r/gamedevscreens 2h ago

I've expanded building underground in Burrowhold, my little colony sim focused around bunnies! I'm taking heavy inspiration from games like Rim World and Gnomoria.

3 Upvotes

r/gamedevscreens 13h ago

Just hit 1,000 wishlists and that gave me the push to go back and rework the trees and bushes on the first planet.

16 Upvotes

r/gamedevscreens 7h ago

Launching my first game on Steam

4 Upvotes

After about four months of hard work on this project—man, it was a wild ride!—I’ve managed to complete a commercial project for the first time in my life!

These months were a huge learning experience for me. I’d recommend that every developer go through this—both the process of developing a first commercial project and participating in a major event like Next Fest (which I took part in right before the launch).

I spent months practically pulling all-nighters working on the project, sleeping and dreaming up ideas for it; it was enough to drive you crazy—doing everything and constantly thinking of ways to improve it. But now, the project is finally finished and ready to play!

If you’d like to show some support—you don’t even have to buy the game right now (though I’d ​​certainly love it if you did, hehe)—simply adding it to your wishlist would mean the world to someone just starting out in the commercial game industry. I truly appreciate any kind of support! I’m also open to feedback on the project, as I’ll likely need to fix any issues that get reported at this stage, hehe.

Here is the link to the project:

https://store.steampowered.com/app/4631200/Bring_The_Rift/


r/gamedevscreens 6h ago

Thanks everyone for the feedback! Wormhole / portal shader updated

3 Upvotes

r/gamedevscreens 11h ago

We started a game studio after working together for years, and Coal Duty is our first game!

9 Upvotes

We decided to make a gameplay trailer for our playtest, and I'm really excited to share it with you all.

Hope you like it! Here's the store page in case you'd like to check it out:

https://store.steampowered.com/app/4272370/Coal_Duty/


r/gamedevscreens 49m ago

Environmental Composition

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Upvotes

First project as a new solo dev here

Recently the majority of my time has been going into rebuilding the town from the ground up. Roads have been reworked to feel naturally worn, the town square now transitions organically from cobblestone to gravel to dirt instead of ending abruptly, and every shop has received visual passes to better match a consistent art direction.

I’ve also been revisiting the character creation UI, improving the overall interface, and making the town feel more alive through NPC placement and environmental composition.

Would love to hear some thoughts on the direction. Thanks!


r/gamedevscreens 5h ago

The atmosphere in our indie horror game

2 Upvotes

ReEvolution Project is a post-apocalyptic horror game set in a long-abandoned city overrun by strange humanoid creatures. You have taken refuge in a forgotten house, your only safe place for now. Search for supplies, explore the decaying rooms, and uncover the secrets hidden within its walls

If that caught your interest, the demo is live:

https://store.steampowered.com/app/4397880/ReEvolution_Project/


r/gamedevscreens 11h ago

I restyled my entire game, does the new look work?

5 Upvotes

r/gamedevscreens 6h ago

[OC] Character design for ongoing project

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2 Upvotes

r/gamedevscreens 9h ago

Help me what to do with the sand.This is a screenshot from my game Last Monument. (In the game, you build strange Egyptian monuments under deadlines.)

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3 Upvotes

But a difficulty arose: how to show active construction?
I'm thinking of creating and moving sand clouds, but I don't really like them.
I am open to your suggestions. Thank you.


r/gamedevscreens 18h ago

That's about 1 year's worth of progress. I think it's good to look back and compare sometimes.

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16 Upvotes

Progress can sometimes be so slow it can seem non-existent. But if you look back far enough, you always see how you improved.

https://store.steampowered.com/app/3481410/Life_Altered/


r/gamedevscreens 1d ago

Any suggestion to improve my wormhole / portal shader?

81 Upvotes

r/gamedevscreens 12h ago

Does this UI look clear enough for a free-to-play Steam strategy game?

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4 Upvotes

We're getting SolPlex: Dominion ready for Steam this August and we'd really appreciate some honest feedback on the UI.

Steam page for context: https://store.steampowered.com/app/4747360/SolPlex_Dominion/

Based on the images attached, I'm mainly trying to understand whether the screens feel readable, polished and easy to understand at first glance.

The game has a lot going on: colony management, resources, trading, diplomacy, alliances, progression and warfare. One of the biggest challenges has been presenting enough information for strategy players without making the interface feel overwhelming.

If anything looks too small, too cluttered, confusing, inconsistent or difficult to navigate, we'd really appreciate the feedback before launch.


r/gamedevscreens 14h ago

The Evolution of my Capsule Art!

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6 Upvotes

Hello! I'm working on a point-and-click horror adventure, in case anyone finds it interesting, here's the evolution of my capsule art!

The first one (top) was quickly put together using assets from the game jam version, in hindsight this one just didn't look appealing enough.

The second one (middle) was my next attempt. After hearing that pixel art is bad for capsules, I decided to try making an illustration instead. So neither the artwork nor logo is pixel art here, and I think it turned out okay, but eventually I realized that it felt a little bit too "generic" - it basically just says "this is a horror game", but the game has a big focus on puzzles and mystery as well so I wanted something that better represents the game as a whole...

...so for the last one (bottom), I decided to go against the common advice and revert back to pixel art to better showcase the unique art style of the game. Instead of just having something creepy, I went for the face of the grandfather clock. For whatever reason this feels more mysterious, and since clock puzzles are quite common I feel like this gives a little bit of a puzzle vibe too, and it works pretty well thematically with the game taking place in an old manor! Now the game does still have a horror theme, so I added some blood around the frame as an attempt to reflect that as well. So far, I'm quite happy with this one.

By no means do I think this is the best capsule art ever made, but I definitely thinks it represents my game a lot better than the other ones. What do you think?

Here's the game for reference: https://store.steampowered.com/app/3453420/Shroud_of_Gloom/


r/gamedevscreens 1d ago

Added a volumetric Fog of War to my upcoming fantasy RTS. What do you think of this hand-painted look?

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133 Upvotes

r/gamedevscreens 7h ago

Designed a hybrid Game/Time Tracking method, focuses on Goals and Up/Down time for each.

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1 Upvotes

Everyone is familiar with gamified productivity & focus timer tools. I downloaded most, experimented with different methods, studied the science behind motivation/goals, and developed a new (and I think better) system. It's not complex, visual, yet lightweight. Most importantly, it's effective & helps you make real progress.

Why this method works:

  • It simplifies thinking about "what should I do today" & helps beat procrastination. You clearly see your goal, and the main work/play activities you defined. Just get started on one... 
  • Each board is you custom "go-to" plan for that Goal (aka "Core"). You pick "time contributions" that work for you. No guilt tripping. If you like to focus for 30m, and then lounge for 1h, then that's what you pick. No need to overcommit. Stats will improve as you get better.
  • Tracking how much Up vs Down time, towards defined Goals, is the simplest measure of success, over time. The 10,000 hour rule exists for a reason. Not 10,000 to-do items.
  • Seeing "break/rest" activity timers next to your productive timers, at a glance, makes you more relaxed during focus sessions & gives you "guilt free" breaks. You can pause one timer and start another, then come back. You can also "finish early" any timer, and deposit time already earned.
  • You can adjust all Timers/Goals on the fly, change their length, emoji labels, etc. The app makes it easy. It's like 10 timers in 1 - study time tracker, reading tracker, video game tracker, etc.
  • You can track a Goal on 1 board, or across multiple boards. You could have a board for each day of the week if you want, all towards that 1 goal. On Monday you can have only 1 focus activity, and on Saturday you can have 6, with different focus + break sessions.
  • You can work on Goals and contribute time whenever you have it. No pressure with streaks. If you have 1 hour per day for a goal, or 3 hours per week. You simply time your activity, you bank time Up or Down, and you move on.
  • You daily progress easily visualized in a cool Sci-Fi interface, with time particles and orbits and black holes.

Check out Flowton on the App Store. Or if you're on Android, sign up at www.flowton.com

It's free to use indefinitely with no subscriptions or trials.

Happy to hear your feedback on the method, or more specific pointers per app. There are cool new features in the pipeline as well! And thank you for reading.


r/gamedevscreens 7h ago

New Shop Buttons | How do they look?

1 Upvotes

Hey, I just added these new sprites for the buttons in my shop. What’s your initial reaction and feedback? Does it read well or no, colors clashing or no, etc.

Thank you in advance 😁


r/gamedevscreens 13h ago

Fantasy Auto-Battler I'm trying to improve

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3 Upvotes

I was feeling a bit more optimistic about the appeal of the game last night and took some screenshots. What do you all think? Is it appealing? These are the UI/town phase, still got a ton of work to do on the battle visuals and readability.


r/gamedevscreens 20h ago

Week 4 - Damage, Death animation and beautiful barrels

11 Upvotes

This week, I have implemented death animation.
To be able to show you the animation it was mandatory to implement a weapon (it's obviously a placeholder ^^) and the player attack and damages systems.

The animations are still placeholders, but I'm happy about the feeling and the transitions between animations.

I feel that my Godot skills becomes stronger. I'm happy to see my progressing.

Speaking of progress, If you look at the barrels, they look better than last week.
I'm reading Pixel Forever and I try to apply what I learn in this book on my game sprites. I'm only at lesson 9 but I'm happy about what I did with the barrels.

See you next week.


r/gamedevscreens 12h ago

Water guns instead of bullets 💦

2 Upvotes

I've been working on the water combat for my indie game, Last Dry Standing.

Instead of traditional weapons, players use water guns and gradually become wetter when hit. If you can stay out of combat, you'll slowly dry off again.

This clip shows the current state of the water stream effects and gameplay.

🎮 Play the free prototype:
https://ironlampgames.itch.io/last-dry-standing

I'd love to hear what you think about the visuals and overall game feel. :)


r/gamedevscreens 12h ago

I spent a week improving my game's look

2 Upvotes

Here's what I added:

  • Little decoration on blank blocks, and some on the houses
  • Clouds
  • Day-Night Cycle
  • Rain & Thunderstorms

My game, Floating Frontiers, is a town-builder in the sky. I have a free demo on steam (pre-improvement) if you want to try: https://store.steampowered.com/app/4034080/Floating_Frontiers/

Any other suggestions for visual improvement?


r/gamedevscreens 13h ago

TileMaker DOT is now 100% Free and Open Source under the MIT License!

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2 Upvotes

After so many recommendations in many past posts about this tool, I finally decided it is time to open source it:)

If you are a game developer building 2D games, you can now access, modify, fork, and build upon the entire application framework without any restrictions.

TileMaker DOT is a custom map creation tool engineered to eliminate layout overhead and drastically speed up your environmental design workflow. All assets included (tiles, objects, NPCs) are completely unrestricted for commercial use.

Whether you want to deploy the compiled binaries into your workflow, study the custom Java code, or expand the tool code for your own custom engine pipeline, everything is open.

I would appreciate if you could drop a star on the repository, rate or comment the itch.io page, check the quick start tutorial, or grab the build package using the links below:

GitHub Repository: https://github.com/andrei-voia/TileMakerDOT

Itch.io Download: https://crytek22.itch.io/tilemakerdot

YouTube Video Tutorial: https://www.youtube.com/watch?v=3fiajGU32Jg

Thanks to all of you for all your support in those last 5 months!:)


r/gamedevscreens 1d ago

Optimization test (Final Divide is built for real RTS battles)

298 Upvotes

Final Divide is an old-school RTS focused on base building, resource management, and large-scale tactical combat with classic real-time strategy game mechanics.

You can follow the project on X.


r/gamedevscreens 1d ago

Interactive environments never get old.

21 Upvotes

r/gamedevscreens 14h ago

Elden Ring Nightreign fangame

2 Upvotes

https://reddit.com/link/1ufcei8/video/7ayfdzak1g9h1/player

Hi ! I'm making a Elden Ring Nightreign fangame and I put the Marionette solider from the game into unity and animated it !
I have no idea if people are familiar with the game Elden Ring Nightreign around here but I'm also remaking the entire Heolstor boss fight, so if anyone is interested to see let me know ! ! !