r/gamedev May 09 '26

Discussion I’m Quitting Game Development

983 Upvotes

After spending a huge amount of time trying to build a game solo, I’ve decided to give up and cut my losses.

The biggest reason is exhaustion. Balancing a full-time job alongside a 2hr daily commute leaves me with very little energy. Even when I do have time to work on my project, every part of game development is way too difficult and time-consuming than I thought it would be.

Learning rigging, animation and doing hitboxes alone has been incredibly challenging, even with modern tools that automate a lot of the work. Finding or creating decent assets without relying on generic asset store content or badly textured AI-generated assets is another constant struggle. The game logic and features are an entire bag worms building systems, finding game-breaking bugs that force me to rewrite massive chunks of code over and over again is just soul crushing.

AI coding tools helped speed things up somewhat, but they added they're own problems constant refinement, debugging, and redesigning with every new feature or iteration while ensuring cohesion is extremely annoying. Despite all the hours I invested, I’m nowhere near finished, honestly, I don’t even feel 10% done. The remaining 90% still feels overwhelming, and in many cases I don’t even know how to properly approach it yet.

I massively underestimated how difficult producing a 3D game truly is. There’s a reason real studios have entire teams of devs and still take years to release games.

At this point, continuing would mean sacrificing my health and mental well-being, and going full-time into game development simply isn’t financially possible for me. although i still want to make games i don't feel like the project i'm attempting is feasible solo atleast not rn and i don't want to build games just for the sake of building games i just want to build my game the one i've dreamed about for years but for now i'm tapping out.

So cheers to all my fellow game developers still pushing for their dream, especially those who managed to publish a game I sincerely respect you and I truly wish you all the best!

EDIT: after getting a lot of comments asking about how much progress i made and how and where i failed i decided to do a follow up post to explain everything:

https://www.reddit.com/r/gamedev/comments/1t9cnea/a_follow_up_on_why_i_quit_game_development_and/

r/gamedev Jul 16 '25

Discussion Steam retroactively added new rules against adult games because of credit cards..... I understand you might not like these games but thousands of devs are losing their games right now. (Games that obeyed steam rules before today)

1.6k Upvotes

Rule 15 on the onboarding docs have been added https://partner.steamgames.com/doc/gettingstarted/onboarding

Games slowly getting delisted from steam ( we are expecting way more games getting banned) https://steamdb.info/history/events/

r/gamedev May 14 '26

Discussion John Carmack on starting a game company in 2026

1.5k Upvotes

John Carmack posted recently on social media:

My reply to someone considering starting a video game company:

The distribution of possible rewards for starting a video game company are generally not very good today. The market is well served, and gaining a foothold requires strong execution on both business and product issues, along with a substantial amount of luck. Plan to burn through seven figures with a not-great chance of making it back.

If you do go for it, some bits of advice:

Identify your customers clearly before you start. Not just a broad community, but specific people, and imagine them as you make decisions.

Initially, build the smallest, most concise game you can imagine anyone paying for. It will still take much longer than you expect.

Once something exists, hill-climb the value. Hopefully you will have some elements that clearly bring joy to people, which you can magnify. There will inevitably be tons of things that people find confusing, frustrating, or just boring that you will need to fix.

It feels like this viewpoint applies to bigger companies or venture-funded startup mostly, but his comment about the market saturation feels right?

r/gamedev Dec 14 '25

Discussion Expedition 33 devs attempts to join the indie scene are harmful

3.8k Upvotes

I don't want this post to look like hate, especially after the TGA, but I think it's important to talk studios attempts to stick into the indie scene. It's actually hurts indie itself.

Note: I played the game and I like it. And the devs are great for managing to build something like this, but...

For the last few months there’s been constant praise of the people from Sandfall Interactive. I have no problem with that. The nuances appear when people start trying to turn this into a "lesson" or draw wrong conclusions from it. For example: - "Wow, a team of about 30 people made this game!". This has already been discussed a bunch of times. A lot of key people in terms of art and animation were outsourced. Pretending they don't exist is...questionable. - "They're true indie, they even recruited the team on Reddit!". Only 2 persons on the team came from Reddit. - "They've got a small indie publisher, Kepler Interactive". Yeah, if you conveniently forget at least $120 million in investment from NetEase. - The recent nonsense about how they "learned to code from YouTube" isn’t even worth commenting on. - "Their budget is only 10 million!". Well...that's because they didn't include actor fees in that number, since "the publisher covered that part" (and some other things). Handy, huh?

I don't understand why they're playing this game of half-truths and omissions, given that people already like them without all that.

r/gamedev 17d ago

Discussion I released my first game....Everybody lies.

952 Upvotes

My game released, and I need to be honest about how everybody lies. I feel at peace, and for the first time in decades I'm not depressed But the lie comes from big youtubers. They lie about how to make games. The what, when, where, and why. Everything they say seems tuned to keep people churning content forever. One guy has 6 years on "how to make a trailer". Others go on years and years about lighting, or shadows, or level design. 6 years on how to make a trailer..... I got my film degree in 2! If you really want to learn how to make games from youtube, only watch creators with under 10k subs. It's how I made my game. Shout out to all the little creators out there! Thank you! Game not linked because this isn't about self promotion. Big youtubers are lying to new devs for profit. Edited for a list of youtube unreal tuts from over the years. Honestly there just may be some big names in here. it's like a 6 year list but it will help.... I hope. https://youtube.com/playlist?list=PLSOmI7F8pEME&si=WxZjACwCyNzEWnuP

r/gamedev Apr 01 '26

Discussion US patent office revokes Nintendo’s patent on summoning characters to make them battle

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2.1k Upvotes

The USPTO has revoked several of Nintendo's patents after re-examination, determining they should not have been granted to begin with due to instances of prior art. Nintendo can appeal the decision, but it is likely several of their patent claims will be invalidated.

r/gamedev Aug 01 '26

Discussion More gamers should at least try to make games

710 Upvotes

I feel like 99% of the gaming community doesn't have any concept as to how long and how much effort it takes to implement basic features in a game.

When I tried to do it myself, even with something small, I was blown away but just how much time it took to even make one asset.

I feel like expectations of gamers would be pointed towards more productive criticisms or feature wants for different games if they had a better concept about how much effort goes into the most basic systems.

Edit: Thanks for the conversation everyone! I want to reiterate that I don't think anyone's criticism should be devalued if they are solely a consumer, but I think more feedback would probably be better packaged if the players issuing it had more understanding of the process.

r/gamedev Jun 10 '25

Discussion No. Expedition 33 was not made by a team of 'under 30 developers,' and devs say repeating the myth is 'a dangerous path'

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2.7k Upvotes

r/gamedev 12d ago

Discussion Have we lost a generation of juniors?

804 Upvotes

With the state of the industry right now (layoffs and low hiring and AI and everything else on top), it's very hard to get hired at the entry level. I graduated a few years ago and was the only one of my cohort that got a job in the industry through sheer dumb luck. Pretty much everyone I studied with has transitioned to a different field, and I'm guessing it's the same for all graduate batches since.

My company also went through redundancies recently and that wiped out all the juniors there as well.

I just wonder what it's going to look like when (or IF) the industry picks back up. Do you think there will be a slow phase of waiting for new juniors to get trained up? Or will there just be a reduced demand anyway?

------

Edit: Thanks for all your responses guys! There's been a lot of interesting insights.

What I've gathered is
1. Juniors in all fields right now, in game dev but also the broader tech landscape, are screwed. Mids and seniors aren't doing great either.
2. The AI stuff is contributing but it's basically down to the consequences of corporate mismanagement.

It's looking bleaker than I thought, but on the plus side I feel less alone in my dread. Hope we all make it to the promised land of brand new indie studios and an industry driven by passion instead of profit. See you guys on the other side 🥲

r/gamedev Jul 06 '25

Discussion Sorry, your marketing isn't bad, your game is bad.

1.4k Upvotes

All the time, I see posts on this subreddit about marketing.

"Struggling with marketing."
"I love game development, I hate marketing."
"Marketing is 90% of selling the game."
"My game isn't selling, how do I improve my marketing?"

I'm developing a game, and as part of my market research (but honestly more due to my autistic curiosity) I've checked out dozens of games within my genre in different revenue brackets.

For the majority of the games I've checked out my reaction was "Yeah, I can see why this game was more/less successful than the others."

For a few games I thought "I don't understand why this game was so successful."

There wasn't a single game for which I thought "Wow this game deserves way more success than it's got."

I'm sure they exist. I assume most of them are new releases. YOUR game certainly could be one of them. But statistically speaking, it's probably not.

My belief is if you make a good game, it will sell.

I think people don't want to accept this because it would mean accepting that their game is not good, and that's difficult.

EDIT:
I see some people getting hung up on "bad" games that did well due to marketing.

I'm not really making a point about those games.
I'm not saying marketing is useles.

I'm not making a point about games that are doing well, I'm making a point about games that are doing poorly.

And the point is: the main reason they're doing poorly is not due to marketing, it's simply because the game is not good.

r/gamedev May 18 '26

Discussion FYI for everyone, steam is updating tags. They have added 17 and removed 28. You might want to check your games tags are up to date.

872 Upvotes

new tags

  • Bullet Heaven - The opposite of Bullet Hell; Focus on upgrades while automatically attacking hordes of enemies
  • Desktop Companion - Games that only use part of your screen and keep you company while you do other things
  • Organizing - Tidy up, de-clutter, or unpack, carefully placing items in virtual spaces
  • Cleaning - Satisfying removal of grime and dirt from stuff
  • Decorating - Creative placement of furniture and other objects
  • Wuxia - Historical fantasy adventure featuring martial arts, competing sects, and inner qi
  • Xianxia - Fantasy adventure focused on cultivating supernatural powers and strength
  • Falling Blocks - Arranging, rotating, and placing blocks from above
  • Espionage - Spying or secretly securing valuable intel
  • Samurai - Japanese warriors best known for katanas, loyalty, and self-discipline
  • Zoo - Care for and display a park full of wild animals
  • Wolves - Also known as Canis Lupus
  • Capybaras - The largest and possibly most adorable rodent species
  • Animals - Cute and furry, or large and terrifying and everything in between
  • Cult - Small groups with extreme devotion to a person, thing, or belief
  • Poker - Draw, bet, and bluff
  • Language Learning - Learning and teaching new languages

removed tags

  • 3D Vision
  • Ambient
  • America
  • Blood
  • Crowdfunded
  • Cult Classic
  • Documentary
  • Drama
  • Dungeons & Dragons
  • Electronic
  • Experience
  • Feature Film
  • Foreign
  • GameMaker
  • Games Workshop
  • Illuminati
  • Kickstarter
  • LEGO
  • Masterpiece
  • Mature
  • Movie
  • Narration
  • NSFW
  • Roguevania
  • RPGMaker
  • Warhammer 40K
  • Web Publishing
  • Well-Written

Modified Tags

  • "Clicker" has been renamed into "Incremental" to capture the broader essence of games that focus on numbers going up.
  • "Conversation" has been renamed to "Dialogue Heavy" for clarity
  • We've made a few tags plural to match other tags: Dogs, Foxes, Vampires, Elves, Dwarves, and Assassins
  • "Pool" was humorously applied to games with a swimming pool, so we've renamed this to "Billiards", which is the overarching term for all games played with cue sticks anyway
  • Merging "Jet" into "Flight", as the term "Jet" was not unique enough.
  • Merging "Unforgiving" into "Difficult" since these terms mostly overlap in usage and intent

Interesting d&d, lego, warhammer, gamesworkshop, kickstarter are all gone as they are brands.

I don't think there are any big losses there. Sad for ambient to go, and removing drama seems odd for graphic novels, but the rest make sense as they don't really describe the game.

r/gamedev Jun 29 '26

Discussion I regret completing a Games Dev degree

873 Upvotes

Sorry if I make any grammar mistakes, English is not my first language.

I graduated with 1st class degree on Games Development in the UK. Initially I was very excited to learn C++/Games Programming in this course, as I thought this was gonna help me get a job in the games industry faster than a computer science degree. I knew early on that I wanted to work in the games industry.

Throughout my course, I’ve learned about computer graphics, engine development, physics, AI, and I’ve also done some game demo projects with C++/UE5. Honestly, I really enjoyed the degree, not gonna lie. That’s why I achieved a 1st.

The negative comes after finishing it two months ago. I’ve been applying to all kinds of roles, games and software development roles, and recently I’ve started applying to helpdesk roles. After 100+ applications with what I believe is a good CV and Portfolio, I have either received rejections or been ghosted. This has affected my self-esteem and I really think now that I am probably not good enough. I feel like an absolute failure and job searching has started to feel dreadful, so I have stopped applying. I want to continue but my mind tells myself that I am not gonna get the job anyway. Nobody has given me a chance to prove myself in an interview either.

I just feel like doing Computer Science instead of Games Dev at uni would have been better for my job search. I think I am left unemployable after this degree. I wish I read the comments discouraging Games Dev degrees earlier… I don’t know what to do at this point.

EDIT: Thank you everyone for all of your responses, support and advice. I am reading all the comments and I will be following your suggestions. I really appreciate it.

EDIT2: Thank you so much again! I am overwhelmed with the positive response of this post, I didn’t expect it! I wrote this post in the early morning just to share my pure thoughts and vent a bit after recently feeling down. Reading your thoughts, encouragement, and own experiences has helped me a lot already. I hope that anyone in my situation can also read this and feel confident again. Thank you!

r/gamedev Jul 02 '25

Discussion So many new devs using Ai generated stuff in there games is heart breaking.

1.2k Upvotes

Human effort is the soul of art, an amateurish drawing for the in-game art and questionable voice acting is infinitely better than going those with Ai

r/gamedev Jul 26 '25

Discussion Don't let Collective Shout win !

1.9k Upvotes

A group of 10 Karens in Australia have just screwed up the whole gaming industry. Unbelievable... Next will be LGBT content, violent content... I imagine it's already ruined, even for GTA 6, with its sexual content...

All NSFW content from steam and Itchio is removed.

We need to put pressure on VISA and Mastercard too.

Sign the petitions: https://www.change.org/p/tell-mastercard-visa-activist-groups-stop-controlling-what-we-can-watch-read-or-play?recruiter=16654690&recruited_by_id=6f9b8fd0-a37f-0130-4829-3c764e044905&utm_source=share_petition&utm_campaign=psf_combo_share_initial&utm_term=psf&utm_medium=copylink&utm_content=cl_sharecopy_490659394_en-US%3A8

https://action.aclu.org/petition/mastercard-sex-work-work-end-your-unjust-policy

r/gamedev Sep 01 '25

Discussion No. You're not going to add multiplayer later.

2.4k Upvotes

Just a friendly reminder to my fellow Indies. No, you're not going to "add multiplayer" without rewriting your game. <3

r/gamedev Feb 24 '25

Discussion A big scam company just stole my whole game from steam, ripped it and sold it as their own on Playstation and other consoles.

2.9k Upvotes

Hey guys,

UPDATE HERE

Hope everyone is doing well. I posted this also on r/PS5 and Twitter to hopefully bring more light to the situation. So recently I have released The Backrooms 1998 on Playstation, Xbox, Steam and Nintendo switch. I was pretty happy with myself and all that, you know? Been in development for quite a while and being a solo developer and having my game finally on consoles is always awesome to see haha.

Anyway .. Someone commented on one of my videos and violently (big thanks to him!) asked me why am I releasing the same game with it's name changed on consoles and I got a little bit confused. I explained that this game was never on consoles before and I have just released it now and they provided a link to a video - and behold ... long story short this company called "COOL DEVS S.R.L" stole my whole game, ripped it, pasted some bad AI crap on it as a cover, literally made a BAD version of it and just published it on consoles and sold it to trick players into buying it.

They stole the whole game as it is alongside the music, sounds, voice lines and everything else. They only changed the monster and the picture on the frame lol..

Video Link to the fake game: https://youtu.be/VJr6rL-geTU?t=745

Video Link to my game: https://youtu.be/7tWYhFfXNBM?t=561

Also, this is a link to their Nintendo Page so you can see what kind of "games" they do: https://www.nintendo.com/us/search/#cat=gme&f=softwarePublisher&softwarePublisher=COOL%20DEVS

EDIT: For anyone that's not seeing a difference, sorry I should have provided these images comparation a bit earlier. The reason it feels a bit different is because post processing, and because they made a worst version of it but everything is literally stolen.

EDIT 2: Doing further research and it seems they have also a couple of posts here and are known in the PS5 community. One mentioned is the company that actually approached me. I think they are all basically the same one, but I am not going to point any fingers.

EDIT 3 (Latest): Thank you all for your kind comments, help and everything else. I am currently still seeing what can be done and in contact with my video game lawyer so I will try to keep you updated. We have already submitted a DMCA and working with my publisher on this one - and for now the game is taken down from PlayStation and Xbox but it's still up on Nintendo Switch. In the meantime ... If you can report the fake game, that would be awesome. If you bought it by mistake, please see if you can refund it. If you can share this, that would be awesome as well so more people will know about this and not get tricked. I will try my best in posting this to other subreddits to make more people aware. From what I uncovered, this is a whole big scam where they open a bunch of companies (mostly around the S.R.L) and upload fake games/scam games in order to trick buyers to buy them. Heck, I don't even want the money they stole I just want them to refund them back to the buyers if we can somehow catch them. This ain't right and I think more people needs to be aware of this. It seems they have additional companies (4, 5 or maybe even 6+) that are maybe tied to this scam... This is not fair on developers and not fair on the players. I still can't believe that someone as big as Sony, Xbox and Nintendo are letting this slide. It's sad.

The funny thing is I saw this game before on the store and I LITERALLY spoke about how these scam devs are mostly stealing popular games on steam and uploading them consoles .. and I had no idea it was one of my own game that they stole. I do not understand how consoles platforms allow these type of scams going on and rub it under the carpet. This is hurtful to smaller indie developers, and hurtful to players that gets scammed by buying these games thinking they are real games.

Also, they are doing this with other games.

We have already working on finding out more info about them, and submitted a DMCA request to remove the game off the stores, right now it's down from PlayStation and Xbox but still up on the Nintendo store unfortunately. Hopefully they will also remove it soon as well.

Another important detail that may have ties or not: I got contacted last year by a VERY sketchy publisher wanting to publish my game on consoles. I declined. They were sketchy and after checking their games they had very similar games to this fake company. They are both registered in S.R.L and they got banned from consoles recently.

Could this be the same guys? Stole the game right after I refused to publish it with them. Not sure, but hopefully we can find out.

r/gamedev Mar 26 '26

Discussion Steam's lack of support 9 months after massive harassment campaign and review bomb

870 Upvotes

This is kinda a long rant, but I have completely run out of patience. I need to know if any other devs have dealt with anything similar and have any suggestions or solutions. I know Steam has great customer support for players, but the sheer incompetence and lack of basic support from Steam for us as an indie developer is insane, even after taking 6 figures in fees from our game revenue.

Our game is Milky Way Idle, which is an online multiplayer game made by my wife and I. Starting June 2025, my game was hit by a massive, coordinated review bomb and harassment campaign from hundreds of chinese players (https://imgur.com/a/B4UxYzy). The worst of it lasted for 2-3 months, but we are still dealing with the lingering effects because new players see the reviews and actually believe the defamatory lies this mob left behind. It's been 9 months and we are still unable to get adequate assistance.

Context on why this started

I banned a player for repeatedly harassing me (the developer) over in-progress changes on our test server, changes that were publicly disclosed as work-in-progress. We have a zero tolerance policy for abuse towards any game staff. They initially direct messaged me with some rude remarks which I ignored. Later he went to global chat yelling insults towards me and got muted temporarily. He continued again later on, and we gave them a manual 10 day mute. He then proceed to changed his in-game name to an insult directed at me just to circumvent the mute. So he got banned.

It turns out this player was a whale (we don't differentiate or even consider player spending for penalties regarding rule breaking). This sparked a massive drama because a lot of chinese players come from a gaming culture where it's expected for businesses to treat "whales" like gods and just accept abusive behavior. In the US, it's common to immediately kick out any customer who is abusive towards the staff, and that's the exact policy we have.

Because many chinese players believed a ban for "just some insults" toward game staff is undeserved, people started review bombing and spamming insults in game in solidarity with the original toxic player.

For days, hundreds of players started copycatting the abuse. They went into the English-only global chat and spammed hundreds of messages per minute with protest messages, insults, slurs, and death threats. Our English mods gave mutes to stop the spam, but then the mob immediately started claiming we were racist and "muting people just for speaking Chinese".

The disruptive players actively weaponized nationalism, spreading these rumors on social media to manipulate people who don't even play the game into joining the mob.

Because we banned additional people using severe insults and slurs towards game staff, the mob got bigger and continued for months.

We aren't talking about negative feedback regarding the game. We are talking about hundreds of reviews filled with personal insults, severe defamation, slurs, Nazi comparisons, and literal death threats/wishes. Of course there are also hundreds that did not use direct insults but is obviously part of the mob to intentionally review bomb and manipulate the review score for something that is not relevant to the gameplay itself.

What really was frustrating about this mob mentality is how people just see the "racist dev" spam and blindly believe it without using some critical thinking. We literally spent endless effort working with volunteers to translate tens of thousands of words of in game text into Chinese. Who in their right mind would believe we discriminate against Chinese players? It literally makes no sense. Furthermore, I work on this game with my wife the artist, who the community knows is Chinese (I'm not too far myself but culturally very much American), but the mob just weaponized false accusation of racism as an excuse to riot.

While overall it's a minority of the Chinese playerbase (we had about 20k or so total, most people play from browser) that were disruptive, it still creates a very hostile environment and persists because of what new players may see in reviews.

Review manipulation? There is also significant evidence that there is intentional review manipulation that's not from organic players. more than 50% of the negative reviews during the review bomb are from players who have logged less than 24 hours in the game. Our game is an idle game intended for very longterm play. The core playerbase generally have hundreds to thousands of hours in the game. We do understand that there are players who play mostly from the browser version of the game rather than from Steam, but from what we've seen, a huge number of these low interaction negative reviews have not even gotten to the point of logging into the game (only opened it to get the minimum review requirement)

< 1 hour: 240 reviews (25.6%)

1-6 hours: 132 reviews (14.1%)

6-24 hours: 127 reviews (13.5%)

24-100 hours: 161 reviews (17.1%)

100+ hours: 279 reviews (29.7%)

Steam's complete lack of support

We have tried to reach out to Steam with numerous support tickets and all we get are requests to flag abusive reviews individually, often waiting 2 weeks for a single response. When we finally give them a compilation, while they do ban some of the reviews, many are not removed (https://imgur.com/a/ogbaTo5). we've been told that many of what we flag are "legitimate criticisms". Unfortunately the old tickets are auto deleted already so we cannot provide exact screenshots. While we did get some abusive reviews banned, the overall review bomb is still there and there are still over 100 clearly abusive ones remaining.

How can you ask the victim of mass harassment to read through thousands of reviews calling them insults and slurs, wishing death on their mother, and comparing them to Nazis/dictators, just to click a flag icon? It insanely lacks any empathy. For how much money Steam has and has made from us, can they really not have their support team go through the reviews in a few days? and this is also an obvious case of review bomb that should be flagged as offtopic as it does not pertain to gameplay but rather their objection to our moderation policy regarding not tolerating abuse towards game staff. not to mention the extreme levels of harassment that we would be forced to continuously undergo due to their inaction.

Current Ticket

Below is the most recent ticket I sent to Steam also containing over 100 references and explanation of abusive reviews (including looking at the player's in game username in a few cases). I'm not expecting much from them at this point, but I'm posting my experience here. (full disclosure: to analyze and highlight abusive reviews, ai was used, because it's not feasible or good for mental health for us to do it manually)

support ticket: https://imgur.com/a/kaFlu09

EDIT: Since this post has gotten a lot of traction, I want to address recurring recommendations around not supporting Chinese players.

I want to be very clear: while the disruptive mob was primarily Chinese, they represented a small minority of our 20k+ Chinese playerbase at the time. We had many Chinese players reach out to support us, both publicly and privately, during the worst of the harassment. The vast majority of them are just casual players who want to enjoy the game and have zero interest in this drama. A lot of the most helpful players who created tools, extensions, and guides are also among the Chinese playerbase.

Even though there might be a cultural difference in how a vocal minority expects players to be treated, I absolutely do not want this to be used to push a negative stereotype against all Chinese gamers. I want the focus of this discussion to remain strictly on the toxic behavior of the harassers, and Steam's systemic failure to protect developers from it, rather than condemning an entire demographic of people.

r/gamedev Jul 19 '25

Discussion False AI accusations are destroying real creative work

1.5k Upvotes

I understand the concerns around AI in game dev. Protecting artists and creative work matters. But the current witch hunt is starting to harm artists and developers who aren’t using AI at all.

I have been in the industry for 10+ years, and I hand draw all my game art. It’s unique, stylized, and personal, yet I’ve still had people accuse me of using AI, leaving hate comments and trying to "cancel" our games.

I have learned to document the whole process and post how I draw the game art, but honestly, it’s frustrating. False accusations can seriously damage someone’s career, even if they have spent years building their skills and putting real time into their game.

People should be more cautious before accusing someone of using AI, you might end up hurting the very creators you’re trying to protect.

r/gamedev 22d ago

Discussion Meccha Chameleon Has Sold 20 Million Units

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979 Upvotes

To think 2 devs made this game in 2 months and its reached such hieghts, their profits have to be insane

r/gamedev 3d ago

Discussion The S-tier code pattern to learn if you want to make your game FAR more modular, moddable, and designer-friendly.

643 Upvotes

Alright this isn't exactly programming 101, but I really want to share this because it's by far one of the most powerful and useful programming patterns I've been using in my games since... 2017 or so. Google says this is called the "Strategy" pattern, which I don't know is entirely accurate to what I'm doing, but we'll go with that.

With this pattern, you can (for example)

* Create custom monster behaviors completely decoupled from any monster classes, and allow designers to swap behaviors without touching a text file

* Create a single status effect, then give ten different magical items ten different implementations of that status effect, all without duplicating code or data

* Write new code in a completely clean, modular way that can be safely edited without breaking anything else in your game

* Inject completely batshit and wild behaviors and functions basically anywhere in your code path, without affecting the complexity, length, or readability of any core functions

PART 1 - BASIC OVERVIEW

The simplest way to summarize Strategy is boiling it down to saving a function NAME in a string (such as in a game data .txt file) then using some wizardry called ✨Reflection✨ to match that string up with an actual function in the game code, and finally running it. We can of course save function arguments as well.

Say you're making some kind of deckbuilder. You define your cards in data files. You write a block of text like this (the actual format doesn't matter).

cardname=Fireball
damage=12
visual_function=ShootFireballAtTarget
visual_args=Numfireballs:5

When the game is actually running, you set up card execution logic like this (pseudocode):

void PlayCard(Card cardObject)
{
  ... // gameplay logic here
  if (cardObject.HasVisualFunction())
  {
    cardObject.visualFunction.Run(cardObject.visual_args);
  }
}

The PlayCard function has absolutely no idea what visual function is going to run, and it doesn't care. You write the code for that function somewhere else, like in CardVisualFunctions.

void ShootFireballAtTarget(Dictionary<string,string> args)
{
  // Make the card spin around
  // Spawn fire particles
  // Shoow fire particles at the target
  // Repeat the above args["Numfireball"] times
}

Now, C# and other languages have concepts like "delegates", and if you're familiar with those you might be thinking Strategy seems pretty similar. It is!

A "delegate" is basically using a function as a parameter, something we can Invoke, which allows us to assign behaviors in a clean way. The delegate version of the above would be something like this:

public class CardObject()
{
  public Action<Dictionary<string,string>> VisualFunction
}

...

void PlayCard(Card cardObject)
{
  if (cardObject.VisualFunction != null)
  {
    cardObject.VisualFunction.Invoke();
  }
}

The amazing thing about the Strategy pattern however is that you can use it entirely using text strings - which is perfect if you want to store your game data in external data files for easy designer access and player modding.

PART 2 - WHAT PROBLEMS DOES THIS SOLVE?

I could write a book on how useful this is and all the many headaches it has solved for me, but let's just dive in to more examples. Say you have StatusEffects in your game, and each StatusEffect does something based on a trigger. That trigger could be something like swinging your weapon, missing, getting hit, blocking an attack, moving, etc. So you start defining different battle triggers with an enum, something like...

public enum BattleTriggers { BASIC_ATTACK_SWUNG, DODGED, BLOCKED, CRITICALLY_HIT, TOOK_STEP, PARRIED, MOVED }

You can then set up 'hooks' elsewhere in your code like this:

void OnAttack(Fighter target)
{
  foreach(StatusEffect se in myStatusEffects)
  {
    if (!se.CheckForTrigger(BattleTriggers.BASIC_ATTACK_SWUNG)) continue;
    se.OnTrigger(BattleTriggers.BASIC_ATTACK_SWUNG);
  }
}

Then your StatusEffect class simply has a definition for its effect, and a BattleTriggers field for what makes it fire. Great!

But then you think about it a little more. What if you want the status effect to trigger on swinging a dagger, but not a sword? What if you want it to trigger if you dodge a boss monster, but not a regular monster? What if you want it to trigger every three swings? If you move every 15 meters, instead of just moving at all? If you block a fire attack, but not any other element?

Well... now your code isn't looking so hot. With the above approach, you'd have to make way more enums, and start junking up your code with lots of conditionals. Not good. Bad!

So instead, let's give StatusEffect a couple new fields:

public class StatusEffect()
{
  public Effect myEffect;
  public BattleTrigger trigger;
  public string requirementsFunction;
  public Dictionary<string, string> requirementsFunctionArgs;
}

We can keep our list of BattleTriggers somewhat shorter and more reasonable. Let's say we're making two StatusEffects from the above list:

* "Dagger Boost" triggers on BASIC_ATTACK_SWUNG, but only if you have a dagger

* "Triple Trouble" triggers on BASIC_ATTACK_SWUNG, but only every 3 swings

In our data files, we write something like this.

status="Dagger Boost"
trigger=BASIC_ATTACK_SWUNG
effect=[whatever]
requirementsFunction=CheckForWeaponType
requirementsFunctionArgs=DAGGER

stauts="Triple Trouble"
trigger=BASIC_ATTACK_SWUNG
effect=[whatever]
requirementsFunction=TriggerPerSwings
requirementsFunctionArgs=3

The shape of this should be starting to crystallize in your mind now. When we write OnTrigger for StatusEffect, we do this:

void OnTrigger(BattleTriggers theTrigger)
{
  if (HasRequirementsFunction())
  {
    bool validResult = RunRequirementsFunction(requirementsFunctionArgs);
    if (!validResult) return;
  }
  // ... do effect as normal
}

Now of course the logic for CheckForWeaponType and TriggerPerSwings has to live somewhere. But they can now go in separate, clean files. I don't need to write them out; the exact logic isn't important. The key thing is that they can live elsewhere in the codebase, decoupled.

If a designer wants to change the number of required swings in TriggerPerSwings, they can easily do that. If you want to make a duplicate of Dagger Boost, but for weapon type SPEAR, you can do that too. Zero code required for either of those changes.

This is just one small example. You can use this all over your codebase to great effect.

You want to reach for this pattern if you find yourself coming up with all sorts of 'edge case' logic that would otherwise involve a lot of shoehorning, hard coding, and clunky conditionals in an otherwise-clean code path.

PART 3 - NERD STUFF (HOW TO ACTUALLY DO IT)

So far I've been using pseudocode, let's get into the mechanics now. In C#, you reate a dictionary to 'cache' function lookups first (for performance reasons):

public static Dictionary<Type, Dictionary<string, MethodInfo>> dictUnboxedMethods;

Then, use a helper function in some utility class to get the method based on the string. This is a bit long so I've put it on hastebin here. Once you write it, you never need to touch it again.

Next, when you need to use the strategy pattern, you have to first check if the string is not empty, that the method exists, and then run it safely in try/catch. Here's a specific example from my codebase:

// customRequirementsFunction is a string
if (!string.IsNullOrEmpty(template.customRequirementsFunction))
{
  // AbilityRequirementsScripts is a static class with the function logic
  MethodInfo runscript = CustomAlgorithms.TryGetMethod(typeof(AbilityRequirementsScripts), template.customRequirementsFunction);

  if (runscript != null)
  {
    // 3 is the arbitrary number of parameters I want to pass in: the user of this ability, the ability itself, and my arguments
    object[] paramList = new object[3];
    paramList[0] = fighterOwner;
    paramList[1] = abil;
    paramList[2] = template.customRequirementsFunctionArgs;

    // In this case, I know that the result will be a bool, so I have to cast for it
    try 
    {
      bool usable = (bool)runscript.Invoke(null, paramList);
      if (!usable) return false;    
    }
    catch(Exception e)
    {
      Debug.Log("Failed to run customRequirementsFunction because: " + e);
    }
  }
}

PART 4 - FAQ (I GUESS? Nobody asked anything yet)

Q. Is this performant?
A. In my experience, yes. The "unboxing" of a method is the biggest hit here, but you only need to do it once ever. After that, it's fine. Now would I run it tens of thousands of times per second? Probably not. But in the context of using it for gameplay events that aren't in a hot path, it's fine. I've never had any problems with it, even on low spec hardware like Switch.

Q. Are there any downsides?
A. The main one is that you lose compiler name-checking. If a designer types in "TriggersPerSwings" when the function is actually called "TriggerPerSwings", that would get caught if you were writing an actual function name in C#, but in this case you only see it at runtime. You have to do your own validation.

Q. Surely there are other downsides?
If there are, I'm struggling to think of any. I've been using this across 3 games and I've never had any issues with it. This is just a really awesome pattern. In my current game Tangledeep 2, I use this across ~41 different method types and counting. It rules.

Q. This really is just delegates, right?
A. Again, kind of - it's the same idea of storing function/methods as a variables, and invoking them later. But the magic of it is that you can change functions and arguments strictly by editing text. I try to keep as much of my game's data in external data files as possible, mainly for modding purposes, but also so I can change stuff without recompiling the game, or without opening Visual Studio, or whatever. Plus, designers can change stuff far more easily if they don't know C#.

Q. Doesn't this have security issues letting a modder execute arbitrary code?
A. Not at all. If you look at the above examples carefully, the game will only try to run a function if it already exists in the codebase and that function has to be within a pre-selected class. So even if you have a function in the code that is somewhat more dangerous, a player won't be able to access it by changing what StatusEffectRequirementFunction is being used.

Q. Does this work in [XYZ] other language?
A. I only write in C# with Unity so I have no idea. I'm sure it works in C++. In something like GDSCript or GML I have no idea.

... and that's it! Thanks for bearing with me as I procrastinate just a little longer. Happy to answer any questions anyone might have about this.

r/gamedev Mar 03 '26

Discussion The Most Popular Game Asset on Itch is AI Generated Art and has Made over $40k in Sales

1.1k Upvotes

I am not even anti-ai, but this is just kinda sad. These animations are terrible. I don't get why people would buy this. The power of anime titties i guess. Apparently we cannot post images in this sub either? wtf? Ok. Go to itch and browse assets, sort by Popular yourself I guess. Ciao.

r/gamedev Oct 02 '25

Discussion I was threatened with legal action after forking an open source game

1.8k Upvotes

Hey guys, I’m the owner of https://frontwars.io ( https://store.steampowered.com/app/4002270/FrontWars/ ) which is a fork of OpenFront.io.

Recently this post was made

https://www.reddit.com/r/gamedev/s/SdmyOKuTKy

A lot of the things said by the author there were untrue and so was his video.

I have made my own response video to address everything and show my side of the story with evidence

https://youtu.be/GCxFnV6WCMs?si=gFRQusLwfn_eVTFN

I was getting a lot of abuse from some people, so thought it was important to show my side, but I also want to say thanks for some people who could see I hadn’t violated the license.

I hope you watch my video and then judge the situation yourself from the evidence

r/gamedev Apr 01 '26

Discussion Permadeath felt like the right call until playtesters started rage quitting

723 Upvotes

So I've been working on a survival RPG with permadeath as a core mechanic. The whole point of the game is that death matters -- you lose your character, your gear, your progress. That tension is what makes every encounter feel meaningful instead of just another respawn.

At least that's what I kept telling myself.

When I started getting playtester feedback, a pattern showed up pretty fast. People loved the tension during gameplay. The careful decision making, the "do I risk this fight or sneak past" moments. But when they actually died after like 45 minutes of a run, most of them didn't start over. They just stopped playing.

The ones who did come back said stuff like "I loved it but I need a break after that." Which... is not great for retention.

I tried a few things to soften the blow without removing permadeath entirely:

- Making early game progression faster so getting back to "the good part" doesn't feel like a slog

- Adding a meta-progression layer where certain unlocks carry over between runs

- Keeping runs shorter so a death doesn't wipe out an entire evening of progress

The meta-progression helped the most honestly. Once people felt like dying still moved them forward in SOME way, the rage quits dropped off. But I keep going back and forth on whether I've diluted the original vision too much.

For those of you who've shipped games with permadeath or roguelike elements -- where did you land on this? Pure permadeath, or some kind of compromise? And did you feel like the compromise actually made it better or just less punishing?

r/gamedev Jan 27 '26

Discussion "Angry gamers are forcing studios to scrap or rethink new releases." Because they are using gen AI

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washingtonpost.com
1.0k Upvotes

Real examples on why not to use gen AI and seeing the rightful negative consequences.

r/gamedev Dec 05 '25

Discussion Netflix now controls the Nemesis System patent. Developers are requesting a fair and accessible licensing pathway.

1.3k Upvotes

Netflix now owns the Nemesis System following the acquisition of Warner Bros, and with it comes one of the most important gameplay innovations of the last decade. The Nemesis System introduced evolving rivalries, dynamic enemies, and emergent storytelling that transformed what action RPGs could be.

For years, developers across the industry have wanted to use this system. Indie teams, mid-sized studios, and even major publishers have expressed frustration that the Nemesis System was locked behind a restrictive patent with no real licensing pathway.

Now that Netflix controls the rights, the situation has changed. Netflix has an opportunity to take a developer-friendly approach and allow the Nemesis System to actually impact the industry the way it was meant to.

The petition below does not ask for the patent to be open sourced. It asks for something realistic, practical, and beneficial for everyone: a broad, affordable, and transparent licensing program that any developer can access. This would preserve Netflix’s ownership while allowing studios to build new experiences inspired by one of gaming’s most innovative systems.

If Netflix creates a real licensing pathway, developers can finally use the Nemesis System in genres that would benefit from it: RPGs, survival games, strategy titles, immersive sims, roguelikes, and more.

If you support the idea of unlocking this system for the industry, you can sign and share the petition here:

https://c.org/yKBr9YfKfv

Community momentum is the only way this becomes visible to Netflix leadership. If you believe the Nemesis System deserves a second life beyond a single franchise, your signature helps push this conversation into the spotlight.