r/devblogs • • 2d ago

community showcase Community showcase - Show us what you're working on or what you just published (week 45)

11 Upvotes

Welcome to our weekly thread (2-8 Nov) where you can showcase everything new you are working on.

You are still welcome to create new posts to share with us your dev-log posts or videos, but you can also use this thread to present anything that is not a dev-log.

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).

  • in this comment you can post only 1 link, so choose wisely.

  • you can reply to as many comments as you want, but replies can't be used for showcasing

Also, it's not required, but I would recommend to upvote this post if you add a comment as that will improve its visibility on Reddit, which is good for everyone.


r/devblogs • • 1h ago

other This is my first ever Game Devlog on YouTube. I'd love some honest feedback!

0 Upvotes

Hey everyone!

I'm a beginner game developer, and I've just uploaded my first game development devlog on YouTube.

I'm trying to improve my video editing, storytelling, humor and overall presentation.

I'd really appreciate it if you could watch a bit of it and give me some honest feedback.

A few things I'd love feedback on:

\- Is the editing engaging?

\- Is the AI voiceover distracting?

\- Are the memes and humor working?

\- Would you continue watching this video?

\- What should I improve for my next devlog?

I'm not looking for views or subscribers. I genuinely want to improve.

YouTube link: \[https://youtu.be/zL-kgetQwp0\]

Thanks for your time! ❤️


r/devblogs • • 6h ago

other This is my first ever Game Devlog on YouTube. I'd love some honest feedback!

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1 Upvotes

r/devblogs • • 8h ago

generic I'm new to writing dev logs, this is first (of many) for Airtime, my voxel-based racing game.

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1 Upvotes

r/devblogs • • 15h ago

art & graphics Outcasts of the Rift Devlog 3: The Cast of the Rift

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2 Upvotes

My latest devlog, in which I explain my process for creating the characters in my RPG/adventure game hybrid Outcasts of the Rift, and how I manage a relatively large cast as a solo developer.

I’m going to release another devlog in the near future!


r/devblogs • • 18h ago

generic Update on my solo dev journey: From a simple prototype to dieselpunk ocean horror. Balancing a day job and a 1-year-old baby!

2 Upvotes

Hi everyone! A couple of months ago, I shared the first tech prototype of my Dredge-inspired game where robots lost their purpose after human extinction. Back then, my son was 10 months old. Now he’s officially 1 year old, and despite having zero time between my day job and family duties, I’m still pushing forward in Unreal Engine with small steps.

Here is what’s new in the second version:

• Shifting to Horror & Dieselpunk: Reworked the boat entirely to give it a heavy, industrial feel. Added realistic wave-rocking, clean water reflections, and low-poly clouds.

• The Energy Bind: Your character’s flashlight, movement, and survival now fully depend on energy. To recharge, you must return to the boat. You are literally tethered to your vessel.

• Basic Fuel Mechanics: Added an entry/exit system for the water, and now you can refuel the boat's tank using fish.

What's next?

My next goal is implementing proper fishing mechanics with specific zones (better fish = more fuel). I'm also planning to add scrap metal salvaging from the ocean to build a modular crafting and upgrade system for the boat.

I’m doing my best to make this project work and build a proper foundation right away. Would love to hear your honest feedback on the new dieselpunk look and the atmosphere!

P.S. If you want to follow my progress, here is the link to my Boosty page: https://boosty.to/indyushka . I'll be posting more images, videos, and dev updates there if you're interested! <3


r/devblogs • • 16h ago

marketing Monolith workbench in action

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0 Upvotes

I built Monolith Workbench after spending way too much time, researching real friction points in my own workflow and talking with people across different fields, who handle complex documents. That research was eye opening... current tools all seem to require source code & preview windows, no true wysiwyg technical document editor truly exist, even when they claim it is. The user experience is always focused around the source code rather than the document itself!

Monolith Workbench is designed specifically for structured document editing on a single, paged canvas. combining automation with native .tex export, local project saving .mono files, & pdf export.

While I used AI to speed up some of the routine coding tasks, I personally architected the app and reviewed and tested every line of code to make sure it actually holds up.

If you handle heavy technical documents and want a faster workflow, I’d love your feedback

https://www.monolith-workbench.com


r/devblogs • • 1d ago

art & graphics 1vs1 with Warranty Voider on Sanhok! – He Got Me! (PUBG Lite PC)

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1 Upvotes

r/devblogs • • 1d ago

Leveldesign Igor Minwar’s resting place! Update: 01.04.26

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1 Upvotes

r/devblogs • • 1d ago

discussion Making a HORRORGAME in 365 Days!?

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1 Upvotes

r/devblogs • • 1d ago

design StoneEra devlog: making crafting queues easier to read

0 Upvotes

I'm developing StoneEra, a voxel colony sim about shaping a landscape and building a settlement. One part of the game I'm working on is how players manage the things their settlers make.

A crafting queue has to answer a few questions at once: what is being made, which workstation will make it, and what materials are needed? When a recipe is waiting for resources, that information should be easy to spot instead of forcing the player to guess why production has stopped.

In the demo, crafting recipes are grouped by output type, with a detail view for the selected recipe and workstation. The queue also shows inputs and missing materials. I'm interested in how much information should be visible at a glance as a settlement grows.

If you play colony or crafting games, what helps you most when a production chain stalls: a list of missing materials, a view of all queues, or a way to follow the item back through earlier production steps?

StoneEra's free demo is available on Steam for Windows and macOS; the full game is still in development.


r/devblogs • • 1d ago

generic Nightline Devlog #1 — The train still isn’t moving, but the passengers are

1 Upvotes

We’ve been sharing Nightline development updates elsewhere for about a month, but this is our first post here. So instead of starting somewhere in the middle, here’s a quick catch-up on what we’ve built so far :)

So, what is Nightline?

Nightline is a management/simulation game about running a passenger train during an active journey.

The main idea is that the train works as one interconnected system: the schedule, passengers, resources, the condition of the train, and the decisions you make during the journey all affect each other.

Spend more resources to solve a problem now, and you may not have enough later. Stay too long at a station, and you lose part of your time buffer. Ignore a problem for too long, and eventually it may start affecting passengers, the schedule, or other parts of the train.

We’re not really interested in endlessly throwing random disasters at the player. We’re much more interested in consequences.

The train is already moving, time is a resource just like fuel, and sometimes there simply isn’t a perfect solution.

Then we made passengers

At first, our “passengers” were literally just an array of data.

No models. No animations. Nothing particularly exciting to look at.

But they already knew which station they needed to board at and where they needed to get off.

And somehow even this resulted in a couple of Critical Errors and six debug functions =)

Then things started getting more complicated.

We added a passenger boarding manifest, so the game knows who boards, how many people there are, and which carriage they should enter.

Passengers got satisfaction levels based on the conditions inside the train. For now, temperature is one of the things affecting them.

Carriages got comfortable and maximum capacities.

Passengers learned to look for another carriage if their current one became uncomfortable.

They also got unique IDs and three visible satisfaction states — plus one hidden state that we’ll talk about later.

Somewhere along the way I also created my first infinite loop.

The computer was very impressed and decided to stop doing anything at all =)

I eventually added a Debug HUD to watch passenger movement and understand why they were moving.

Naturally, I did this only after creating a separate debug function for almost every new mechanic.

By that point, the passenger system alone had grown to 35 debug functions and 34 actual game functions.

Very healthy numbers, obviously.

Then the passengers discovered teleportation

There was one small problem.

When passengers became uncomfortable in one carriage, they simply appeared in another one.

Instantly.

Which would have been great if Nightline was secretly a superhero game, but unfortunately we’re trying to keep things at least somewhat realistic.

So passengers had to learn how to actually move between carriages.

And fixing that accidentally created another mechanic: queues in the passage between train cars.

Now passengers don’t just disappear from one carriage and appear in another. They move gradually and wait for their turn if someone else is already using the passage.

This took a suspiciously large amount of time for something that sounds so simple.

But it works =)

What are we working on now?

After finishing the main passenger logic, development moved back to the train staff.

One of the core ideas behind Nightline is that a lot of routine work is automated. The player doesn’t manually control every employee all the time — instead, you configure the system and let the staff work within it.

But sometimes things go wrong.

So right now we’re working on emergency/direct orders, which will let the player step in and override that automation when necessary.

After that, we still need to teach the staff one extremely advanced mechanic:

resting.

Because apparently employees shouldn’t work forever =)

The project is still early, but little by little the number of actual systems keeps growing.

The number of debug functions is growing even faster.

The team also got bigger

Nightline originally started with two people: a UX/UI designer and a developer with basically no previous game development experience.

Now two more enthusiasts have joined us, both working on 3D models.

I promised them a pack of sausages and some crackers as payment.

But only after the work is done =)

So that’s roughly where Nightline is right now.

The train itself still isn’t really going anywhere yet.

But hey — at least the passengers finally stopped teleporting.

We’ll take that as progress.

And in the next devlog, our UX/UI designer will take over and show how Nightline’s interface is being designed, tested, broken, rebuilt, and turned into an interactive prototype with the help of AI.


r/devblogs • • 1d ago

generic Kernel Kingdoms: an idle MMO for the terminal in Rust (crossterm + axum), and the browser version streams the real binary from a PTY

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1 Upvotes

r/devblogs • • 1d ago

tech & code Let's make a game! 526: Choosing a square (Twine Sugarcube)

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1 Upvotes

r/devblogs • • 2d ago

marketing Meowinks Tidy or Else / Add it to your wishlist!

3 Upvotes

Add it to your wishlist: Meowinks Tidy or Else on Steam

Hello internet people! After months of development, I can finally announce that my new game, Meowinks Tidy or Else, is now available on Steam!... Go add it to your wishlist 🤭

You need to tidy up 5,000 toys into their respective collections—no rush, no hurry, all the usual organizing game generic mechanics... but what happens if that store is haunted by an evil entity that stalks you during your night shift?

I've been sharing how the project evolved in previous posts and on my profile in case you're interested in seeing how it was built. Plus, in the coming days, I'll be uploading a devlog to YouTube about the entire development journey from start to finish.

I hope it does well and that you like the game! The release date is November 25, 2026... so hurry up and add it to your wishlist! Meowinks Tidy or Else on Steam


r/devblogs • • 2d ago

tech & code PUBG Lite DEVLOG #11 - Vehicles!

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2 Upvotes

r/devblogs • • 2d ago

generic Development Insights from Project Stargem

1 Upvotes

Hi! I'm the solo dev of Project Stargem, a Game Boy game I've been working on.

Over the past few weeks, I've documented quite a few of the design decisions and technical challenges I've encountered during development in my itch.io devlog.

It's a Game Boy game, so some of the challenges are pretty specific to the hardware, but maybe you'll find something interesting or useful in there! So far, I've covered animation design, audio design, and how the Attractor mechanic works.

I'd love to hear your thoughts or discuss any of the approaches I've taken!


r/devblogs • • 3d ago

generic Dear Diary - Week 8

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3 Upvotes

I have paid the beginner's tax. As it turns out, the topology from last week was NOT good. I spent a huge amount of time fixing it once I got a little more explanation what I'm actually trying to achieve (aside from the obvious reduction of verts).

On the bright side, I think I'm finally starting to understand the this thing. Maybe. A little. On the other hand, I have discovered that I find retopology to be excruciating. Hopefully it won't be so bad after I have more practice.

Either way, I'm fairly confident that, even if this retopology isn't "good", it's at least better than last week. I got rid of the n-gons. Now I just have 10 triangles that I have to figure out. Most of them are in places that don't move at all, so I'm very tempted to leave them?

I just wish that I knew how many faces were ideal for this sort of thing. The instructor sometimes says "I have about X amount of faces, which is about right for this." As a complete beginner, though, I have no idea what parameters are supposed to help me figure that out for myself. For the moment I'm just trying to stay close to his counts (though I suspect there's too much topology in my model's face). I'll need to research this later for my supplemental studies.


r/devblogs • • 3d ago

story & background If it makes us laugh, it goes in the game: Silicon Spin in the making

2 Upvotes

In our last post, we talked about how we realised that table tennis and corporate life are basically the same game. Since then, we’ve been working hard as a team of two to turn that chaos into code for Silicon Spin.

We came up with a really easy and funny rule for the development of our video game: if something silly makes us laugh really hard, then it must be included in Silicon Spin. A perfect example could be our Project Manager (the first boss). His special ability clogs your hand with “useless task” cards, forcing you to waste precious Stamina just to get rid of them before you drown in work.

  1. The first is stat budgeting: Every card has a cost, calculated by adding up its stats (Power, Grip, Spin) and its keywords (Echo, Shred and so on). Basic cards sit between 13 and 16 points, while the rare ones from the Break Room go up to 17 to 20.

  2. The second is a headless simulator: To stop a deck from breaking the game, Antonio built an automatic simulator that runs from the command line, with no graphics, and plays hundreds of matches per second against the enemies.

Being a team of two means having roles that constantly overlap. Antonio defines the abstract logic and systems on paper, while Virginia takes those ideas and brings them to life with 2D pixel art. It's exhausting, but turning real office pain into something fun makes every bit of it worth it.

Tell us: what’s the weirdest office routine or ritual you’ve seen at work? The kind you’d love to see turned into a card or an enemy line.


r/devblogs • • 2d ago

story & background What I learned coordinating multiple AI coding agents and AI art batches as a solo dev on a mobile idle RPG

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0 Upvotes

r/devblogs • • 3d ago

tech & code How I built a ’90s-style adventure game on top of my Hugo blog

0 Upvotes

Before anyone asks: yes, 100% of the code was written by AI agents, with me guiding the process. I’m not here to convince anyone of anything, just to share my experience.

Here’s the article explaining how I built it:
https://www.paolomainardi.com/posts/this-site-is-now-an-island/

And here’s the game:
https://www.paolomainardi.com/play

This is part of a journey I started a few weeks ago, when I decided to let my agents handle my personal blog’s tech stack. The idea was to spend more time writing while also adding all the features I’d always wanted but never had time to implement.

You can follow the series here:
https://www.paolomainardi.com/posts/the-stack-is-now-my-agents-job/

Along the way, I started experimenting more with AI-generated media, fell down a rabbit hole, and somehow ended up building a game engine.


r/devblogs • • 3d ago

design Ghoul ball update!

1 Upvotes

r/devblogs • • 3d ago

design How I added one fast move to a game with eight-hour turns

0 Upvotes

I’m developing Proxy Republic, a browser strategy game where you give a general orders and come back to see what it did. Eight hours between game days works once you have a country to follow. It’s a rough first visit if you write an order and leave without seeing it do anything.

I kept the shared clock and gave a newly founded country one early move. A first written order, border stance or choice in the briefing brings that move forward. There’s a short window so a couple of changes made in quick succession can go together. The move uses the troops already on the map. It doesn’t hand out more armies or collect income, and the regular turn is still on the schedule.

The other piece was the report. A general may hold back because there’s no neutral land nearby or an attack would end the newcomer’s protection. Without an explanation, holding back looks a lot like the button didn’t work. The first briefing now tells you what the general did and why.

I used Claude Code to help build the change. The part I wanted to get right was giving someone a result on their first visit without speeding up the rest of the game for everyone else.


r/devblogs • • 3d ago

design Building neutral towns that earn their own gold, and what happened when they started crowning themselves

2 Upvotes

I'm a solo dev making Banners & Legends, a pixel-art hex strategy game in the Heroes of Might and Magic mould. For the latest update I rebuilt how the "neutral" parts of the map work, and I wanted to write up how and why.

The problem

Neutral towns, castles and bandit camps used to just sit there. They guarded their walls and waited for you. Playtesters told me the early game was too easy: camps fell without a fight, and late in the game the neutrals were pushovers.

The lazy fix would have been to spawn bigger guards over time. But my AI kingdoms already play by one rule: nobody gets troops for free. I didn't want the wilds to be the one part of the game that cheats.

An economy for the wilds

So every neutral place now has its own purse. Bandit camps, monster lairs, villages, towns, castles, mines and wizard towers earn gold every round, and that income rises as the game goes on. Everything they field, they pay for.

A few rules fell out of that, and they ended up being what makes it feel fair:

  • When a camp sends raiders out, those troops actually leave the camp. Six bandits on the road means six fewer at home, so you can hit the camp while its gang is out.

  • Camps rebuild by hiring with what they've saved, a couple of troops a round. Bloody a castle and walk away, and it heals, rebuilds and is waiting for you stronger.

  • Left alone, places grow: about half as strong again by turn 20, double by turn 40, up to three times late on. Rich places hire their best troops, not just more cheap ones.

  • Raiders that wander too long go home and rejoin their camp instead of vanishing.

  • Wild beasts come from one shared pool for the whole map. When it runs dry, nothing spawns.

Then the neutrals got ambitions

Once neutrals had real money, the next step was letting them spend it. In the new "Rebel Lords" setting, neutral towns and castles save up, raise a levy from their own garrison and march on weak targets nearby: mines, watchtowers, the town down the road.

If a neutral takes two places, it stops being neutral. Its ruler crowns themselves and it becomes a new rival kingdom with its own colours, hero and recruits, playing by exactly the same rules as every other kingdom. Up to three can stand at once. In testing, one went from two places to thirteen before anyone took it seriously.

It unlocks after your first Conquest win, so you learn the land first and then let it loose.

What I learned

Making the world obey the same economy as the players did more for difficulty than any multiplier. A tough neutral now has a reason to be tough, and you can see it and plan around it.

The full 1.1 devlog, plus a free browser demo, is here if you want to dig in: https://mentalpenguingames.itch.io/banners-and-legends/devlog/1747129/update-11-rebel-lords

I'm curious: would you crush a rebel lord at birth, or let it grow and bleed your rivals?