r/devblogs • • 19h ago

community showcase Community showcase - Show us what you're working on or what you just published (week 44)

7 Upvotes

Welcome to our weekly thread (26 Oct - 2 Nov) where you can showcase everything new you are working on.

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

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).
  • in this comment you can post only 1 link, so choose wisely.
  • you can reply to as many comments as you want, but replies can't be used for showcasing

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


r/devblogs • • 2h ago

generic Devlog #1 - Whole Britain terrain and biomes.

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2 Upvotes

r/devblogs • • 1h ago

tech & code devlog: a crowd of 3,000 people takes my sim tick from 3.5 ms to over 300 ms, and how i measure it

• Upvotes

small devlog from my civilization sim. every person runs their own little pipeline each tick (perceive, decide, act, body upkeep, learning, family stuff), so the cost grows with how many people are near each other, not just how many exist.

the worst case i bench on purpose: run a normal world to tick 9000, then drop 3,000 extra people in 60 clusters around the busiest spot. a tick goes from about 3.5 ms to somewhere between 300 and 600 ms.

the part i actually wanted to write about is measuring it, because wall clock time lied to me constantly on a busy laptop:

  • count instructions retired and cycles from hardware counters instead of timing it, and compare against a baseline binary built from the same base commit
  • take the minimum of several runs, and interleave the a and b runs so background load hits both
  • fewer instructions isn't enough, cycles have to drop too. code layout alone can move cycles a few percent, so anything under about 3% i treat as noise
  • for the crowd case, measure the run to tick 9020 with the spawn and subtract the run to tick 9000 without it, so you only count the crowd

when you profile, inclusive time per function is where to look first. most of the cost is spread over the per-person pipeline, not one hot leaf you can fix in an afternoon.

how do you all bench worst-case crowds in your own games? do you build a synthetic stress scene like this, or record a real save that got slow?

the sim runs in the browser: https://thehumanbox.com/?utm_source=reddit&utm_medium=social&utm_campaign=devblogs

code and the full notes (docs/DEVELOPMENT.md), mit: https://github.com/1homsi/thehumanbox


r/devblogs • • 1h ago

art & graphics Reposting for another perspective

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• Upvotes

r/devblogs • • 5h ago

generic Building a desktop study pet involved more memory problems and monitor problems than I expected

1 Upvotes

I’ve been building MnemoBuddy, a desktop pet that quizzes me on PDFs, saved text and video transcripts.

The basic idea was simple enough: give a little desktop companion something useful to do. The development ended up covering quite a few separate problems.

I had to work on how it remembers study material, how the pets move between monitors, and how to handle API keys, fallbacks and AI costs. I also added multiple pets and a Council Mode along the way.

I put the development story and a study test into this video:
https://youtu.be/WBA7hXrG-Rg

One design question I’m still interested in is how much personality a tool like this should have. The pet is part of the appeal, but it also needs to let you get on with whatever you’re doing.


r/devblogs • • 17h ago

story & background How we realized office life is just a ping-pong match (and made a game about it)

2 Upvotes

Standing around the ping-pong table during a lunch break, waiting for our turn, we noticed that ping-pong has the exact same chaos as office life. You take hits, react on the fly, try to survive, and hope to finish the match before you lose your mind. It also really felt like workplace drama was being solved with paddles in hand. After all, what’s the difference between smashing a ball at 120km/h while laughing in your opponent’s face and answering a passive aggressive email with a super polite “As per my previous email”? None.

So we thought: why not make a game out of it? It felt like such a relatable and a funny-satirical theme.

That’s how the idea for Silicon Spin was born.

We wanted to swap fantasy spells for startup buzzwords. We sat down to brainstorm and created our very first card: Caffeine Rush. It's an Intern card with huge attack power, almost zero control, and an effect that instantly drains your opponent's stamina. Turning real office pain into card mechanics just felt right.

We also realized pretty fast that standard ping-pong rules didn't work. Corporate people have tight 15 minute breaks between calls, so we shortened matches down to 2–4 minutes. Jump in, play a fast game, and try to climb the corporate ladder one floor at a time, with paddles in hand.

To bring it all together, we went with 2D pixel art. We wanted that retro Game Boy feel mixed with glass office towers, old printers, and huge monitors.

Turning a joke over coffee into a real project has been a crazy, fun ride so far, and it really feels like a shared experience not just for our team, but probably for a lot of people out there.

Today we're sharing the idea and the beginning, but we're planning to keep sharing our dev updates here: the good, the bad, and the completely broken balance moments.

If you're building something out of a random everyday moment, how did your idea start?


r/devblogs • • 20h ago

design Separating trailer clarity from control clarity in my combat clips

1 Upvotes

I'm working on Astraya, an unfinished desktop-browser sword-fighting game where an AI companion forges an ability and the player equips and uses it. Reviewing the footage is making me separate two questions: can a viewer follow the move, and would a player know what to do next?

On an earlier short clip, one viewer noticed the fighters and the attack prompt before the smaller release-to-equip instruction. They suggested a larger E keycap beneath the selected move and a short equipped-state confirmation. Another person who applied but hadn't played said the one-minute trailer changed scenes too quickly to follow each ability. These are two individual reactions to different videos, so I'm using them to choose the next observation.

This short annotated example shows the hammer result first, followed by the request and equip step. The footage is older, silent, and includes a labelled 9.5-second wait cut. Large edit captions explain the steps while the native HUD is smaller and the opponent is moving. The caption box also covers part of the lower HUD. I still need to check whether someone discovers the equip action without that extra explanation.

My next first-session check would be to show the preview, ask what the player expects the move to do, then let them try to equip it without a verbal hint. I'd note the first action they take and what they think happened. That should help separate a missed control cue from a mismatch between the preview and the attack. This is a proposed check; I don't have controlled results or a HUD fix to report.

For a clip like this, what cue would you use to tell whether equipping is complete?

AI is used for Astraya's ability forge, some art and voices.


r/devblogs • • 2d ago

tech & code I started building a mobile game and accidentally signed up for a crash course in debugging, design and persistence

1 Upvotes

A few months ago, I set out to make Coin Clash Arena, a cartoon-style survival game where you dodge enemies, collect coins and grow stronger as you play.

I expected the hard part to be making the game. I didn’t expect to spend so much time chasing freezes, untangling Android build issues and figuring out why changes in one version weren’t appearing in another. Then came the design challenges: upgrade prompts interrupting combat, skill icons vanishing or landing in the wrong place and a menu that somehow disappeared during a UI change. Every fix had to be checked carefully so it wouldn’t break something that already worked.

There were plenty of “why is it still doing that?” moments. But each one taught me to slow down, inspect the actual code, test the Android build and fix the confirmed cause instead of guessing.

The game has come a long way: smoother combat, new enemies and skills, clearer controls, sound improvements and a more polished gameplay experience. It’s finally starting to feel like the game I pictured when I began.

Coin Clash Arena isn’t launched yet, but I’m aiming to release it next month. There’s still work to do and I’m excited (and a little nervous) to get it into players’ hands.

If you’ve built and launched a game or app, what’s one thing you wish you’d known before launch?


r/devblogs • • 2d ago

design Refreshed our How to Play section!

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2 Upvotes

Hey everyone!

Wrapping up our Demo Update v0.2.0 spotlights for Champion of the Lore, we wanted to show a quick look at the updated How to Play section!

One of the hardest parts of making a turn-based strategy game is teaching mechanics, card interactions, and movement rules without throwing a wall of text at the player.

Based on feedback from people testing the demo, we overhauled the visuals, cleaned up the guides, and made everything way easier to digest at a glance so players can jump straight into combat without second-guessing their turns.

If you want to check it out in action, the free demo is live on Steam: https://store.steampowered.com/app/4178300/Champion_of_Lore_Demo/

Thx <3


r/devblogs • • 2d ago

design Devlog: one week of UI rework in my Godot cozy game, before and after

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3 Upvotes

r/devblogs • • 2d ago

generic [Devlog Week 3] Iron, prosthetics, and cyborgs... Adding 2 new factions to my voxel RPG 'Ashes'!

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2 Upvotes

r/devblogs • • 2d ago

tech & code Let's make a game! 519: Monsters choosing a target (Twine Sugarcube)

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1 Upvotes

r/devblogs • • 3d ago

generic (1) Radioid - finally made item drops work

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2 Upvotes

sooo I've been building the item system for a little over a month now and I'm finally seeing progress! After solving some bugs in adjacent systems, mainly in building and rendering, I plugged the item rendering into the tile rendering and it worked. Naturally, I went to make item drops and inventories, make a basic drop_items() function and it just... worked. First try, no debugging, no headaches! I'm amazed. Now I need to fix more systems

P.S. I should've probably added more context, but I guess yall see this is a colony sim


r/devblogs • • 3d ago

discussion From Unreal to final cinematic. What do you think of the result? #DevDiary

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5 Upvotes

Hey everyone!
We’re the team behind MegaGum, a 3D platformer, and we wanted to share a comparison of one of the cinematic shots from our trailer.

You can see the early version straight from Unreal, alongside the finished shot.

At the viewport stage, we’re mostly working on the animation, camera movement, timing and composition. Once those feel right, we move on to lighting, VFX, rendering and polish. It’s always fun to put the two versions next to each other and see how much has changed.

What do you think of the final result? Is there anything you’d change about the animation, camera work or lighting? We’d love to hear your thoughts!

If you’re curious about the game: MegaGum on Steam.


r/devblogs • • 3d ago

marketing The Smelter - DEVLOG 10

1 Upvotes

Here is the new devlog with the game update.
If anyone tries the game, please leave a comment. I need HUGE feedback.


r/devblogs • • 3d ago

design A player pointed out why my ski game's objective was in the wrong place

1 Upvotes

I'm building Poudreuse, a small one-button ski game inside Reddit, with substantial coding and Canvas art help from Codex. This morning's change came from a very specific bit of player feedback.

I had the score and distance in the top-left, but the active objective sat in a separate panel at the bottom. A player suggested putting the 250 m goal next to the distance counter. They were reading two parts of the screen to answer one question: how close am I?

The new layout puts the active goal directly under the distance. I also changed the little bar to track that goal. Previously it averaged progress across three tasks, even though the panel only showed one of them. So reaching the displayed distance didn't necessarily fill the bar.

The complete three-goal list still lives in pause and in the run summary. I checked the served game on desktop and at phone portrait and landscape sizes, including the switch from a distance goal to a backflip goal. Those were browser layout checks, not a physical-phone playtest. The change is live in 0.0.21.

The clip below is a continuous 28-second local practice run of the same source as the approved version. Practice has no avalanche; the public game also has an avalanche mode and a shared daily course.

For anyone who tries it: does the goal still pull your eyes away from the terrain? I'd be interested in which device you used and the first moment where the interface gets in your way. The game UI is currently in French.

Play: https://www.reddit.com/r/PoudreuseSki/comments/1x1hk83/

Poudreuse 0.0.21 • 28 s of local practice gameplay • no avalanche in practice


r/devblogs • • 4d ago

generic Dear Diary - Week 6

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6 Upvotes

I finished my initial sculpt.

This week I've been focusing on reengaging with my project plan. After doing some research, I really think that I want to release a standalone game made with Godot. I like the idea of having the freedom to make my game be exactly what I want it to be, and it seems like there are similar marketing opportunities through the individual publishing platforms. Really, as I see it, there are primarily two drawbacks:

1. I might face some limitations in terms of multiplayer aspects. I don't know how to handle that in a technical respect, but I also never anticipated that being a huge part of my game in the first place. I think if I end up needing it, I should be able to research and figure it out.



2. The second drawback is the cost. However, I figure that the higher upfront (publication) cost is more than made up for in the long run by the higher ratio of revenue shares I would retain. I still find it a little intimidating, though. I think I would have to make somewhere around $1,000-$1,500 to be able to break even. Is that too big of a dream for a first game?

r/devblogs • • 4d ago

design Tulenja — updated GUI preview

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1 Upvotes

Here is what I have added so far.


r/devblogs • • 4d ago

generic Autobattler - Devlog 5. Priest and jam-free base building in my Auto Battler / RTS hybrid

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2 Upvotes

r/devblogs • • 5d ago

generic Colossal Citadel dev diaries

2 Upvotes

Hi! I'm making a strategy game with turn based factory building. I invite you to read my dev logs containing dozens of pretty videos, screenshots, and gameplay thoughts.

These two have a lot of these:

https://colossalcitadels.com/posts/changelog-71/

https://colossalcitadels.com/posts/changelog-72/

The latest one is shorter, it's less colorful, but it tells about some important news:

https://colossalcitadels.com/posts/changelog-73/

I plan to continue making big dev blog posts, I just discovered this subreddit and will post more

Thanks!


r/devblogs • • 6d ago

tech & code Let's make a game! 518: The monsters' turn (Twine Sugarcube)

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1 Upvotes

r/devblogs • • 7d ago

community showcase Community showcase - Show us what you're working on or what you just published (week 43)

19 Upvotes

Welcome to our weekly thread where you can showcase everything new you are working on.

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

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).
  • in this comment you can post only 1 link, so choose wisely.
  • you can reply to as many comments as you want, but replies can't be used for showcasing

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


r/devblogs • • 7d ago

design devlog #3 (srry for not posting for a while)

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2 Upvotes

hi :D srry i took a while. I took a break, then the intro animaton (the notebook) took a while. and the full game and demo was orignally gonna be a pure platformer. but now it will be a platformer overworld with deltarune like bullet hell encounters. srry again, have a good one :D.


r/devblogs • • 7d ago

tech & code Miner Valley #0 introduction

1 Upvotes

Hello! I'm creating a game using C++ and the SDL3 library. It's called Mine Valley, as it's heavily inspired by the classic Stardew Valley. I'll share more details in future devlogs!


r/devblogs • • 7d ago

generic I spent another year on my game, here's a full recap of the past year!

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3 Upvotes