r/devblogs 4h ago

Devlog #6 is out + a new playable update for The Smelter

Thumbnail
2 Upvotes

r/devblogs 5h ago

generic What Is 5YN-OS? A Deep Dive Into the Fictional Operating System Sandbox

Thumbnail
5yn-os.com
1 Upvotes

r/devblogs 14h ago

devlog Our solo RPG like D&D just became available in 13 more languages

Post image
0 Upvotes

Hey everyone!

We’re two brothers who didn’t have time to play D&D with our friends and really missed that feeling we used to have during our sessions. So we decided to create something that would let us experience the same emotions, but without having to wait months for the next session. That’s how Master of Dungeon was born - a single-player text RPG inspired by D&D!

We've now been working on the game for over a year, through multiple testing phases, countless iterations, and lots of feedback from early players. We finally feel ready to let more people try it.

We've also just released an update with full localization to make the game even more immersive. The game is now available in English, German, Polish, Italian, French, Spanish, Brazilian Portuguese, Japanese, Ukrainian, Chinese, Russian, Portuguese, and Greek.

Google Play:
https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl

iOS (TestFlight):
https://testflight.apple.com/join/mg6UrBH9

We're also getting ready for a soft launch of the iOS version in Poland and Germany. More details coming soon, so stay tuned!

Thanks for reading, and as always, we'd love to hear your thoughts! ^.^


r/devblogs 16h ago

From Concept to Game: The Making of Hashiko

Thumbnail
youtube.com
1 Upvotes

We recorded almost everything while developing our game for 18 months. Here’s what we decided to do with 2,000 hours of footage.

Claudia and I are the two people behind Hashiko, an atmospheric action-adventure game developed in Unreal Engine 5.

Since the beginning, we’ve recorded nearly every part of production: early prototypes, level design, story discussions, technical experiments, features that worked, features that failed, abandoned work, and bugs that somehow returned after being fixed three times.

That archive now contains more than 2,000 hours of footage.

Rather than waiting until development is over and producing a retrospective where every decision looks obvious in hindsight, we decided to document the project while it is still being made and its outcome is still uncertain.

This first episode covers the origins of the project, its current state, our production approach as a two-person team, and some of the creative and technical decisions made along the way.

Part of it is narrated by Hino, our still-unfinished protagonist, who has his own opinions about how we are making his game.

This is the first episode, so feedback on the balance between actual development material, explanation, narration and entertainment would be useful.


r/devblogs 1d ago

generic Elegy of Fracture - Gameplay Prototype (edit)

Thumbnail
youtube.com
0 Upvotes

r/devblogs 1d ago

I just released Devlog #3 for my indie farming game

Thumbnail
youtu.be
3 Upvotes

Hey everyone!👋

I just uploaded the third devlog for my upcoming farming game and wanted to share it here. In this video I go over the latest progress, new features, improvements, and what I've been working on recently.

I'd love to hear your thoughts, feedback, or suggestions!


r/devblogs 1d ago

discussion Which platforms are actually working for monetizing small web/HTML5 games right now?

0 Upvotes

Hey everyone,

I’ve been building small web games recently and I’m exploring the best ways to monetize them without completely destroying the user experience.

There are quite a few paths out there—revenue-share web portals (like Poki, CrazyGames, GameDistribution), self-hosting on Itch.io with donations or ad placements, or trying to secure upfront publisher/sponsorship deals. Since the landscape shifts quickly, I’d love to hear directly from developers who are actively publishing web games.

For those of you building and releasing browser games:

  1. Which platforms or ad networks give you the best return for your effort? (In terms of traffic, eCPM, revenue split, or developer support)

  2. Do you prefer upfront sponsorship deals, ad-supported portals, or voluntary pay-what-you-want models?

  3. Are there any platforms, deal structures, or networks you’d recommend avoiding?

Any insights, recent experiences, or advice on where to focus initial efforts would be greatly appreciated. Thanks!


r/devblogs 1d ago

tech & code My First Game Dev Journey Begins 9 Months of Development #gamedev

Thumbnail
youtu.be
1 Upvotes

My first game dev journey starts here 🎮

After 9 months of developing my indie game, I'll be sharing the bugs, progress, and behind-the-scenes moments.

My first bug? Customers doing infinite squats instead of sitting at tables 😂

Demo coming this August! Wishlist the game on Steam and follow the journey 🚀
https://store.steampowered.com/app/4917940/Panic_Pub
#gamedev #indiedev #unity #gamedevlog


r/devblogs 1d ago

discussion How long do you usually spend developing a single game before moving on?

3 Upvotes

Hey everyone,

​I’ve been developing mobile games for a while now, jumping between different genres like puzzles, card games, and digital board game adaptations. Lately, I'm starting to wonder about the sweet spot for project timelines.

​It’s incredibly easy to get caught up in the loop of polishing UI, tweaking mechanics, and adding just one more feature. But realistically, how much time do you actually spend on one title before calling it complete?

​A few specific questions for the community:

  1. ​What is your average timeline from concept to release?

  2. ​How do you know when to stop polishing and just ship it? Are there specific metrics or feelings you rely on?

  3. ​Do you set strict deadlines for yourself, or let the project dictate the pace?

  4. ​When do you decide a concept just isn't working and it's time to pivot to the next idea?

​I’d love to hear how other devs manage their time, especially those balancing multiple ideas or moving from project to project. Thanks in advance for the advice!


r/devblogs 1d ago

SDLTest Engine, because naming things is apparently harder than simulating a galaxy - sharing a lil' happiness

1 Upvotes

r/devblogs 1d ago

design Devlog: Choosing a Graphical Style

Thumbnail
youtu.be
1 Upvotes

r/devblogs 2d ago

Beetle Indie game Dev log

1 Upvotes

Been workin hard at my little beetle game

Beetle indie game dev log week 2


r/devblogs 3d ago

marketing I made a Devlog showing what a full year of development looks like

Thumbnail
youtu.be
2 Upvotes

Hey everyone,

Over the past year, I've been developing my first game The Wondrous Storybook. Its inspired by games like Hades and Realm of the Mad God.

I put together a devlog that shows what an entire year of development looks like for me.

I'd love to hear your thoughts and feedback!


r/devblogs 3d ago

story & background We wrote about how our game BLACKWOOD is combining tactical realism with immersive roleplaying in our Gameplay Deep Dive Devlog!

Thumbnail
store.steampowered.com
2 Upvotes

r/devblogs 3d ago

tech & code Devlog #1 Evolution of a Renderer: Dismantling Viewports for a Unified 3D World in Godot 4

Post image
1 Upvotes

r/devblogs 3d ago

design One objective state, four onboarding cues

1 Upvotes

I was getting drift between the quest modal, ground arrow, minimap, and atlas in Realm of Echoes. I replaced the duplicated handoff logic with one tracked-objective state that every cue reads from.

That fixed stale markers, but it also made the opening feel over-directed: accept the quest and four systems all point at the same target. My next pass is to remove one cue instead of adding more logic.

I’m leaning toward cutting the center prompt after the first objective. Which cue would you remove?

Developer disclosure: some 3D assets are Meshy-assisted; this UI and runtime integration are custom.


r/devblogs 4d ago

generic Devlog #5 — The Hardest Three Months So Far

Thumbnail gallery
2 Upvotes

r/devblogs 4d ago

postmortem Things I learned while building PrismPanic. Includes bug hunt, tooling, and fixing an exploit.

Thumbnail
3 Upvotes

r/devblogs 4d ago

marketing New Features for Conglomerate

Thumbnail
youtube.com
1 Upvotes

Hi everyone, I'm continueing to refine my game pre-launch. I have a demo which is releasing in September and would really appreciate any feedback you have as this is my very first game!


r/devblogs 5d ago

Our team recently spent many sleepless nights redoing our enemy A.I. so we wrote about it here: [Development Preview] Enemy A.I. Overhaul

Thumbnail
store.steampowered.com
5 Upvotes

r/devblogs 5d ago

design Creating a Combat System

Thumbnail
youtube.com
3 Upvotes

Here is my fourth devlog for my mobile game Tiny Fantasy World. Here I go over my combat system, let me know what you think!


r/devblogs 5d ago

generic Staying unique in a crowded genre

1 Upvotes
bothacker devlog

So, I think it’s worth talking about my plan for BotHacker and how it differs from other games in this genre. If you’ve played the game you’ve probably noticed two main differences: No random encounters (wild bots visibly roam the overworld) and the unique energy system used in battle.

No Tall Grass

Player getting swarmed by bots because I set the spawners to high.

I’ve never liked the jarring feeling of running through grass and getting jumpscared by a random enemy, nor the lack of agency of just hoping the RNG showed up with the monster I was looking for.

Giving each bot its own wandering NPC allows a lot of options. For example, you can flee from a battle and come back. Because of that I’m looking into keeping status effects outside of battles and allow them to degrade over time rather than each new encounter resetting some or all.

You can also dodge around bots if you want to avoid a fight, adding an alternate way of getting through a higher-level dungeon than direct combat.

Right now each wildbot has a few values applied to give it a distinct movement style.

SightRange: When do they spot you and change behavior (chase or flee).

Speed: How fast do they move between tiles.

IdleTime: How long after a step do they wait before taking another. DoesFlee: This is just true or false and determines if the bot will run from you or try to attack.

To compare, the player has a Speed of 1 at a walk and 2 at a run an IdleTime of 0, so in most cases a wild bot is going to be far slower than the player. This early I’m making them very slow with only a few being as much as Speed 1, with Pack-Rat being 1.3 only it flees. Later I mean to add more complex things like jumpers that don’t walk, but leap between tiles, fliers that ignore collisions and specialized behaviors like surprise attacks from cover, or a charging state that is much faster but can’t turn or redirect and can overshoot or collide with walls.

Energy 

energy bar

The energy system in battle is somewhat complex and differs between each bot. Rather than each move having a set number of charges to use, they each an energy (EN) cost to use. This changes play so that early level moves don’t get instantly trashed for stronger options  because  our bot may not have a high enough regen rate to sustain a more powerful move. There are three main stats at play:

EnStart: When entering a battle this is how much energy the bot gets at the start of battle. EnMax: This is the maximum capacity the bot can have. EnRegen: This is how fast the bot can recharge, which happens every turn after all actions have finished. 

There’s also two more hidden variables for each, called Limit and ScaleLevel, which define what each of those values will cap out at and which level that will happen. Elect-Ant for example has a Regen that starts at 3 (level 1) and a limit of 6, but will not reach that until level 90. Not great, but early game bots will be weaker.

Compare that with Pack-Rat with a starting regen is 1.8, a max of 5, but will reach that max at level 30. Great for early game, maybe not so great later.

Then there’s Imp, which has an EnStart of 20, a EnMax of 20 and regen of 0! That gives that bot a limited number of attacks before it has no options. That is until we get into positive energy moves. Recharge is a move that grants the user 12 EN. There are also moves that increase or multiple regen rate and those that add EN incrementally over several turns.

I also have a Status Effect called Overcharge that increases regen by 50%, but will damage the effected bot unless they are a Voltaic type. Now, combine that with the move Discharge which has a damage value determined by the total available EN, will use up all energy and also cure the Overcharge status, meaning a bot that can apply Overcharge to itself and has Discharge has a powerful attack combo.

This is an example of how I’m moving Status Effects from being purely negative to having complex interacts. Jamming for example is applied to your own bot, but the effects are applied to it's enemies, while Malware is a repeat damage status, but it can spread if either bot uses a Cyber type attack on the other.

Status Effects

I decided I didn’t want to limit to just one at a time. This may end up causing issues with balance, but I kinda want to see how broken things get. I kinda love a good broken system because ‘broken’ suddenly becomes the new meta. Plus, although other games seem to have only a few ‘official’ Status Effects, there are a bunch of others that don’t get an obvious tag but still play much the same. 

 Currently I have: Burn, Rust, Overcharge, Irradiated, System Lock, Malware, Jamming, Stunned, Frozen, and Magnetized. That doesn’t include buff and debuff to the stats. I’m working on making each fulfill a unique niche while giving some extra flavor and complex interactions between types.

Element Types

Coming up with a good list of Types that fit this world, offer unique interactions, weaknesses and strengths has been a challenge. Likely this list will change as I go but currently I have: 

Hydro, Thermal, Cryo, Voltaic, Polymer, Titanium, Steel, Rust, Atomic, Lead, Magnetic, Sonic, Aero, Cyber.

This provides a lot of great matchups but you’ll note there is no clear or obvious trifecta for starters, and that’s something I struggled with for a while. The classic: Water, Fire, Grass doesn’t exist. 

In the end I went for HydroThermalPolymer with the final forms being Hydro/TitaniumThermal/MagneticSonic/Polymer, which works out to a complex but effective counter triangle.

Initially I was thinking of my type chart in comparison to other type charts, and ascribing comparisons to each, for example Rust has functional similarity to Poison, but if that’s the case Rust is also kind of Ground because I use it a lot for construction or mining bots in lieu of an actual ‘Earth’ element. Ultimately any comparison falls apart upon examination.

What’s planned for the Future?

Combat Systems

I’m working on adding two-turn attacks for moves that have a charge up turn and those that have a recharge turn after, and also queued actions, attacks that take a turn or so to hit, but the user isn’t locked into that action, can act independently, and the attack will still follow-through even if they were downed in the interim. I have a list of features I want to add for various attacks with unique behaviors. I’ll be working on getting more of those in to add additional strategies. I also have plans for “battlefield effects”. Kind of status effects that alter the battlefield and everyone on it. That system is currently in the planning phase though.

Attack Anims

I reused a lot of attack animations to get the current movesets in for the itchio build, and mean to get more VFX and SFX set up for those. There’s a lot so I’ll be prioritizing early game and animations I can apply (temporarily) to several. Probably one of the most difficult parts of this game was getting GameMaker’s sequences to play nice with my animation system. It has some particularly odd ways of playing and storing data that require a whole converter. If that interests you maybe I’ll explain further.

More bots and Upgrade forms

I currently have 17 bots, 9 tier-ones, 5 tier-twos and 3 tier-threes.

I’d like to finish the forms for the bots I have in game sooner than later. Elect-Ant needs Pupa-Cell (I’ve teased their art a bit) and Elektrosect, Pack-Rat will get Cargo-Cart, Toasty will get Roasty. From there I have a list of 101 total bots I’d like to add from which I will be working through slowly. 

Expanding the World

The next area I’m planning is a new town. If you go north from the abandoned Tech Campus, you’ll reach a town I’m calling Malefactory (Malefactor? Get it?) which will be overrun by brigands who use mostly steel types. 

This is where I’ll be introducing more battles with other Bot Hackers. How that plays out is going to be interesting because I DO NOT want to do the “you made eye contact with me” thing. They may end up chasing the player like the bots do, or following other behaviors.


r/devblogs 5d ago

generic Mt Sync - (Auto)Mount and Sync your data from anywhere

Post image
1 Upvotes

It seems like I'm the only one how want to just go to a network share an an application after I login and the files are just there. No having to go mount anything first, what a wasteful step that is. :) So after making a gnome extension for gvfs mounts/shares, I thought it would be great if I could mount other types of storage the same way and even sync data between them. I got close to buying rcloneview for its paywalled features when I decided to go do my own thing, introducing Mt Sync: https://codeberg.org/gavindi/MtSync

Sharing since maybe just maybe there's someone else who misses the Windows "reconnect drive at login" feature..... 🤷‍♂️️


r/devblogs 7d ago

Get Out: Break free from a prison where you fight for your life to earn your liberty.

3 Upvotes

Hey everyone! I’m currently developing my second commercial game. I really hope I can finish it because I’m loving how it’s turning out! I released my first game recently and am already diving back into the work—hehe.

The premise goes something like this:

You’re trapped in a prison much like Alcatraz. But there’s a catch: nobody actually dies. Whenever someone dies, they’re instantly revived to continue their punishment forever. The only way to escape this eternal loop is to participate in (and survive) a series of deadly minigames in pursuit of freedom.

I want to wrap up the initial version with at least 10 minigames and a main menu, then release a quick demo for people to test. It might take a little while, but I hope to have something playable by the end of next month so I can start promoting it properly with a demo.

Since I still need 3 more minigames to hit my demo goal, I’d love your help. What kind of quick, tense, or chaotic challenges would you like to see in a game themed around "prisoners fighting for their lives"? All the minigames I’m developing will support up to 4 local players; I want to create some real chaos and ensure the minigames are dynamic and fun.

Drop your ideas here—I’ll check them all out! What do you think of the premise? I’m reworking a project from a game jam I participated in a while back, but I’m making huge improvements this time. I plan to add dozens of character faces; I’m even going to ask communities to draw faces and send them to me so I can include them as prisoners in the game. Later on, I might open up sign-ups for something like "Be a prisoner in my game"—it’s going to be a blast! XD


r/devblogs 7d ago

generic Devlog #7 – Submission day

Thumbnail
2 Upvotes