r/gamedev • • 11d ago

Announcement /r/GameDev Updates to Rule 3: No Showcasing Projects

150 Upvotes

This community has often allowed people to share free tools and assets but it has always been subjective about where the line crosses regarding self-promotion or showing off a project. We have updated rule 3 to make the following clarification about sharing tools in our community:

  1. All of your own tools you share must be free (this is reinforced by rule 6)
  2. You must provide discussion or technical takeaways regarding the tool.
    1. What unique challenges did you run into when making it?
    2. How did you solve them? Any unique formula, feature, or workaround?
    3. Examples of using the tool and how it improved your workflow.
  3. You must engage the best you can with comments asking about the tool. This does not mean replying to every comment but proving you want to interact with the community.

However we are still left with the open-ended question of what to do with assets. People often share free assets made by others, but what is the line to draw here? We had reports come in because free creators have tip jars or linked patreon accounts. Other reports reference paid products elsewhere on their website.

What do you all feel is appropriate for a developer wishing to share a free asset they made with the community? We will update rule 6 accordingly in the near future as we debate this.

Thank you all for your continued contributions to this community.

Edit: Since there is some confusion this is us expanding what is allowed and we are wanting feedback on if we should allow more posts or not. This stuff has been banned for years already.


r/gamedev • • 12d ago

Community Highlight Introducing BRUTAL | A free C# framework that helped RimWorld make its own engine and break free of Unity. Now you can too.

4.3k Upvotes

Our industry is rotting from its core, outwards in every direction, and it has been for some time. Driven by greed, driven by a race to the bottom on price. It is my position that the games industry was already heading somewhere unsustainable before reverse-engineering and powerful agentic processes became widely available. These have pushed things over the edge.

But I think one of the biggest problems is something we don’t discuss enough. Developers have surrendered an extraordinary amount of control over their work to companies whose interests aren't necessarily aligned with their own.

So we're doing something about it. We're making the BRUTAL Framework publicly available, with its source code, and we’re making it free to use, including for commercial games, subject to an attribution requirement.

I'm Dean Hall. I originally made DayZ, and now run a New Zealand game studio called RocketWerkz, as well as a new gaming distribution platform called Ahwoo. Our games include Stationeers and ICARUS, among others. We’ve used BRUTAL to replace engines in several of our games currently under development. This is the same framework we've used to make Kitten Space Agency, and which Ludeon used as the foundation for their new Waylith engine for RimWorld.

The BRUTAL Framework

Four years ago our studio began developing our own custom framework. At the time, it seemed like the kind of thing that only a "crazy" developer would do. Something that would make people shake their heads. Making your own technology was such a "red flag" for a studio that it was even a secret undertaking internally. It started with a few libraries. But it gradually grew, and then rather rapidly became a complete framework you could use to make a game or your own game engine.

We called it the BRUTAL Framework.

It is important to explain that BRUTAL is a framework, not a game engine. You can make a game directly using it, like we have with Kitten Space Agency, or use it as the foundation for an entirely separate engine, like Ludeon have with RimWorld.

At its core is a custom interop layer, giving C# access to native APIs and libraries. We've built quite a lot of supporting libraries around this, including mathematics, memory management, strings, job scheduling, logging, localization, and other systems. We have an obsessive focus on reducing allocations and unnecessary overhead. We make extensive use of unmanaged memory and unsafe code where it makes sense. Our core focus has been on doing a few low-level things extremely well, using the latest versions of C# and Vulkan.

You can use the Vulkan bindings to make your own renderer, for example. But BRUTAL doesn't make all those decisions for you. You get to make them yourself. You can use whatever NuGet packages you want, including third-party packages. You get to write your own stack. In some ways this makes it much harder to use than Unity, Unreal, or Godot. In other ways, particularly if you're doing something unusual, it makes things considerably easier.

It's called BRUTAL for a reason.

Personally, I have found it much easier. But this comes with a forcing function. You actually have to know what you want to do first. In Unity or Unreal I would often spend days or weeks figuring out how the people who made the engine intended something to work, and then how to get around the assumptions they had made. Without all that, it is actually faster. At least for the kinds of games we're trying to make.

What BRUTAL is not

I do not believe this is the tool that everyone should use to make a game. We've aggressively pushed back against efforts internally to "add more". Our intention is to make a focused and efficient tool for "hard-to-make games". We are not trying to make something that can do everything for everyone. In fact, one of the most important decisions we've made is what not to put into BRUTAL.

This means we're going to be quite aggressive about maintaining its scope. Pull requests that drift away from a clear purpose will be rejected. That isn't because we don't appreciate contributions, but because adding everything is exactly how the industry ended up with the kind of engines we don't wish to use.

Think of the relationship between the Linux kernel and something like Ubuntu. It's not an exact technical comparison, but it gets across the idea. We provide a technical foundation, and developers build their own systems on top of it.

I'm not suggesting everyone should make their own game engine. I'm suggesting every developer should have the option to do so, without having to spend four years building the foundations first. And without having to surrender so much control over their own work.

RimWorld and the Waylith Engine

On May 1st, Tynan Sylvester, RimWorld's creator, approached me with a problem, and I pitched him the BRUTAL Framework. Since then, Ludeon have been able to leverage BRUTAL to help build their own game engine, called Waylith. You can see for yourself what incredible work they've managed to achieve, in a remarkably short space of time. From that conversation to the announcement was only about five months.

Their team amazingly extracted the last bits of Unity out of RimWorld to create their Waylith engine. Moving such an established game, with a huge modding community, off Unity without anything breaking is extraordinarily complex. I'm enormously impressed with what they've achieved.

I also think this is an excellent demonstration of what BRUTAL was intended to enable. An established studio with a very specific set of problems can take the framework and build an engine designed around their own game, instead of spending years building the underlying foundations.

You can read more about what Ludeon achieved in their Steam announcement.

They report performance improvements of 2 to 4 times in their own tests, with the vast majority of existing mods remaining compatible. The new engine is available right now through RimWorld's unstable beta branch. That's an extraordinary piece of engineering, and I'm very pleased BRUTAL could play a part in it.

Kitten Space Agency

Kitten Space Agency is our free spaceflight simulation game, and the first major project we've built directly using BRUTAL. The inspiration came from Kerbal Space Program, and our desire to take that kind of game further. We wanted to simulate spaceflight at enormous scales, with high precision, complex physics, without compromising what we wanted to do because of assumptions made by a general-purpose engine.

It's also brought together one of the most extraordinary groups of developers I've had the privilege of working with. Felipe Falanghe, the original creator of Kerbal Space Program, helps steer the direction of the project. Stefan Moluf joined us after spending nearly twelve years at SpaceX writing flight software for actual spacecraft. I find it somewhat absurd that we have someone who helped program real rockets now helping us program pretend rockets.

We also have some of the most influential people from the Kerbal modding community. Casper works on our terrain and planetary surfaces. Blackrack, who created Scatterer and helped transform what was visually possible in KSP, works on atmospheric rendering and related systems. Jamie Leighton (JPLRepo), a former lead engineer and QA manager on Kerbal Space Program, brings extensive experience both from developing KSP and creating some of its most important mods.

These are people who have already spent years pushing the limits of what is possible with a game like Kerbal Space Program. Now we're giving them direct access to the underlying technology to do things the way they actually want to do them.

The game runs a solar system at real scale, with complex orbital trajectories, enormous distances, and very different requirements around rendering, coordinates, and simulation. The important part for this announcement is that none of this is built around a traditional game engine. We use BRUTAL and develop the systems that KSA actually needs.

Kitten Space Agency is available as a completely free pre-alpha through Ahwoo. You can download it and see the technology yourself.

Felipe Falanghe, the Creator of Kerbal Space Program

I first met Felipe a long time ago while I was making DayZ, and there was an instant bond over how we felt about the games industry. We reconnected when we started making Kitten Space Agency. Felipe is, in my opinion, one of the most underappreciated developers in our industry. He made one of the most influential games of our generation, with scientists and astronauts referencing it. Yet I don't think he's received nearly the recognition he deserves.

He was also the first outside developer to use BRUTAL. Having his team as external users proved incredibly useful, ensuring the framework is truly agnostic from developer usage. Felipe and I actually spoke with Game Developer about BRUTAL late last year. He has this fantastic habit of being able to explain something very well, especially when I tend to explain things far too emotively.

He described working with BRUTAL as sitting on a bar stool while everyone else using engines like Godot was sitting on comfortable couches. I think that's a fantastic way of describing it.

Perhaps most interesting was how Felipe approached the framework itself. Rather than starting with how an engine expected something to be done, he could start with the problem itself. One example was using high precision coordinates in rendering. With his approach, he explained, "you get to use high precision numbers as far as you can into the game execution."

You can read our interview with Game Developer here.

Felipe is making his next game using BRUTAL. I'm deliberately not going into detail about it because that is his story to tell. And Felipe is the kind of person who is captivating when telling a story. I've seen what he's cooking, and I can't wait for everyone to see it. Having someone with his experience working directly with the framework, challenging our decisions, and approaching problems differently has been enormously valuable.

You are only as independent as your tools

I have watched Unity and Unreal consistently fail to be accountable to developers. And I think this problem could get much worse as agentic workflows begin undermining the competitive advantages that have protected established software companies.

My concern is that as those advantages erode, the companies involved will increasingly look to extract more revenue from developers who feel they cannot switch. Whether through royalties, subscriptions, or more restrictive licensing.

When I attend GDC I often go to the Tencent Summit, where Tim Sweeney, the CEO of Epic, has given keynotes. Tim was, for a long time, a hero of mine. A powerhouse of a programmer with a mind I admired growing up. But over time I became frustrated with how much of the discussion seemed to revolve around the latest buzzwords. The metaverse one year, AI the next. Meanwhile developers were struggling with performance, stability, and the practical consequences of decisions made by engine vendors.

At GDC 2025, during a Q&A, I asked Tim whether he thought Unreal was accountable to developers, particularly around performance and stability. His response was about making more demos and putting them on social media to counter people describing games as "Unreal slop". I interrupted and asked whether more demos were actually part of the problem, because they set expectations with customers about how easy it was to achieve those results. I was not satisfied with his answer, and I continue to believe Unreal is not accountable enough to developers. Particularly when it can take a 5% royalty on game revenue above its licensing threshold.

I don't think developers should have to simply accept that relationship without questioning it.

Unity has had its shares of public issues with developers, enough to warrant a whole essay on. Ironically, even as I write this, Unity developers are dealing with account suspensions related to a mandatory security change. Some have lost access even after following the required process. Unity business decisions have repeatedly sent troubling waves across the games industry.

Imagine your ability to work on your own game depending on a decision made by a company you have absolutely no control over. Now, I don't think any of this means developers should abandon Unity or Unreal tomorrow. For many projects they're absolutely the right choice, and I'm not pretending BRUTAL could replace what they provide. But I think we've created an industry where the default is to become dependent on a few enormous technology companies, and we've increasingly accepted that as inevitable. It isn't inevitable.

I think we're going to see many more frameworks like BRUTAL emerge in this environment. Not because everyone will abandon existing engines, but because the cost of making alternatives is going to fall dramatically. I hope those alternatives are free. BRUTAL won't solve all of the industry’s problems, but for some developers it might offer a lifeboat.

This technology is a small step towards changing the balance of power. If the tools are public, if you have the source code, and if you're free to build your own systems on top of them, you have options. And if one day we stop being accountable to developers ourselves, they should have the ability to fork the framework and go their own way. That's important to me.

You are only as independent as your tools are.

This is how we fight back.

Credit and Licensing

We initially wanted to do something simple, like MIT. But that made us realise that one of the many problems open-source projects now face is what attribution actually means in a world increasingly dominated by AI and agentic development. Credit is, to me, what matters most.

The team who made the BRUTAL Framework are world class. They have backgrounds from some of the biggest and most influential game studios in the world. They're experts in their fields, and they've spent years developing technology that most players will never even know exists. They made this. I want history to remember them. So we've drafted a licence based on MIT, but with additional attribution requirements.

You can use BRUTAL for free, including in commercial games. There are no royalties and we don't want a percentage of your game's revenue.

What we ask is that a game or product built with BRUTAL includes the BRUTAL copyright notice in its credits screen, shows the BRUTAL logo before gameplay starts, and ships the NOTICE.txt file alongside it. If you don't want to do that, we can arrange a separate commercial licence. We can also provide detailed support directly from our engineers. You can contact us about waiving the logo requirement, for example for non-profit projects or where displaying the logo would be detrimental to the application's purpose.

We're describing BRUTAL as open-source, although our custom licence has not been reviewed or approved by the Open-Source Initiative. We recognise there will be discussion about whether these attribution requirements meet everyone's definition of open-source, and I welcome that discussion.

There are already OSI-approved licences that allow certain forms of graphical attribution. We think there is room to explore how attribution should work in an increasingly agentic world, and we intend to develop the licence with community feedback, including exploring formal OSI approval.

I'm not particularly interested in fighting over terminology. I am interested in making the source code and the work of our engineers available for anyone to use, modify, and build upon, without paying us royalties. And I want to ensure the people who made it receive some credit.

Who built BRUTAL

I've talked quite a lot about credit, so I want to acknowledge some of the people whose work has made this possible. I can't name everyone, and I've already mentioned several contributors above, but I think it's important to put some names to all this work.

Our Enterprise team develops and maintains BRUTAL. They have achieved something I'm enormously proud of. Aaron Koolen-Bourke, Benoit Fouletier, Chris Howlett, Craig Warne, Eric Chiu, Hanan Finnerty, Jane Kim, Josh O'Hagan, and Max Johnson. Additional past or occasional contributions from Ghassen Lahmar, Daniel Southon, Simon Brown, Felipe Falanghe, Brogan King, Hadley Patchett, and Max Kooij.

Our Head of Engineering, Rian Drake, brings enormous experience from his work at Grinding Gear Games and has provided the technical leadership and vision behind much of this effort. He is truly extraordinary. Bobby Lever is the Senior Producer helping tie everything together, and Dr Zac Isaac is our Senior Mathematician.

Across the wider RocketWerkz team there are many others. Simon Brown stewards technical development generally, including leading Stationeers and Torpedia, the latter having migrated from Unity to BRUTAL. His talent, skill, and ability are impossible to ignore.

We also have new people joining us from some of the world's largest game companies, bringing their experience to this effort.

I know I've missed people. But I want everyone to understand that BRUTAL is the result of years of work by an incredible group of engineers and developers. I am humbled and proud to work with all of you. When I talk about wanting credit for BRUTAL, these are the people I'm talking about.

Managing submissions on the repo

As a team we've been agonizing over how to approach public contributions, particularly pull requests and issues, in the age of agents. Agentic tools can make individual developers extraordinarily productive. But they can also make it very easy to submit enormous amounts of code without understanding it, testing it, or considering how it fits into a project. This is already overwhelming even large, well-resourced open source projects.

We've come to the conclusion that we simply have to throw ourselves at the problem. So you will be able to submit PRs and issues, and we'll try to figure it out. We're a relatively small team, and maintaining a public framework is going to involve a lot of work. So please be patient with us. Our plan is to see what happens initially, assess the problems, and change our workflows as necessary. I'm more than happy to listen to feedback and change our approach.

What won't change is BRUTAL's focus. We are not trying to build another general-purpose game engine. We're trying to make it easier for developers to make their own.

How to get started

It is ready right now. Here is how you do it.

The source code, the README and the contribution rules are on GitHub: https://github.com/ahwootech/BRUTAL

You will need the .NET 10 SDK, and a Vulkan capable GPU with current drivers if you intend to render anything. Windows and Linux are supported.

BRUTAL ships as NuGet packages, one per library, so you reference only what you need. Create a console project and add Core and Glfw:

dotnet new console -n HelloBrutal
cd HelloBrutal
dotnet add package Ahwoo.Brutal.Core
dotnet add package Ahwoo.Brutal.Glfw

Replace Program.cs with this:

using Brutal.GlfwApi;
using Brutal.Numerics;

if (!Glfw.Init())
    throw new Exception("Failed to initialize GLFW");

Glfw.WindowHint(GlfwWindowHint.ClientApi, 0);
var window = Glfw.CreateWindow(new GlfwWindow.CreateInfo
{
    Title = "Hello BRUTAL",
    Size = new int2(1280, 720),
});

while (!window.ShouldClose)
    Glfw.PollEvents();

Glfw.Terminate();

Run it with dotnet run and you have a window with no graphics API attached. What you add next is up to you. The Vulkan packages give you what you need to write a renderer, the ImGui packages give you a debug UI, Concurrency gives you the job system, and Fmod and RakNet give you audio and networking. The full list of libraries, with what each one is, is in the README.

Questions about using BRUTAL go on the forums. Bugs go on GitHub, with a minimal repro. Read CONTRIBUTING.md before opening a pull request. It covers scope, what we expect from AI-assisted contributions, and the sign-off every commit needs.


r/gamedev • • 10h ago

Discussion Hobby game development vs. commercial game development. I think some of you need to understand the difference.

319 Upvotes

I've noticed something repeatedly on Reddit (in r/gamedev and other game dev-related subreddits), and I think it's worth discussing.

Time and again, I see developers asking about sales, discoverability, marketing, or why their game isn't performing commercially, yet describing themselves as hobby developers who aren't particularly interested in the business side of game development. I think there's a fundamental disconnect here, and it's something more developers need to reflect on.

If you're developing games purely as a hobby, that's great. Spend five years experimenting with mechanics, use whatever tools you enjoy, and work on whatever interests you. You can even release your game on Steam and charge money. The difference is that you genuinely don't give a fuck whether it sells. If you make absolutely nothing, that's fine. You made something because you enjoyed the process, and that was enough.

But the moment sales, profitability, or return on investment becomes a thought, you're pursuing commercial objectives. And that requires a different mindset.

That doesn't mean you need to run a studio or develop games full-time. You can work on your game in the evenings and on weekends and still develop a commercial product. What matters is what you're trying to accomplish, not how many hours you're putting into it.

This is where I see developers getting into trouble. They'll dismiss marketing, market research, production planning, scope management, or even their choice of development tools as things that don't really matter because they're "just hobbyists." Then they'll turn around and ask why their game isn't selling at release, or how to do X to boost sales.

The reality is that these decisions matter when you're trying to bring a commercially viable game to market. Your tool choices and production pipeline affect development costs and efficiency. Your scope affects your schedule and ability to ship. Your marketing strategy determines how you reach potential customers. Understanding your audience and the market you're entering should be part of your development process, not something you start thinking about a month before release.

None of this means abandoning your creative vision or treating game development as nothing more than a business. You can be passionate about making games while recognizing that your time has value, your resources are limited, and sometimes you need to make decisions based on commercial realities rather than personal preference.

You can make a fantastic game that fails commercially. You can do everything reasonably well and still struggle to find an audience. That's part of the risk. But there's a difference between accepting that risk and ignoring the business considerations that might help you succeed.

I think more developers need to ask themselves a simple question: Am I making this game purely because I enjoy making games, or am I trying to build something people will pay for?

Neither answer is wrong, and modest commercial ambitions are fine. But if making money matters to you, even a little, then the commercial side of development needs to matter to you too.

You can't approach every aspect of development like a hobbyist while expecting commercial results.


r/gamedev • • 3h ago

Discussion Do you ever regret showing your games to friends and family?

17 Upvotes

I’ve recently realized that getting feedback from friends and family can sometimes be more discouraging than helpful.
I’m an indie developer working on cozy, dream-inspired puzzle games. I love creating atmospheric worlds, experimenting with colors, and designing relaxing gameplay experiences.
But whenever I share my progress with people around me, I rarely get genuine curiosity about what I’m actually making.
Instead, I get questions like “Why don’t you make an FPS game?” or comments that completely miss the point of the genre I’m working in.
And here’s the thing: I genuinely WANT criticism. If a mechanic doesn’t work, tell me. If something feels boring or confusing, I’d love to hear why. That’s how we improve.
But there’s a difference between constructive feedback and criticizing something without even trying to understand what it’s supposed to be.
I’m not expecting applause for everything I create. It would just be nice if someone occasionally asked how a mechanic works, what inspired a design choice, or even acknowledged the effort behind it.
I’ve spent countless hours building these games, and lately I’ve realized that asking people outside my target audience for feedback might be doing more harm than good.
I think I’m done seeking validation from my immediate circle. I’d rather hear from people who actually enjoy the genres I’m developing for.
Has anyone else experienced this? How do you deal with discouraging feedback from people close to you?


r/gamedev • • 17h ago

Discussion An almost 2 million subs YouTuber just played my indie horror game !

132 Upvotes

I’ve been working on my game, for almost 3 years. Three years of working alone, with nobody to show it to except my friends and family. Honestly, it got pretty lonely at times.

A few weeks ago I finished my demo and sent demo keys to a bunch of YouTubers. It was the first time I was showing the game to anyone outside my close circle. A lot of small creators picked it up, and every single one of them made my day.

I also sent keys to a few bigger channels, mostly thinking “worst case, they never reply.” One of them was Fooster, a YouTuber I absolutely love who plays a lot of horror games.

And he played my demo in one of his videos, which is crazy to me😭

It also helped a lot with visibility: I’d estimate around 400-500 wishlists came from the video. It’s hard to say exactly, because I’ve also been posting on social media and some of those posts did well too. But it’s clearly given the game a huge boost.

I can’t even explain how much this means to me. After years of working in silence, seeing people actually interested in the game is the best motivation I could ask for. It makes me want to keep going even harder.

So thank you Fooster, thank you to every YouTuber who gave the demo a shot, and thank you to everyone who has watched or shared it.

Take care, everyone! 💙


r/gamedev • • 3h ago

Postmortem Event Recap: What We Spent and Gained from Exhibiting Our Indie Game at Four International Game Shows

8 Upvotes

Four events, over US$10,000 in expenses, roughly 1,150–1,300 new Steam wishlists, and quite a few unexpected lessons.

I'm the producer of City God Alice, the first game developed by our small independent team in Taiwan. In 2026, we participated in four international gaming events: gamescom latam in Brazil, Busan Indie Connect Festival in South Korea, gamescom in Germany, and Tokyo Game Show in Japan.

Some exhibitions were handled remotely, while others required me to attend in person. We received assistance or subsidies for certain events, but paid substantial costs ourselves for others.

I wanted to share our actual expenses, wishlist results, and what we learned about exhibiting an indie game overseas.

1. Results at a Glance

Event Participation Approx. Cost (USD) New Wishlists
gamescom latam 2026 Remote, assisted $0 ~300
Busan Indie Connect 2026 On-site, assisted $900–1,000 ~150–200
gamescom 2026 Paid remote representation $4,900–5,500 ~500–600
Tokyo Game Show 2026 On-site, partly subsidized ~$4,600 ~200

Wishlist figures include approximately one week before and after each event. They are not exclusively attributable to physical booth visitors; Steam event traffic, media coverage, and other promotional activity may have contributed.

Tokyo Game Show's figure could reach approximately 400–500 if we include related Japanese media coverage, although we treat that separately to avoid overstating direct exhibition results.

These numbers reveal an uncomfortable reality: spending more on an exhibition does not necessarily generate proportionally more wishlists.

2. gamescom latam — Our Best Financial Result

Cost: $0 | Wishlists: ~300

We participated remotely through assistance from Taipei Game Show. The organizers handled almost everything, from exhibition arrangements to promotion. Our main responsibility was providing game information and a press kit.

For an event that cost us nothing, gaining around 300 wishlists was an excellent outcome.

There was one problem: our game was initially missing from the event's Steam promotional page. Taipei Game Show helped contact the organizers, and the issue was resolved after the first day.

However, we couldn't determine precisely where those wishlists came from. Some may have originated from online promotion rather than people visiting the exhibition.

Lesson: Free or subsidized remote participation can provide excellent value, but limited involvement also means limited insight into what actually worked.

3. Busan Indie Connect — Affordable, but Lower Than Expected

Cost: $900–1,000 | Wishlists: ~150–200

BIC was my first overseas exhibition in person. With support from Taipei Game Show, accommodation and some equipment were provided, keeping our expenses relatively low.

We brought promotional cards, snacks, and additional hardware. The booth remained occupied by players for much of the event, yet we gained only around 30 wishlists per public day.

At first, I was disappointed. Previous domestic events had sometimes generated 100 or more wishlists per day, so I assumed our preparations were inadequate.

I attended alone, without hiring an interpreter, cosplayer, or additional staff. That made me wonder whether spending more would produce better results.

The trip also ended with a canceled flight due to severe weather. I spent hours arranging transportation, obtaining insurance documentation, and finding last-minute accommodation.

On the positive side, sharing Taiwanese snacks with other exhibitors helped me meet developers from different countries. Those personal interactions became some of my favorite memories.

Lesson: A modest wishlist count is not necessarily a poor result when exhibition costs are low. Personal connections can also have value beyond immediate sales.

4. gamescom Germany — More Exposure, Much Higher Costs

Cost: $4,900–5,500 | Wishlists: ~500–600

For Germany's gamescom, we hired a third-party company to exhibit our game remotely.

The exhibition was expensive even before accounting for booth representation and promotional materials. We also couldn't secure a position in the dedicated indie game area.

Our game gained approximately 500–600 wishlists, supported by more than 40,000 impressions.

Initially, the results looked promising. We gained over 100 wishlists before the business days and more than 200 during them. But daily gains declined significantly afterward, eventually falling to around 30.

Our representative reported that the playable station was occupied almost continuously, yet that activity did not translate into equally strong wishlist growth.

The bigger disappointment was business networking.

Although our representative distributed business cards, I wasn't physically present to introduce the game, explain our plans, or follow up with publishers. After the event, we received almost no meaningful business inquiries.

Lesson: Remote representation can generate exposure, but it is much harder to replace the developer's personal involvement in business meetings and relationship-building.

5. Tokyo Game Show — Our Most Demanding Exhibition

Cost: ~$4,600 | Wishlists: ~200 during the exhibition period, potentially 400–500 including related media exposure

Tokyo Game Show was the event I cared about most personally. As both a game developer and a lifelong gamer, attending felt like achieving a personal milestone.

This time, I wanted to test whether more preparation and spending would improve our results.

We invested in booth arrangements, local assistance, interpretation, cosplay promotion, media outreach, and printed advertising. Taiwan's trade promotion organization helped reduce some of the expenses.

I personally contacted dozens of Japanese and English-language media outlets. Several published articles about our game, generating traffic comparable to the exhibition itself.

That was one of the more successful parts of our strategy.

The less successful experiment was advertising.

I purchased a full-color page in the official event guidebook for JPY 165,000, approximately US$1,100. Despite the expected distribution of thousands of copies, we still gained only around 30 on-site wishlists per public day.

We couldn't reliably distinguish guidebook-driven wishlists from booth QR-code scans, so I cannot claim an exact return on the advertisement. However, the overall result was underwhelming.

Business networking was more rewarding.

We met journalists, overseas event organizers, localization and marketing service providers, and other industry contacts. Several introduced us to services or opportunities that would have been difficult to discover from Taiwan.

Then another typhoon disrupted the final exhibition day and our return travel.

Apparently, unpredictable weather had become a recurring feature of our international exhibition strategy.

Lesson: Advertising and physical foot traffic do not guarantee wishlist growth. However, media relationships and industry connections may provide benefits that are difficult to measure immediately.

6. Five Observations After Four International Exhibitions

After comparing the results of all four events, I noticed several patterns worth sharing. Some are based on repeated observations, while others are only tentative hypotheses that I haven't been able to verify.

1. Participating in a Steam festival alongside a major exhibition may not always produce the expected additional traffic.

During Tokyo Game Show, we also participated in Steam's Team-Based RPG Fest.

Based on our previous experiences with Steam festivals, I had expected tens of thousands of impressions and approximately 200–300 additional wishlists from the festival itself.

However, the results were much weaker than expected.

One possibility is that the timing overlapped with Tokyo Game Show, where our game was already receiving less traffic than anticipated. Perhaps the two events did not provide independent sources of exposure, and the festival's visibility was affected by our relatively weak performance during TGS.

Another possibility is that our Steam store page did not communicate the game's team-based RPG elements clearly enough, making it less appealing to players browsing that particular festival.

I only have one experience of this kind, so I can't determine which explanation is correct—or whether something else was responsible.

2. Steam's exhibition traffic may be influenced by external promotional activity in the preceding two weeks.

This is another hypothesis based on our observations rather than a confirmed understanding of Steam's recommendation system.

In the two weeks before gamescom Germany, I was actively distributing press releases and contacting media outlets. That period also coincided with relatively strong wishlist growth and exposure around the exhibition.

Before Tokyo Game Show, on the other hand, I did much less additional press outreach, since many of the relevant outlets had already been contacted earlier.

The difference in results made me wonder whether Steam's event-related visibility is influenced, at least partly, by the external attention a game receives shortly before an exhibition.

Of course, the correlation doesn't prove causation. Differences in event audiences, competition, store-page performance, and other promotional activities could also explain the results.

Still, it has made me reconsider the importance of building momentum before an event rather than relying on the event itself to generate exposure.

3. Our physical booth may have a practical daily conversion limit.

Across several exhibitions, our on-site wishlist gains repeatedly clustered around 20–30 per day.

Looking back at our booth activity, we typically accommodated approximately 30–50 hands-on players per day and distributed around 500 promotional cards.

If our booth setup, staffing, demo duration, and promotional approach remain similar from one exhibition to another, perhaps our daily capacity to convert visitors is also relatively consistent.

This doesn't necessarily mean that 20–30 wishlists is a universal limit for indie booths. It's simply a pattern we've observed with our own setup.

To improve beyond that level, we may need to change the way visitors interact with our booth, rather than merely spend more money on exhibition space or advertising.

4. Steam QR codes displayed prominently at the booth appeared to convert better than QR codes printed on promotional cards.

Based on our observations, players seemed more likely to visit our Steam page and add the game to their wishlists when scanning a QR code displayed directly at the booth.

QR codes printed on promotional cards appeared less effective.

One possible explanation is timing: visitors standing at the booth are already engaged with the game and can take immediate action, while people receiving a card may put it away and forget about it.

However, we usually displayed both types of QR codes at the same time, so I can't reliably separate their individual conversion rates.

I would treat this as a practical observation rather than a controlled experiment.

5. Steam store-page language and login behavior can create unexpected barriers to wishlist conversion.

This was one of the most frustrating discoveries I made during the exhibitions.

I noticed that scanning our Steam QR code could lead visitors to a Traditional Chinese version of our store page when they weren't logged into Steam.

For international visitors, that created an unnecessary obstacle.

Even small differences in Steam's interface across languages can affect how easily players locate the wishlist button. When someone is standing at a crowded booth, even a little confusion can be enough to make them abandon the process.

I only noticed the problem halfway through an exhibition, after seeing players give up on adding the game to their wishlists.

It reminded me that a QR code is not automatically a frictionless conversion tool. Developers should test the entire process on different devices, languages, and login states before attending an international event.

7. Would We Do It Again?

After spending this much money, dealing with complicated preparations, canceled flights, and typhoons, I was asked whether I regretted participating.

Surprisingly, my answer was almost no.

We did what we could with the information and resources available. The results were not always good, but they taught us things that would have been difficult to learn otherwise.

If our only objective had been acquiring Steam wishlists, several of these exhibitions would have been difficult to justify financially.

But as a first-time indie game producer, I also wanted to understand the international industry, meet people, and experience these events firsthand.

That doesn't make every expense worthwhile. It simply means the value of an exhibition depends on what you hope to achieve.

I hope these numbers help other indie developers make better-informed decisions about whether to exhibit overseas—and how much they are willing to spend.


r/gamedev • • 23h ago

Discussion I think my Game got COPIED, but i'm not sure and don't know what to do!

178 Upvotes

Hi guys,
I'm a bit confused right now and i need you help!

Currently i am working on my first commercial game launch for my game Crown Me Again.
I dont want to promote the game here but i feel that i have to provide the game name as context. Sorry!

I have announced the game end of September and have launched the steam page back then.
Now i have stumbled across a different game King Dies Rich. The Steam page was launched a few days ago and it has a disclaimer that the game was made with help of AI.

I am soooo confused because the game looks similar, has a similar premise and is marketed with similar words to my game. It will also be released in a few days...

But the thing: Its not a exact copy. There are way more systems then in my game. It feels like someone took my steam page and told the AI "To make a similar game but add more depth".
It doesnt look that bad... but maaan this feels so bad somehow.

Also:

I started marketing the game end of september and got quite a bit of traction around that point (2k wishlists in the first 2 weeks). King Dies Rich's App-ID was first seen bei SteamDB on the 2nd October.

Guys, i need your opinion on this. My post is maybe a bit chaotic but thats how i feel at the moment. I have spent over 10 months hand-build this game and now i see this.

What you guys think? What should i do?


r/gamedev • • 18h ago

Discussion Who Owns the Copyright to AI Generated Assets?

73 Upvotes

Are prompt-generated assets public domain? (Since copyright requires meaningful human input.)

If so, can anyone use assets generated by others? (for the sake of the argument, it's known there was no post-editing)

How does it work?


r/gamedev • • 12h ago

Marketing 700 wishlists in 1 day with this video.

Thumbnail instagram.com
19 Upvotes

For some context I'm at 4k wishlists. I hit 2k last year from steam next fest and was pretty much at a stand still until I started doing a lot more marketing in the last month. This is my biggest jump by far tho.

I plan to release sometime in November but I really didn't want to until I gave marketing an honest shot. Ideally I'd go live with the coveted 8-10k wishlists but don't know if I got it in me to wait that long in this current climate.


r/gamedev • • 7h ago

Question how do game developers deal with trademarking their game names?

6 Upvotes

so, ive been working on a project for over half a year. im confident i will finish it someday, perhaps in a couple years. and of course i have chosen an appropriate name to match the story and everything. the name is not taken on USPTO, and i own the domain with the name. but im worried that someone will create a game with the same exact name before i finish. what then? i would have spent thousands of hours creating a game around a name that i cant use anymore? that would really suck. i did some research, and it apparently costs me over a whole paycheck and it only protects me in the US (and i need a whole attorney since im not from the US). this is absurd for an indie solo developer. what do you guys do to make sure that you own the rights to the name(s) of your game(s)?


r/gamedev • • 11h ago

Question What is it called when the main character feels out of place in a game?

11 Upvotes

Oi! What is it called when the character the player controls feels out of place? Not in a "He's wearing modern clothes in 1639" kinda out of place, but more like you just dragged a bunch of free models into the game in 5 seconds.

I recently-ish played a game that felt this way. It's hard to explain, but it felt just slightly out of place, and kind of cheap? In a way? If that makes sense.


r/gamedev • • 2h ago

Discussion how do you handle virtual currency in your games?

2 Upvotes

I'm a backend developer looking into game economy. PlayFab and Epic Online Services feel too heavy and complex for simple indie games. How are you guys handling player wallets, virtual currency, and inventory? Are you building custom backends from scratch or is there a lightweight API I missed?


r/gamedev • • 7h ago

Discussion Story in my game being similar to other stories that I found recently.

3 Upvotes

This may not happen for years, but I've been creating a story for a video game for a while now. About a year into making my story I came across some people on Reddit that had stories similar to part of mine.

I reached out to them and they said it was fine to use their material for inspiration.

Should I credit them underneath the "special thanks" area? Or should I leave them out entirely just so they don't get into any trouble considering the subject matter (which I will not spoil)?

I just wanna make sure I'm doing the right thing.


r/gamedev • • 1h ago

Question Learning C++ for Unreal Engine — Where Should I Start?

• Upvotes

Hello everyone!

I'm a beginner in game development, and I want to learn C++ for Unreal Engine. I've already started learning OOP, and now I want to learn how to write game logic in C++ for Unreal Engine.

What tutorials, video lessons, or courses would you recommend for a beginner like me? I'm looking for resources that explain everything step by step, with practical examples and small projects.

I'd really appreciate any advice or recommendations. Thank you!


r/gamedev • • 8h ago

Question Looking for gaming developer students or people learning game development

3 Upvotes

Heya! I'm an design communication student doing research relating to the future of game development for one of my 3rd year project. Me and my group mates are looking for people who are learning game development to help us fill up some survey questions for data collection. Please leave a comment if you're up for it 🙏The survey is not done yet, but I will dm u guys when its done! Would really appreciate anyone who can help us out 🥹🙏🙏🙏


r/gamedev • • 16h ago

Discussion Game Jams are a great way to scratch that technical itch during long projects

16 Upvotes

Like a lot of you, I've suffered from project hopping.

When you're months into a project and slogging through that last, endless 10% that is actually ~60%, you start to daydream about the earlier days of your project where it was all broad strokes and nailing down how mechanics function instead of supporting translations and fine tuning UI. You unconsciously start to plan your next project. You put mechanics together in your head that you are excited to build and completely mentally block the possibility of ever having to build a well paced tutorial again.

This is the time I have abandoned most of the projects that I've let die. This is the time that every single Revshare team I've ever worked with has failed. It's like the difference between building a house and cleaning a house. All of the stuff with power tools and layouts is done, and now onto the important, but mundane tasks of details and maintenance.

To get around this, I've started picking up Game Jams. There are hundreds of differently sized ones out there. I've been particularly focusing on ones that only last between 2-7 days. It gives me enough time to get the fun of building on a blank canvas without the hassle of needing to deliver something fully polished. It also gives me a chance to test some of those new mechanics and tools that I've been daydreaming about without abandoning my long term project and starting from scratch.

If you have a history of project abandonment, maybe spend a weekend on something un-serious and then go back instead of burning everything to the ground every few months.


r/gamedev • • 14h ago

Postmortem I went into Steam Next Fest with 8k wishlists here's what happened

9 Upvotes

I took part in the October Steam Next Fest with my game. I went in with ~8k wishlists and left with ~10k. I’m sharing my numbers so you have some data to compare to, or to know what to expect.

I had no momentum going in. My wishlists were pretty much dead in the 2 weeks before the fest. I had heard that momentum in those 2 weeks might affect results, along with wishlists count. Both of these are just a starting point. The real metric I believe is how your demo resonates with the people who play it during the event.

My stats from Steamworks:

  • Total players: 1,280
  • Wishlist additions: 1,898
  • Played and wishlisted: 296
  • Max Concurrent Users: 21 (steamdb)
  • Players per day: 172, 129, 174, 200, 198, 231, 176
  • Wishlists per day: 134, 342, 282, 325, 237, 275, 213, 179 (there's an extra day in wishlists cause it didn't start at midnight)

There were a lot of entries, and there will probably be even more next time. But from what I saw, the garbage got buried within a couple of days. My game somehow stayed consistent through the whole fest, so maybe it was detected as not garbage (?)

What to look for:

This got me surprised since I'm aware the kind of graphics in my game are not for everyone. Anyway, these are the numbers I’d check after the fest. The comparisons come from Chris Zukowski’s Next Fest surveys (Feb 2026, June 2026).

  • Demo conversion (played and wishlisted / total players). This tells you if your demo works. The median was 16% in Feb 2026 and 19% in June 2026. The top 30% was above 20 to 23%, and the games that really took off were around 32%. Mine was 23%
  • Wishlists without playing (total wishlists minus played and wishlisted). This is probably your capsule, trailer and store page. Normal is 68 to 88% of all wishlists. Mine was 84% (1,602)
  • Wishlists earned vs. what you had going in. Games that went in with 1k to 10k earned a median of about 1,000, and the top 30% got 1,700+. Mine was 1,898, maybe could be better here since I was loser to the 10k
  • Players per day. This shows if you hold up after the first days. Mine stayed steady and peaked on day 6.

So overall I am satisfied with the result considering how I joined the Next Fest. And got some great feedback from players too.

It's important to have the most polished demo possible. I released the first version months ago and kept iterating on it. I was lucky that a lot of creators played it, so I watched a lot of gameplays before finding a good balance.

What I’d do differently:

  • Build as much momentum as possible before the fest. My wishlists were dead going in.
  • Make the unique mechanics stand out. The start of my game isn’t very new, and the interesting stuff comes later. I thought about a vertical slice demo, but I didn’t have everything in place for it.
  • Update the trailer with the best one you can have, I went in with an old one. And have the best steam page you can, possibly localized

Hope this was helpful to somebody :D


r/gamedev • • 1d ago

Marketing 10k wishlists before launch. what actually moved the needle (and what didnt)

81 Upvotes

solo dev, cozy farming roguelite (yes, i know), 2 years in. we crossed 10k wishlists last week!!!!!!!

which means i can probably keep doing this. heres the honest breakdown.

what moved the needle:

- steam next fest: about 3,800 wishlists. the demo had to be polished, not big. 20 minutes of game, every second of it good

what didnt:

- twitter. 8 months of devlogs, about 300 wishlists total

- paid ads. spent 600, got 140 wishlists. never again at this stage

- a discord before anyone cared. 11 members, 9 of them my friends

since someone always asks about ai: none in anything players see. steam asks you to disclose it and my players would hate it. internally i did animate some concept art on dreamina into mood clips for my composer, cheap and handy, but it cant keep a character consistent for 2 shots in a row, so it never went near the game.

launching in march. scared and excited in equal amounts.

if youre 6 months in staring at 200 wishlists, i was too. You f-ing got this.


r/gamedev • • 5h ago

Question Avoiding/Managing Mixels With Shrinking/Growing Ability

2 Upvotes

Playing with a prototype that has the player's avatar growing/shrinking between 50% and 200% normal size and everything in between. Is there an established way to handle this while avoiding mixels(mixed sized pixels)? Are there any ways to mitigate the "offness" of mixels? Would this concept be better with a vector based art style?


r/gamedev • • 11h ago

Discussion Probably going to miss my launch date waiting on Steam...

5 Upvotes

Damn.

Today is the 26th. My initial submission for SCP: Antimemetics Division was Oct. 8th. They didn't respond until the 20th, and after a quick fix to controller support in one of my menus, it's back under review.

I heard the backlog from Next Fest was terrible this year, but truly hoped the traffic jam would subside.

If you are considering when to submit a build to steam...don't be like me, and think that 3 weeks is enough time!


r/gamedev • • 20h ago

Question To those developers who launched with the suggested 7k wishlists, how many copies have you sold?

27 Upvotes

This number is suggested everywhere as the minimum number for a “good” launch, mostly sourcing from Chris Zukowski, I wonder how it turns out as I’ll be releasing one with a close number.


r/gamedev • • 7h ago

Discussion Rubberducking: Best approach to 3D explosions.

2 Upvotes

I'm posting this partly out of desire to rubberduck with humans, but also partly because it's the sort of content that I hope to see when I visit gamedev subreddits.

I'm building a 3D explosion system for my framework at the moment. I have a rough idea of how I want to simulate explosions, but I'm not 100% confident that I'm going in the right direction. I've tried to test what other games do but it's really hard to get a clear picture because explosion simulations are invisible and you generally can't get enemies to shut up and stand still while you fire rockets at them. My framework is for a boomer shooter in the Build Engine Holy Trinity style so I'm going for fast fun explosions rather than super detailed shrapnel simulation etc.

My current thinking is this:

  1. Overlap sphere at the point of explosion.
  2. Filter overlapped colliders down to entities that are allowed to be hit by explosions.
  3. Filter remaining colliders down to ones that have direct line of sight to the explosion with raycasts (i.e. prevent things from getting hit through walls). I suspect I will need to fire raycasts at enemy feet, waists, and heads to avoid silly situations where explosions miss an enemy because a prop is blocking a ray to the center of their collider while the rest of their body is exposed... but perhaps this is overkill?
  4. Calculate and publish force and damage messages for the remaining colliders based on distance from the explosion point.

So... does anybody have any thoughts on how to improve this approach? Or ideas for smarter or more elegant approaches? Am I missing some secret industry standard explosion trick?


r/gamedev • • 7h ago

Discussion I started making my first game knowing almost nothing about programming. It launches in 3 days, and here’s what I learned.

2 Upvotes

I’m a solo indie developer from Poland. When I started working on my first game, TRENCHWORMS, I barely knew how to program.

I decided to make a real-time 2D action game inspired by Liero, with fully destructible terrain, 26 weapons, BOT opponents, and local and online multiplayer.

Looking back, I probably chose a much bigger project than a beginner should have.

Getting the different systems working together was a learning experience, and adding multiplayer made the project even more ambitious.

Now, after all that work, I’m just three days away from releasing my first game on Steam.

One thing I’ve learned is that finishing a game and getting people interested in playing it are two completely different challenges.

For those of you who’ve released your first game:
What was the biggest lesson you learned from your first launch? And what would you do differently if you could start again?

Thank you in advance!


r/gamedev • • 5h ago

Discussion Help / Question with launching a game

0 Upvotes

Hey Folks,

I've been in game development for around 3 years now, tho I come mostly from a business background rather than games.

I've had multiple successful online businesses and doing well for myself

I very well understand how hard game development is.

I want to get feedback / thoughts from the people here, who understand business, and have launched a successful game, and know the importance of marketing, and how a game won't randomly sell it self.

In regards to marketing, what would be the best way to go about marketing for a game? as far as I know atleast getting a couple thousand steam wishlists before launch

I am working towards organic content, having it clipped, etc..

but also considering gamers / Youtube channels being paid to honestly pay and review the game.

Would appreciate some direction here. thank you.


r/gamedev • • 6h ago

Discussion I made a tool that converts 3D models into animated sprite stacks for 2D games (and I might release it for free!)

Thumbnail drive.google.com
1 Upvotes

I’ve been working on HareStack, a tool that converts 3D models into sprite stacks, including animated models.

The goal is to make it easier to use 3D models in 2D game engines without having to manually create every slice and animation frame.

I’m still working on it, but I’m considering releasing it to the public for free.

I’d love to hear what other game developers think of this workflow and whether they’d find it useful.

Here’s a quick demonstration of the conversion process.