r/gamedev Nov 26 '24

COLLECTIVE: Empowering Novice Game Developers – A r/INAT Initiative

34 Upvotes

This message is brought to you by u/SkyTech6, and we at r/GameDev are proud to support their efforts to help individuals pursue their passion for game development and potentially grow it into a rewarding career.

For context, r/INAT (I Need A Team) is where all the REVSHARE topics that used to appear on the job board are now redirected. Anyone using r/GameDevClassifieds as a professional owes a huge thank you to u/SkyTech6 for fostering the incredible partnership we share to make the job board what it is today. A place for PAID work and only PAID work.

----

Hey! I have been operating as the head moderator of r/INAT for a bit over 5 years now. We've seen amazing projects come from this community like Manor Lords, Labyrinthine, and even my much less impressive Train Your Minibot haha. As well we have seen many developers come and go in our community as they transitioned from hobbyist to full time game developers in every field of development.

And although there are some success stories from the community; there is also a lot of posts and aspiring developers here that never get traction or are simply doomed to fail. There are plenty of things that can be pointed to as reasons and those who have been part of INAT for a length of time can no doubt go into quite the detail as to what they are.

However, we have been talking about doing this Collective program for a few years now and feel that the time is just about right to start the process.

What is Collective?

The goal of INAT Collective is to take a group of aspiring and/or hobbyist developers and provide them with mentorship on how to successfully take a collaboration from start to finish. And ensure that the entire process is documented and easily accessible for everyone in the INAT community to learn from as well. This means we will actively assist in the formation of teams, help with scoping out the proposed projects, guide the team in best practices, lead in the direction of learning, and ultimately help each project launch of Steam and Itch.io.

Is this Rev-Share? Nope, it is Open Source!

Absolutely not. None of the mentors will be making money from this; nor will the developers. In exchange for taking part in this program members agree that all the project will be open-source on the INAT Collective Github and the game will release on any platforms for FREE. We will pay the submission fees, so members will not be at a monetary loss from taking part.

Who should partake?

Anyone who dreams of making games and just hasn't been able to achieve it so far honestly. I will note though that this program is time demanding of our mentors and we need to ensure that at the end of the project we are able to release an accompanying free resource for the community to learn from. Therefore, we will be a bit selective in at least this first round to form the teams we are confident can be guided to the finish-line. Please if you apply, have some past thing we can look at even if it's a really bad pac-man clone or other equivalent skill item.

Will this take a year to release something?

The Collective is about teaching how to finish something. It's also not a paid internship! So we will be only approving proposed games that are in the scale of game jams, but with some extra time to do a proper polish!

Who are the mentors?

I'm sure it will be asked, you can safely assume that the moderators of INAT are involved; combined we have probably around 45-50 some years in the industry professionally. But we are not your only mentors, we are in talks with a few others and will continue to have an open call for new mentors as well. If you believe you have the experience (and credits) to help, please do apply below as well.

How to Apply!

Application Form Both applicants and potential mentors can apply using this link. Also don't forget to join our Discord as team communication will be done there.

Closing Notes

I just want to say thanks to r/INAT. I joined it a very long time ago (far before I was a moderator of it) and it is the foundation that built into my career as a programmer & game developer. Collective is something I've wanted to do for years and I can't wait to see what you all can accomplish. And for those that don't join, I hope the lessons learned from it will still contribute to the foundation of many more careers. I am hoping that the community will approach this with an open-mind and I'm more than happy to discuss anything pertaining to this. You can ask questions in this thread or in the Discord.


r/gamedev 29d ago

BEGINNER MEGATHREAD - How to get started? Which engine to pick? How do I make a game like X? Best course/tutorial? Which PC/Laptop do I buy?

36 Upvotes

Many thanks to everyone who contributes with help to those who ask questions here, it helps keep the subreddit tidy.

Here are a few good posts from the community with beginner resources:

I am a complete beginner, which game engine should I start with?

I just picked my game engine. How do I get started learning it?

A Beginner's Guide to Indie Development

How I got from 0 experience to landing a job in the industry in 3 years.

Here’s a beginner's guide for my fellow Redditors struggling with game math

A (not so) short laptop recommendation guide - 2025 edition

PCs for game development - a (not so short) guide :)

 

Beginner information:

If you haven't already please check out our guides and FAQs in the sidebar before posting, or use these links below:

Getting Started

Engine FAQ

Wiki

General FAQ

If these don't have what you are looking for then post your questions below, make sure to be clear and descriptive so that you can get the help you need. Remember to follow the subreddit rules with your post, this is not a place to find others to work or collaborate with use r/inat and r/gamedevclassifieds or the appropriate channels in the discord for that purpose, and if you have other needs that go against our rules check out the rest of the subreddits in our sidebar.

If you are looking for more direct help through instant messing in discords there is our r/gamedev discord as well as other discords relevant to game development in the sidebar underneath related communities.

 

Engine specific subreddits:

r/Unity3D

r/Unity2D

r/UnrealEngine

r/UnrealEngine5

r/Godot

r/GameMaker

Other relevant subreddits:

r/LearnProgramming

r/ProgrammingHelp

r/HowDidTheyCodeIt

r/GameJams

r/GameEngineDevs

 

Previous Beginner Megathread


r/gamedev 7h ago

Discussion You never know what impact your games will have but sometimes it can be profound and surprising. This makes all the tedium and frustration worth it!

Post image
284 Upvotes

r/gamedev 2h ago

Discussion I collected data from the top 50 AAA, AA, and Indie games released on Steam in 2024, 150 games in total.

31 Upvotes

I wanted to take a deeper look at what it takes to succeed in the games industry across all levels, not just the top-performing hits of 2024. AAA, AA, and Indie games face vastly different challenges when it comes to player expectations, marketing budgets, and production scale so I put together a data set that reflects those differences more clearly.

All numbers are pulled from GameDiscoverCo and Gamalytic. They are some of the leading 3rd party data sites but they are still estimates. It's the best we got without asking devs for the data themselves but still take everything with a grain of salt.

📊 Check out the full data set here (complete with filters so you can explore and draw your own conclusions): Link
🔍 Some analysis and interesting insights I’ve gathered: Link

I’d love to hear your thoughts! Feel free to share any insights you discover or drop some questions in the comments 🎮. Good luck on your games in 2025!


r/gamedev 9h ago

Question What is a game you could reasonably make in 4 months?

68 Upvotes

Youre a solo dev. You have 4 hours a day six days a week to work in your game. Doing all the code, graphics, animation, in your engine of choice. You can use free music from the internet and there is this loyal friend of all life (or two) thats willing to do the playtesting.

Youre proficent at coding. As a bonus, youre somewhat skilled at drawing and writting, but mostly from having done action, fantasy and romance comics in your youth.

Whats a reasonable game you could make in 4 months, and what can you expect out if it?

Just a casual hypotetical question. Dont get weird ideas.


r/gamedev 1h ago

What is the purpose of selling/dropping a game/studio that is profitable?

Upvotes

Let's say a publisher has a studio, and one or more games they produce are profitable.

What is the purpose of selling/dropping that studio, with the understanding the staff won't be redistributed elsewhere. What is the upside to dropping something that gains -any- profit, and selling it effectively at a loss?


r/gamedev 2h ago

Just finished localization of 15 languages and here's what I learned

12 Upvotes

Hey! For context, I'm part of an indie dev studio Rocket Adrift, and we put out our side-scroller narrative game Psychroma in June of last year.

We released on PC and Linux through Steam, and only in English. To be honest, we had very little expectations on having any other languages for release or after. But a unique opportunity arose the week before our launch that we couldn't ignore.

We applied for free localization through a volunteer-run initiative. The initiative would initially deliver 21 languages all for free, and the goal was to start in the month of June. Psychroma ended up being picked among several different projects in a vote. Suddenly we were going from 1 language to 21!

In our 6 years of developing games, we had never gone through the process of localization before. We only had an educated guess on the scope of that process, but we were completely new to it otherwise. Well, we were in for a shock.

The overall process took over 6 months for 15 languages. The amount of work varied from part-time to full-time for the entire team, as we handed off tasks to keep things doable. But it was incredibly difficult to implement, took a ton of communication with the translators, and required all of us to make a lot of concessions about QA.

Part of the reason we struggled with it is we had not done the set up required to implement localized strings, particularly for the UI. We were using Unity Dialogue Manager, as well as Corgi Engine for our movement, camera and UI systems. Historically, both these plugins did not play well together during development, and required some custom scripts to function properly. This problem only exacerbated the localization process. It basically ended up becoming a one-person job to manually change over every single UI text string for every language.

Another contributing factor was organization. Since we had no internal formal process for delivering localized files, and testing or flagging issues, communication with the translation teams struggled. Tasks would be marked as complete when they weren't, testers were unclear on what build version they were testing on, and user errors slowed down progress.

We also learned during the process that the translation teams were made up of hobbyists and non-professionals, who were volunteering their time when they could to the project. To their credit, almost all of them came through with exceptional patience, skill, and hard work. At the end of the process, they were incredibly proud of their contributions, as they should be.

The major issue here is that them being volunteers created an imbalance of expectations for the quality of the translations versus the our teams' ability to deliver our work. Our budget had already been strained from the release of Psychroma, and we didn't have a lot of time to dedicate to localization, as we desperately needed to seek funding for the studio.

As a result, there were many elements lost, including several translation teams that had dropped off over the months. We tried our best to accommodate requests from the teams, a large one being font support for Thai and Greek languages (It turns out these alphabets have very particular issues around legibility and are very difficult to find support for in the pixel aesthetic we used). However, we were not able to find the cleanest solution to these issues, which contributed to a feeling of letting down the translators on our end.

Part of the reason we decided to pursue this opportunity was that it would theoretically open up our game to more Steam regions and markets, and therefore lead to higher sales. However in practice, this only ended up accounting for 5% -10% of players compared to our top-selling English-speaking market. We quickly realized after release why most studios, even AAA, don't prioritize most non-English speaking markets. It is an unfortunate reality that for the most under-served countries, English is the expected default for videogames. Therefore, these markets are always going to account for a low percentage of players and continue to not be prioritized.

Realizing the reality of the market made it really difficult for us to justify spending as much time and energy on the localization as the translation team expected. On the one hand, we were bleeding funds we didn't have for an update that wasn't guaranteed sales. On the other, we made a commitment to see this project through with this localization initiative, in whose cause we believed in strongly. We were in an uncomfortable bind.

All that being said, we are incredibly thankful for the efforts of everyone on the translation teams and we believe in their ability to further their cause.

At the end of the day, the fact that we were able to get more than 15 languages in was a feat that we never thought possible for our small, 3-person team. We are supremely proud of the results. However I think in the future, we would approach localization differently, and try to set the project up earlier for it, to save us from suffering the same pains again.

I hope this post helps future game devs consider the pros and cons of the localization process, and help weigh whether its a worthwhile endeavor for their projects. Understandably, not every situation will be the same as ours, and most studios have to set a side a budget for localization. But before signing up for a service, think carefully about how many languages you want, which ones would be most beneficial, and how much time/energy you will be able to put into implementation.

Thanks for your time!


r/gamedev 4h ago

How did they MOD this offline game to make it ONLINE?

12 Upvotes

Lego Racers is an old offline game (released in 1999). The original game didn’t support online multiplayer; it only had offline multiplayer (2 players using the same keyboard).

One day, someone decided to modify the game and make it online, and he built a working prototype.

I'm not sure if this is the right sub for this, but I wanted to ask how he managed to do it without access to the source code.

Here’s the repo, but without any README or documentation, it’s almost unreadable: roelvdwater/legoracersonline (sadly, it's been inactive for over 10 years).

The project includes something like an API for the game, but I don’t understand how they created it, since the original game doesn’t expose any kind of interface.

When we worked on an online game project at university, we had to integrate the network part directly into the source code of the game, meaning inside the game itself. If someone had told us, “Make an offline game, and then turn it into an online game without looking at the source code,” I would have had no idea where to start. That’s why I’m asking.

I’m not sure if this is something that’s typically taught, or if it’s something you have to figure out on your own, but when I looked at this, I was absolutely amazed. Now I’m really curious to know how the author of the repo pulled it off. From what I’ve read on a forum, the person who created this was a teenager at the time and developed the first prototype in just a couple of days. Here’s the reference, just if you’re interested: LEGO Racers Online - Modding Tools - Rock Raiders United

Thanks in advance for your answers!

 


r/gamedev 3h ago

How do you determine the Recommended and Minimum Requirements of your games?

7 Upvotes

We're publishing our first game on Steam and we are not sure what to fill in the store info about requirements, our game is a 2d roguelike about climbing and we haven't had any problems testing it in any computer so far. Here's our steam page for context https://store.steampowered.com/app/2645670/Eldritch_Climb/


r/gamedev 2h ago

Question Reaching out to Press before Announcement

5 Upvotes

I’ve set up a Steam page for my indie game, complete with a trailer, screenshots, and other materials, but nothing is public yet. I’ve read that you should start reaching out to press about a month before announcing, asking if they’d be interested in mentioning the games announcement. I’d love to hear any experiences with this process.

  1. Private Assets for the Press: Since the game’s presence is private before launch, how do you handle sharing materials like the trailer, screenshots, or a press kit? Should I make specific parts available via unlisted links? How do you balance giving them enough information while keeping control over what's public?
  2. Targeting the Right Press: When we talk about reaching out to the press, are we mainly focusing on smaller sites that specialize in indie games? For example, scrolling through eg. IGN’s news feed, it seems like indie games rarely get mentioned unless they already have a cult following. Is it worth even trying to contact larger sites, or should I focus entirely on smaller ones. I do sometimes see IGN post trailers to indie games on their Youtube, but I imagine those devs pay them for that?
  3. Press Releases: Should I put out a press release for the announcement? If so, does this just mean emailing platforms like gamespress.com with the announcement details, or is there more to it?

Any tips, suggestions, or experiences with this process would be greatly appreciated. Thanks.


r/gamedev 4h ago

I work in a game localization company, ask me anything localization related

6 Upvotes

Working for a game localization company, I’ve racked up some experience in the field and I’d like to help developers understand game localization better.

I mostly manage copywriting, and marketing related stuff, but I’ve worked as a translator on a few projects. Not only that, being a small company I’ve been and still am in close contact with the administration. Ask me anything localization related, whether you want some numbers, technical stuff or really any other information that you might need, or you are just curious about.


r/gamedev 21h ago

Game Dev is hard, but the players make it feel so much better

154 Upvotes

Just wanted to share something that absolutely made my week and reminded me why I love this crazy game dev world. I've been slaving away on my little baseball sim, and a player just went ahead and made a full-on newspaper-style front page recapping the first season.

It's not some super polished, professionally-designed piece of art (and that's kinda what makes it even better, tbh). Someone took the time to recap our first sesaon, with their own creative spin and I love that.

It’s moments like this that make the long nights of staring at code, the endless bug hunts, and the design headaches fade away. It's such a reminder that there's real human connection behind all this screen time, and that the things we create can really resonate with people.

Has anyone else had those moments where a player just does something awesome like this? I'd love to hear about them!

Happy developing everyone!


r/gamedev 20h ago

Question How to overcome the "someone has already done this, so why bother?" feeling?

97 Upvotes

Think this is my biggest motivation killer, I work on a project for a few months, and then discover someone has already done the idea, and give up, because why would anyone play my game when they can play the other game?

I guess it is impossible to make anything unique considering there are 100 games released on Steam every minute, and ten times the number on Itch.io.


r/gamedev 6h ago

Should game's soundscape feel full and complete even without music?

7 Upvotes

I noticed in a lot of games there's little to no background sounds so when you turn off the music game's soundscape feel really poor.

Even the games which have good sound design don't always fill the scene with sounds.

So for example Cult of the Lamb which sounds overall great doesn't have sounds for fire sources, there are wind/forest ambience that enhances the soundscape, but I still got the feeling that something is lacking.

I wonder if adding extra sounds to fill up soundscape in "no music" mode would interfere with the music when it's on?


r/gamedev 5h ago

Difficulty developing a game similar to Coffee Inc 2

5 Upvotes

Full disclosure I have 7 years programming experience. I do not have much game dev experience. I’ve tinkered with some things here and there.

From a difficulty perspective, how hard would it for a one or two person team to build something similar to Coffee Inc (Lemonade Stand on steroids), and would Unity or Unreal Engine be overkill for this project?


r/gamedev 31m ago

Help with state machine pls

Upvotes

Hello for context I'm making a 2d top-down orthographic jrpg.

Just wanted to get thoughts on order of operations for a combat state machine(s).

For more context on combat; there will be 1 player which the player controls and between 1-4 enemies which decide randomly to attack or use one of their abilities. It is a turn based rpg much like paper Mario. Can I get suggestions on what a state machine will look like that I can start building?


r/gamedev 1h ago

Transitioning from learning to doing: how to know which implementation to stick with?

Upvotes

I’m a fairly new hobbyist game developer. I’ve been learning to code for a while now, mostly making prototypes and small single-screen games. Recently, I’ve started putting my skills into practice by working on a full game of my own. I feel pretty confident in my ability to take my ideas and make them work in code. I can usually find a way to implement the things I want, and with some trial and error, I get them to work in my game. In fact, I often come up with multiple ways to do something, which brings me to the issue I’m facing now: deciding which techniques to use and why.

Here’s an example that sparked this question in my mind.
I’m working on a system for spawning waves of enemies in a round-based system for my game. I decided to tackle this on my own as a learning exercise, and the system works as it is. However, I’m wondering if it would be better to implement it in a different way.
Currently, my wave spawner is an entity in the game. It’s initialized with a set of waves and handles things like:

  • Checking if a wave is complete
  • Spawning a new wave
  • Spawning enemies throughout the current wave

This is all done through the entity’s update loop. It works fine in testing—I can run a few waves, clear them, and trigger events like unlocking a door when a wave or all waves are completed.

However, today I had the idea of reimplementing this system as a finite state machine. The idea would be to structure the wave spawner as a state machine with states like WaveStart, WaveActive, and WaveEnd. The spawner would keep its list of waves (or a function for randomly generating waves), and the state machine would clearly handle transitioning between these states.

But as I started thinking about it, I realized the actual functionality wouldn’t change much. The wave spawner would essentially do the same thing. So, now I’m stuck wondering:

  • How do I decide which method makes the most sense if both approaches work?
  • Should I leave the code as-is until I encounter an issue that requires a rewrite? Or is it better to take the time now to figure out the “better” solution and implement it upfront?

So, after all this ranting, my question is:

How do I know which implementation of my ideas is best, and when should I just stick with what works?


r/gamedev 1h ago

Discussion Proposal: GUILD - Global Union for Independent Labor and Development

Upvotes

GUILD - Global Union for Independent Labor and Development

A non-profit organisation supporting for-profit game projects.

GUILD aims to address the systemic challenges faced by indie game developers, providing a structured ecosystem where contributions to game projects are rewarded with financial stipends. Below, I outline the key pillars of this proposal, structured to address the current problems in the gaming industry and provide solutions, benefits, and safeguards. A system like this would have to be adapted to comply to your national laws but keeping the discussion on the global level may prevent us from getting lost in details, discussions on national level should be held seperately.

The basic idea is simple: earn credits by helping other developers, get monthly cash for your credits, the money comes from games finished by members of the GUILD.

This system is obviously not finished but I’d be happy if we could get a discussion started, maybe something good comes out of it. Please be nice to each other in the comments.

Core Values:

Non Profit: GUILD has to be a non-profit, with the goal to support developers. To prevent outside influence, GUILD has to operate on absollute financial transparency.

Egality: The value of work doesn’t stem from the skill or quality of work but from the time and effort that someone sacrifices.

Proactivity: GUILD has to make sure that established members do not automatically earn more credits than new members. It is supposed to be a system rewarding enagement.

Democracy: Developers in the nonprofit vote on major decisions (e.g., funding priorities, systemic changes). No member can have more than one vote.

Transparency: an anonymous whistle-blower system should protect members from harassment and abuse of power within projects

AI: AI is supposed to be a tool for people and should not be used to replace us. I personally am not sure on where to draw the line. I used ChatGPT to come up with this draft so…yeah.

  1. Problem: Financial Insecurity for Indie Developers

- Many indie developers struggle with financial insecurity due to the lack of stable income and the flooded market. This forces many to work part-time jobs, limiting their ability to focus on game development. Not able to pay other developers, the possibility for cooperation is limited and people working alone is resulting in countless mini projects.

Proposed Solution:

- Implement a credit-based system where developers earn credits for contributing time to others’ projects. These credits can be converted into a monthly stipend, allowing members to focus on their projects alleviating the worries about financial instability.

Benefits:

- Provides a safety net for indie developers, enabling them to work full-time on their projects or find other peoples’ projects to work on.

- Encourages collaboration within the community, fostering a supportive ecosystem.

Safeguard:

- Stipends are tiered, and contributions are evaluated based on quality and adherence to project goals to prevent exploitation or gaming the system. Regular audits ensure fairness.

  1. Problem: Lack of Career Development Opportunities

- New developers face significant barriers to entering the industry, including limited access to mentorship and skill development.

Proposed Solution:

- Establish mentorship programs and encourage members to take on tasks aligned with their career goals. Reward milestones such as skill improvement and successful task completion with recognition and increased stipends.

Benefits:

- Helps new developers build their skills in a low-pressure environment.

- Encourages experienced developers to give back to the community, strengthening the talent pool.

Safeguard:

- Mentorship credits and milestones are closely monitored to ensure fairness and prevent favoritism. Feedback loops allow participants to report any issues.

  1. Problem: Exploitation and Unfair Labor Practices

- Developers risk exploitation through unpaid or undervalued work, with some contributors benefiting more than others.

Proposed Solution:

- Adopt a dynamic stipend model based on both time worked and quality of contributions. Introduce peer reviews and project lead evaluations to assess contributions.

Benefits:

- Ensures fair compensation for all contributors, regardless of role or experience.

- Encourages high-quality work, as stipends are linked to contribution value.

Safeguard:

- Quality standards and peer reviews prevent abuse, such as inflating hours or submitting subpar work. A whistleblower system is in place for reporting malpractice.

  1. Problem: Difficulty in Sustaining a Non-Profit Organization

- Many non-profits struggle with funding and administrative challenges, particularly when reliant on external contributions.

Proposed Solution:

- GUILD is funded entirely by voluntary member contributions. Profits from members’ projects are reinvested into the organization to support stipends and operational costs.

Benefits:

- Ensures financial sustainability without dependence on external stakeholders.

- Keeps the organization focused solely on member welfare.

Safeguard:

- Transparent financial reporting and democratic member voting on significant decisions ensure accountability. External audits prevent misuse of funds.


r/gamedev 1h ago

Brainstorming ideas for community based content moderation.

Upvotes

This is probably an impossible problem, but imagine you had a community of players creating content for a game such as skins.

The skins can be traded, but need to be moderated to keep the marketplace from devolving into a mess of offensive or illegal content.

The brute force approach would be to employ moderators to ban controversial content, perhaps filtered towards them via some sort of flagging system.

I was wondering if there was some way to implement some kind of method that enabled the community to self moderate with less manual oversight.

Has anyone played with this before, or seen any inventive solutions to this?


r/gamedev 3h ago

2D Platformer where you save animal spirits and then gain their abilities. Thoughts/feedback?

3 Upvotes

Your goal is to play as a character trying to save the forest from devastation caused by corporations that are destroying it through various means.

Gameplay involves exploration, and in each area of the forest, you encounter enemies and challenges revolving around the devastation these corporations are doing to nature (i.e. in the great river area, you fight to stop pollution of the water, in the dense forest, you prevent logging machines, in the canopy of the forest, you fight through air pollution, etc). Most of the enemies are machines/robots, maybe some pollution slime creatures, and more.

Within each area there is is a main boss, which is a giant mech powered by the soul of an ancient forest animal spirit. For example, the boss in the Canopy area might be a giant mechanical falcon, or there will be one that's a mechanical bear, or fox, or rabbit, etc. Bosses will be themed to what their purpose is for the corporation, and will have attacks based on the animal itself. Defeating the boss frees the animal spirit and they intern bestow you with a charm to be used in the ability system.

The ability system revolves around attaching each spirits charm to a different piece of equipment or weapon, thus modifying the behavior or adding an ability. For example, the bear charm attached to the boots allows you to dash to break certain barriers, but the fox charm attached to the boots lets you turn invisible for a short time after dashing. If you instead attach the bear charm to your gloves, you can slam the ground with your fists causing damage in a shockwave. Each spirit results in a different effect based on which equipment item it is attached to, leading to a variety in "builds" that players can use to solve exploration puzzles or to succeed in combat.

I would love to hear any feedback, or thoughts on things I may be overlooking. Additionally, if within this framework you have opinions on what would be fun to experience in this game, please feel free to drop a comment!


r/gamedev 1h ago

Question How to Announce a Project?

Upvotes

Hello, as a rookie team, we have a project with a dark and disturbing atmosphere. We are working on a detective game that is basically inspired by The Coffin of Andy and Leyley and Omori. How can we publicize it in general? I would like to hear your ideas and suggestions. İt would really help.


r/gamedev 11h ago

Discussion Do you think there is an audience/space for small-scale multiplayer LAN games?

9 Upvotes

Basicaly title.

I'm not talking about local co-op or couch vs games like Mario Kart, Overcooked and so on. I'm talking games where each player would bring their own machine, whether that would be a console or PC and play while being together in the same space.

To expand the question even further, do you think there is an audience for multiplayer games where a player hosts a server and players join via some code or IP, kinda like we used to play Minecraft back in the day?


r/gamedev 6m ago

How weird would it be to hum random melodies to your game composer for them to turn into full soundtracks?

Upvotes

Should I, or would it better to just let them cook? I've sort of given them a general idea of the "feel" I want for the game soundtrack, but I don't know, maybe I should do more? I just don't want to do something embarrassing.


r/gamedev 1d ago

Question How fair/unfair is it that game devs are accused of being lazy when it comes to optimization?

283 Upvotes

I'm a layman but I'm just curious on the opinion of game devs, because I imagine most people just say this based on anecdotes and don't really know how any of this works.


r/gamedev 1h ago

Started a new journey

Upvotes

Hello All! 🌟
I’ve recently started a new journey with my team, offering affordable services for the MENA market. We specialize in Arabic localization, market consulting, community management, and AR player support.

With 14 years of experience, we’re a start-up ready to help you bring your game to the Arabic community. Feel free to reach out! 🚀


r/gamedev 5h ago

Question When is it a good time to launch? Or when you shouldn't?

2 Upvotes

So I know it is a bad time to launch during seasonal sales on Steam, while AAA games are launching or during Next Fest.

I also remember hearing something like you shouldn't release an indie game in Q2 or Q3 in the year, but I can't remember why.

When is it a good time to launch your Indie game? Also when do you think you shouldn't? Are there any hidden dangers that you should look out for except these major threats? What do you think?


r/gamedev 2h ago

Quality and timing in Steam Next Fest

0 Upvotes

Steam Next Fest registration is four days away. I've applied several times before but realized how much work it takes to compete and have a shot at the spotlight. Maybe I'm making a big deal out of it, but I want to take it seriously. This game is my baby.

But what if it's not ready? What if I could improve it EVEN MORE!? I think we always ask ourselves that, and sometimes that's not what matters. Timing matters.

I'd like some advice on the current state of Steam Next Fest. It feels like a big deal, so I don't want to waste my shot, and I'd love some input from streamers and fellow game devs, to let me know, honestly, how far I am from joining Next Fest. I want to release in early access this year, have spent more than two years on this current iteration and I feel like 2025 is a good time to release a game like mine.

Improvements to graphics, audio and the narrative are in the works, as well as several improvements to upgrades and trade, but the core systems and the gameloop are in place, I just need to point people at it and keep smoothing out the kinks. I feel like it is very doable within a short timespan.

Please take a look: https://store.steampowered.com/app/1870590/Gravity_Break/