open if you can handle the challenges.

What do I have so far? The combat system is ready, the world map, and the first level. I am building towards a playable demo with the first 3 enemies to fight. It will take some time to put all the systems together, but I am hoping to finish build-1 near the end of this year.

It's my passion projects that connect my interests in drawing, animation, and programming. I have a clear goal in mind, and I am simply putting pieces together. I hope you'll find this dev-log interesting. If you are interested in details, feel free to ask.

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/t/6720169/proxima-2173-new-weapon-balance-passProxima 2173 - new weapon & balance pass/t/6720169/proxima-2173-new-weapon-balance-passThu, 30 Jul 2026 06:37:32 GMTThu, 30 Jul 2026 06:37:32 GMTThu, 30 Jul 2026 06:41:16 GMTHello guys, new proxima update:

 Minigun — a new rapid-fire weapon with a very low cooldown between shots. It builds up stacks the longer you keep firing at one target, ramping up damage as the stack count climbs - the upgrade path now pushes both the stack multiplier and the max stack cap even higher, letting you scale up to serious damage output the longer a fight drags on. 

other improvements:
Starlight event reworked to spawn meteors
🌊 Cleanse Wave rebalanced — now clears 1/3 of enemies instead of the whole wave
👹 Shrine enemies now chase at 40% player speed, with reduced spawn rates
🎨 HUD and UI color polish, updated health bars
🔊 Fixed sound channel bug causing SFX to cut out or disappear
⚡ Plasma projectile contact damage fix

Proxima 2173 is a top-down roguelite space shooter built solo
I would like to hear feedback about the new weapon or the game.

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/t/6709210/deck-beasts-devlog-creating-a-creature-collector-roguelike-autobattlerDeck Beasts Devlog - Creating a creature collector roguelike autobattler./t/6709210/deck-beasts-devlog-creating-a-creature-collector-roguelike-autobattlerMon, 27 Jul 2026 16:24:37 GMTMon, 27 Jul 2026 16:24:37 GMTMon, 27 Jul 2026 16:24:37 GMTHi everyone! I'm the solo-developer of Deck Beasts. 

Here's the basic rundown:

Build a squad of pixel-art beasts and battle your way through the warp in this deck-building auto-battler roguelike.

Draft beasts, equip abilities and items, collect relics, and win 10 battles before losing 4 hearts.

Fight ranked multiplayer battles against real players' teams, climb 9 rank tiers from Slime to Grandmaster, and earn gems to unlock 95+ beasts, 120+ abilities, 60+ items and 35+ relics.

Careful strategy - Once a beast learns a new ability, it's permanent - choose wisely.


What's done so far:

- Fully-built engine and combat system, including 30 status effects, 100+ abilities, items to equip, and run-altering relics.

- Completed shop where players construct their team between runs - playing into the randomness to craft an entirely new team, every run. 

- A Super-Auto-Pets-style deckbuilder where players can construct and fine-tune every aspect of their deck. 

- 98 Fully-sprited beasts, each fully animated to cast attacks, skills, and powers, in addition to resting, idling, and dangling animations. 

- A working, fully-implemented matchmaking system for multiplayer utilizing asynchronous, ghost-based PvP, alongside a tiered global ranking system.  

- Tons of balance changes already, with many more on the way.

You can play now at https://deckbeasts.live/

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/t/6714870/game-idea-forklite[Game Idea] Forklite/t/6714870/game-idea-forkliteTue, 28 Jul 2026 22:40:16 GMTTue, 28 Jul 2026 22:40:16 GMTTue, 28 Jul 2026 22:40:16 GMTHello Everyone, 


 My game idea is a 2d platforming side scrolling Roguelite about a mouse (I like the name Rupert but undecided currently) armed with a fork and candle attached to it (that later gets moved to a old mining style helmet found after the intro level) ascending from deep in the sewers and reaching the surface. The intro level would be about learning how to pilot the character around in semi darkness hence the candle and mostly platforming with no enemies. After the intro level when the mining helmet is obtained there will be less darkness but the candle will still serve a purpose since it will be somewhat dim with some darkness areas. There will be enemies to fight along the way that includes slimes, flies, and infected mice to name a few I'm still coming up with ideas. The character health would be cheese blocks (typical triangular-ish) that have 5 sections to each and when you get hit a bite or two gets taken out of it I'm thinking max of 3 full blocks so 15 hp technically but starting with 1 block 5hp. I don't plan on having the weapon for the character change but it's damage is increased through finding fragments of sharpening stones. The gameplay loop would be trying to reach the surface. The idea I have for the demo would be after the movement learning level he reaches the surface and it flips the switch on you the camera zooms out and the character wakes up and has to find out if the surface is more than 1 level up. He's always heard stories of what the surface is like or even has his own ideas of what might be up there. At the end of the loop when he reaches the surface it could be randomized with just a quiet neighborhood street or mountains of cheese above who knows?! There would obviously be some sort of Game+ ideas that I haven't thought of yet for how it would impact the game.


I have lots of ideas in this brain of mine but I have a hard time getting started because of a lack of art (as in the ability to do it) I have plenty of design ideas and systems ideas. I have used some AI art to slightly bring my ideas to life but I feel that it's lacking the human touch. I have dabbled in Aseprite with some fairly crude art I'm probably giving myself less credit than I deserve but hey we are our own worst critic. 


 I also think it would be cool to join a team to develop a game to just throw my ideas out there and see them possibly come to life. I am working on learning Aseperite and Godot. 


 I will attach some of the AI art just as a reference for what I'm thinking for how it should roughly look. I have to add the art in the comments.

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/t/6416395/thug-wars-2-development-has-begunThug Wars 2 development has begun./t/6416395/thug-wars-2-development-has-begunFri, 29 May 2026 19:43:51 GMTFri, 29 May 2026 19:43:51 GMTFri, 29 May 2026 19:43:51 GMTDevelopment of Thug Wars 2,  a GTA style  game has  started. The game will be a lot more polished than its predecessor, Thug wars 1 but with a smaller world and somewhat fewer missions, and only 2 cities instead of 3. It will also be available for Android as well as PC. The decision to start development of this project was made because the previous  Thug wars project was too huge to make improvements in reasonable time so its development liecycle had reached a dead end.  Although smaller, Thug wars 2 will have some new and creative missions.


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/t/2836145/randys-crazy-missiona-70s-inspired-game-based-on-the-1983-video-game-crashRandy’s Crazy Mission!–A 70s-inspired game based on the 1983 video game crash/t/2836145/randys-crazy-missiona-70s-inspired-game-based-on-the-1983-video-game-crashFri, 05 May 2023 23:02:30 GMTFri, 05 May 2023 23:02:30 GMTFri, 05 May 2023 23:02:30 GMT

Hello. I'm Jake Riley. I’m making a game based on the video game crash of 1983. The idea for this project has been in my head for quite a while now. It's been in inactive development during that time. Recently, I've decided to get more serious about making it and actually talk about it. This game takes place in a Wreck-It-Ralph-style universe where video game characters are sentient. It's a story-driven 2D platformer that will take you into the world of a poorly made Atari 2600 game during the video game crash of 1983. The project is called “Randy’s Crazy Mission!”, which is also the title of the Atari game it's set in. The game was made by a fictional sucker company to tie-in with their brand’s cartoon commercials. Think something like that old Tootsie Pop ad. It’s like how Coke and other brands made tie-in games for the Atari.

Aesthetic

As you're about to see (or have seen if you've already scrolled down), even though this project is set in an Atari 2600 game, it won’t look like one. Considering this game has a lot of dialogue and humor, and considering my background in hand-drawing, I didn't want it to have the very basic visual style of the 2600. I decided to give it a 70s animation art style instead, since the game within this game is based on 70s cartoon commercials. That’s how the characters actually perceive their world. Sources of influence include the classic cartoon Tootsie Pop commercial, Schoolhouse Rock!, and The Point! (not sure how many of you’d know about that last one). There'll even be a filter to make the 70s-style animation look older and more authentic. The 70s cartoon style fits the time period of the Atari 2600 well.

The presentation will still have elements of the signature pixelated 2600 look however. The HUD and text will look like they came straight from an old Atari game, some sound effects will use the Atari 2600 sound, and the characters' Atari sprites (what they actually look like on TV screens) will come up in certain places. Dialogue prompts will use NPCs' Atari sprites. Randy's 2600 sprite will appear on the grey HUD bar on the top of the screen when players can interact with something. And, the very beginning of the game will look like an actual Atari 2600 title, before flashing to the 70s cartoon style seconds later to highlight the contrast. The 70s cartoon style and retro Atari look both come together to create an interesting blend of aesthetics. Here's a picture of some of the characters' Atari sprites I made:


Story

Randy, the player character of both this project and his in-universe game, is a living mushroom. He's the mascot of the brand that created him and his advergame. He's also partially an analogue of myself. Sadly, he's sometimes pushed-around, insulted, and even outright ignored by his family and treated differently than his brothers, even though he's the main character of the game they live in. Unfortunately, this is based on how my own family have always been to me. Randy wants to put an end to the insulting treatment his own family gives him, and get even with his brothers .

There's a conflict that's happening while Randy's game is on the shelf in yet another disappointed buyer's home. Yeah, the game was returned to the store repeatedly. Randy wants to solve this conflict to gain the respect and appreciation from his family that he should have. Randy figures that solving this conflict himself without the aid of his family will make them end their negative and dismissive attitude towards him. The times he's been controlled by someone in the real world accomplishing a fake, programmed plot don't count as something Randy meaningfully did.

Also, bringing the video game crash of 1983 into this, the characters who live in the game within this game are aware of the video game industry. A big focus of this is the reactions that certain creeps who live in the game have to the then-current video game c****, and how it affects Randy's mind. That's all I'll say right now. I'm keeping a lot of the story under wraps for the time being.

Oh, one more thing though! After the start of 1983, the characters, through a few things, discovered even more of how broken their game is. This is relevant as well.

Gameplay

Moving on to the gameplay, the game within this game is poorly made, as I said earlier. When players boot this game up for the first time, they get exactly what the game is in-universe. Though, it's using the 70s cartoon art style, just as the story is. It starts out purposefully frustrating and shoddy, what lots of people associate with games around the time of the crash. If you can tolerate beating the six levels, the real game will begin. It's actual story will start after the game's put on the shelf by disappointed customer number whatever.  

The interesting thing is that, during the story, you replay all six levels (with a few more courses thrown in), but they'll be better. Stuff will be added to the levels to improve them, and alleviations to the previously frustrating gameplay will take some edge off. On top of that, story cutscenes will take place in them, you can talk to NPCs (who just stand there in the in-universe game), there'll be new NPCs, and there'll be actual music playing in the stages. There'll even be moments to take advantage of the game's shoddiness, and there'll also be gameplay nods to classic games of it's time period. There will be a couple of creative liberties when it comes to it actually being on the 2600, but not too much.

Closing Words

I will admit, this is a pretty strange concept for a game. That's why I'm planning to make a demo as a sorta proof of concept. To help me get more consistent with the game's development, I created a website focused on discussing Randy's Crazy Mission! in detail. Hopefully, that'll lead to the project entering active development. I get more into where the game's currently at in development and why it hasn't been in active development yet in the first blog post of my site. I talk about things not mentioned in this post over on my blog, so you should go read it. Also, I made another DevLog on the indie game development site TIGSource. Hopefully, you'll follow along as I talk more about this game about the adventure of a mushroom, moth, squirrel, and dog! Yeah, again, this is a weird game.

Here's the link to my blog: https://jakerileygamedevblog.com/

Art

Here's the game's logo:



Now here's art of Randy himself:



I particularly like the way he looks when he's ducking.



Also, there's going to be a ton of different over-the-top faces he makes when getting hit, each one being randomly selected every time.

Y'know, I originally created Randy for another game idea I had brewing in my mind until I started thinking of Randy's Crazy Mission!, to which I then scrapped the old idea. He wasn't going to be the main character in that game, but he was still fairly important. He was also going to look a little different. I may or may not talk further on that old idea in the future. There's a reason why I scrapped it after all. I liked the Randy's Crazy Mission! concept more. I decided to reuse a few things from the old idea for use in this game though.

Anyway, here are some mockups I made of what this game will look like: 

 



Now, this may look like standard 2D game fare, but I'm planning for the cutscenes to be quite dynamic. There'll be zoom-ins, close-up shots, cutaways, and all that fancy stuff. It'll almost be like you're watching an actual cartoon. Fitting, considering that the game within this game is based on cartoons.

That's all for now.





“Y’AAAAAAALL DONE GETTIN’ YERSELVES PREPAAAAAAARED!?!?!?!?”

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/t/6713454/balatro-meets-3d-dice-physics-welcome-to-zar-new-v04510-updateBalatro Meets 3D Dice Physics - Welcome to ZAR new v0.4.51.0 update!/t/6713454/balatro-meets-3d-dice-physics-welcome-to-zar-new-v04510-updateTue, 28 Jul 2026 16:05:22 GMTTue, 28 Jul 2026 16:05:22 GMTTue, 28 Jul 2026 16:05:22 GMTHello everyone!

Alpha v0.4.51.0 is now available for ZAR, our 3D dice-based roguelike currently in development.

This update focuses on making the game easier to understand, improving gameplay clarity, and creating a smoother and more satisfying overall experience.

Interactive Tutorial

New players are now guided through ZAR’s core mechanics directly during gameplay, including dice rolling, scoring, multipliers, and battle progression.

Gameplay Improvements

Several systems have been adjusted to improve battle flow, responsiveness, and the overall feel of gameplay.

Visual Updates

Various visual elements have been refined to create a cleaner and more consistent experience while making important gameplay events easier to notice.

Calculation Effects

Dice calculations now feel more impactful with new effects such as camera zooms and improved visual feedback.

Texts that appear above the dice during gameplay and calculations such as effects triggered by relics and augments have also been redesigned to look cleaner and be easier to read and understand.

Updated itch.io Page

The ZAR itch.io page has been refreshed with new gameplay GIFs and updated visuals, giving players a clearer look at the game before trying the demo.

General Improvements

This version also includes smaller fixes and stability improvements across the game.

ZAR is still in an early stage of development, so its systems, visuals, translations, and mechanics will continue to evolve.

Your feedback helps us understand what works, what needs improvement, and where we should focus next.

Thank you for playing and supporting ZAR! 🎲

PLAY ZAR - 3D Roguelike & Dice Game RIGHT NOW !


Follow Our Development

Discord: Join our Discord

Instagram: Happy Seal Games

TikTok: @happysealgames

YouTube: Happy Seal Games

Threads: @happysealgames

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/t/6713275/making-of-painter-construction-iconsMaking of Painter - Construction icons/t/6713275/making-of-painter-construction-iconsTue, 28 Jul 2026 15:23:36 GMTTue, 28 Jul 2026 15:23:36 GMTTue, 28 Jul 2026 15:23:36 GMT


I've recently started working on a new icon asset pack. It's slowly coming together, although it still needs a lot of refinement and polish. Right now, I'm mainly looking for ideas on what else should be included and what people would expect from a package like this.

One thing I've noticed is that there doesn't seem to be a comprehensive icon pack focused on renovation and decorating tools. With the growing number of both 2D and 3D games centred around renovating apartments, painting, cleaning, repairing, and similar gameplay, I thought there might be a gap worth filling. I'm also wondering whether it would make more sense to market it as an Icon Pack or a Tool Icon Pack.

I'd really appreciate any ideas or suggestions!

At the moment, I haven't tested the icons in one of my own games yet, but the entire set is being created as vector artwork. This allows the icons to scale cleanly and makes them much easier to customise for a wide range of projects. While I could also create pixel art versions, they're generally more time-consuming to produce and edit, and their use cases tend to be more niche.

I'm looking for feedback on:

  • A good name for the package.
  • Whether I should release it as one large pack or split it into smaller themed packs that can be expanded over time.
  • Any tools, objects, or icon categories you'd expect to see included.
  • Any other suggestions or ideas you think would make the pack more useful.

Currently, the pack contains 160+ icons, and my goal is to reach around 225 icons for the initial release before expanding it further.

Every suggestion is welcome, and I look forward to hearing your thoughts! I haven't decided on the pricing yet—it'll likely be either free or very affordable, depending on how much time ends up going into its development.


Idea initialization>

Originally I just saw a random ad for a game I think it was some soviet apartment fixing, and I thought hmm not a bad idea and see where I can go from there, of course  the style is completely different and I'm using a dark theme, which can also be used as white, the reason for my icons being mostly see through is to have the possibility to colour parts of it yourself or per say  the user, which offers visual feedback to the players in the game of lets say what colour brush is being used currently and what not.

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/t/6712900/turnstile-96-new-retro-inspired-footballsoccer-management-game-coming-soonTurnstile '96: new retro-inspired football/soccer management game coming soon/t/6712900/turnstile-96-new-retro-inspired-footballsoccer-management-game-coming-soonTue, 28 Jul 2026 13:46:25 GMTTue, 28 Jul 2026 13:46:25 GMTTue, 28 Jul 2026 13:46:25 GMTHi everyone, brand new retro-inspired football management game with tycoon elements is coming up soon. Meet Turnstile '96, where you can manage a team (or create a custom one) from one of the many leagues available.

https://hecticmike.itch.io/turnstile96

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/t/4787407/caverns-and-dryads-a-rpg-2d-game-with-roguelike-and-dungeon-crawler-elementsCaverns and Dryads - a RPG 2D game with roguelike and dungeon crawler elements/t/4787407/caverns-and-dryads-a-rpg-2d-game-with-roguelike-and-dungeon-crawler-elementsSun, 20 Apr 2025 20:06:58 GMTSun, 20 Apr 2025 20:06:58 GMTSun, 20 Apr 2025 20:06:58 GMTHi! :) I have started the thread here to keep posting my updates. 

For those who don't know, my game is Caverns and Dryads:

"Caverns & Dryads" takes you to a world of fantasy, where you will guide Tamzyn, the dryad warrioress deadly and beautiful— and Sioul, the wizard tenacious and powerful. Together, they will explore forgotten cities of mysterious beauty and dungeons filled with dangerous monsters. Prepare for an adventure full of action, magic, and romance.

https://louis-dubois.itch.io/caverns-and-dryads

--
I bring you great news! I have adapted my game for Windows, in order to be played in more devices. (I may do a Linux version in a future too.)

Making the Windows version required to adapt the UI, adding some decorations that make the game more beautiful. Those are things I like from this version, those decorations, and that you can see the illustrations in bigger size.

The Android version has the advantage of being able to play it anywhere, but it may not have so much reach between people that play on desktop or laptop computers. So now all of them are covered :)

As the only changes are in the interface, I am just keeping the same logic, so I can develop at the same time for both. Every time I add a new feature or screen, I will simply make the interface for mobile, and for desktop, sharing the same logic most of the time.

There were a series of updates, that bring these changes for both Android and Windows:

- A number of bug fixes.

- Added sounds to the bar and the blacksmith.

- Sound of parry added.

- Sound of armor added.

- Added a sound preferences button in the Windows version.

- raised the probability of event in cities so more things happen.

- activated cancel button on spell book for grimoire view

- Added exit button to Windows version on menu.

- Added return to menu button in Exploration screen, under the sound/prefs screen that you can access from there.

Keep an eye and visit and subscribe/follow so you know when the Windows version is released, if you are interested.

Also, this new version means that most of the bugs are fixed, and the game has the basic functions to be played, but now I start a more exciting phase: add more features! 

Most of this is already pre-implemented in basic structure.

  • House building: the couple may build a house in some places, customizable.
  • Stories: in the bar, hotels, in the middle of dungeons...
  • Relationship effects on combat and story.
  • Boss monsters! They are ready, just need to add implementation.
  • Keys to locked places.
  • Forge your own weapons.
  • Create your own spells.
  • Inventory of equipment.
  • Quests and missions.
  • Special enemies, like the Archmage.

Again, follow to participate in the exciting journey to add all this and more with your feedback!

I will post about it in all my networks, and specially on my blog, where you can also find other contents.

See you there! :)

Here's some screens from the Windows version:

That was the exploration screen. Here's a story screen:

When you find a monster, the introduction:

When you find a dryad, they gift you with higher stats:

You can repair your armor and weapons. Be wise and smart so you don't break them before you find a city in which you can repair a good armor.

Remember to follow me at the game page or on any of the links.

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/t/4308916/desecrated-deck-a-horror-card-game-of-life-death-and-unfulfilled-wishesDesecrated Deck: A Horror Card Game of Life, Death, and Unfulfilled Wishes/t/4308916/desecrated-deck-a-horror-card-game-of-life-death-and-unfulfilled-wishesTue, 19 Nov 2024 20:07:07 GMTTue, 19 Nov 2024 20:07:07 GMTSun, 13 Apr 2025 07:35:24 GMT

Desecrated Deck is based on the rock, paper, scissors principle!


Welcome to Desecrated Deck, a unique and creepy horror card game that takes you into the dark world of a cursed ritual. You play Ethan, an influencer who explores abandoned places for his fans. But when he goes into the basement of a mysterious house, more than just an exciting location for another video awaits him - he stumbles across a mysterious card game that can not only grant wishes, but also has murderous consequences.

The story of Desecrated Deck - A dangerous deal with the unknown

Ethan is a charismatic but risky influencer who is known for going to dangerous places to entertain his subscribers. To his fans, he is the brave adventurer who is not afraid to face the deepest secrets and most dangerous ruins. But on his latest adventure, he ends up in the basement of an abandoned house surrounded by dark rumors. It is said that a card game exists here that can supposedly grant the player’s wishes. But the price is high - and it could cost Ethan everything.

In the darkness of this cursed cellar, Ethan begins to play the game, unaware that he is becoming involved in a diabolical ritual. Each time he draws a card, he discovers more about the game - and about the dark history of the house, which is haunted by demons, sinister creatures and the ghosts of those who tried to play the game before him.



The Item cards are a core element of Desecrated Deck and are necessary for attacks, for example!

The game - suspense and horror in every card

Desecrated Deck isn’t just about fighting your opponent - it’s also about living with the consequences of your decisions. As Ethan, you draw cards that equip you with powerful items and perks that can help you win the game. But be careful - every card also has its dark side. The powerful Revolver card, for example, can help you defeat your opponent, but it can also drive you mad. The Plague Doctor, on the other hand, heals your weakened life force and restores a life card!

Every step you take could lead Ethan closer to the abyss as he fights for survival in this gruesome game. But there’s no turning back - the game has become a part of him.

Perks are little helpers that can, for example, weaken or even prevent attacks.

Why should you play Desecrated Deck?

  • Gripping story: Accompany Ethan on his journey through the cursed house and experience how he goes from being a simple adventurer to a prisoner of the game.
  • Atmospheric horror setting: The dark basement room in which the game takes place perfectly captures the creepy and eerie atmosphere. The threat grows with every card drawn.
  • Moral choices: Your decisions as Ethan have profound effects on the game. Can you escape the game, or will you fall for it?
  • Exciting game mechanics: Combine rock, paper, scissors with strategic card actions to defeat your opponent. But always be aware of the danger - one wrong move and the game ends for you.

Desecrated Deck is more than just a card game. It’s a story about curiosity, desperation and trying to fight against a dark force. Are you ready to play the game and find out what Ethan and this secret ritual are really all about?

Wishlists at Epic Games Store and Steam
Wishlist@Epic Games Store
Wishlist@Steam

Desecrated Deck Teaser

Thank you very much!

Elvis

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/t/6662995/city-of-woods-coffee-shop-devlog-01City of woods - Coffee shop - Devlog 01/t/6662995/city-of-woods-coffee-shop-devlog-01Wed, 22 Jul 2026 20:28:36 GMTWed, 22 Jul 2026 20:28:36 GMTWed, 22 Jul 2026 20:28:36 GMTHi! I started this game 3 months ago and this is my second game, but first horror game. I want to start sharing weekly updates to get feedback and implement any ideas or improvements. For now, I want to get feedback on the look of the game, movement, lighting, objects. I'm not looking for perfection, just want to have fun creating it and make sure people enjoy it when is published.

The game is about this guy moving from the city to the woods, and starting his own cozy coffee shop.

Here's a 40 second clip of how the game starts. I will create an intro with more context before the player spawns here.

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/t/6563547/made-a-place-for-game-devs-to-find-teammates-share-devlogsMade a place for game devs to find teammates + share devlogs/t/6563547/made-a-place-for-game-devs-to-find-teammates-share-devlogsWed, 01 Jul 2026 22:12:11 GMTWed, 01 Jul 2026 22:12:11 GMTWed, 01 Jul 2026 22:12:11 GMT

Hey Guys! 

I just launched something I've been building solo and figured this is exactly the crowd that'd get it.

It's a home for game devs to find teammates and share devlogs. Part team-finder, part community is the general idea.

🛠️ - Post your project and list the roles you need (artist, programmer, composer, whatever), people apply by role

🙋 - Or fill out your profile and let teams find you (still working on this as a whole!)

📣 - Share devlogs, follow other devs, and discover indie games in the showcase.

It's beta, so its early days, but that's exactly the point!

👉 https://guildup.gg

It would genuinely mean a lot to get some early folks on board. Happy to answer anything! maybe someone would be our first users! (Maybe I should add profile badges?)

I will be updating stuff here as well, development, feedback, features needed, etc!

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/t/6522792/this-is-my-game-play-it-and-give-me-a-rating-and-tell-me-how-you-guys-liked-itThis Is My Game Play It And Give Me A Rating And Tell Me How You Guys Liked It!/t/6522792/this-is-my-game-play-it-and-give-me-a-rating-and-tell-me-how-you-guys-liked-itWed, 24 Jun 2026 00:24:48 GMTWed, 24 Jun 2026 00:24:48 GMTWed, 24 Jun 2026 00:24:48 GMTMusic-Shooter-X (New Update) by Ikoam Singh

Just Dropped A New Update, I'm Making Progress in my Game, If you guys want to contribute pls do and Give Me A Rating And Tell Me How You Guys Liked It, it'd be awseome if you guys contribute and donate

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/t/6706651/unnamed-shooter-game-conceptUnnamed Shooter Game Concept/t/6706651/unnamed-shooter-game-conceptMon, 27 Jul 2026 02:13:24 GMTMon, 27 Jul 2026 02:13:24 GMTMon, 27 Jul 2026 02:15:55 GMTHey Itch community

I'm building a game from scratch with a small catch: I started with zero engine experience and no formal game design background. Just curiosity, stubbornness, and a dangerous amount of free time.

The Concept

It’s a 10-player free-for-all on a single map. Everyone spawns in, everyone's a target, and there are no respawns.

The Twist: Every time you kill an opponent, you instantly swap places with them. You take their physical position, their weapon, and keep your remaining health. You become them completely.

Sounds like a reward, right? Not always. Maybe they had perfect cover, or maybe they were standing in the open with three enemies aiming right at them. You won't know until you pull the trigger, so every fight forces a split-second decision: Is this kill actually safe for me right now?

🔗 Project Page & Design Doc

👉 https://blackchef.itch.io/role-swap-fps

I'm documenting the entire journey right here on Itch the wins, the bugs, and the 2am "why is this code breaking" moments with regular devlog updates. If you've ever wanted to build something but felt underqualified, I hope this devlog series inspires you to start!

💬 Help Me Out:

  • What would you call a game with this mechanic? Drop your title suggestions in the comments!
    1. If you'd like to read the full design doc, let me know below and I’ll gladly share it.

    I'd love to hear your thoughts on the mechanic! Feel free to drop links to your own devlogs or games below I'd be happy to check them out!

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    /t/6704208/my-new-gameMy new game/t/6704208/my-new-gameSun, 26 Jul 2026 18:43:35 GMTSun, 26 Jul 2026 18:43:35 GMTSun, 26 Jul 2026 18:43:35 GMTit called Dungeon Krawl it a party game like Dnd with a stickman and simple art style



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    /t/6694068/zar-a-3d-dice-roguelike-inspired-by-balatro-alpha-update-v03485-try-our-demo-right-now-ZAR – A 3D Dice Roguelike Inspired by Balatro | Alpha Update v0.3.48.5} Try Our Demo Right Now !/t/6694068/zar-a-3d-dice-roguelike-inspired-by-balatro-alpha-update-v03485-try-our-demo-right-now-Sun, 26 Jul 2026 14:52:07 GMTSun, 26 Jul 2026 14:52:07 GMTSun, 26 Jul 2026 14:54:33 GMTHello everyone!

    We have released Alpha v0.3.48.5 for ZAR, our 3D dice-based roguelike currently in development. 🎲

    This update focuses on improving the overall player experience with new menu designs, localization support, UI feedback improvements, screen transitions, and gameplay fixes.

    Main Menu Update

    The Main Menu has received its first visual update.

    Since ZAR is still in an early development stage, the previous version only had a basic black screen. We added a more engaging menu layout to make the first experience feel more polished.

    Players can now access our social media pages directly from the menu, and a new feedback button has been added where players can share their thoughts, suggestions, and bug reports.

    The Main Menu will continue to evolve with future updates as we improve the overall presentation and add more features.

    Settings & Pause Menu Updates

    The Settings Menu and Pause Menu have been redesigned to provide a cleaner and more consistent experience.

    New Screen Transition Effects

    New animations and visual effects have been added to make transitions between menus and screens feel smoother.


    Localization Support

    ZAR now supports:

    • English
    • Turkish

    Some descriptions and translations may currently be unclear or inaccurate. Since the game is still in early development, these texts will continue to be improved in future updates.

    New Dice Augment

    A new dice augment, Splitting Die, has been added.

    UI Feedback Improvements

    Several UI feedback systems have been improved to make gameplay information easier to understand.

    Gameplay Improvements & Bug Fixes

    Various gameplay improvements and bug fixes have been added to improve stability and the overall experience.

    ZAR is still in an early development stage, so many systems, visuals, translations, and mechanics are still evolving.

    We would love to hear your thoughts about the current version!

    Your feedback helps us shape the future of ZAR and decide which systems we should focus on next.

    Thank you for playing and supporting our development! 
    Play ZAR right now !
    ZAR Gameplay Video
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