itch.io/t/7294913/openskate-a-skateboarding-sandbox-where-the-board-is-the-phsicsOpenSkate: a skateboarding sandbox where the board is the phsics/t/7294913/openskate-a-skateboarding-sandbox-where-the-board-is-the-phsicsMon, 02 Nov 2026 04:57:40 GMTMon, 02 Nov 2026 04:57:40 GMTMon, 02 Nov 2026 05:04:42 GMT

Open York, the Commons
The idea. The board is a real simulated body, not an animation. Each stick is one of your feet: pull the right stik back to load the tail, let go to pop, and the left stick flicks and catches. An ollie, a kickflip or a shove-it isn’t a buton; it’s what happens when your feet do the right thing at the right time. When they don’t, you bail. Landings are forgiving, but the board doesn’t snap back under you.
What there isn’t. No score, no missions, no unocks. You find a spot and skate it.
What I’m working on next. A living city: more people and other skaters, cyclists, grafiti and things that react when you hit them.
For DL on Windows: /__site/darrencarroll48.itch.io/openskategame (new versions dropping weekly)
Website: https://openskategame.com/
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/t/7336592/underworld-hotel-devlog-1-welcome-to-the-hotelUnderworld Hotel - Devlog #1 - Welcome to the Hotel/t/7336592/underworld-hotel-devlog-1-welcome-to-the-hotelSat, 07 Nov 2026 03:34:05 GMTSat, 07 Nov 2026 03:34:05 GMTSat, 07 Nov 2026 03:34:05 GMTHi everyone! Astralight games here, a little about myself I previously worked on Path of Kami and took a break from game dev for a bit. I had this game idea of a Hotel Transylvania type of game a long time ago. Pitched it at a startup I used to work out, it didn't make the cut but its been in my head for a while. After resting up I thought about working on it in my downtime, so far been working on it since earlier this year from what I can track but I did the initial game design docs a few years ago and been working on it off and on. I'm excited to share I'm finally at a stage where I'm wrapping up a prototype.

So...about the game! I don't have an official name yet but will be referring to it as Underworld Hotel for now. Underworld Hotel is a cozy hotel sim where you run a hotel for the weary souls of the underworld. Think Tim burton meets Animal Crossing! Your guests have had a long afterlife, as a player its your job to look after them and help them with what they need and get to know them along the way. Most recently I built a crafting system. I wanted the crafting system to feel immersive so the player needs to walk up to a worktable in order to craft. Instead of being able to open the menu from anywhere. UI in unity has been rough haha, please excuse the mess.

I've also started to implement a placing system where you can place objects anywhere within the world. Doesn't look pretty (yet!) focusing on the mechanics first. But here's what the prototype is looking like so far. 

Please note: everything is placeholder (art, color palette etc)

I want to get into the habit of posting more dev logs so I'll post more soon! Thanks for reading :) 

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/t/7336560/ck-my-apps-devlog-bringing-classic-text-adventures-to-modern-macsCK My Apps Devlog: Bringing Classic Text Adventures to Modern Macs/t/7336560/ck-my-apps-devlog-bringing-classic-text-adventures-to-modern-macsSat, 07 Nov 2026 03:28:30 GMTSat, 07 Nov 2026 03:28:30 GMTSat, 07 Nov 2026 03:28:30 GMTHi everyone! I’m Christos, the independent creator behind CK My Apps. I’m starting this thread to share the development of my retro-inspired adventures for modern Macs: the decisions, experiments, problems, and small improvements that turn a working game into something enjoyable to play.

My two projects here are Pirate Cove and Escape from Future City. One takes you from a London apartment to distant pirate shores; the other places you in a mysterious futuristic city. They share my interest in a particular kind of game: one where reading carefully and trying an unexpected idea can matter more than fast reflexes.

Keeping the commands, improving the experience

The main challenge has been deciding what to preserve and what to change.

I wanted to keep short text commands, inventory puzzles, and the satisfaction of discovering a solution yourself. But I also wanted to make the games more approachable on a modern screen, with readable text, convenient controls, useful save options, and clear ways to get help.

Adding an illustration is relatively straightforward. Making sure that it supports the written description—without suggesting objects or exits that aren’t actually there—is a more interesting design problem. In these games, the text still needs to be the player’s most reliable source of information.

Pirate Cove: two visual approaches

For Pirate Cove, I developed two presentations of the same adventure:

  • Retro 80s: green terminal-style text and pixel-art illustrations.
  • Modern: cinematic artwork, dark navy backgrounds, and amber accents.

The choice happens before the main menu. It changes the presentation, not the puzzles or story.

This project adapts Scott and Alexis Adams’s Pirate Adventure, drawing on the BASIC listing published in BYTE magazine in December 1980. I contacted Scott Adams and received permission for the adaptation.

Recent additions include an exploration map, a clue journal, progressive hints, and three manual save slots alongside autosave. The map records discoveries rather than revealing the whole world, while the hints let players choose how much assistance they want.

Escape from Future City: a different atmosphere

With Escape from Future City, I chose a minimalist monochrome presentation and an electronic soundtrack to support the science-fiction setting.

The goal is a different mood, rather than simply another color scheme: unfamiliar machinery, interconnected locations, and the feeling that every object might have a purpose you haven’t understood yet.

Working on both games has also made practical details impossible to ignore. Text scrolling, window resizing, keyboard input, and restoring a saved game all affect the experience just as much as the artwork does.

Sound should help, not get in the way

One lesson from testing was simple: atmospheric music stops being atmospheric when it’s too loud.

For Pirate Cove, I added adjustable music volume, separate controls for environmental sounds, and playback-position retention so the soundtrack doesn’t restart every time you return. Ocean, cave, ship, island, and indoor ambience give locations their own character without replacing the written world.

I also created illustrated four-page PDF instruction booklets. They’re a small nod to the manuals that used to come with computer games, but they serve a practical purpose too: explaining commands and saving without making players search through menus.

A note on the development process

I use AI-assisted programming and AI-generated artwork as part of my workflow. That involvement is disclosed on the project pages. The classic material is credited separately; I don’t present the original adventures as stories I wrote.

What I’m focusing on next

My priority is refinement: clearer command feedback, comfortable reading on different window sizes, and checking that saves, audio settings, and navigation behave consistently.

I’d be interested in hearing from other text-adventure players:

  • Do you prefer a traditional terminal presentation or illustrated scenes?
  • How much help should a hint system offer before it gives too much away?
  • Which modern convenience makes the biggest difference without weakening the original experience?

You can find the projects here:
/__site/ckmyapps.itch.io

CK My Apps also includes other games and utilities for Apple devices. I share the broader catalog, manuals, and development updates on my website:
https://ckmyapps.substack.com

Thanks for reading. I’ll use this thread to share concrete changes, screenshots, and lessons from testing as the projects develop.

— Christos / CK My Apps

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/t/7336500/k-horror-objects-korean-horror-props-for-rpg-maker-mz-devlog-1-first-3-pairsK-HORROR OBJECTS — Korean horror props for RPG Maker MZ (Devlog #1: first 3 pairs)/t/7336500/k-horror-objects-korean-horror-props-for-rpg-maker-mz-devlog-1-first-3-pairsSat, 07 Nov 2026 03:15:39 GMTSat, 07 Nov 2026 03:15:39 GMTSat, 07 Nov 2026 03:15:39 GMTHi! I'm starting a new asset pack and I'll keep this thread updated as it grows.

K-HORROR OBJECTS is a set of everyday Korean objects that turn wrong. Each prop has a normal and an anomaly version with the exact same footprint, so you can swap them with a switch.

It's meant for:

- Observation games like "spot what changed" in a looping hallway

- Horror exploration where props quietly change behind the player

- Games set in modern Korea, which have very few ready-made assets

First 3 pairs: a steel apartment door with a keypad lock, a red street mailbox, and a red rubber basin.


The hardest part was making each change readable at real game size. RPG Maker MZ tiles are only 48px, so every anomaly has to be one big change: a black gap in the door, fingers in the mailbox slot, black water in the basin. Small details like text or tiny marks disappear at that size, so I cut them.

Here's how they look at actual MZ size:


Plan: 18 pairs total, from apartments, alleys, schools and convenience stores, plus a few traditional ones (talisman door, jangseung totem). Each pair will include ready-to-use MZ sheets and transparent PNGs. Pixel art is drawn with AI-written code; I'm designing and checking every prop.

I'd love your feedback:

1. Do the changes read clearly at game size?

2. Which Korean places would you want next: school, subway, convenience store, something else?

3. Would you use these for a Korea-set game, or just as general horror props?

I'll post the next batch here.

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/t/7330563/-kingdom-in-ruins-a-dark-fantasy-tower-defense🏰 Kingdom in Ruins — A Dark Fantasy Tower Defense/t/7330563/-kingdom-in-ruins-a-dark-fantasy-tower-defenseFri, 06 Nov 2026 11:44:12 GMTFri, 06 Nov 2026 11:44:12 GMTFri, 06 Nov 2026 11:44:12 GMT🏰 Kingdom in Ruins (Reino em Ruínas) — Can You Defend the Last Kingdom?

Hello, itch.io community! 👋

We are Veltrix Studio, an independent game development studio, and we're excited to introduce our game: Reino em Ruínas, a challenging 2D dark fantasy Tower Defense experience where strategy, adaptation, and survival are everything!

⚔️ ABOUT THE GAME

The kingdom has fallen. Darkness is spreading. Endless waves of terrifying creatures are approaching.

You are the kingdom's last line of defense.

In Reino em Ruínas, every tower you build, every upgrade you choose, and every resource you spend can mean the difference between victory and defeat.

This isn't just about placing towers and watching enemies fall. You'll need to develop powerful strategies, understand enemy weaknesses, adapt to unexpected threats, and survive increasingly brutal encounters.

🔥 KEY FEATURES

🏹 Unique Towers & Abilities — Build, upgrade, and customize your defenses with powerful abilities and strategic combinations.

👹 Diverse Enemy Types — Face dangerous creatures with different resistances, immunities, and unpredictable behaviors.

💀 Devastating Boss Battles — Encounter powerful bosses capable of destroying your towers and completely changing your defensive strategy.

✨ Strategic Progression — Unlock upgrades, special abilities, and new tactical possibilities as you progress.

🌑 Dark Fantasy Atmosphere — Defend your kingdom across environments filled with destruction, danger, and mystery.

🏆 Online Leaderboards — Challenge yourself, master the mechanics, and compete with other defenders for the highest rankings.

🎮 BUILT FOR PLAYERS WHO LOVE A CHALLENGE

Our goal is to create a Tower Defense game where strategy truly matters.

Every victory should feel earned. Every defeat should teach you something. Every new challenge should push you to rethink your approach.

Whether you're a Tower Defense veteran or someone looking for a new strategic adventure, we want Reino em Ruínas to offer a rewarding experience.

🚀 AN INDEPENDENT PROJECT WITH BIG AMBITIONS

Reino em Ruínas is being developed by Veltrix Studio with passion, creativity, and a commitment to making an engaging strategy game.

We're continuously improving gameplay, refining the user interface, expanding the content, and polishing the overall experience.

💬 WE'D LOVE YOUR FEEDBACK!

We'd love to hear from the itch.io community!

  • What do you enjoy most about Tower Defense games?
  • Do you prefer brutal strategic challenges or more relaxed progression?
  • What kinds of towers, enemies, or special abilities would you love to see?
  • What makes a Tower Defense game truly unforgettable for you?

Your feedback and suggestions can help shape the future of our game!

❤️ SUPPORT INDIE DEVELOPMENT

If you enjoy indie strategy games, consider checking out Reino em Ruínas, sharing it with your friends, and joining our growing community.

Every comment, suggestion, and bit of support means a lot to an independent developer.

🏰 The Kingdom Has Fallen. Your Strategy Is Its Last Hope.

🎮 Game: Reino em Ruínas (Kingdom in Ruins)

🏢 Developer: Veltrix Studio

⚔️ Genre: Dark Fantasy / Tower Defense / Strategy

💻 Platform: PC

Thank you for supporting independent game development!

— Veltrix Studio

#IndieGame #TowerDefense #DarkFantasy #StrategyGame #IndieDev #ReinoEmRuinas

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/t/7330091/a-cozy-townA Cozy Town.../t/7330091/a-cozy-townFri, 06 Nov 2026 10:18:54 GMTFri, 06 Nov 2026 10:18:54 GMTFri, 06 Nov 2026 10:18:54 GMTHi! Yesterday i just pushed my very first 0.1.0v Demo on Itchio!

Currently i'm working on chimney smoke and some juice after leveling up the town.  

I'll keep posting! 

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/t/7334216/-did-a-monkey-write-this-being-a-human-writer-in-the-age-of-ai-🐒 Did a Monkey Write This? Being a human writer in the age of AI 🐒/t/7334216/-did-a-monkey-write-this-being-a-human-writer-in-the-age-of-ai-Fri, 06 Nov 2026 20:09:52 GMTFri, 06 Nov 2026 20:09:52 GMTFri, 06 Nov 2026 20:09:52 GMTI wanted to be a writer since I was a kid. Wrote 4+ novels in the hopes to get published one day. In 2025 I did.
But it was around the same time that everything was being flooded with AI works. Even though I wrote in a language that AI can't write well in, I was still accused of using AI.
By that time I had moved countries and settled in an English speaking country.  Made friends who couldn't read my works, and decided to start writing in English.
And then I looked up Amazon's self-publishing statistics and realised that TEN THOUSAND books get self-pubbed each DAY. The number was always high, but now, it's astronomical. I saw AI winning contests for writing. I even uploaded my own work and had AI "improve it" just to see what it will spit out. I think I had an existential crisis at that point because I am also an artist. And it seemed like AI can just replace me and all the years I spent learning, thousands of hours of effort I spent, etc, I'm sure others can relate. 

My partner suggested we make a game together. He's been making games since he was a kid, so he had the technical know-how, and I could do the art and write the narrative. And I knew I wanted to make a game about writing. My first idea was a management game about ghostwriters, but that was a bit too boring, and thus, I settled on monkeys and typewriters. 

I never really looked at  behind-the-scenes of indie games. What I found was such a strong anti-AI sentiment that made me think I still had a shot at making something that people will actually see.  And somehow, subconsciously it became part of the game's idea. The AI (ape intelligence) writes for you... But what then?

Did a Monkey Write This? Is a satirical, cozy and funny piece. I want to offer a more positive outlook to the doom and gloom around creativity (that I am also feeling these days). I'm adding a lot of my personal experiences, frustrations, and funny situations. And if you will play through the whole thing, you'll see my thoughts on why I still keep writing and making things, even when I'm "replaced".

The 1 hour long demo of the game is here: /__site/sophiawawak.itch.io/did-a-monkey-write-this

We are currently working on polishing the demo for Steam. We have a rough full version of the game, but nothing is balanced beyond the end of demo, and a lot of assets need updating. The full game is set to come out on March, 2027.

P.S. I'm loving the new no AI filter on itch.

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/t/7279073/devlog-13-faith-honey-and-candlelight-v0032Devlog #13: Faith, Honey and Candlelight (v0.0.32)/t/7279073/devlog-13-faith-honey-and-candlelight-v0032Sat, 31 Oct 2026 16:04:27 GMTSat, 31 Oct 2026 16:04:27 GMTFri, 06 Nov 2026 17:41:52 GMTDevlog #10: Intake & New HUD (v0.0.30)



Major Updates:

  • New HUD design
  • Intake room with interviews, group decisions and rejection variants.
  • Electric fence
  • Gas masks, FFP2 masks and filters.
  • Daily schedule for residents: one tile per hour (work, sleep, leisure, watch).
  • Storage filters for shelves, refrigerators and zones with categories, presets, copy and paste.

Minor Updates:

  • Fever check and skin examination show real values (temperature in °C, skin finding) instead of just “suspicious”.
  • The supply truck changes lanes smoothly around wrecks, with tyre tracks and exhaust smoke.
  • Picking up bodies takes only a quarter of the time. Laying them in the mass grave costs almost no time.
  • Research tree with icons showing what an entry unlocks, and wider tiles.
  • Earth and grass as floor tools. New dirt tiles with pebbles and tufts, plus collectible sticks.

Bugfixes:

  • Order buttons in the resident list no longer wrap into a third row on 2K screens.
  • The construction site message showed “00d7” instead of “×”.
  • When salvaging a wreck, the cancel button said “Cancel search”. Now: “Cancel salvaging”.
  • Trees no longer sway wildly at 2× and 3×. The gust phase jumped when the wind changed.
  • Storage filter keeps its scroll position, and the cards keep their width.
  • Respirators stay on after being put on.
  • Trees no longer all stand in the same grid.
  • During fires, the old flame image is no longer drawn under the new flames.
  • Figure shadows follow the sun.
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/t/7281901/necromancer-undead-legion-rpg-devlog-a-curse-zone-that-kept-missing-the-fightNecromancer: Undead Legion RPG — devlog: a curse zone that kept missing the fight/t/7281901/necromancer-undead-legion-rpg-devlog-a-curse-zone-that-kept-missing-the-fightSat, 31 Oct 2026 21:31:45 GMTSat, 31 Oct 2026 21:31:45 GMTSat, 31 Oct 2026 21:31:45 GMTHi everyone! I'm Ingyoon, the solo developer at Ancoach Studio. I started learning to code through Google searches in 2022, and I'm developing Necromancer: Undead Legion RPG for Android and iOS.

The core choice is what to do with a defeated enemy: raise an eligible corpse as an undead ally, or spend it on a corpse explosion. You move, attack and teleport alongside the army, with optional automatic attack/hunting. The game has 36 undead types and supports 15 languages.

A curse zone that was working on paper

One returning tester told me that the full Charnel Liturgy set kept placing its curse zone where there were no enemies. The set bonus was triggering, so this was easy to miss if I only looked at whether the effect activated.

Looking at the code confirmed the problem: the zone used the oldest corpse as its anchor. That position could be far from the current fight. The tester had picked up the mismatch through play, even though the effect appeared to be functioning.

I changed the placement so the curse zone appears where the corpse explosion hit the most enemies. The useful lesson for me was to check the relationship between an effect and the battle around it, rather than stopping at whether it triggered.

Players from my previous game have returned to help test this remake. One individual tester has sent over 1,000 pieces of feedback. This targeting change is one example of how their observations shape the game.

A question for other developers and players

In an action game with lots of summoned allies and ground effects, what visual feedback best helps you understand why an effect appeared where it did? I'd be interested in examples or approaches you find readable.

This is a paid mobile game still in development; the project page is informational and has no public playable demo. I'll keep future concrete development updates in this thread.

Project page, current trailer and screenshots:

/__site/ancoachstudio.itch.io/necromancer-undead-legion-rpg

Mechanics guide:

https://undead-legion-guide.pages.dev/en/Actual development gameplay from Necromancer: Undead Legion RPG: a necromancer and undead soldiers in a dark stone area. The HUD is hidden for filming.

Image: actual development gameplay, captured with the HUD hidden for filming. It gives visual context for the game. Some project/promotional art uses AI assistance.

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/t/7323652/wolter-food-delivery-roblox-courier-to-boss-sim-looking-for-players-and-feedbackWolter Food Delivery - Roblox courier to boss sim, looking for players and feedback/t/7323652/wolter-food-delivery-roblox-courier-to-boss-sim-looking-for-players-and-feedbackThu, 05 Nov 2026 15:13:50 GMTThu, 05 Nov 2026 15:13:50 GMTThu, 05 Nov 2026 15:13:50 GMTHey, I'm the solo dev behind Wolter Food Delivery, a Roblox game that's now live and still changing every week.

It's a food delivery sim like Wolt: you start as a courier, open your own delivery line, and grow into a company owner. It's available in English, Spanish, Portuguese, French, Hebrew and German.

Play free: https://www.roblox.com/games/137972243395638/Wolter-Food-Delivery

I'll use this thread to share updates and what I'm working on next. I'd love to hear what you'd want to see, from players and other creators. Itch page: /__site/wolterfood.itch.io/wolter-food-delivery

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/t/7249491/building-cinderprep-an-offline-rpg-session-generator-alpha-v02Building CinderPrep: An Offline RPG Session Generator — Alpha v0.2/t/7249491/building-cinderprep-an-offline-rpg-session-generator-alpha-v02Wed, 28 Oct 2026 15:04:44 GMTWed, 28 Oct 2026 15:04:44 GMTThu, 29 Oct 2026 13:13:27 GMTIntroducing CinderPrep — Alpha v0.2

Hello itch.io community!

We're developing CinderPrep, a lightweight offline tool designed to help tabletop RPG Game Masters prepare adventures, characters, locations, and story hooks without spending hours starting from scratch.

This project is also an experiment in AI-led software development, with a human collaborator handling testing and publishing. Generative AI has been used in both the code and narrative content.

What we've built so far

Our current alpha version includes:

  • 18 interconnected adventure scenarios across 3 genres
  • One-click session generation
  • Editable story elements
  • Custom seeds for recreating scenarios
  • TXT, Markdown, and JSON export
  • Offline functionality without subscriptions or API keys

Development progress

We started with a basic HTML prototype and gradually improved its functionality.

One of our early issues was that repeated generation could produce the same adventure unexpectedly. We've addressed that in version 0.2 and expanded the narrative content.

We've also tested the application on a separate computer and verified that it runs directly from a downloaded ZIP package.

What comes next?

Our next development priorities are:

  1. Evaluating the usefulness of generated sessions for real Game Masters.
  2. Improving narrative variety and adventure consistency.
  3. Refining the user experience based on external feedback.

Looking for feedback

We're preparing a small private alpha test with a few tabletop RPG players and Game Masters.

We're especially interested in understanding:

  • Would this tool actually save you preparation time?
  • Which features would make it useful in your campaigns?
  • What would you expect from a polished version?

We'd appreciate feedback from people familiar with tabletop role-playing games.

We'll continue sharing development updates as we learn more.

Thanks for following the development of CinderPrep!



Private Alpha Testing — 5 Spots Available

We're now looking for 5 tabletop RPG Game Masters to help us test CinderPrep Alpha v0.2.

Our goal is simple: understand whether this tool actually helps Game Masters prepare sessions more efficiently.

What we're offering:

  • Free access to the current CinderPrep Alpha
  • A fully offline tool with no subscription
  • An opportunity to influence future development

What we're looking for:

  • Honest feedback about the experience
  • Suggestions for useful improvements
  • Your perspective on whether this would save preparation time

Interested in testing?

Simply reply to this thread and tell us which tabletop RPG system you play or run.

We'll follow up with instructions for accessing the private alpha.

Thanks for helping us build something genuinely useful!


UPDATE — CinderPrep Alpha Playtesting Is Now Open!

We're officially accepting applications for our first private alpha test.

We're looking for 5 tabletop RPG Game Masters to try CinderPrep Alpha v0.2 and share their honest feedback.

  • Free participation
  • 10–15 minutes of independent testing
  • Offline application, no subscription required
  • Private access for approved testers

Apply for the playtest here:

https://rpglab.io/join/caehy8s3nneu4ve49whu

We'd love to hear what works, what doesn't, and what would make CinderPrep more useful for your RPG sessions.

Thank you for helping us improve the project!

CinderPrepLab

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/t/7319223/studio-sketchstudio sketch/t/7319223/studio-sketchThu, 05 Nov 2026 00:31:29 GMTThu, 05 Nov 2026 00:31:29 GMTThu, 05 Nov 2026 00:32:02 GMTwhat should we work on guys and i will try to add what you guys want just tell me anything 

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/t/7284084/longhouse-a-permadeath-roguelike-about-light-dark-and-what-lies-underneathLONGHOUSE, a permadeath roguelike about light, dark and what lies underneath./t/7284084/longhouse-a-permadeath-roguelike-about-light-dark-and-what-lies-underneathSun, 01 Nov 2026 03:33:26 GMTSun, 01 Nov 2026 03:33:26 GMTWed, 04 Nov 2026 23:34:54 GMT

Hi all. We're CardboardTV, and we're making LONGHOUSE, a top-down roguelike set in a house that doesn't follow the rules of houses. It's an interpretation of Hell, drawn in an NES style at 256x224.  We're gonna go crazy with the horror in this one - our goal is to see how scary we can make an 8-bit-style game.  Basically if we can scare ourselves, that'll tell us we've succeeded.

You play as a guy named Cedric. Each floor is a maze of long corridors and rooms that connect like a dream instead of a floor plan. Death is permanent, and every floor is procedurally generated.

Two layers

Each floor has two layers. The Above holds the monsters, pits and hazards. The Floorboards lie underneath, a quiet blue copy of the same floor with a few walls moved. No monsters go down there. Supplies, weapons and upgrades do. You drop through holes in the floor to get there and climb back up through beds. A bed doesn't always put you back where you started. Holes that sparkle always lead to something good.

Light and dark

Many rooms are dark. In the dark, monsters can't see you, but you can't see the walls, doors or pits. A match lights the area around you for a few seconds, and while it burns every monster in the room can see you. In lit rooms you can hide in shadows. Monsters stay in their own rooms, and they only notice you when you encroach on their space.

Pits

The pits are bottomless. You can't walk into one by accident, but some monsters can push you. Part of the game is learning which ones.

Where it's at

The engine, the two layers, darkness, matches, the gun and the first monsters all work on a hand-made test floor. Right now we're building the floor generator. It mixes hand-made pieces into new floors and checks that every floor can be finished. The game isn't downloadable yet. The project page holds the devlog, where we'll post progress, design notes and art.

/__site/inkajoo.itch.io/longhouse/devlog

Design and programming by Roger Levy. Art by TheCreator. Built in our in-house engine, SUPERSHOW, written in Forth.

Thanks for reading. Questions and comments are welcome.

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/t/7311955/scifistory-2d-side-scrolling-cyberpunk-mmorpgSciFiStory - 2D Side Scrolling Cyberpunk MMORPG/t/7311955/scifistory-2d-side-scrolling-cyberpunk-mmorpgWed, 04 Nov 2026 03:08:16 GMTWed, 04 Nov 2026 03:08:16 GMTWed, 04 Nov 2026 03:26:26 GMTA Short Time From Now, In A Place Close, Close by...


Neo York is a huge city which spans thousands of miles in all directions. Foreign forces covertly infiltrate the various districts that make up the endless concrete sprawl. Some citizens are given a second chance by volunteering to have their past erased and picking up a badge, become a Street Marshal.  You now walk the streets defending the rights of your fellow citizens against criminals of all types. 

👨‍👩‍👧‍👦A side-scrolling MMORPG. Smooth platforming movement and real-time combat in the style of the classic 2D online games.

👮Become a Street Marshal. You chose to erase your past and swore the Oath to protect the people of Neo York. 

👖Gear is your character. There's no grinding experience levels. You grow stronger by crafting, socketing, and equipping the gear you earn.

☂️Three distinct classes. Fight up close as a 🤺Bladehand, from range as a 🔫Gunslinger, or with the power of your mind as a 🧠Psionic.

🏹Hunt, recover, craft. Defeat monsters, collect their materials, learn blueprints, and build gear on your own Dream Fabricator.

📏Professions. Learn a trade and turn your hunts into crafted goods.

⭐Earn your Reputation. Climb from Unknown to Iconic through missions and boss fights. 

🏢Your own apartment. Every character has a private apartment to decorate and edit.

🐕Pets. Bring a companion along on your hunts.

🛵Vehicles. Drive, park, and repair your own vehicles.

🎉Play together. Explore a shared online world with public channels, parties, and party drop bonuses.

💸Free to play, no pay-to-win. Power comes from playing, not your wallet



SciFiStory is on open alpha testing. 100% free now and forever.

You can play/test the game on Web / PC / Android - /__site/theselfishgamingcompany.itch.io/scifistory

Current Content?
Right now, you start the game at Reputation 0 under the Neo York Authority faction. The content cap is Reputation 2. Going from Reputation 0 to 1 takes about an hour or two. And each Reputation step is slightly longer. There is roughly around 3 - 5 hours of content.

Future Plans?
SciFiStory will eventually have 9 different factions, each with 10 Reputations worth of content.

What I am looking for?
Anything. I never give testers leading instructions. If you think something is broken, needs fixing, needs better direction or requires balancing, let me know here or on my Discord. 

Have any suggestions for new content?
Let me know what you'd like to see in YOUR science fiction experience. The Greatmaul, a weapon used by the Bladehand, was a suggestion from someone who left a comment during one of my live streams. It's in the game now! 

SciFiCity is currently on track to be accepted on Google Store and Steam. So now is the time to get any suggestions put into the game.


TheSelfishGamingCompany 
Youtube 
Website
Discord
X

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/t/7317928/jazz-the-bouncing-cat-free-platformer-update-11Jazz The Bouncing Cat: Free Platformer - Update 1.1/t/7317928/jazz-the-bouncing-cat-free-platformer-update-11Wed, 04 Nov 2026 20:42:45 GMTWed, 04 Nov 2026 20:42:45 GMTWed, 04 Nov 2026 20:42:45 GMTHi everyone!

Version 1.1 of Jazz The Bouncing Cat is out. In playtesting, the stamina bar kept getting in the way. It was there to stop endless long jumps, but it also broke the flow of hopping from ledge to ledge. In one spot it could even leave Jazz stuck for good. So we reworked it.

Stamina: how often, not how high

  • Land somewhere new, get a full bar. Touch down on a stump, a branch, a rooftop or the ground below and the bar refills instantly, with a little flash. You can hop across a row of ledges without stopping to wait.
  • Long jumps always reach full height. Once a long jump starts, it goes all the way up. The bar no longer cuts it off just below the ledge you were aiming for.
  • The bar now counts long jumps. A full bar holds two long jumps in a row, and the notch in the middle shows them. It only runs low if you keep jumping on the same spot, and it refills on the ground in under half a second.
  • An empty bar never strands you. The short hop and the double jump always work.
  • Deep Breath now gives you three long jumps per bar instead of two.

+10 seconds when you respawn

Lose a life and Jazz goes back to the last checkpoint box with 10 extra seconds on the clock, up to the time the level started with. Look for the gold “+10 s” next to the clock. The clock in the castle tower is broken, so there’s no bonus up there.

Level 5 fix: the stump steps

In the forest, three stumps form a staircase up to a branch. If Jazz fell into the gap between the second and third stumps, the walls on both sides were taller than his highest jump, so there was no way out. The stumps now stand side by side, with no gap to fall into. We also checked all twelve levels for similar traps, and this was the only one.

Get it

  • Browser: already updated, just hit Play.
  • Android: new APK, version 1.1. It installs as an update over 1.0.

Thanks for playing! Let us know in the comments how the new stamina feels.

Peach & Panic 

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/t/7026069/gake-of-cliffGake of Cliff/t/7026069/gake-of-cliffTue, 29 Sep 2026 21:50:43 GMTTue, 29 Sep 2026 21:50:43 GMTSun, 01 Nov 2026 05:22:01 GMTA PvE/PvP action game featuring terrain-based movement and fast-paced combat.

Now the stone statue can teleport.

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/t/7187311/alice-in-the-park-a-visual-basic-tale-version-01Alice in the Park – A Visual Basic Tale (Version 0.1)/t/7187311/alice-in-the-park-a-visual-basic-tale-version-01Wed, 21 Oct 2026 16:36:10 GMTWed, 21 Oct 2026 16:36:10 GMTWed, 04 Nov 2026 16:44:32 GMT

Alice in the Park – A Visual Basic Tale

I love fairy tales. And fantasy. Alice in Wonderland is one of my favorite stories. I’ve already written my own version, titled Alice in the Park. It’s structured like an "endless story," composed of individual, self-contained episodes. Alice walks through a park, encountering something new each time. Now, I want to turn this into a story-based project using Visual Basic.

This is the very first, simplest version. The main window displays a background image, with a menu bar at the top containing options like "Start Story" and "Settings"—where you can choose between Russian and English. Once you hit "Start," the story begins.

The story itself is organized into modules—think of them like episodes or a season of a TV series. Each module contains several pages, typically featuring one image per page (though this can vary). You view the image and read the accompanying text.


The information provided is minimal: just the page number and the title of the image. Then there are "transition" modules. When a story module ends, you reach a fork in the road—a choice of where to go next. Will you head right or left? Into the woods or across a field? The choice is yours. These modules also include narrative text that sets up the decision, along with images—perhaps an animation—to mark the conclusion of that segment.

There is also a final module for the end of the entire story, which features three possible endings for you to choose from. That’s the core concept for now. The primary building blocks are the story modules and the transition modules; the transitions determine which story module follows next. Currently, there is one story module and one transition module.


It uses a simple, custom data format: an image paired with text, available in both Russian and English. It includes the names of the images in both Russian and English. From an outside perspective, it’s essentially a collection of text files. The files that handle the transitions between story segments are slightly different, but, by and large, it’s all just a bunch of text files. Within a transition module, there’s an additional folder containing more text files and images—that’s the key distinction; there’s a nested structure. The design assumes that a single page might contain multiple images, which you can flip through as you read the text. There are "forward" and "back" buttons for navigation. That covers the technical side of things.


"Alice in the Park" is Alice’s dream. She travels through various locations—starting in a forest. As you flip through the pages, you follow Alice on her journey. She encounters whimsical creatures—a caterpillar, an ant—and engages in conversation with them. You’re essentially reading a fairy tale, much like a short book, but in a digital format—built as a program in Visual Basic. It centers on the combination of text and imagery.

After reading a section of the story—a complete module—you reach a transition point. Where will you go next? You’re presented with a fork in the path: either toward the Mushroom Valley or the Ant Village—the choice is yours. Each story module is a separate form—a distinct window—as is each transition point. Everything functions automatically; you simply read the story and use the forward or back buttons to navigate the pages. It’s a narrative—not a text-based adventure game—presented in the form of a computer program.


At this stage, the beginning of the story is available, along with the overall program structure and one transition point, which currently leads to the story’s conclusion. There are three possible endings. Alice has entered a dream world, where she wanders through a forest, meets various creatures, and experiences all sorts of things. You are invited to embark on this journey with Alice—a fairy tale brought to life in Visual Basic.

Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.

WEBSITE: http://www.dimalink.tv-games.ru/home_eng.html

ITCHIO: /__site/dimalink.itch.io/

TUMBLR: https://dimalink.tumblr.com/

BLOGGER: https://dimalinkeng.blogspot.com/

MASTODON: https://mastodon.social/@DimaLink


 

 

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/t/7248012/toy-mender-devlog-a-cozy-sim-where-you-wash-fix-and-hand-back-peoples-childhood-toysTOY MENDER devlog: a cozy sim where you wash, fix and hand back people's childhood toys/t/7248012/toy-mender-devlog-a-cozy-sim-where-you-wash-fix-and-hand-back-peoples-childhood-toysWed, 28 Oct 2026 11:57:11 GMTWed, 28 Oct 2026 11:57:11 GMTWed, 28 Oct 2026 11:57:11 GMTDevlog #1: two new toys, and why each toy gets its own repair

Hi! I'm Alex, a solo dev. Toy Mender started as a jam game: a small workshop where neighbours bring you the toys they loved as kids. You scrub off the mud with a brush, foam and a rinse gun, fix what's broken, and hand it back. People played it more than I expected and left really useful feedback, so I'm starting this thread to show what changes and why.

The rule I set myself: every toy gets one hands-on repair you can't do on any other toy. The garden truck has a stuck wheel. Theo's die-cast hot rod has a bent axle and dull chrome, and you test it on a loop track. This week two more toys came in.

Sam's Splashmaster 2000. Sam runs the bakery and wants to win the summer-fair water fight against the café owner. After the wash you unscrew the tank cap, pull out the cracked rubber seal and fit a new one, then pump it up and soak the café's tin cans. A tester tried to fire by clicking on the blaster itself, so now the stream always leaves the nozzle straight ahead and swings smoothly toward your pointer.

Professor Clank. Lucy wants her 1950s tin robot walking again for her art-school show. He's covered in orange rust: you oil the seams first, then scrub, and the flakes drop onto the bench. Then you open his back plate, swap the snapped mainspring and wind the key. His chest light glows brighter as the spring tightens.

New faces. The customers at the window are now low-poly people (built on Quaternius's free CC0 characters), in front of a little 3D street with Sam's bakery, the café and the summer-fair bunting.

Also in this update: the shop, album and receipt got the same paper-notebook look as the to-do list, the mud now looks like dried, cracked earth, the light in the workshop is softer and warmer, and whatever you need to grab next glows until you find it.

What's next: more toys. I'm thinking about a music box, a teddy bear that needs stitching, or a spinning top. Which would you most like to fix?

Play Toy Mender free in your browser (or on Windows, Mac and Linux): /__site/n3at18.itch.io/toy-mender

Full 1.1.0 notes: Update 1.1.0

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/t/7281967/terra-mira-022-releasedTerra Mira 0.2.2 released/t/7281967/terra-mira-022-releasedSat, 31 Oct 2026 21:41:24 GMTSat, 31 Oct 2026 21:41:24 GMTWed, 04 Nov 2026 15:06:05 GMTHELLO

Terra Mira is a high fantasy simulator inspired by CDDA, DF, Rimworld, and Pathfinder 1e.  With 0.2.1 I think the game is in a pretty cool state and just wanted to start this thread here with the intent of letting anyone interested know the current state and upcoming plans.  Also if you have any questions or anything feel free, I'd love to discuss the game or answer anything related.

The current standout features are:

Advanced combat system with wounds, body parts, blood, severing/mangling of limbs.  Death (currently) only occurs via head destruction, having 0 constitution, or bleeding out.

Raise undead spell that works to re-animate a fallen entity under the casters control.  You can equip and level up your undead minions easily with modern UI menus and mouse controls.

Basic suite of spells, items, equipment, and crafting to sustain you while you defend the inn from Orc waves coming from the basement.  A courier will deliver needed items on a timer, don't let the orcs attack them!

Pathfinder 1e mechanical foundation mixed with DF style body part damage.  Roll attack dice against AC like normal, but then roll again to determine body part hit (limbs most likely, torso 2nd most likely, head hits are rare).  Later certain perks/abilities will adjust the windows of these rolls to focus attacks towards specific body parts.

Interleaved AP system so that the entity with the most AP acts first, then the system finds the entity with the next highest AP.  Sometimes thats the same entity, so they get to go twice.  This hierarchy is enforced and repeated until all entities have spent their AP.  This allows for dynamic interrupts and a more back and forth style of combat.

CDDA style inventory with pockets and dimensions with plans to create easy to use and intuitive default templates for people who do NOT want to deal with this system heavily.

Hauling logic (currently only on clay golems, expanding to undead minions next update as well as all entities in the near future) similar to rimworld pawns.  Go down to the basement, dig up some clay, and watch the golems organize the deliveries from the courier into the chest in the bottom left corner.

Right now I am working on adding energy/rest systems and expanding the gameplay loop to include more dungeon levels, more and stronger enemies, and a very large fight at the end to stress test everything (planning for ~120 - 150 total actors involved)

Thanks for reading and like I said feel free to ask away, the game is free and will be for a while until phase 2 starts to look more like a colony sim.  I will probly post to steam then at $5 and wrap up the free version as a permanent demo with all the roguelike systems and a basic set of the colony sim features.

/__site/terramiradev.itch.io/terra-mira

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/t/7305393/major-visual-update-new-heroes-and-the-future-of-banner-of-the-vanguardMajor Visual Update, New Heroes and the Future of Banner of the Vanguard/t/7305393/major-visual-update-new-heroes-and-the-future-of-banner-of-the-vanguardTue, 03 Nov 2026 09:48:03 GMTTue, 03 Nov 2026 09:48:03 GMTTue, 03 Nov 2026 09:48:03 GMTHello everyone!

Over the last weeks I've been working on a major visual update for Banner of the Vanguard.

This update focuses on improving the overall look of the game while keeping performance suitable for mobile devices.

Current progress:

✅ New visual style

✅ Reworked character presentation

✅ New hero artwork

✅ Improved worldbuilding and lore

✅ Expanded Banner of the Vanguard universe

I've also started preparing content for future projects set in the same world, including:

🏰 Castle Siege

⚔️ Heroes

👑 Kingdom Reborn

🌌 Forsaken Depths

One of my main goals is to build a connected fantasy universe rather than a single standalone game.

The world now includes:

• 4 Heroes 8 in  Work

• 10 Locations

• Kingsfall

• The Dragon Lord storyline

Upcoming:

🔥 8 new heroes

🔥 More visual improvements

🔥 Balance updates

🔥 Additional content for the test server

I'd love to hear your feedback.

Which hero would you like to see next?

Thank you for following the project!

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/t/7312966/my-kids-got-lost-in-my-game-so-now-a-grandma-shows-you-around-kiosk-daysMy kids got lost in my game, so now a grandma shows you around (Kiosk Days)/t/7312966/my-kids-got-lost-in-my-game-so-now-a-grandma-shows-you-around-kiosk-daysWed, 04 Nov 2026 07:24:27 GMTWed, 04 Nov 2026 07:24:27 GMTWed, 04 Nov 2026 07:24:27 GMTHi everyone,

I'm building my first game alone with AI. It's called Kiosk Days, a cozy pixel-art game where you run a little kiosk on a village square. The AI (Claude) writes the code and the scripts that draw the pixel art, I decide what goes into the game.

I was really proud of it, so I gave it to my kids to get some feedback. It took them forever to get into it. They kept asking "what do I have to do next?" and "where is the wholesaler?", even though there were already arrows in the game showing the way. And in the comments from the game jam people told me the same. One person never got the day started at all.

So I let the AI build a tutor. And who do kids ask when they don't know what to do? Grandma :)

Her name is Claudia. She ran this kiosk for forty years and now it's yours, so at the same time I got the story of how you got the kiosk. She stays with you for your first four days and shows you one thing at a time, instead of everything at once. If you already know the game you can skip her, and you can pick her up again in the pause menu.

She came into the game with version 0.4.0 on November 2, so she is still very new and I don't know yet if she really works. That's what I would love to know:

1. Did you get lost anywhere in your first days?

2. Does Claudia help you or is she kind of annoying?

You can play it for free in your browser: /__site/kigaro-games.itch.io/kiosk-days

I'll post here when something new comes into the game.

Thanks!

Michael

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/t/7303198/paper-strike-devlog-finding-the-right-moment-to-castPaper Strike devlog: finding the right moment to cast/t/7303198/paper-strike-devlog-finding-the-right-moment-to-castTue, 03 Nov 2026 01:35:38 GMTTue, 03 Nov 2026 01:35:38 GMTTue, 03 Nov 2026 01:35:38 GMTHey everyone, I'm part of the team working on Paper Strike, a 3v3 arena game where you draw runes to cast spells. I'm starting this thread to share progress on the game.

I wanted to begin with the casting system. Your character has to stand still while you trace a rune, and a faster melee attack can interrupt you. You might know exactly which spell you want, but still need to get some distance before you can finish drawing it.

That gives the gesture a place in the fight itself. Learning the rune matters, but so does spotting an opening to use it.

Paper Strike gameplay with a rune being drawn during combat

The current free demo is available for Windows and macOS. It includes a tutorial and three modes: King of the Hill, Crystal Rush and Team Deathmatch.

We also recently fixed a scoring issue after reworking the game modes. The leaderboard had been stuck at zero. It now adds up your personal points across the three rounds of a run.

You can try the demo here: Paper Strike on itch.io.

If you've played it, what took more getting used to: drawing the runes, or finding time to cast during a fight?

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/t/7097252/roots-of-a-kingdom-devlog-looking-for-testersRoots of a Kingdom - DevLog - Looking for Testers!/t/7097252/roots-of-a-kingdom-devlog-looking-for-testersSat, 10 Oct 2026 14:37:59 GMTSat, 10 Oct 2026 14:37:59 GMTTue, 03 Nov 2026 18:01:08 GMTRoots of a Kingdom is a colony-building game inspired by classic games like Gnomoria, RimWorld and Dwarf Fortress. Mine deep into a procedurally generated world, grow your own food, craft hundreds of items, build workshops and defenses, trade with neighboring kingdoms, and keep your gnomes alive through changing seasons and nightly threats.


The game: /__site/magetec.itch.io/roots-of-a-kingdom-kickstarter-demo

The campaign: https://www.kickstarter.com/projects/magetec/roots-of-a-kingdom?tab=prelaunch-up...

Steam: _pending_

Youtube: https://www.youtube.com/@RootsOfAKingdom

BlueSky: https://bsky.app/profile/rootsofakingdom.bsky.social

What happened so far / Game design (History...):  

Back in August of 2025 i began working on a small prototype of a colony sim by drawing yellow dots onto green sqares on a simple grid. After a few hours those green dots moved arround and took blue quares into black holes. 

Working full time as project engineer and programmer for a large company i am familiar with setting up projects and developing not just programs but the full lifecycle of a product. Therefore i began making my plans on what i would imagine a colony sim to look like. And with every idea, with every thought i came closer to the games i played - like most of us do, when they start building something. I was inspired by those classics like Rimworld, Gnomoria and so on.. 

With that evolving plan I also had to make my first decisions on the look and feel of what i was going to create. Top down like Rimworld? Isometric like Gnomoria? Maybe directly going the 3D route? Pixellated? Sprites? Nice and simple drawn graphics like, for example, the Ultima series had? And what about the world? What about... 

So i spent days writing up ideas rather than programming but when i was done i had the basics on what i wanted to create.

An isometrics multi level pixellated colony builder with sprites and animations on a procedural, basically endless terrain..  The game should be sandbox.. but also should have winning conditions, it should get a high complexity but a low bar to start playing and hopefully enjoying.

Or shorter: I wanted to create a good game. What a surprise. 

Now with everything written down i went back to the technical stuff. Constraining myself right at the beginning by choosing the wrong engine or an obscure programming language would have been a death blow to a game later on: We all know that noone likes redoing everything just because an engine has to be changed... well... most of us. I am old enough to remember waiting for Duke Nukem Forever and Daikatana ;) 


Technical Stuff: 

Godot? Unity? Well... i played arround with Unity for ages but never really liked it enough to consider doing something serious with it. Godot is an excellent piece of software. You wouldnt believe how many HMIs in the german concrete industry are now running on GodotC#. But... i like coding. Plain and simple. Also... some things i had in mind are challanging to do with Godot (at least for me). So i went with the obvious path: 

Using https://ebitengine.org/ with my favorite programming language of the decade: GO.

Why using GO? 

Go has a nice syntax, allows creating a lot of stuff quite easily that other languages take way longer build (Ever tried to create a websockets enabled http server with C?). Also.. it is dead fast on compiling, allows cross compiling and has multithredding under its hood - especially useful when simulating a lot of entities..) 

What is Ebitengine? 

A great 2D Engine for Go. It took me maybe a day or two to get into it and start working on Roots.. I can only recommend it everyone to try it. 

In a way using this combination feels as easy as creating a python prototype software and as sturdy and performant as using C++.  In other words: It is just great.


Graphics and AI usage:

I used to create pixel art ages ago.. really... ages. Back in the find days of using Quick- and DarkBasic for games. So... very long ago. And although i can and still do that i tend rather to spend my time writing the game rather than nudging single pixel through multiple frames. That is why i chose to use Pixellab to assist me in creating assets during this early development stages. It makes a huge difference to just use a few minutes for an entire animation sequence rather than hours on it - especially while creating the code to use this animation.  But... despite its usefullness it is inconsistent in quality and style and feelswrong to keep using. That is why i want to phase out AI generated stuff by the end of development. 


Organisatory decisions: 

I am currently creating a kickstarter campaign. Lets be honest. The game is developed while i work 50hrs a week on my dayjob and some more thanks to be self employed. So.. what i need is time off to finishe everything and buy some assets. So.. I'd rather find people who want to support the game in the early stages rather than hope for people buying it in half a year or so. 
That is also why i created my Itch page and keep uploading demos of the current version. Once the kickstarter campaign is running and hopefully concluded with the project being fully backed i am going to start enrolling the game (also) to Steam. I think about releasing a DRM-free version here as well.. but i have not yet decided on doing this. 


With all that.. I'll keep you updated :)

Current state: 

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/t/6578918/archon-project-top-down-turn-based-game-inspired-by-scp-and-balatroARCHON Project - Top down turn-based game (Inspired by SCP and Balatro)/t/6578918/archon-project-top-down-turn-based-game-inspired-by-scp-and-balatroSun, 05 Jul 2026 13:05:11 GMTSun, 05 Jul 2026 13:05:11 GMTThu, 10 Sep 2026 05:47:23 GMT

After a lot of prototypes were made and thrown in the trash. I've finally come to the last (hopefully) i D e A.

Welcome to A.R.C.H.O.N — Anomalous Research & Containment High-Order Network.

About the lore... well, I haven't finished it yet.

About the gameplay... It's already explained in the title (j4f I will show you guys later).

That's all for this initial post! I will try to make more updates in the future! (If I'm still alive (❁´◡`❁))

Check out my main page here: /__site/erza-lotus-arcane.itch.io/archon-project

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/t/7126289/the-vile-dungeon-of-cairnmoor-a-turn-based-diablo-style-rogueliteThe Vile Dungeon of Cairnmoor: a turn-based Diablo-style roguelite/t/7126289/the-vile-dungeon-of-cairnmoor-a-turn-based-diablo-style-rogueliteWed, 14 Oct 2026 09:42:16 GMTWed, 14 Oct 2026 09:42:16 GMTTue, 27 Oct 2026 14:47:20 GMTHey hey,

Thought I'd keep a Devlog here as well. Even though the game is quite close to ready! 

/__site/ccfeet.itch.io/the-vile-dungeon-of-cairnmoor

It's a roguelite that plays a bit like a traditional roguelike in that it's turn based and uses a roguelike-style tileset. It's inspired by Diablo games and it has a town above the dungeon like Diablo 1. Here you can build up the town and upgrade your hero for permanent buffs.

Dying in the dungeon means starting over and losing 50% of your gold. Permanent town upgrades stay though, and there's a stash where you can save some cool gear you find.

It's also, weirdly, inspired by Aghanim's Labyrinth in Dota 2, if anyone's ever played that.

Also this new update just went out (there's another big one coming soon, with most of the "boring" placeholder skills replaced with new interesting ones):

Seven new skills

The trees with the fewest options each got something new:

  •  Anger (Warrior, level 1): every hit you take or block adds a stack of Anger. While you have stacks, monsters that hit you take thorns damage that grows with your armor. It opens a new road for a warrior who wants to get hit: Counterattack now needs Anger.
  • Web (Ranger, level 1): throw a web that roots monsters and poisons them. No bow needed. It's the start of the spider road, so Spider Companion now needs Web.
  • Hammer of Justice (Paladin, level 1): a holy hammer thrown at range, with a chance to stun. A spellcasting paladin can now reach Blessed Hammer without learning a melee attack first.
  • Frost Aura (Paladin, level 9): monsters near you are chilled and take cold damage every turn.
  • Holy Persuasion (Priest, level 5): a monster under half life joins your side, fully healed. It stays the same monster it was, and it follows you to the next floors.
  • Rupture (Rogue, level 5): a weapon attack that makes all the poison left on the target hit at once, plus 50% more.
  • Soul Link (Warlock, level 17): link up to five monsters, and part of the damage any of them takes is dealt to all the others.

Thorns now hits every monster that hits you, including archers and casters, not just monsters next to you. Blocked attacks set it off too.

New general traits

Most of the general traits were flat stat bonuses. Now they actually change how your build works. I won't spoil them here, go discover them.

Gold goblins

Now and then a gold goblin shows up on a floor. It runs from you, drops gold every time you hit it, and drops a big pile when it dies. About 20 turns after it sees you, it opens a portal and escapes. Each hit takes the same share of its life no matter how hard you hit, so fast attacks work best.

The Ledger

The character panel has a new Ledger tab with three pages:

  • Bestiary: every monster you've met. Its entry fills in the more of that kind you kill.
  • Traits: every trait you've found across all your lives. Traits you haven't found yet stay hidden. Each skill also has a Traits button that shows the traits that work with it.
  • Statistics: your numbers across all your lives.

Town life

Bunch of interactions added to the town, some easter eggs too.

Balance and smaller changes

  • Less gold on Normal: gold drops are down by 40%.
  • The crypt is smaller: bigger rooms, far fewer doors and no dead-end halls.
  • Weapon damage ranges are narrower: the highest roll is at most twice the lowest, with the same average as before.
  • Spell damage on gear is now a percentage that raises every spell, so it helps big spells as much as small ones.
  • Every skill that costs mana costs at least 4% of your maximum mana.
  • Fire Mage toned down: Meteor and its burn, Firestorm's kill bursts and Scorch are weaker. Weave is stronger.
  • Leech heals 10% per rank (was 20%).
  • Borrowed Time keeps you on the floor until its debt is paid: no stairs or town portal while it lasts.
  • Prism now picks the element that hurts the target most.
  • The town's extra attribute points no longer have a cap: +4 points per level, as many levels as you want to buy.
  • A monster counter under the minimap shows how many monsters are left on the floor. You don't have to kill them all.
  • Monsters can now walk over your town portal instead of being blocked by it.
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/t/7287244/underlode-terraria-ish-sort-of-gameUnderlode, Terraria ish sort of game/t/7287244/underlode-terraria-ish-sort-of-gameSun, 01 Nov 2026 12:24:30 GMTSun, 01 Nov 2026 12:24:30 GMTSun, 01 Nov 2026 15:46:57 GMTUnderlode – Development Update

Hi! Underlode is a sandbox game I'm developing, inspired by games like Minecraft and Terraria.

Version 0.8a is coming out very soon, so I thought this would be a good time to share some insight into its development, what I've been working on, and where the game currently stands.

There's been quite a lot of progress lately, and I wanted to give everyone a look at what's coming!

New Boss & Dimension

The first major addition in this update is a brand-new boss, along with a new dimension called The Overgrowth.

The Overgrowth is where you'll encounter the boss, or more specifically, where you'll summon it. You'll have to explore the dimension, prepare yourself and eventually fight the boss. Defeating it rewards you with some of the strongest gear currently available in the game.

overgrowth

New Armor & Ores

This update introduces several new armor sets, including Iron and Gold armor, with each set offering better protection than the previous one.

There's also a new ore called Aetherite, which is used to craft the latest armor set. However, obtaining it isn't quite as simple as mining it. You'll need to defeat the boss first before you can properly access this new resource.

  Aetherite armor will be revealed soon.

Inventory & Equipment Changes

The inventory UI has also received some changes, including two new equipment slots: the Offhand slot and the Accessory slot.

The Offhand slot lets you hold items in your other hand, such as torches, so you can use them while mining without constantly switching between inventory slots.

The Accessory slot is for a new type of equipment that grants special abilities. You'll obtain your first accessory by defeating the new boss. I won't reveal too much about what it does just yet!

ivnentory


Other Changes & Improvements

Finally, there are quite a few smaller additions and improvements included in this update.

These include a new weather system featuring rain and wind, a new enemy (Zombies), and water, which is still a work in progress and has a few bugs.

There are also several new blocks, improved lighting, and various technical changes aimed at improving performance.

That's most of what I've been working on for version 0.8a. There's still plenty more I'd like to add and improve, but I'm excited to get this update out!

Thanks for checking out Underlode!

Check out Underlode -> Underlode by Iseage

snek peaks



rain

super secret

aethryx

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/t/7298135/-devlog-welcome-youtube-explorers-the-road-to-steam🌌 DEVLOG: Welcome YouTube Explorers & The Road to Steam!/t/7298135/-devlog-welcome-youtube-explorers-the-road-to-steamMon, 02 Nov 2026 13:48:32 GMTMon, 02 Nov 2026 13:48:32 GMTMon, 02 Nov 2026 13:48:32 GMTHey everyone, Lee here from Capps-Studios. If you are landing on this page after seeing our recent gameplay showcases or vertical Shorts over on YouTube—welcome aboard the CAPPS! [^0.1.9] It has been absolutely incredible seeing fresh faces checking out the project over the last 24 hours. Atomic & Astra: The Ninth Horizon is a massive labor of love built natively in the Godot Engine [^0.1.9]. This 1-hour playable alpha preview is our foundational vertical slice, focused entirely on our first persistent world: Aurelia [^0.1.9].

🎮 What You Can Play Right Now

When you download the Windows or Linux build today, you can dive straight into the mechanics you saw in the videos [^0.1.9]: • Starship Operations: Walk the interior of the CAPPS cabin and execute our loading-screen-free atmospheric entry sequence [^0.1.9]. • The Survival Loop: Test the 3-strike resource harvesting rule with your field axe and build defensive campfires [^0.1.9]. • Companion UI & Taming: Meet the native Echo Hound and preview the ship’s egg incubation nursery menu [^0.1.9]. • Narrative Quests: Play through early-stage story content like “The Sleeping Signal” and interact with the Bloomara native population in Dawnreach [^0.1.9].

🛑 Important Note on This Build

Please remember this is an early production preview [^0.1.9]. While the core coding loop is locked down, elements like remote settlements, audio mixing, full character animations, and deep performance optimizations are continuously being worked on [^0.1.9].

🚀 Help Us Reach Our Next Milestone

Right now, our immediate focus is raising the US$100 Steam Direct platform onboarding fee so we can set up our official “Coming Soon” store presence [^0.1.9]. If you download the game via the “Name Your Own Price” option, any donation you choose to leave goes 100% directly toward covering this entry fee [^0.1.9]. If you can’t donate, don’t worry at all! Playing the build, leaving a comment below with your feedback, or sharing the project link is completely free and helps us just as much [^0.1.9]. Thank you so much for the early support. Drop a comment below to let me know what you think of the survival loop or companion menus! See you on the horizon, Lee Evans / Capps-Studios

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/t/7299784/nacre-my-elemental-tower-defense-for-androidNacre — my elemental tower defense for Android/t/7299784/nacre-my-elemental-tower-defense-for-androidMon, 02 Nov 2026 17:17:39 GMTMon, 02 Nov 2026 17:17:39 GMTTue, 03 Nov 2026 14:20:35 GMTHi, I’m making Nacre on my own for Android. It’s a tower defense set on islands connected by bridges, where you protect a crystal from waves of enemies.

You place towers along the enemy paths and combine their elements to create fusion towers. There are six elements and fifteen fusion combinations. You also choose one of five heroes, move them around the battlefield and develop their skills.

Before each run, you prepare an 18-card deck. It determines which bonuses you can be offered during the run. The campaign has 24 missions across three acts.

Google Play pre-registration is open. Nacre is still in development, and the public test is not open yet. I haven’t announced a test or release date. I’ve also started a development journal in English and French on the website.

Website and journal: https://tirzahgames.com/en/

Screenshots and press kit: https://tirzahgames.com/en/press/

Google Play: https://play.google.com/store/apps/details?id=com.petretti.nacre

Discord : https://discord.gg/6JsRyKsTs

If Nacre looks like your kind of TD, you can let me know through the website. Thanks for taking a look!

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/t/4787407/caverns-and-dryads-a-rpg-2d-game-with-roguelike-and-dungeon-crawler-elementsCaverns and Dryads - a RPG 2D game with roguelike and dungeon crawler elements/t/4787407/caverns-and-dryads-a-rpg-2d-game-with-roguelike-and-dungeon-crawler-elementsSun, 20 Apr 2025 20:06:58 GMTSun, 20 Apr 2025 20:06:58 GMTSun, 20 Apr 2025 20:06:58 GMTHi! :) I have started the thread here to keep posting my updates. 

For those who don't know, my game is Caverns and Dryads:

"Caverns & Dryads" takes you to a world of fantasy, where you will guide Tamzyn, the dryad warrioress —deadly and beautiful— and Sioul, the wizard —tenacious and powerful. Together, they will explore forgotten cities of mysterious beauty and dungeons filled with dangerous monsters. Prepare for an adventure full of action, magic, and romance.

/__site/louis-dubois.itch.io/caverns-and-dryads

--
I bring you great news! I have adapted my game for Windows, in order to be played in more devices. (I may do a Linux version in a future too.)

Making the Windows version required to adapt the UI, adding some decorations that make the game more beautiful. Those are things I like from this version, those decorations, and that you can see the illustrations in bigger size.

The Android version has the advantage of being able to play it anywhere, but it may not have so much reach between people that play on desktop or laptop computers. So now all of them are covered :)

As the only changes are in the interface, I am just keeping the same logic, so I can develop at the same time for both. Every time I add a new feature or screen, I will simply make the interface for mobile, and for desktop, sharing the same logic most of the time.

There were a series of updates, that bring these changes for both Android and Windows:

- A number of bug fixes.

- Added sounds to the bar and the blacksmith.

- Sound of parry added.

- Sound of armor added.

- Added a sound preferences button in the Windows version.

- raised the probability of event in cities so more things happen.

- activated cancel button on spell book for grimoire view

- Added exit button to Windows version on menu.

- Added return to menu button in Exploration screen, under the sound/prefs screen that you can access from there.

Keep an eye and visit and subscribe/follow so you know when the Windows version is released, if you are interested.

Also, this new version means that most of the bugs are fixed, and the game has the basic functions to be played, but now I start a more exciting phase: add more features! 

Most of this is already pre-implemented in basic structure.

  • House building: the couple may build a house in some places, customizable.
  • Stories: in the bar, hotels, in the middle of dungeons...
  • Relationship effects on combat and story.
  • Boss monsters! They are ready, just need to add implementation.
  • Keys to locked places.
  • Forge your own weapons.
  • Create your own spells.
  • Inventory of equipment.
  • Quests and missions.
  • Special enemies, like the Archmage.

Again, follow to participate in the exciting journey to add all this and more with your feedback!

I will post about it in all my networks, and specially on my blog, where you can also find other contents.

See you there! :)

Here's some screens from the Windows version:

That was the exploration screen. Here's a story screen:

When you find a monster, the introduction:

When you find a dryad, they gift you with higher stats:

You can repair your armor and weapons. Be wise and smart so you don't break them before you find a city in which you can repair a good armor.

Remember to follow me at the game page or on any of the links.

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/t/7306203/my-ants-wered-dragged-now-they-walk-like-real-ants-alternating-tripod-gaitMy ants wered dragged now they walk like real ants: alternating TRIPOD GAIT!/t/7306203/my-ants-wered-dragged-now-they-walk-like-real-ants-alternating-tripod-gaitTue, 03 Nov 2026 12:28:13 GMTTue, 03 Nov 2026 12:28:13 GMTTue, 03 Nov 2026 12:29:27 GMT

My ants walked like they were being dragged across a table, and nobody noticed for months.

Every bug in the game did it: four legs up at once, then the two in the middle. Wrong. An ant keeps three feet on the floor and three in the air, and the three on the floor make a triangle. Front and back on one side, middle on the other. That triangle is why an ant can stop mid-step and change its mind.

Two ants from above. In each, three legs are drawn solid with a dot on the ground and a green triangle between the dots; the other three are dotted, up in the air, and the two sets swap between the panels.

### The legs that hung in the air

Bugs stand with half their legs over a cliff, because they can. Those legs used to dangle in nothing.

Now a leg reaching out over a drop pulls itself back until it finds ground, so the foot lands on the edge. With nothing under it at all, it turns down and grabs the rock face. That's a wolf spider on a corner of the cliff, one foot hooked over the side.

Before: legs over the edge hang in the air. After: they draw in onto the edge.

### Legs that feel the wall

A leg is almost as long as the bug, so by a doorway or a tree it used to go straight through the wall. Now each leg checks the spot its foot will land a fifth of a second from now, and pulls in when something too steep to climb is in the way. Fast in, slow out: it jerks back from a wall, then reaches out again carefully. That little unevenness is most of why the bugs look alive.

Before: at the corner, three legs in the air. After: they hold the cliff face.

/__site/sam-palumbo.itch.io/mykro

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/t/7300315/beyond-90-a-footballers-life-from-playtest-to-public-demo-Beyond 90: A Footballer's Life – From Playtest to Public Demo ⚽/t/7300315/beyond-90-a-footballers-life-from-playtest-to-public-demo-Mon, 02 Nov 2026 18:29:07 GMTMon, 02 Nov 2026 18:29:07 GMTMon, 02 Nov 2026 18:29:07 GMTHey everyone!

We've just released the first public demo of Beyond 90: A Footballer's Life, and I thought it would be a good opportunity to share where development currently stands, what we've been working on, and how player feedback has shaped the game.

For those unfamiliar with the project, Beyond 90 is a football career simulator where you start at the age of 16, sign your first professional contract, and try to build a career in football. You control only your own player, not the team, tactics or substitutions. Think of it as following the life of a footballer, both on and off the pitch.

Devlog: /__site/wasd-games20.itch.io/beyond-90-a-footballers-life/devlog/1737565/the-demo-is-out-your-first-six-matches-as-a-professional-footballer-

⚽ From Playtest to Demo

Our previous Playtest gave us a lot of valuable feedback. Some things worked well, others clearly needed more attention, and we've spent quite some time addressing those points.

A few of the bigger additions and improvements:

  • More life outside football: Relationships, friends, family, getaways, contacts and random life events.
  • More match variety: Different weather conditions, including rain, snow and fog, different kick-off times and more surprises during matches.
  • Full controller support: Xbox and PlayStation controllers, configurable layouts, automatic input switching, vibration and more.
  • Better onboarding: New explanations for training, player attributes and match mechanics.
  • Career continuity: Your demo career can be carried over into the full game when it launches.

We've also made numerous smaller gameplay improvements and fixed bugs reported during the Playtest.

🎮 What can you play right now?

The free demo covers the first six matches of your professional career. It is available on Steam for Windows and Mac.

There are five achievements to unlock, full controller support, and eleven language options.

Some features, including transfers, investments, the stables and retirement, are reserved for the full game.

👀 What's next?

We're continuing development and, more importantly, listening to feedback.

I'm particularly interested in hearing how people feel about the balance between football and the life simulation aspects. Is there enough to do between matches? Does the training feel meaningful? Is the progression satisfying?

These are the kinds of questions that help us decide where to put our development time.

If you're interested, I'd love to have you follow the development and share your thoughts. Whether you've played the Playtest, tried the new demo, or are just discovering the project, feedback is always welcome!

Steam page: Beyond 90: A Footballer's Life

Thanks for reading, and good luck with your football career! ⚽

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/t/7242961/blood-axe-a-90s-gore-soaked-brawler-built-with-ai-and-i-need-your-help-testing-it-pleaseBlood Axe: A 90s Gore-Soaked Brawler Built With AI, and I Need Your Help Testing It Please/t/7242961/blood-axe-a-90s-gore-soaked-brawler-built-with-ai-and-i-need-your-help-testing-it-pleaseTue, 27 Oct 2026 21:02:15 GMTTue, 27 Oct 2026 21:02:15 GMTTue, 27 Oct 2026 21:02:15 GMTI've wanted to make a video game my whole life, and I finally did it with AI tools and no coding or art background. It's called Blood Axe (the game is yet to have an actual Axe) a 90s-style hack-and-slash in the spirit of Golden Axe, with fast combat, way too much gore, and a classic revenge story.

It's an alpha, about 40% done. Level 1 is nearly polished, the other five levels are built but rough, and the music is placeholder for now everything in the game is generated with my direction other than the music which is lovingly borrowed atm. I grew up on Golden Axe this is my attempt of making that style of game my way.  It plays best with a controller on PC, right in your browser, free.

I'd love your honest take: what feels good, what feels bad, and what breaks. No account needed.

Play it here: /__site/knickoftime.itch.io/blood-axe-oath-of-vengeance

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/t/7303571/you-like-ballsyou like balls/t/7303571/you-like-ballsTue, 03 Nov 2026 02:49:55 GMTTue, 03 Nov 2026 02:49:55 GMTTue, 03 Nov 2026 02:49:55 GMTdo you like balls? 

try this game Ball-Like by kindagoodGamemaker it all about balls :)


lol

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/t/2793482/trembling-essence-a-horror-gamedating-sim-visual-novel-which-focuses-on-survivalTrembling Essence: A horror game/dating sim visual novel which focuses on survival./t/2793482/trembling-essence-a-horror-gamedating-sim-visual-novel-which-focuses-on-survivalTue, 18 Apr 2023 04:12:03 GMTTue, 18 Apr 2023 04:12:03 GMTWed, 08 Apr 2026 19:34:33 GMTLink : Trembling Essence[Full Update] is available to play!

Hello and welcome to my dev-log, you can call me Bee! 

I am a new solo indie developer and currently working on Trembling Essence which is a slow burn horror game/dating sim visual novel that focuses on survival. Your choices will lead to multiple endings that will help you learn not only about Noah and the swamp, but everything else surrounding it.

Since I'm still understanding how to post here appropriately, if you would like to see the previous updates to my recent game development post's, you can read them [here!] I'm mainly active on ->[my tumblr] towards the game such as answering questions from my ask box to random drawings based off the game. 


If you like what I create, please consider supporting what I do on kofi! or join my Patreon!

All donations and tips help tremendously while I continue to work on the game, thank you to those that optionally bought the demo's on itch.io. :,] 

My carrd for all my socials is ->[Here!]

 If you have any questions about Trembling Essence/Noah feel free to ask on my Tumblr ->[Here!]. This makes it easier for me to see and answer accordingly as I enjoy hearing from you guys! Thank you to everyone for the uplifting support during all of this I really appreciate it! :,,]

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/t/6674840/carnage-2-rhythm-arena-shooter-devlogCarnage 2 — Rhythm Arena Shooter Devlog/t/6674840/carnage-2-rhythm-arena-shooter-devlogFri, 24 Jul 2026 20:07:45 GMTFri, 24 Jul 2026 20:07:45 GMTSat, 03 Oct 2026 08:30:49 GMTHello! I have officially started development of Carnage 2, a sequel and reboot of one of my older projects.

Carnage 2 is planned as a fast first-person arena shooter with roguelike elements. The main goal is to create combat based on movement, timing and combinations rather than simple weapon switching or button spam.

The player will use several tools at the same time:

  • a sword for light and charged attacks;
  • a revolver with limited ammunition;
  • a rechargeable grenade;
  • dodges and unlockable combat skills.

The main mechanic is called Blood Tempo. It rewards the player for killing enemies in different ways, changing targets and staying active. The meter slowly decreases during inactivity, but at 50%, 75% and 100% it can be spent on special combat abilities.

The first public version is planned as 0.5.0. The current scope includes:

  • one summer farm arena;
  • four enemy waves;
  • a boss fight in the fifth round;
  • six enemy types, including the Forest Demon boss;
  • skills and upgrades between rounds;
  • adaptive resource drops;
  • the Blood Tempo system.

The game is being developed in Unreal Engine 5.4.4. The target platform is Windows, with releases planned for itch.io and Game Jolt.

Development is still at the very beginning. Actual version - 0.1.0

I will continue updating this thread as development progresses. Feedback and questions are welcome.

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/t/7300238/break-devlog-a-cut-the-next-player-can-carry-onBreak devlog: a cut the next player can carry on/t/7300238/break-devlog-a-cut-the-next-player-can-carry-onMon, 02 Nov 2026 18:17:47 GMTMon, 02 Nov 2026 18:17:47 GMTMon, 02 Nov 2026 18:17:47 GMTI'm making Break, an underground game prototype about leaving a little work for the next player.

In the current local test, an unfinished cut, a lamp and a message stay behind. A successor can continue the same cut. When they do real work, the earlier player can return and see who picked it up.

These are real captures from an automated demo, not a human playtest. The cut shown is still unfinished. The UI is Chinese, and the prototype is local and asynchronous. It doesn't have online multiplayer or automatic cross-computer save transfer.

AI helped prepare this devlog. No downloadable build is being announced here.

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/t/7300140/aselteria-devlog-fixing-a-spell-casting-rpg-for-android-as-a-solo-devAselteria devlog: fixing a spell-casting RPG for Android as a solo dev/t/7300140/aselteria-devlog-fixing-a-spell-casting-rpg-for-android-as-a-solo-devMon, 02 Nov 2026 18:05:01 GMTMon, 02 Nov 2026 18:05:01 GMTMon, 02 Nov 2026 18:05:01 GMTAselteria screenshot

Hi! I'm building Aselteria on my own in Godot 4, a pixel art action RPG for Android where you combine spells to rebuild a fallen magic academy. It's out, but very much still in development, so I'll use this topic to share progress.

What I fixed this week

  • A broken quest chain: one sky boss wasn't being counted as a boss, so a quest could never complete and everything after it stalled. I added an automated test that walks through the quest flow.
  • The luck wheel, and how rewarded ads behave when they fail to load.

Working on next, for the update planned for late November

  • Replacing music whose source I can't verify with properly licensed tracks
  • Cloud saves through Play Games
  • Balancing the Hunter's Guild so I can finally open it to players

A question for other devs: when you replaced placeholder music late in a project, how did you keep the mood consistent across scenes?

Note: backgrounds and cutscene art are AI-assisted and edited by hand; spell effects come from a licensed hand-drawn pack.

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/t/7286655/were-making-a-card-game-so-why-are-we-studying-jelly-physics-daylight-line-devlog-01We're making a card game... so why are we studying jelly physics? | Daylight Line Devlog 01/t/7286655/were-making-a-card-game-so-why-are-we-studying-jelly-physics-daylight-line-devlog-01Sun, 01 Nov 2026 11:05:30 GMTSun, 01 Nov 2026 11:05:30 GMTSun, 01 Nov 2026 11:05:30 GMTAnother little Daylight Line progress update for everyone following along! Today: the characters.

We were supposed to be seriously making an anime roguelite deckbuilder... then we started adjusting the Live2D for Noctis's bunny outfit to make her movements feel more natural!

Noctis's bunny-outfit Live2D movement in Daylight Line

But as we kept adjusting it, our artist felt something still wasn't quite right... so a little jelly-like motion was added.

Hmm... it's surprisingly hard to balance this springiness when Noctis is supposed to be a lightning character! Our Live2D view also supports mouse dragging.

What do you think: is this amount of movement about right, or would a little less look better?

If this is your first time seeing our game, Daylight Line is an anime roguelite combining three-character party deckbuilding and city management, made by our little two-person team in our spare time. A follow or a Steam wishlist would mean a lot to us!

If you'd like to see more of the process, tell us which step you're most curious about. We can focus on it in a future update.

Steam: https://store.steampowered.com/app/5323560/?utm_source=itchio&utm_medium=social&utm_campaign=20261101_live2d&utm_content=en_full

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/t/7283914/revenant-of-tsushima-is-coming-to-steam-wishlist-now-Revenant of Tsushima Is Coming to Steam! Wishlist Now! 🎮 ⛩️/t/7283914/revenant-of-tsushima-is-coming-to-steam-wishlist-now-Sun, 01 Nov 2026 02:56:32 GMTSun, 01 Nov 2026 02:56:32 GMTSun, 01 Nov 2026 02:56:32 GMT

A new milestone for our Japanese folk-horror adventure!

Hello, itch.io community! 👻

We are Aurora Studio, an independent game development team from Hong Kong.

We are excited to share some wonderful news:

Revenant of Tsushima (津島・魂鬼) now has an official Steam store page!

After introducing our first playable vertical slice on itch.io, we are taking another step toward bringing our supernatural adventure to a wider audience.

🌙 A Journey Through Forgotten Japan

Set in a fictional world inspired by Edo-period Japan, Revenant of Tsushima follows Tsushima Mewa, an ancient shrine maiden caught between humanity and divinity.

Explore haunted villages, uncover supernatural mysteries, encounter restless spirits, and discover the secrets of the Nine Seals.

Rather than relying entirely on combat and jump scares, our project explores horror through atmosphere, investigation, forgotten memories, and spiritual rituals.

⛩️ Our Next Milestone: Steam!

Our Steam store page is now live, and players can add Revenant of Tsushima to their wishlists!

Every wishlist helps us understand interest in the project as we continue development and prepare future updates.

❤️ ADD TO YOUR STEAM WISHLIST: https://store.steampowered.com/app/5529920/Revenant_of_Tsushima

🎮 The Early Demo Is Still Available on itch.io! Our playable Windows vertical slice remains available here:

/__site/shikosama.itch.io/revenant-of-tsushima

Please keep in mind that this is an early development build. Gameplay systems, visuals, and content may change as production continues.

We welcome your feedback and suggestions!

❤️ Thank You for Supporting Our Journey

From our early concept reveal in 2025 to our playable development builds in 2026, Revenant of Tsushima has continued to grow.

We are grateful to everyone who has followed the project, tested our builds, shared feedback, and supported our small team.

We hope you will continue this journey with us on Steam.

The road remembers. The gods have forgotten.

Aurora Studio

#RevenantOfTsushima #JapaneseHorror #FolkHorror #IndieGame #UnrealEngine5

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/t/7041826/womb-of-the-mountainWomb of the Mountain/t/7041826/womb-of-the-mountainFri, 02 Oct 2026 11:00:01 GMTFri, 02 Oct 2026 11:00:01 GMTFri, 02 Oct 2026 11:00:01 GMT

Hey guys, Logmos here. I'm developing a top-down shooter, where you shoot zombie dwarves.

I've just finished fleshing out the movement mechanics (so no shooting happening yet 😅). If you want to follow along with production and see the latest updates, check out the project page here:  /__site/logmos.itch.io/womb-of-the-mountain

I'll keep this thread updated as I make progress!

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/t/6853651/tht-iii-remedy-an-action-adventure-game-that-features-resource-managementTHT III: Remedy - An action adventure game that features resource management./t/6853651/tht-iii-remedy-an-action-adventure-game-that-features-resource-managementThu, 27 Aug 2026 23:24:08 GMTThu, 27 Aug 2026 23:24:08 GMTThu, 27 Aug 2026 23:28:14 GMT

Good evening, ladies and gentlemen. Today, I have another game I wish to show you. I've been working on it for over a year, and it's basically the culmination of everything I've worked on so far. I wouldn't say that it's my dream game per say... but it is a good step towards what I wanted to make. Essentially, Errand Run crawled, so that Skirmish could walk, so that Remedy could run.

Like the title suggests, True Human Tribulation III: Remedy is Action Adventure game that has a slight focus on resource management.  The player must conserve their limited resources the best they can, so they don't end up too weak to cross the finish line. Either from playing skillfully in combat, or avoiding it whenever possible, it's entirely up to you.


The player would only have a single companion by their side, along with a weapon to defend themselves. (Both of which are selected at the start of the game.) Other than that, their resources would mainly consist of Supplies that can be used a select rest point to heal your party, or craft Consumable Items.

And... that is the short synopsis to what this game is about. If you want a more detailed overview of this game, then you can watch the video below. It provides more detailed information on various aspect of the game such as the combat system, and design philosophy. I spent a lot of time making it, so I hope it's up to standard.

The game is currently in it's Alpha stage. Which means all the core mechanics have been implemented and established. At the time of writing this, I'm currently focused on implementing the content to the game. This content will come in the form of new Sub-Weapons, Companions, Enemies, and Areas. So stay tuned!

Right now, the game is currently inaccessible to the public, and I don't plan on releasing the game is complete. I just do not feel comfortable with releasing something unfinished; Even if it is for early access. I am willing to accept  play-testers however, and I've also prepared the game pages that might cool to look at.


Itch io Page: /__site/lorenarc.itch.io/tld-remedy

Game Jolt Page: https://gamejolt.com/games/tld_remedy/1063153

Anyways, that's all I have to have to say for now. Don't be afraid to leave a comment about what you think. Any feedback at all is highly appreciated. And with that, I see you guys later.

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/t/2550043/yestersol-is-launched-on-steam-i-actually-finished-the-gameYesterSol is launched on Steam! - I ACTUALLY FINISHED THE GAME!/t/2550043/yestersol-is-launched-on-steam-i-actually-finished-the-gameTue, 20 Dec 2022 11:17:12 GMTTue, 20 Dec 2022 11:17:12 GMTSat, 31 Oct 2026 10:37:41 GMT
UPDATE:  THE GAME IS FINISHED OMG FINALLY

https://store.steampowered.com/app/2248230/YesterSol/

QOL Updates!

This review of my game MADE MY WEEK!!

(How I did Localization!)

This is a Metroidvania game I'm making in my free time using the Unity game engine and Photoshop for art.  This game started in a Metroidvania game jam I took part in.  I liked the idea so much, I decided to turn it into a much larger game!




The main hook: The magical SunSpear. Certain people are able to slightly control the spear as it flies through the air. They were forged by an old extinct people that worshiped the sun deity Sol.  It is still a very early work in progress for the lore, so many things can change, so any feedback or suggestions are greatly appreciated!


The main character: You are Corin, a young Soladin, a sun warrior, but you are only a trainee. You wield a magical Sun-Spear that you can throw, recall, and use as a platform! Your small desert village has been destroyed by the monstrous mosquito minions of an old evil deity that was once trapped in the moon. You have decided to discover where they came from to stop this from happening again... You make your way into a cursed land that you have only read about in books. It is an ancient underground city that is still powered by an ancient heatseed that produces steam... Here the once great SolLuna Kingdom reigned but over time their was a split in beliefs that causes an all out civil war. Corin must fight his way to a solution!



Please subscribe to my YouTube to follow the game's productions :D


I am building out the world map and brainstorming more mechanics to add... but also trying my best to not over-scope or succumb to scope creep hehe.  Also, I am designing more enemies and bosses. 

Finally,  I am always expanding on the world building and lore.  I find that to be one of the most fun things to do.  (Perhaps I should try writing a novel? haha)  Please let me know if you have any thoughts and ideas for the game in the comments here or on YouTube.  Have a great day!

You can follow me on various Socials Here: https://linktr.ee/NeatGames

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/t/7173592/adventure-game-progressAdventure Game Progress/t/7173592/adventure-game-progressMon, 19 Oct 2026 23:39:12 GMTMon, 19 Oct 2026 23:39:12 GMTMon, 19 Oct 2026 23:39:12 GMTHello

I'm making an Action-adventure game. I'm mainly making it for fun, but I'll post it here when it's finished in case someone else would enjoy playing it.

I'll be posting progress as I expand the game, and I'll see where things go further down the line. A lot of inspiration for the game comes from The Legend of Zelda Oracle of Ages, but I'll expand on this as I go.

The current map is for testing, so everything is very close together the dungeon is also a little meh... But I want to get a small build out with the main essentials and from there I will expand.


[I haven't thought of a name for the game yet, so right now I'm just calling it Adventure game, but I'll try to think of something soon]

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/t/6952433/the-red-approach-development-threadThe Red Approach - Development Thread/t/6952433/the-red-approach-development-threadWed, 16 Sep 2026 20:07:36 GMTWed, 16 Sep 2026 20:07:36 GMTThu, 17 Sep 2026 08:25:43 GMTGood evening, fellas!

Once again, I’ve done a poor job of maintaining a proper development thread...

I treat my Patreon like my development blog, but I’m not really happy with this being the only place where I keep people up to date.

So, once again, I’ll try to a regular-thread for The Red Approach here.

After the big 0.07 update, I’m granting myself the comfort of working on a few smaller ones that add new sequences while also updating older parts of the game.

With that in mind, here’s a little glimpse into updating some of the smaller stuff.

Currently, I’m updating some older sprites of less important characters. Here we have the guardsman:

Always curious to see what difference just a couple of years can make :O!

Love you all,

-Revvo

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/t/7282886/proving-ground-building-a-feedback-site-where-ratings-need-real-playProving Ground: building a feedback site where ratings need real play/t/7282886/proving-ground-building-a-feedback-site-where-ratings-need-real-playSat, 31 Oct 2026 23:50:20 GMTSat, 31 Oct 2026 23:50:20 GMTSat, 31 Oct 2026 23:50:20 GMTHi! I'm Emil from Voxel Pulse Games. Alongside our games, I've been building Proving Ground, a site where indie games at any stage, from browser demos to Steam releases, get rated by players who actually played. I'll use this thread to share progress, real numbers, and what I learn.

Why I'm building it

Our own games kept getting a row of stars from people who'd played for 20 seconds. That tells you nothing. I wanted ratings I could trust and feedback I could act on.

What's working so far

  • Ratings need real play. On browser games, the site counts playtime and a rating only unlocks after 5 minutes. Every rating shows how long the player played, and Top rated only counts those ratings.
  • Feedback you can act on. Developers can reply to a review, mark an issue as fixed in a version, and feature the best reviews as badges for a Steam page or website.
  • AI labels. Every game says how much AI was used in making it, from none to AI-created.
  • Paid playtests. Developers can pay testers for an honest written report.

New this week: the feedback swap

Small sites have a chicken-and-egg problem: no players, no feedback. So developers can now earn credits by playing another developer's game for 10 minutes and writing them at least 150 characters of useful feedback. Three credits move your own game to the top of "Needs feedback" for three days.

To keep it honest, credits never depend on the stars you give, you can only earn one credit per developer every 30 days, there's no credit for reviewing someone who just reviewed you, and a credit is taken back if the rating is deleted.

Next up

Getting the first outside developers on board, and nudging developers to share their best reviews as badges. Your first game slot is free if you want to try it with a browser build.

A question for you: what's the most useful feedback you've ever had on a game, and where did it come from? I'd love to hear it, and to know what would make a site like this worth your time.

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/t/7186904/that-time-a-bored-woman-made-a-trashy-ai-coded-game-about-gay-animu-elves-inspired-by-the-dwarf-hating-elf-guy-in-general-discussionThat time a bored woman made a trashy AI-coded game about gay animu elves inspired by the dwarf-hating elf guy in General Discussion/t/7186904/that-time-a-bored-woman-made-a-trashy-ai-coded-game-about-gay-animu-elves-inspired-by-the-dwarf-hating-elf-guy-in-general-discussionWed, 21 Oct 2026 15:31:58 GMTWed, 21 Oct 2026 15:31:58 GMTSun, 01 Nov 2026 15:50:44 GMTBored people do things. Bored women who're into gay Japanese animu characters do even more things.

This is a story of one such woman.

Anyway, to preface, I'd recently released a kooky Twine game to get the Halloween ghost thing off my chest after being very into CBS' Ghosts and binging the latest season of Haunted Hotel until 3 in the morning. I'd thought doing this would clear it up.

And it did! I actually thought I could go back to my peaceful non-developer life just drawing more niche animu VN assets... but then one morning I had Youtube on in the background and it shuffled to this particular video:

I sat there, just soaking the ambience of a Celtic Woman cover of my favorite woman in. But that wasn't all. That song had also taken me back in time to the lovely posts of "The Elf Guy", as most Itchers (is that what we're called?? Itchers? Users of Itch.Io are Itchers, right?? Or are we Itchiopians?) call him.

Now, if you don't already know, The Elf Guy's love for elves and all things elf is legendary. So is his hatred for dwarves, but after the whole Thingol shebang, who could blame him? That said, check out his posts:


Yup, all the same guy. Compelling, right?

Moving forward, I had also been very curious about how quickly AI games are created for a while now. So, with that song still stuck in my mind and the pained cries of The Elf Guy echoing in my consciousness, like a zombified Halfling with a dark chocolate Tim-Tam in her hand , I went to Google's prized Gemini AI and typed the words, "Create a game where a dwarf can walk around on the screen and interact with up to 3 elves."

BEHOLD.

That's right, I prompted a game about Elves with a Dwarf protagonist for a guy who loves elves and hates dwarves. Go figure.

At any rate, curiosity killed the cat and it really, REALLY got me. I now had the mechanics, and I wanted more. So I kept adding to it.

I added a Tic-Tac-Toe mini game,

an Elf's diary,

and even a fountain:

But that wasn't enough. By now I was really in the swing of things.

I wanted to add my own hand-drawn assets.

Now, this is crazy, considering drawing is the part most AI developers choose to skip (and therefore choose to generate those sweet, sweet AI graphics we have all come to know and love seeing on shovelware uploaded by 150-games-a-day AI agents), because drawing sprites, tiles and background items is as monotonous as fuck. But I chose to do that shit anyway, because I was a bored woman with time on her hands.

And then I upped the ante because... yeah, I just wanted to.

More things for me to draw! Whoo hoo!

All going great, right? WRONG. There was no romance option in the game. I had forgotten to prompt for it, and all the Elves are male.

So what do I do? Make one of the elves gay, of course! 


Problem sooolved! ✨

Now, to be honest, I could be out there having tea with my girl friends instead. But truthfully, it's been a fun ride 29 odd versions in. You can actually see the filesize slowly grow as new lines of code get added to it.

I'd been working on it for three days now, in between other daily life stuff, and drawing new things along the way. I'm a bit surprised, considering I really could have just let AI generate it a couple of times with new prompts to create a new, more functional game, but I just had to have several sessions with one same file and tweak portions the coding and writing myself too.

I may actually have control issues, ngl. But all that time needed to see a mental health professional I would really rather spend on working on an AI-generated game about gay elves and a very bicurious dwarf instead.

Anyways, will this game ever be complete, and ever be published? I'm not sure. For a simple trashy walk-around-and-talk-to-characters LLM experiment, this sure is taking a long time, and I have no idea why I just can't stop and leave it alone.

I'll update this log as I go along.

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/t/7233909/void-courier-devlog-redrawing-a-real-time-ship-battle-so-it-reads-at-a-glanceVoid Courier devlog: redrawing a real-time ship battle so it reads at a glance/t/7233909/void-courier-devlog-redrawing-a-real-time-ship-battle-so-it-reads-at-a-glanceMon, 26 Oct 2026 20:39:04 GMTMon, 26 Oct 2026 20:39:04 GMTMon, 26 Oct 2026 20:44:38 GMTHi! I'm making Void Courier, a free browser game: you fly a small courier ship, split reactor power between its systems, manage a crew of three and fight pirates in real time (with pause). It's part of a small universe of browser games I'm building, and this thread will be its running devlog.

This update: I redrew the battle screen. The old version worked, but it was hard to read at a glance: which ship is mine, is my shield up, what am I aiming at. What changed:

  • Colour roles. Your ship is cold teal, the enemy is amber and bronze. Every enemy marker uses the same warm palette, so you can tell the sides apart without reading labels.
  • Shields. A shield is now a faceted dome with small lights at the vertices instead of a flat ellipse, so a lost layer is easier to notice.
  • Rooms. Bevelled corners and steel joints, so the hull reads as one built object rather than a grid of boxes.
  • Targeting. The target marker is white steel with three arrows, so it stands out on both palettes.
  • Reactor panel. Power bars are slanted segments and each system icon sits in a ring, which makes the left panel quicker to scan.
  • Small screens. The hint in the harbour now fits in two lines at 1366×768.

Void Courier battle screen: teal player ship on the left, amber pirate ship with a faceted shield dome on the right

Next I'm going through the first minutes of a run again: what a new player looks at first, and where they get stuck. I'll keep posting progress here.

Full devlog with details: A new look for the battle screen
Play in the browser: Void Courier on itch

Question for you: in a ship fight, what do you look at first? I'd love to know if the new colours help or get in the way.

AI disclosure: art made with Midjourney and Tripo 3D, code written with an AI assistant.

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/t/7282813/should-our-random-generator-prevent-men-from-wearing-makeupShould Our Random Generator Prevent Men From Wearing Makeup?/t/7282813/should-our-random-generator-prevent-men-from-wearing-makeupSat, 31 Oct 2026 23:33:26 GMTSat, 31 Oct 2026 23:33:26 GMTSat, 31 Oct 2026 23:36:00 GMTIn the game we have premade workers which are handmade by us with unique appearances and names but there's only so many we can have, so when the game runs out of curated characters it will begin procedurally generating characters.

Goals

  • Make generated characters stylistically nondescript, the world has many fantastical elements but without contrast  they cant shine
  • Give designers as much control as possible.

How it works

A request is sent

function scr_get_appearance_request(_gender_expression,_age_expression,_motives) constructor
{
gender_expression = _gender_expression
age_expression = _age_expression
motives = _motives
output = undefined
}

The system then gathers candidate clothes, body types, and so on. Each candidate is checked against the request, and removed from the pool if it doesn't fit:

  • The item is explicitly masculine, but the character needs a feminine appearance.
  • The item is designed for younger people, but the character is elderly.
  • The item doesn't match the character's motive, for example a robber outfit when the request needs a security guard uniform

How do we distinguish items

I manually apply components to items.

"scr_component_feminine": {}

 Then we just compare later on.

Where this breaks

There isn't a formal gender system in the game, anyone can wear any clothes, anyone can have a moustache but for the sake of clarity when it comes to generated characters we have to prevent feminine looking appearances from having them. The real problem however comes with things like pony tails or even things as innocuous as eyes.

There is an interesting philosophical dilemma, do we outright prevent masculine characters from wearing makeup,  for the sake of better representing the median masculine appearance or allow for more freedom?

Currently the consensus on the team is to not be too restrictive as half the fun of random generation is seeing characters you would never have thought to design, it also passively encourages players to give npcs makeovers deepening connections with the players. 

-N

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/t/6662995/city-of-woods-coffee-shop-devlog-01City of woods - Coffee shop - Devlog 01/t/6662995/city-of-woods-coffee-shop-devlog-01Wed, 22 Jul 2026 20:28:36 GMTWed, 22 Jul 2026 20:28:36 GMTWed, 22 Jul 2026 20:28:36 GMTHi! I started this game 3 months ago and this is my second game, but first horror game. I want to start sharing weekly updates to get feedback and implement any ideas or improvements. For now, I want to get feedback on the look of the game, movement, lighting, objects. I'm not looking for perfection, just want to have fun creating it and make sure people enjoy it when is published.

The game is about this guy moving from the city to the woods, and starting his own cozy coffee shop.

Here's a 40 second clip of how the game starts. I will create an intro with more context before the player spawns here.

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/t/7280134/save-file-0-making-a-first-person-survival-horror-game-for-the-game-boy-colorSave File 0 – Making a first-person survival horror game for the Game Boy Color/t/7280134/save-file-0-making-a-first-person-survival-horror-game-for-the-game-boy-colorSat, 31 Oct 2026 18:05:03 GMTSat, 31 Oct 2026 18:05:03 GMTSat, 31 Oct 2026 18:05:03 GMTHi everyone!


I'm Mark, one half of Ki10 Games, a small two-person indie studio based in the UK.


We've been working on a game called Save File 0, and since we've just revealed it for Halloween, I thought I'd start a development thread here to share how it's coming along.


What's Save File 0?


It's a first-person survival horror game for the original Game Boy Color.


You play as a QA tester working the night shift at a software company. While investigating a strange save-file bug, you discover a second save that you never created.


Loading it takes you back to the same building, except things aren't quite right anymore.


One of the main mechanics is switching between two versions of the same environment to explore, solve puzzles and progress through the game. There's also something wandering the corridors that you can't permanently kill, so sometimes hiding is your best option.


Getting it running on the Game Boy Color


Probably the biggest challenge so far has been getting first-person exploration working smoothly on hardware from 1998.


We're building the game using GBDK, and we've managed to hit 30 FPS in our tested scenes. I've also been playing it on my original Game Boy Color using a flashcart, which has been one of the most satisfying parts of development so far!


We've recently had our first physical box prototype printed too, as we're hoping to eventually give the game a proper cartridge release.

Where we're at now


We've got the core exploration working, along with the save-switching mechanic, enemies and some of the horror elements.


We're currently working towards a polished playable demo. There's no public download just yet, but we've released our first gameplay trailer.


🎥 Halloween teaser:


🎮 Game page: /__site/ki10games.itch.io/save-file-0


📝 First itch.io devlog: /__site/ki10games.itch.io/save-file-0/devlog/1728575/save-file-0-is-announced


I'll use this thread to share progress as we build the demo, including technical challenges, gameplay changes and hopefully a few more behind-the-scenes looks at getting the game running on the actual hardware.


I'd love to hear what people think, especially anyone who's worked on Game Boy homebrew projects before!


Cheers,

Mark

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