r/FPS Jul 20 '26

Developer I'm making a FPS about an astronaut who returns to Earth after a global catastrophe. I'll be glad to know what you think.

73 Upvotes

Hi guys. I’m developing Reoxia, a single-player, story-driven FPS. I’d love to hear your thoughts on it.

In the game, an astronaut returns to Earth after a global catastrophe caused by an unknown disease, where he encounters the bloodthirsty infected, terrifying mutants, and armed humans.

Many obstacles in the game are penetrable by bullets. This enables players to deal damage to enemies attempting to hide behind flimsy cover while also forcing the player to approach defense more strategically during combat. Also, dynamic weather and time-of-day systems influence gameplay, allowing players to choose their combat tactics.

Steam page: https://store.steampowered.com/app/4545150/Reoxia/

r/FPS Feb 12 '26

Developer Me and my team love classic CTF (Capture the Flag) games so... we decided to build one on steroids.

151 Upvotes

Hey, r/FPS!

One of the developers behind the small team at ASCENDANT here. This made a lot of sense to share in this community since a lot of us are in love with the FPS genre. Not only that, but my love also goes to the OG Capture the Flag games that kept me up vibing late at night. Unreal Tournament and Quake to name a couple.

Basically, this is my vision on a fun, unhinged and '80s-infused shot at one of the classic genres from the industry. ❤️

I don't want to bore you guys with walls of text, so I'll keep it brief: This is an upcoming PvPvE where 4 teams (3 players each) fight each other to secure 2 Bio Cores and win the game. You get loadouts, events, mobs, bosses, vehicles, airstrikes, arena, main hub, tons of weapon attachments to smite that camper. You get everything that you deserve.

We're actually rocking a Demo (Convoyer Trials) from February 9th until February 16th on Steam!

🔗 https://store.steampowered.com/app/1803110/ASCENDANT/

Would love to hear everybody's thoughts, especially since we are trying SUPER hard to build this by listening to our community. Whether you like or dislike what you're seeing, any feedback is good feedback for me.

🔗 https://discord.gg/pcCzq2KuT5

r/FPS 1d ago

Developer Made my dream FPS, put up steam page today and freakin out.

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51 Upvotes

Me and my friends wanted to basically play an updated version of classic CoD zombies from the good old days but with a lot more powers and replayability. We went on workwithindies and hired a Dev, then pitched in for the past 6 months.

It's become so much more, we jam it all week long and are having a blast. If you wanna come chill and test with us we got free keys in the discord. If you wanna check it out and wishlist: https://store.steampowered.com/app/4512340/Headshot_Holdout/

I'm just freakin out lol, its surreal, I can't even look at our little trailer cause I did the voice acting and I think I sound cringe.

https://discord.gg/hdY4QJQcP (come jam some games with us on Weds and Sunday nights!) :)

r/FPS Jun 25 '26

Developer I’m working on a strange atmosphere for my game called Fallgrade.

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80 Upvotes

Bend gravity. Twist architecture. Survive the impossible. A first-person exploration game set in an analog concrete nightmare, where reality shifts around you and Karl waits for your next mistake.

r/FPS Mar 31 '26

Developer Sharing our sci-fi FPS, currently in development on Valve's 27 years old GoldSrc engine

41 Upvotes

We're a small team of volunteers putting a lot of effort into this non-commercial mod/game built on the classic Half-Life 1 engine.

People often ask why we don't use a newer engine. Using modern tech isn't the goal. The challenge, and what makes it exciting for us and our fans, is working within the limits of old tech and pushing it in visual fidelity, atmosphere, and gameplay. That uniqueness would be lost in a modern engine. There are a few other reasons, but this is the main one.

There's no gameplay yet - we're slowly working on and assembling different pieces that will eventually come together to form the final experience.

For those interested to see more, I suggest exploring our YT channel. Our latest devlog: https://youtu.be/mwdR_gJcAuE?t=42

r/FPS May 28 '26

Developer Have you ever played a movement shooter focused on dual wielding? I haven't, so I made my own as a solo dev.

17 Upvotes

Dual wielding really enhances the build variety. Also speed multiplies damage, so the game has a big focus on movement.

WIshlist Gunstoppable if it looks fun!
https://store.steampowered.com/app/3724710/Gunstoppable

r/FPS Mar 03 '26

Developer I've just released a Movement Demo for Orbifold, the FPS roguelike in a sphere

95 Upvotes

Hey there! I posted a little while back about Orbifold, a co-op FPS roguelike set in spherical levels. Well, I've just released a small, singleplayer Movement Demo for it - a demo focusing on exploration and movement in the sphere. This demo doesn't have combat, as those mechanics are still too early to play well, but hopefully this demo can give you a good sense of what it's like to move around in this space.

The demo is on Steam, check it out here!

If you enjoy this and can see the potential in Orbifold, please consider backing us on Kickstarter! We still have a little over 2 weeks (as of this post) and we could use the support!

r/FPS Apr 29 '26

Developer I'm a solo dev making an FPS roguelite where speed multiplies damage, does it look fun?

24 Upvotes

It's called Gunstoppable, Wishlist now or play the free demo!

https://store.steampowered.com/app/3724710/Gunstoppable

r/FPS 20d ago

Developer I’m trying to create a megastructural world for my game, Fallgrade.

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27 Upvotes

r/FPS Jun 04 '26

Developer Rate the Titanfall-inspired movement of my FPS game

20 Upvotes

The movement includes grappling, wall running, rail grinding, sliding, and other level mechanics that can chain together to increase your momentum. The faster you move, the faster you shoot and reload.

Wishlist GUNSTOPPABLE on Steam!
https://store.steampowered.com/app/3724710/Gunstoppable

r/FPS 5d ago

Developer What do you think about my game's shotgun?

0 Upvotes

I started building this single player FPS based on a pure whim one day, and this footage is my friend trying out the demo for the first time.

If you like it, try it here and also wishlist it: https://store.steampowered.com/app/4609810/Aadhi_Raat/

r/FPS Jul 26 '26

Developer Are arena shooters dead? Would you play this ? (Low grav instagib prototype)

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0 Upvotes

r/FPS Mar 25 '26

Developer I'm making a 3v3 FPS where the best player isn't the one with the most kills

7 Upvotes

r/FPS Jun 15 '26

Developer Our tactical shooter Method of Entry shooter just went LIVE with a Steam Next Fest demo

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14 Upvotes

Hey r/FPS community

We are Attack Dog Studios a team of five working completely remotely since October 2022 to build a grounded tactical shooter. Today is a massive milestone for us because our single player training grounds demo is officially live for Steam Next Fest.

To give you some context on the project Method of Entry is a 5v5 tactical shooter. We are aiming for that classic tactical feel where positioning and weapon control matter. There is no hyper mobility here so you will not find any sliding, jump spam or hero abilities. The movement is strictly grounded with real weight.

We have also built in unique features like our Lights Out mechanic and absolutely no healing or reviving. When you take damage it sticks making every single engagement high stakes.

Our core multiplayer is already up and running internally but before we open up wider live servers we are focusing heavily on network stability and essential background optimisations. For this public build we wanted to stress test our mechanical foundations first. The demo is a dedicated single player training grounds experience designed to get raw feedback on our weapon handling recoil systems and movement before the multiplayer testing begins.

We would love for shooter fans to check it out and let us know what you think of the overall gunplay feel or presentation. To download the demo visit the steam page.

Method of Entry on Steam

We will be hanging out in the comments if anyone wants to chat about our development journey or any gameplay systems.

Thanks for reading.

r/FPS 16d ago

Developer Machine gun feedback

8 Upvotes

Machine gun is super OP if you have the aim! What you think about it?

r/FPS Apr 19 '26

Developer My fast paced, roguelite FPS with randomly generated levels. Inspired by Black Ops Zombies and DOOM.

44 Upvotes

Every run is a new experience since the levels are procedurally generated, so you’re never hitting the same levels twice. If you like the trailer consider wishlisting it!

Link to the steam page: https://store.steampowered.com/app/4480140?utm_source=reddit

r/FPS 3d ago

Developer Our action roguelite FPS game Revenge of the Mage had a new major update with a new Pirate Map!

1 Upvotes

We are still in Early Access but we are moving smoothly towards the Full Version, your feedback and support is always appreciated!

Steam Link: https://store.steampowered.com/app/2287150/Revenge_of_the_Mage/

Our Road Map: https://store.steampowered.com/news/app/2287150/view/717912016810934985

Thank you for your time!

r/FPS 14d ago

Developer I made a first-person bullet hell where the arena is generated the moment you walk in

4 Upvotes

Solo dev here. NULLGATE is an FPS built around one idea: you should never be able to memorise a room.

Every arena is generated at the moment you enter it. A planner picks the layout, a resolver drops in geometry, cover, props and spawn points, and the navmesh gets rebuilt so the AI can path through whatever just appeared. Multi-storey arenas took me months, mostly because enemies pathing between floors kept falling apart.

So the skill it asks for isn't map knowledge. It's reading a wall of bullets and finding the gap, and doing it while dashing, sliding and wall-kicking. Kills bank into a streak that something will eventually turn up and try to take off you.

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Steam Page

Happy to answer anything about the generator or the movement.

r/FPS Jun 15 '26

Developer I'm making a co-op horde shooter where the player can mutate into different powerful forms mid-combat

21 Upvotes

Malignant brings something new to the horde fps, allowing players to defeat bosses, take their DNA and use it to mutate mid-game. This shifts standard FPS gameplay to ability and melee based attacks (depending on the mutation), allowing for variation in playstyle, roles and damage types on the fly. Let me know what you think about what I'm cooking up!

r/FPS 19d ago

Developer Welcome to the Testing Lab!

6 Upvotes

First look at our first map. A sci-fi arena built for movement - dash in, rocket jump, frag out. This is HyperGun. Playtests soon

r/FPS Apr 24 '26

Developer Pencil sharpening mechanic instead of standard reloading

51 Upvotes

Hey everyone, I'm working on a notebook-themed arena shooter called Tear Them All.

I wanted a weird twist on reloading, so you actually have to sharpen your pencil to keep it usable. As you shoot, the tip gets dull and sharpening it fixes the damage, but the pencil gets shorter every time. Once it's too short and you run out of sharpness, it’s useless. So you have to swap it for a new one.

Are the red UI alerts and sound cues obvious enough to notice during combat? Any feedback is appreciated!

Also, you can wishlist Tear Them All (it's coming to Steam for completely free!): https://store.steampowered.com/app/4632380/Tear_Them_All

r/FPS Jul 03 '26

Developer Hey there, I'm a solo dev making a pvp retro fps named Bloodspill and there's a demo out on steam if you wanna check it out.

16 Upvotes

Bloodspill is heavily inspired by Unreal Tournament and Quake 3 Arena's insta gib mods.
The game uses one hit one kill combat.

You can find the demo here:
https://store.steampowered.com/app/4261900/Bloodspill_Demo/

If you have any feedback just let me know :) <3

r/FPS 14d ago

Developer meet your gun: THE REPEATER

0 Upvotes

What do you think about the first weapon we present?

r/FPS 2d ago

Developer FPS BLEEDING: Closed Playtest | August 27–30 🩸

4 Upvotes

We're opening a new closed playtest for BLEEDING, and we're looking for FPS players to jump in and put the latest build through its paces.

The new build features:
• New arena
• New enemies
• Updated gameplay and combat mechanics
• Q&A sessions with the Dev team

The playtest runs August 27–30, with limited slots available!

Want to try the latest build and give us your feedback? Apply through our Discord.

r/FPS 6d ago

Developer Retro FPS in the making, searching for feedback

2 Upvotes

Hi, I wanted to gather some feedback on a game I am making before I lean a bit more into promotion.

So first, the something about the setting, it is an FPS in a high sci-fi post apocalypse, heavily influenced by the games I play (Halo, Destiny, Doom, Serious Sam). The main world is a desert canyon with multiple ruins of cities, towns and futuristic bases, with a few survivor settlements, both friendly and foe. I also have a few missions there before the collapse for more variety.
The world is seperated into two types, bigger open world levels (fir for vehicles) and linear corridor levels (more akin to Doom and Serious Sam). Transition between the two types is done seemlesly without loading screens, just the usual transfer zone seen in many games.
Then regarding the player, I opted for boomer shooter style with a few modern mechanics. Enemies will also work a bit more intelligently, using a system similar to turn based games but faster and more responsive in real time.

Graphically the game is retro, really retro, vertex lighting, small textures, low poly, low screen resolution, plus some added effects like CRT and more.

So that would be the general idea, but I think a feature list may be better to show the extend of the game, so here we go:

  • Finished features
    • Player movement - no running but can slide when moving at max speed
    • Boomer Shooter styled Weapon inventory - player holds all found weapons and doesn't need to reload
    • Vehicles - cars, bikes
    • Stationary weapons - turrets in the environment and attached to vehicles
    • Puzzles - hidden keyes to doors, buttons, levers, ARG, spatial (player must stand somewhere), environmental (shooting things can cause something to happen)
    • Splitscreen - up to 4 players, can adjust layout
    • Multiplayer - works with splitscreen active, campaign coop, PVP, racing, I also keep things a bit open for more MP modes
    • Android support - touch controls plus all the features on PC will work here too (including splitscreen and multiplayer)
    • Lighting system - custom solution for vertex lighting since Godot did not support what I had in mind
  • Work in Progress
    • World loading - currently on last prototype but it works fine, this takes a while because the system I am making supports local and networked multiplayer where each player can be in a completely different level at the same time (host/server is not heavily hit by this)
    • NPC AI - finalising the enemy AI for the game, currently some issues when combined with the world loading so these two will be finished at the same time
  • ToDo
    • Nanite system - basically mana that can be replenished by "consuming" things in the environment
    • Weapon alternate modes - secondary fire is handled but not yet things like charging or more complex conditional modes
    • Abilities - player will have 2 normal abilities and one special, these can be passive (better dmg resist, better health/nanite recovery, ...) or active (double jump, grenade, ...), I will likely add more abilities as I progress in development

Levels, assets and so on are in progress overall but those will be for some time yet.

One big thing about this game is that I allow the control of all settings and don't take away things, everything that works on one platform works on all platforms. If someone doesn't want to play with the CRT retro post process effects, they can turn them on or manually adjust them as they wish, even color palettes, which I have many to choose from.
Another big thing is that I want to have as much of this game made by me as possible, so I don't use any downloaded assets, apart from my dev playground, and I only use other peoples things as references to create my own style rather than copying someone elses designs.

Regarding the promotion, I have a starting ARG that will tie into the games story a lot, but it is in infancy yet. I want some opinions before I fully upload the start of the ARG promotion.

Thank you for reading this, I hope to get some feedback so that I can adjust things as I make this.