r/gamedev • • 11d ago

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

148 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 • • 11d 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 • • 2h ago

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

121 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 • • 2h ago

Discussion Dev gets his game cloned even without releasing a demo

Thumbnail
youtube.com
82 Upvotes

I figured people were cloning games just decompiling demos but they're doing it now before demos are even released. What's the purpose of this? Small time devs barely ever make it into big money territory, so why not expend that energy in just making a game that looks different? Or were those people just following a devlog and just copying it from that?


r/gamedev • • 10h ago

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

117 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 • • 15h ago

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

160 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 • • 11h ago

Discussion Who Owns the Copyright to AI Generated Assets?

57 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 • • 5h ago

Marketing 700 wishlists in 1 day with this video.

Thumbnail instagram.com
13 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 • • 4h ago

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

8 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 • • 18h ago

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

76 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 • • 8h ago

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

14 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 • • 1h ago

Question Looking for gaming developer students or people learning game development

• 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 • • 24m ago

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

• 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 • • 7h ago

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

7 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 • • 13h ago

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

23 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 • • 3h ago

Discussion Help me decide. Shift the whole style to the PSX-like or keep going?

3 Upvotes

Hi! Quick question. Has anyone else faced a similar dilemma?

Screenshots with version A and B:
https://imgur.com/a/decisions-1CnSoxn

I'm kind of torn because I've started to realise that creating assets that mimic the PSX era is much easier.

I'm still at an early stage of coding an NPC state manager, so this would be a good time to make a final decision on the art style before moving on to creating more assets.

I slapped on some modifiers to lower the texture resolution (of course, if I decide to go with the PSX look, I'll redraw everything with crisp pixels in mind), and... I just don't know.

Some of the games that are currently influencing my thinking are:

  • Buckshot Roulette
  • Megabonk
  • Pseudoregalia

r/gamedev • • 9h ago

Postmortem Two games, same Next Fest, opposite results (13,150 → 17,300 vs 700 → 825)

7 Upvotes

Hey r/gamedev,

We're a small indie studio. We just finished Steam Next Fest with two games, and the results were so different that we thought the comparison might help others. Both demos had been out since August, so neither game was "fresh" going into the fest.

The two games going in:

- Grandma Left Me a Building: 13,150 wishlists. For the month before the fest it was already doing about 200 wishlists/day on its own.
- Hellmate (chess deckbuilder): 700 wishlists. Basically flatlined before the fest, at 2-3 wishlists/day.

Wishlist charts:
- Grandma Left Me A Building

- Hellmate - Chess Deckbuilder

Days 1-2: the opposite of what we expected

Grandma: Nothing special happened. It kept doing its usual ~200/day. We honestly couldn't feel any extra effect from Next Fest.

Hellmate: This one actually woke up. After weeks of 2-3 a day, it got ~70 wishlists in the first two days.

We didn't read too much into it, though. We'd heard that the first couple of days of Next Fest don't tell you much, so we half expected things to change. We just didn't expect them to flip this hard.

From Wednesday evening: everything flipped

The common wisdom is that the first ~48 hours of Next Fest are when Steam figures out which demos to push. Whether that's exactly how it works or not, things turned around for us right when that window closed, on Wednesday evening:

- Grandma took off and settled at around 700 wishlists/day. Its best day was Saturday, with 1,150 wishlists, our biggest single day ever.
- Hellmate slowed down to about 10/day. That's still better than its pre-fest baseline, but the early momentum was gone.

The China surprise

Partway through the week we noticed something odd: China had become our #1 country by far. Over the week it made up about a third of Grandma's wishlist adds, almost twice as many as the US. Including Taiwan and Hong Kong, it was around 40%. Before this we had barely any traction there.

That made us wonder whether something besides Next Fest was going on, so we dug into the traffic sources. These are rough ranges, not exact figures:

- Visits from Next Fest: roughly 1,400-2,000
- Visits from "Other" (external sources): roughly 3,000-4,000

So our best guess is that around half of this week's wishlists weren't directly caused by Next Fest. Our theory is that the game got shared somewhere on Chinese social media. We tried to find the original post and couldn't. If anyone knows a good way to track down where your game is being shared in China, we'd love to hear it.

The catch is that we can't cleanly separate the two. The game may have been shared in China because people found it through Next Fest. And the outside traffic probably raised our numbers, which may have made Steam push us harder inside the fest. It all feeds into itself. Still, if we had credited every wishlist to Next Fest, we would have drawn the wrong conclusions about what works.

Another data point that fits: during the fest Grandma hit an all-time peak of 41 concurrent players in the demo. Every one of these spikes happened around 14:00 GMT, which is evening in China (22:00 Beijing time).

Don't forget the deletes

Something that's easy to miss in the charts is that wishlist deletes went up along with the adds. On Grandma's peak days we were losing about 100-140 wishlists a day, compared to almost nothing before the fest. Over the week, deletes came to about 12% of adds.

China's ratio was about 11.5%, slightly lower than the rest of the world (~13%). Among the countries Steam lists individually, the highest ratios were Germany, the UK and Taiwan (around 17%).

Still, if you only look at the adds line, your Next Fest will look better than it really was. All the numbers in this post are net.

Final numbers (net)

- Grandma Left Me a Building: 13,150 → 17,300 (+4,150)
- Hellmate: 700 → 825 (+125)

Takeaways

1. Don't judge your Next Fest by the first 48 hours. We expected some change after day 2, but our early numbers still pointed the opposite way from how the week actually ended.

2. Check your traffic sources before you credit Next Fest. In our case "Other" brought in roughly twice as many visits as the Next Fest pages. Without checking, we would have overestimated the fest's effect by a lot.

3. Look at the country breakdown. A sudden jump from one region usually means something is happening off-Steam, even if you can't find the exact source.

4. Look at when your spikes happen. Peak CCU times can tell you which audience is actually playing.

5. Track net wishlists, not just adds. Deletes go up with traffic, and the ratio can vary a lot by country.

6. Momentum going in seems to matter. The game that was already growing got amplified. The game that was flat got a short bump and then faded. (Two games is obviously not a real sample, so take this with a grain of salt.)

Happy to answer questions or share more numbers if it helps anyone.


r/gamedev • • 2m ago

Question I can't believe my game was cloned by AI even before I wrote it!

• Upvotes

And they had the gall to name it the same as mine: GTA 6! What do I even do?


r/gamedev • • 18m ago

Discussion Rubberducking: Best approach to 3D explosions.

• 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 • • 29m ago

Postmortem I Spent a Fortune Exhibiting My Game Overseas, Only to Realize I Was Setting Myself Up for Disaster.

• Upvotes

Hello, fellow travelers on the path of gaming, and all our friends who play games!

With a typhoon approaching, I hope everyone is staying safe. Because of the storm, Saturday's activities at Bahamut's 30th Anniversary Gathering had to be canceled. Fortunately, Sunday's event went ahead, and we even received plenty of generous support from our big brother Bahamut. I'm sincerely grateful.

We put a lot of work into preparing for that day—and for all these exhibitions. Now, sitting in a café after the fact and watching the rain outside, I find the experience bittersweet in more ways than one.

Traveling from show to show this year felt like fighting one storm after another, sometimes literally. When things go wrong often enough, the initial disappointment and speechlessness gradually give way to a kind of calm that's so absurd you can't help laughing.

Every time I go to an exhibition, trouble follows. Well, there's a reason I'm the Cat of Bad Luck!

Since the typhoon and holiday have given me a rare chance to sit down with a coffee and write, let's talk about the results and mishaps of our exhibitions at home and abroad.

I'll be covering four events:

• gamescom latam 2026, Brazil — represented remotely through a third party at no cost.

• Busan Indie Connect Festival 2026, South Korea — attended in person with assistance from Taipei Game Show.

• gamescom 2026, Germany — paid remote representation through a third party.

• TOKYO GAME SHOW 2026, Japan — largely organized by ourselves, with assistance from Taiwan's trade promotion organization.

1. Brazil — gamescom latam 2026

Format: Remote exhibition, assisted by Taipei Game Show.

Cost: NTD 0.

Wishlists: Approximately 300, counting the week before and the week after the show.

Preparation: Virtually nothing beyond basic information and a press kit.

The numbers from this remote exhibition were a pleasant surprise. But participating in this kind of event is almost like drawing a lottery ticket twice: first, you don't know whether you'll be selected; second, you don't know how effective the exhibition itself will be.

From booth setup to publicity, we barely handled anything. After handing our press kit to the Taipei Game Show team, we were like babies sucking on pacifiers while the grown-ups took care of everything.

We happily accepted those 300 wishlists, but we had almost no idea where they came from. We could tell that about half the players were from Latin American or Spanish-speaking regions, around a quarter were English-speaking, and the remaining quarter used other languages. But we couldn't reliably distinguish on-site traffic from online exposure.

In other words, the lesson from this exhibition serves mainly as the opening point of this article: the less directly involved you are, the less firsthand experience you can take away.

There was, however, one mishap worth mentioning. On the first day, the gamescom latam organizers forgot to include our game on the event's Steam sale page, costing us that day's exposure. Thankfully, Taipei Game Show helped communicate with the organizers, and we were included for the remainder of the event. Even with that handicap, we gained around 300 wishlists. I can't help thinking the final number might have been higher.

A note about press kits:

Ours includes a playable demo, trailer, two versions of the press release (an official version and one in my own conversational voice), long and short game descriptions (roughly 800 and 300 Chinese characters), full-size and preview key art in square and landscape formats, 8–12 screenshots, our studio logo, a Steam QR code, a short walkthrough, and control instructions. We prepared versions in Japanese, Korean, English, Traditional Chinese, and Simplified Chinese.

Everything goes into a neatly organized cloud-drive folder. That lets me send one link and allows journalists and organizers to pick what they need. A press kit is rarely perfect on the first try; as you attend more exhibitions and meet more organizers' requirements, it gradually becomes more complete.

2. South Korea — Busan Indie Connect Festival 2026

Format: On-site exhibition with assistance from Taipei Game Show.

Cost: Flights and local meals; accommodation was covered by a subsidy. Total under NTD 30,000 (approximately JPY 145,000 or USD 900–1,000).

Wishlists: Around 150–200 including the lead-up and one-week tail; roughly 30 new wishlists per public day on-site.

Preparation: Online exhibition listing, business-matching system, free booth setup, 500 promotional cards, around 100 snack packs, and our own hardware. The organizers supplied the other half of the equipment at no charge.

Foot traffic: Relatively light; the aisles often looked half empty.

Six indie games traveled to BIC together under the guidance of the Taipei Game Show team. Compared with our previous baby-level arrangement, this felt more like a grandmother taking her grandchildren on a grand outing.

Most of the submission requirements—online forms, press kits, booth graphics, accommodation requests, Steam store information, and basic game details—had already been collected and organized into forms for us. We could fill them out and submit everything in one go. It saved an enormous amount of time.

I only fully appreciated this after attending other overseas events. What might otherwise have required one or two months of fiddly preparation was compressed into roughly a week. If something went wrong, we could report it to the Taipei Game Show team and feel confident it would be resolved. That also reduced the anxiety of waiting for replies and wondering whom to contact. Having someone lead the way is a blessing.

For hardware, BIC provided one computer and two monitors free of charge, saving us rental expenses. We only needed to bring a laptop to connect to the remaining display. Two minor details: South Korea uses round-pin outlets, so bring an appropriate adapter, and if you use an organizer-provided computer, be ready to navigate a Korean-language operating system.

BEXCO, the venue, is in Busan's Haeundae district, somewhat removed from the center and toward the end of a subway line. With several days of persistent rain, foot traffic seemed modest. Still, someone was playing at our booth around 80% of the time. Each computer served about as many players as at previous shows.

Yet every time I checked our wishlist numbers, I felt disappointed. At earlier exhibitions, gaining 70 or 80 wishlists a day was normal, and sometimes we'd get 100 or 200. At BIC, we were looking at just 20 or 30 a day.

Before anyone decides this was a terrible result, let me jump ahead: it really wasn't bad at all, especially for an event that cost me less than NTD 30,000. There are worse numbers coming later!

This feeling of never being satisfied is one reason I wanted to write this article. I hadn't seriously examined how my expectations about exhibition performance had become distorted.

At G-EIGHT 2025 in Taipei, we gained nearly 500 wishlists from a single exhibition. We had coverage from our big brother Bahamut, perhaps a little of that mystical Steam algorithm boost that comes with a newly launched store page (if such magic exists), the home-field advantage, and G-EIGHT's own reach. We were gaining around a hundred wishlists per event day. Even gamescom latam, where I didn't prepare the booth myself, and Taipei Game Show, where we had to compete with major publishers for attention, produced around 300–400 each. I'd begun to think that was what every exhibition ought to deliver.

At BIC, only about 100 of the new wishlists came from the physical show; the rest came from media coverage and the online exhibition. My first instinct was to blame my preparation. It was my first time personally exhibiting abroad, and to save money I went alone, one oversized nerd against the world. Our giveaways were basic cards. I hadn't hired an interpreter or cosplayer, or anyone to help hand out cards. No wonder, I thought, the results were merely average.

That planted an idea: at the next exhibition, I would spend substantially more and see whether greater investment really translated into better results.

(Please don't rush to call me an idiot. Consider this an experiment I paid for so the rest of you can learn from it.)

Before moving on, another tale of bad luck.

BIC was my first overseas exhibition in person. To save even more money, I'd planned to leave immediately after the last day and take a late-night flight home. Naturally, extreme weather had other plans.

It was around 10:30 p.m. before I confirmed at the gate that the flight had been canceled because of wind and rain. I didn't receive the cancellation certificate—necessary for travel inconvenience insurance—until 12:30 a.m. I called an Uber as quickly as I could, and even then waited an hour for a car. I was among the first passengers to get a ride; an entire planeload of people was still waiting outside the airport. I found a room at 3 a.m., dealt with my soaking clothes and equipment, and finally got to sleep at 4:30.

But even that wasn't the worst of it. Just wait for the next section.

There was a happier incident, too. I'd brought a mountain of snacks from Taiwan, with the energy of a grandmother convinced nobody had eaten enough. Altogether there were perhaps a thousand candies and biscuits. Because turnout was lower than expected, I handed out only about half.

Not wanting to haul the rest home, I activated my passive skill: Social Terrorist. On the final day, I went from booth to booth sharing sweets with developers from different countries, leaving a handful at each counter. Everyone smiled, and many gave me souvenirs in return: tiny button lights, mini fans, tote bags, drinks, more candy, and even energy bars ten times the size of my sweets.

In the end, I brought back more than I'd given away. My suitcase almost burst.

3. Germany — gamescom 2026

Format: Remote exhibition through a third-party representative.

Cost: Exhibition fees, representation fees, a pop-up display, and miscellaneous materials, totaling approximately NTD 160,000–180,000 (EUR 4,410–5,000; JPY 770,000–866,000; USD 4,900–5,500).

Wishlists: Around 500–600 including the week before and after; roughly 30–50 on-site QR scans per public day.

Preparation: Arranging the pop-up display, press-release distribution through our representative, and communication with the representative.

Foot traffic: Probably substantial, although I wasn't there to verify it personally.

First, please don't be frightened by the price. We had help from a friendly business partner to make this remote exhibition possible, so these figures shouldn't be treated as a standard market quotation. In fact, I suspect a normal arrangement could cost even more. I was already getting a bargain, and still had to wait for a place to open up.

I'm not completely foolish by nature. Back at BIC, I talked with experienced developers and exhibition representatives, and came away with a rather grim impression: overseas exhibitions are almost guaranteed to lose money in the short term. With a sponsor, you lose a little; paying everything yourself, you lose a lot.

And yet every international exhibition is full of teams from around the world. Many of the people I spoke to described similar arrangements: subsidies from agents, paid booth representatives like ours, support from their home countries, or assistance through competitions. Plenty of teams simply want to attend, whatever it takes, especially those without much recognition or industry backing. An exhibition is one of the few chances to make a real impression, one conversation at a time.

You can even find Japanese developers at a deeply local gathering like Bahamut's anniversary event. Why do we all keep going abroad if the financial returns look so bleak? I still don't fully understand it. I'm as puzzled as anyone—and I went anyway.

My own case is a little unusual. I could afford to spend some money, and this is the first game I've ever made. Even if the game eventually sells zero copies, I wanted to unlock at least one lifetime achievement and say I'd been there.

That doesn't mean I have an unlimited reservoir of cash. I usually budget around NTD 150,000 (about USD 4,600) for a major overseas exhibition, with a maximum of two such events. For smaller indie shows, I aim to stay under NTD 30,000. Remote representation takes priority whenever feasible.

Getting into Germany's gamescom was an opportunity I couldn't easily pass up. Finding the right contacts for European and American shows is difficult with my experience. Organizations such as Taiwan's trade promotion bodies and Taipei Game Show can't necessarily assist with those events, since they have budgets to consider too. Flying to Germany myself wasn't realistic. Our representative was someone we'd happened to meet at Taipei Game Show—without that encounter, this opportunity might never have existed.

Even the basic price was terrifying. An indie booth was quoted at EUR 3,630 (around NTD 130,000 or USD 4,000), about 2.6 times the NTD 50,000 we paid for our Tokyo booth. And even at that price we were on a waiting list. We never got into the indie area; instead, we were allocated a booth elsewhere, raising the fee to EUR 4,510 (NTD 166,245, or around USD 5,000). If we'd also ordered the organizer's standard booth construction, costs could have approached NTD 200,000 (USD 6,000).

So we did the only thing we could: put up our own portable display in a sea of dark booths.

(That may have been the one decision we got absolutely right.)

Now for the wishlists.

Showing an indie game at a major exhibition is risky and expensive. Most visitors head straight for the huge publishers' booths. The indie section can feel like the dark side of an empire, a place players stumble into only after getting lost. Even so, predictions about wishlist gains are almost an urban legend. Leaving aside already-famous games—because if we were famous, why would we need these shows?—the examples I found before attending suggested around 500–1,000 wishlists for gamescom. I suspected those were mostly success stories; people are naturally more likely to share good results.

I'd also attended Taipei Game Show, where we'd gained about 300–400 wishlists, so that provided another benchmark.

At gamescom, we ended up with approximately 500–600 wishlists and over 40,000 impressions. That seemed a little above the midpoint of the examples I'd collected. But the daily trend was downright bizarre.

Before the business days even began, we'd gained more than 100 wishlists. The business days brought over 200 more. Then the public days started, and the numbers fell sharply—from seventy-something at first to just 30 on the last day of our tracking period.

We seemed to be doing reasonably well in the platform's event rankings, hovering around positions 50–100 even as the daily numbers declined. But our booth wasn't in the indie section; our neighbors were selling merchandise and souvenirs, which may have made on-site conversion harder. According to our representative, the playable station was occupied almost the entire time.

By the last day, our backend data suggested that Steam was no longer sending meaningful traffic from the event. The 30 wishlists on that public day appeared to come from people scanning the QR code at the booth. If I set aside gamescom's astronomical cost, then for a modest setup, little publicity, and an almost bare-bones exhibition, those numbers weren't bad.

What really disappointed me was the business side. I supplied business cards and our representative worked hard to distribute them, but I wasn't there in person to explain the game or follow up with contacts. Afterward, virtually no publishers, business partners, or even service providers contacted us.

If half the reason to attend an exhibition is to make business connections—and it probably should be, because wishlists alone won't justify the cost—then perhaps the expense of attending in person isn't so easy to avoid.

4. Japan — TOKYO GAME SHOW 2026

Format: Mostly self-organized, with assistance and subsidies from Taiwan's trade promotion organization.

Cost: Exhibition fees, print advertising, translation, local staff, flights, accommodation, and miscellaneous materials, totaling around NTD 150,000 (EUR 4,100; JPY 722,000; USD 4,600).

Wishlists: Approximately 200 including the week before and after; potentially 400–500 when related Japanese media coverage is included. Around 30 on-site QR scans per public day.

Preparation: Communication with the organizers and trade promotion organization; coordination with translators and cosplayers; outreach to roughly 100 media contacts, primarily in Japanese and English, overlapping with our gamescom publicity; extensive backend forms and documentation; applications for official social-media exposure, guidebook advertising, and organizer-assisted PR; and advance conversations with around 20–30 publishers, service providers, and media contacts through the business-matching system.

Foot traffic: Definitely busy—but most people just passed us by.

After everything that came before, it was time for the final test.

If I'd held back on preparation or spending at earlier exhibitions, Tokyo was where I intended to make up for it. For the half of me that is still simply a gamer, Tokyo Game Show is sacred ground.

Looking back at how excited I was then, and comparing it with how I feel now, I'm almost at a loss for words. Tokyo could easily be its own article. But since I've already come this far, I'll finish the story here. Every episode could become a long tale; I'll try to keep them short.

People say Japanese companies are meticulous and demanding. Tokyo Game Show's administration certainly lived up to that reputation. Of all the event portals and registration processes I've ever used, this was the most complicated—without competition.

Remember how I said that Taipei Game Show's help compressed a month or two of BIC preparations into about a week? Tokyo did the reverse. Work that might take a month for a domestic show stretched into more than two months, partly because so many separate departments and contacts were responsible for different things.

Take media outreach, for example.

For TGS, I wanted to make a serious push internationally. When our Steam store page first went live, we'd mainly announced it to Taiwanese audiences. This was a chance to make up for that. I personally sent at least 50 pitches—35 to Japanese outlets and 15 to English-language outlets.

I wasn't expecting much. From what I'd read online, a game without established buzz, awards, or other credentials, supported only by a conventional press release, screenshots, and gameplay trailer clips, might get a response rate below 15%, and only a fraction of those responses would lead to published coverage.

Perhaps having “We're exhibiting at Tokyo Game Show” in the subject line helped. Seven or eight outlets agreed to publish something, and the traffic from those articles was comparable to what we received during the exhibition itself. TGS also offered an organizer-run PR service: you could send materials to the relevant contact, and the organizers would distribute the news in the name of Tokyo Game Show.

Of course, their team sometimes shortened my heartfelt, carefully written prose into a 300–500-character announcement along the lines of “This game is coming to TGS.” When I later found an absurdly short article, I knew the organizers had been at work. (Laughs.) That route resulted in about four more media placements, including some Taiwanese outlets. I hadn't expected the organizers to help send our news back home from Japan!

Media outreach wasn't the only opportunity. The organizers offered a 30th-anniversary social-media countdown, invitation tickets for creators, press, and VIPs, and advertisements in the event guidebook at prices at least somewhat approachable for indie teams. Each option had its own contact person. So the maze of separate windows wasn't entirely a bad thing: there were genuinely useful promotion channels available. If you didn't want them, you could ignore them and show up with the bare minimum.

Some requirements, however, were truly exhausting. TGS seemed to demand roughly twice as much administrative reporting as Taipei Game Show. You had to declare everything, down to the cards on your table, whether giveaways contained adult material, and whether food was fried, sticky, or sugary. When my first snack declaration was too vague, I sent a list of ten specific candies and biscuits for the organizers to choose from. They actually replied item by item: this one was fine, that one wasn't, with reasons for each. Then came further rounds of approvals for packaging and stickers. Good grief.

And now for the story everyone loves: how I paid to become a sucker in the advertising market.

The prices were jaw-dropping. Giant screens, dining-area ads, pillars around the cosplay zone, various sponsorship tiers—many cost hundreds of thousands or even millions of New Taiwan dollars. But I wanted to test the legend that more advertising would produce better conversions. Within my budget, I decided to buy myself a lesson and share the results with everyone.

Out of sheer curiosity, I bought a full-color page in the event guidebook for JPY 165,000. It was roughly A5-sized, a 4C1P advertisement. I was told there would be 7,000 English copies and 10,000 Japanese copies. Taiwan's trade promotion organization also printed promotional material for us free of charge, so the same artwork appeared in at least two places.

The results? Moving, in the worst possible sense. We were getting around 30 on-site wishlists a day. At that point, I couldn't even be bothered trying to separate scans of the booth QR code from scans of the guidebook. Have a laugh at my expense.

As for the business-matching system, I handled it myself and contacted as many relevant companies as I reasonably could. Since we already had ongoing conversations with some publishers, I focused mainly on journalists—especially outlets that had previously covered us and were attending TGS. I invited them to stop by the booth.

The response wasn't bad. More than half of those who agreed to visit actually came. But because I'd already pitched them before the show, many editors came to say hello, try the game, or introduce advertising packages. Relatively few went on to publish another article afterward.

Service providers were another story. Many arrived as scheduled, and many more showed up uninvited: animation studios, sound designers, music platforms, PR agencies, and organizers of other exhibitions. Yes, they were selling services, but many offered things we genuinely needed. Looking back, at least half of those contacts could become useful relationships.

They introduced us to application channels for overseas shows, more affordable remote exhibition options, reasonably priced PR and influencer services, partnership opportunities with other platforms, and marketing dashboards connected to Steam. These are all practical resources. In fact, the greatest benefit I got from TGS may have been access to overseas service networks that would have been very difficult to find through domestic exhibitions alone.

As for attracting players, I approached TGS like a pilgrimage. I wanted to weep at the holy wall of gaming. But five consecutive exhibition days were too much for my one-man army, so this time I decided to hire a cosplayer to help draw attention, just as we might do at home.

Before getting into that, I should stress that “self-organized” doesn't mean we received no help. Taiwan's trade promotion organization supported us enormously. Our original NTD 60,000 booth fee was reduced by NTD 10,000. Booth construction was covered. They helped communicate with the organizers and contractors—saving me another round of approvals like the snack ordeal—and even helped arrange local part-time staff. It was rather like studying abroad independently while your parents still quietly took care of a thousand practical details.

Why hire locally instead of bringing another teammate? Each person traveling from Taiwan would need flights, food, and accommodation. Flights alone would add at least NTD 15,000 (around JPY 70,000) per person. Hiring someone locally for around JPY 20,000 a day seemed more reasonable, considering that I understood the usual cosplayer rate to be about JPY 25,000–30,000 per day plus around JPY 10,000 for costume preparation.

There was an unexpected bonus. Although on-site results were underwhelming, posts featuring our cosplayer on X achieved sharing and conversion comparable to a press release. Most importantly, this wasn't exposure borrowed from someone else's huge following. It happened on our own account, which had fewer than 100 followers.

Finally, the typhoon.

Tokyo Game Show was celebrating its 30th anniversary and coincided with a Japanese holiday, so it had added an extra day. I initially thought we were lucky. Then the typhoon arrived and effectively swallowed the cost of our final exhibition day.

Worse, I couldn't simply fly home early. I was stuck in my hotel, unable to do much of anything.

The silver lining was that I was once again a one-man army. I didn't have to evacuate an entire team. But the disruption spread well beyond the exhibition.

Hotels around Tokyo, Chiba, and Makuhari were fully booked. Thanks to years of traveling independently, I'd chosen Nishi-Funabashi as my transport hub and planned to use the Keisei railway to get to the airport. Many other teams had apparently chosen Tokyo as their hub, hoping to take the Skyliner directly to Narita. After the storm, that service was disrupted, leaving some people to try buses—only to get caught in road traffic.

I somehow reached the airport despite a railway delay of at least an hour. I call it dumb luck because the service stopped entirely just a couple of trains after mine.

I thought that was the end of my typhoon adventures. Then came Bahamut's 30th Anniversary Gathering, and another typhoon took away a day of the event.

Well. I suppose I'm used to it by now.

Conclusion

All right. This article is nearly ten thousand Chinese characters long. Maybe I simply had too much to get off my chest, or maybe it's because I'd promised so many people that I would finally write down these experiences. Either way, finishing it feels like paying off a debt. What a relief.

I know I promised to be selective, yet I still haven't organized every number and lesson as neatly as I'd like. There was just so much worth sharing. Every experience mattered to me, and every time I considered cutting something, I felt a little reluctant. Believe it or not, even at this length I've left out plenty of stories.

One of those stories leads to the question I want to end with: “If you could do it all over again, what would you regret, or what would you do better?”

A senior figure in the industry asked me that after I returned home. Despite how much money I'd apparently spent learning these lessons the hard way, someone still wanted to interview me about them. (I'll keep their identity a secret for now; you'll hear about it when the interview comes out.)

At the time, I forced myself to come up with a few things I could have improved. But now, another week later, my answer is:

Almost nothing.

Because I gave it everything I had. In the end, the fundamental decision was whether to attend at all.

One option was not to go. I'd have avoided the expenses, losses, and distractions from development. I'd have had more energy and time to work on the game. But I'd also have missed the rare experiences, friendships, business connections, personal achievements, and yes, even those pitifully few wishlists.

The other option was to acknowledge my own effort. I did the research I could, prepared as thoroughly as I knew how, and worked as hard as I could. It's difficult to blame the version of me who went into these events without the benefit of hindsight. Perhaps I could have stood for another thirty minutes instead of resting, spent more time screening staff, or somehow learned to predict typhoons.

Either choice would have brought its own rewards and regrets. All I can do now is lay out everything that happened, so the people who come after me have something to learn from.

“If you follow in my footsteps, here's what you might experience—and here's your chance to do it better than I did.”


r/gamedev • • 40m ago

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

• 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 • • 3h ago

Discussion How much time does it takes to learn how to code a game?

1 Upvotes

I know you never stop learning, but i have a wall learning how to code, I know the basics, i finished the CS50 course and the videogame classes.

But for some reason i'm really bad at coding and never remember anything and have to copy most of the code from tutorials and check the Unity docs many many times just for doing a small part.

The thing is.. Visual scripting works a lot for me! i understand the logic and use Playmaker to make my games on unity, but i still feel like i miss the good part and the most complex part for not using code.

At the end i do stuff but still feel bad about having that wall.


r/gamedev • • 9h ago

Discussion Make a tutorial for your players!!

Thumbnail
youtu.be
3 Upvotes

Talking from firsthand experience here: make a tutorial for your players! When you're deep in the weeds of game dev, it's easy to forget that not everyone knows HOW to play your game. It might seem obvious to you but some players unfamiliar to your genre may have no idea what's going on!

I probably should have included this upfront in my playtest, but after watching someone play my game in person it really opened my eyes on the need to instruct the player. I've been working on this game for almost seven months now so of course I know the ins and outs of everything, but to a new player (especially one unfamiliar to the genre), it's important to teach them what everything is and what's going on.

I've seen in my playtest stats that players either drop the game in the first ten minutes or they player for a long time (2 hours+). I'm hoping that those early drop offs are due to confusion on what to do, and this tutorial will help keep players around long enough to avoid that.

Any thoughts on how my tutorial looks so far? Anyone else have any experiences on missing some obvious yet very important things in their game dev projects? It's such a challenge juggling everything at once with all the social media content creation, actual game dev, promotion, research, etc, gah!

Here's my game if you feel like checking it out:

https://store.steampowered.com/app/5027850/Orbital_Defense_Idle/


r/gamedev • • 4h ago

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

1 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 • • 4h ago

Marketing Would this game concept work ? An open world adventure all about the side quests.

1 Upvotes

For my game I got inspired a lot from the freedom games like Skyrim and Breath of The Wild give you , but also how often we get sidetracked from the main quest about saving the world etc. by engaging in those little side adventures.

So I wanted to make a game that’s a bit slice of life like that , where the main quest is something very banal : you just have to get to a tree to rest under which can be done in less than an hour. But most of the meat of the game comes from the side quests , making constructions , being immersed in the world and engaging in activities and seeing how the world is shaped by your choices.

I thought maybe when marketing I should mean more into this aspect , what’re your thoughts ?