itch.iohttp://itch.iohttps://itch.io/t/4893456/ue5-rpg-simulation-game-with-strong-nsfw-contentUE5 RPG / Simulation game with strong NSFW contenthttps://itch.io/t/4893456/ue5-rpg-simulation-game-with-strong-nsfw-contentTue, 20 May 2025 01:08:58 GMTTue, 20 May 2025 01:08:58 GMTMon, 09 Jun 2025 00:49:15 GMThttps://lustqueststudio.itch.io/lustquest-forbidden-desires

Pre Alpha 0.0.30 is available for download  [PC]

For some time now, I’ve been working on a game in Unreal Engine 5 titled LustQuest. It is a 3D adventure set in a mysterious and magical realm, where the player finds themselves transported to a fantastical world filled with intrigue and temptation.

One of the tasks awaiting the player is to serve in the royal dungeons, where their role is to extract confessions from captured women using a variety of magical and mechanical devices — many of which are erotic in nature. These sequences are designed to be provocative, forming part of the game’s mature and fantasy-driven theme.

The world of LustQuest offers much more beyond the dungeons, with numerous quests, characters, and scenarios that combine elements of fantasy, seduction, and mysticism to create a unique and immersive experience.



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https://itch.io/t/4998069/a-survival-game-an-impossible-gameA survival game: an impossible game!https://itch.io/t/4998069/a-survival-game-an-impossible-gameWed, 18 Jun 2025 13:53:40 GMTWed, 18 Jun 2025 13:53:40 GMTWed, 18 Jun 2025 13:53:40 GMTI came to show you my journey developing this wonderful stressful game, A survival game, a game where you control a group of desperate stick figures trapped in a completely safe and definitely stable bunker, trying to survive in a world where danger grows faster than your pile of laundry.

Your mission? Don’t die (ideally). But also:

Manage scarce resources (like food that magically disappears when you’re not looking)

Send stick figures to fight monsters with real levels — and bad attitudes

Use a card system to control everything, from life to total chaos

Now with more stick figures, simple visual effects, detail improvements and lots of bug fixes!

New mice have been added and they eat a lot more food!

New now in HTML!

play now, pls! :) https://danielgamedev14.itch.io/a-survival-game

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https://itch.io/t/4782159/gourmand-a-stressful-farming-simGourmand: A Stressful Farming Simhttps://itch.io/t/4782159/gourmand-a-stressful-farming-simSat, 19 Apr 2025 09:24:29 GMTSat, 19 Apr 2025 09:24:29 GMTThu, 01 May 2025 04:22:33 GMTI've been trying to develop a game for a few years now. After trying to do it with a team I eventually burnt myself out from several failed projects. So I took a break for a few months. During that time the idea of Gourmand was born. Originally it was going to be a game jam entry, but I didn't really have the programming knowledge to do it in 3 days. So it baked in my mind for a few more months. A friend of mine once told me that, "Sometimes, you really do just have to it all by yourself." And so I did!

During mid December of 2024, I impulsively started working on Gourmand. Just to see if it'd be fun... Then I got distracted by other things for about 2 months. But thanks to my 2 closest friends keeping me accountable with deadlines, we've been back in business since mid February.  The first deadline was to get the game in a, "extreme barebones playable state" by the end of February. I completed that in a week. Then completed the next deadline's goals in 3 days. So yes, I'm very committed to releasing this game.

So what is Gourmand?

Gourmand is a stressful, chaotic farming sim. Inspired by games like, Atomicrops, Stardew Valley, and basically any game made by The Behemoth. 

The premise is that you just bought a farm intending to live a peaceful life. Until a witch comes to your farm and demands you give her an increasing amount of food for her to consume or be turned into a turnip.


Original concept for Gourmand

Current state of the game.

Currently the game is playable but lacking content, any real challenge, and official art. I've been spending most of my fleshing out the base mechanics as well as slowly adding in new features. The game's foundation is about 75% of the way there to what I originally envisioned the gameplay loop to be. I just have a few more things to implement and then we'll be in Alpha 1.0... Or would it be Beta 1.0..? I don't know, you get the point.

Game as it currently stands

When will the game be publicly available?

My plan right now is to release a free beta around June 1st.

How much will the non-free versions be?

My current plan is for the game to be $5 (USD) initially. Then $10 (USD) once the 1.0 release is out.

Do you plan to release it on steam?

Ideally yes, but that depends on the reception the game gets.

Future updates planned after June release.

I'm not going to promise that everything on here will make it. But some of the things I'd like to add are..

  • procedural generation
  • more NPCs
  • Automation
  • lighting
  • Player house interior (think animal crossing)
  • pets
  • more food sources
  • magic

Where can you stay upto date on the development?

I have a discord where I'll be posting bts stuff more frequently.
https://discord.gg/3HZeQtkEx5

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https://itch.io/t/3530592/fates-gamble-a-russian-roulette-rpg-with-an-interactive-storyFates Gamble: a Russian Roulette RPG with an Interactive story!!!https://itch.io/t/3530592/fates-gamble-a-russian-roulette-rpg-with-an-interactive-storyFri, 23 Feb 2024 03:35:44 GMTFri, 23 Feb 2024 03:35:44 GMTSun, 05 Jan 2025 19:48:11 GMTMy ""2nd Beta"" for the battle system out now!: Click Here.

**BROWSER VERSION OUT NOW**

Hello! I'm excited to create this new amazing project. If you read the title, you'll know that this game takes inspiration from Buckshot Roulette and Undertale

The reason I want to make this game:

The reason I want to do this is because the problem with a lot of  "RPG Horror" is that it's either not really that scary or it DOESNT EVEN HAVE ACTUAL RPG ELEMENTS! (Or who knows, I haven't played a lot of RPG horror like "Parasite Eve" or "Koudelka." so maybe I shouldn't talk so negatively). Basically, I wanna create an RPG horror game that has a unique take on "Choose your own adventure stories" and "RPG battle systems." Which is why I chose Buckshot Roulette as my choice for the battle system and why I chose Undertale for the "Choose your own adventure" part of the game. I liked how in Undertale your choices mattered (for example a Pacifist or Genocide run), because a lot of the RPG's that I played don't even have "Role Playing", and that's one of the reasons why I'm motivated to make this game so I can create a unique experience for RPG's. It's come to the point that it feels like RPG's are only known for battle systems and leveling up, which kind of sucks, because I would really like an RPG that has your choice matter.

More Detailed talk, on what I want to take from "Buckshot Roulette":

If you read the paragraph above, you'll know that I'm taking the battle system of Buckshot roulette and applying it to my game. This also applies for the items in that game. However, I do plan to change some things to make the battle system more interesting, like different guns, new items, and new enemies with unique choices to kill you.

More Detailed talk, on what I want to take from "Undertale":

I plan to take the "Pacifism/Genocide" route system into the game. However, I don't want that to be the only way to get endings so I can give this game a different "Choose Your Own Adventure" style to the game. For example, lets say you can pacify everyone, but you chose not to eat the "legendary cookie" in the snow world, and lets say that if you didnt eat that cookie, a meteor would crash land on all the people you pacified, giving you the "Uno Reverse Card Ending." Not a "Pacifist ending", not a "Genocide ending", nor a "Neutral Ending"... just an "Uno Reverse Card Ending," congrats... You played yourself. I really do plan to make a unique "Choose Your Own Adventure" style to this game.

Not sure what else I would like to take from Undertale other than that, but I've been thinking if I should have a more linear style to map making like Undertale, or a more open world map. The reason being that linearity is easier for storytelling, while open world is easier for exploring. I'm leaning more on the open world idea because I want people to choose what they want to experience and it helps with my "Choose Your Own Adventure" style to story telling so I might pick that instead. But who knows, I might change my mind.

Conclusion:

I'm really excited about making this game. There's so many ideas flooding through my brain and I cant wait to put them out. Of course if you feel the need to ask questions about this project, by all means ask me :)

I plan to make an update about this topic everyday, detailing what I'm doing with the game or maybe other stuff I'm considering of adding.

Consider subscribing to this devlog

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https://itch.io/t/4976145/adding-mechanics-and-more-to-big-small-world-otome-vnAdding Mechanics and More to Big Small World (Otome VN)https://itch.io/t/4976145/adding-mechanics-and-more-to-big-small-world-otome-vnWed, 11 Jun 2025 22:38:09 GMTWed, 11 Jun 2025 22:38:09 GMTWed, 11 Jun 2025 22:38:09 GMTAfter updating my demo, I realized that something is missing, a missing gimmick. Whether it's the aesthetic or a component of the game mechanics, my project is missing that "something." It doesn't help I'm a small-time developer with not much social media presence.

I want to implement a "number game war" mini-game using 1d20 where the 1 is the most defensive number and 20 is the most aggressive. From there, I haven't figured out much other than having deflect or augment abilities. Then, I'll integrate that with random encounters where depending on the protagonist's choice, it can boost or hinder her chances on dates. 


That being said, the only stat-raising there will be is affection. Most of the number-crunching will be behind the scenes. I appreciate input from anyone whose interested.

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https://itch.io/t/4996241/dreamland-sandbox-survival-gameDreamland [Sandbox Survival Game]https://itch.io/t/4996241/dreamland-sandbox-survival-gameTue, 17 Jun 2025 21:32:48 GMTTue, 17 Jun 2025 21:32:48 GMTTue, 17 Jun 2025 21:33:16 GMT

Hello, I am working on my dream game that I have always wanted to do.  

Dreamland is a survival game, where you will be able to create your own world by adding new islands. Every night you will be able to select one from 3 randomly choosen cards of biomes to place on your world.   I want the game to be quite long and with pretty much content including Sandbox mode, Many easter eggs, events etc. but for now I'm just working on a simple prototype that will show mainly the Crafting and Selecting Islands features. I'm gonna show some of the screenshots from the game right now! Wait for more updates and please follow the game page.

https://ryd3rdev.itch.io/dreamland


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https://itch.io/t/4995353/garfierd-is-the-soul-of-the-realm-valdemar-70-in-progressGarfierd is the soul of the realm [Valdemar: 70% in progress]https://itch.io/t/4995353/garfierd-is-the-soul-of-the-realm-valdemar-70-in-progressTue, 17 Jun 2025 16:20:07 GMTTue, 17 Jun 2025 16:20:07 GMTTue, 17 Jun 2025 16:20:07 GMT Garfierd is the soul of the realm. A city where history and tradition meet. Its streets echo with knights, merchants, and old tales.

Forged long ago, Garfierd blends past and present. Every path holds a story… or a secret.

Valdemar’s journey begins here

Keep up on IG: @giandevgames


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https://itch.io/t/4995305/want-to-do-a-funny-side-project-soulsborne-platforming-endless-want to do a funny side project: Soulsborne Platforming (Endless ?)https://itch.io/t/4995305/want-to-do-a-funny-side-project-soulsborne-platforming-endless-Tue, 17 Jun 2025 16:02:53 GMTTue, 17 Jun 2025 16:02:53 GMTTue, 17 Jun 2025 16:15:16 GMTIn Souls games, we often die repeatedly during platforming sections, yet after finally overcoming them, I’m always left wanting more. This got me thinking - why not create an endless Souls-style platforming challenge?

Since my main projectabove already has built up core systems - movement, consumables, death mechanics - I decided to fulfill this little personal wish. Try to make an endless Soulsborne platformer as a side project. Honestly, I’m not entirely sure what final form it’ll take yet, but that’s part of the fun! Start thinking from now. This is purely for my own enjoyment and experimentation.

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https://itch.io/t/4994576/gun-slinger-my-first-roguelike-visual-novelGun Slinger - My First Roguelike Visual Novelhttps://itch.io/t/4994576/gun-slinger-my-first-roguelike-visual-novelTue, 17 Jun 2025 11:07:45 GMTTue, 17 Jun 2025 11:07:45 GMTTue, 17 Jun 2025 11:07:45 GMT

🤠 Welcome to the Wildest West (with a Narrator Who Hates You and a Horse Who Judges You)

Howdy, folks.

So… I’m making a roguelike visual novel set in the Wild West, and it’s supposed to be ridiculous. Demolition enthusiasts, a horse lawyer, mafia boss and more. Add a grumpy narrator who barely tolerates your existence, and you’ve got the tone.

🎲 Wait, a Roguelike Visual Novel?

Yes, exactly.

You’ll play through randomized scenes, meet wacky characters, make weird choices, and every run is different. One run you might end up cursed by a desert spirit in a saloon bathroom. Another? You’re arguing with a cactus. Or marrying it. I’m still working on that logic tree.

There’s no serious romance, but there is a guy who’s in love with his own moustache. So.

🧩 Gameplay?

  • Visual novel choices

  • RNG-based story chunks

  • Get roasted by the narrator for your decisions (even the good ones)

🎨 Art Style?

Wild West meets anime meets chaos. Every character design leans into the absurd. Yes, the bank teller is a fishman. No, you can’t unsee it.

💬 Community?

I’ll be posting updates here as I build the world, write scenes, and throw logic out the window. Want to follow the madness more closely?

👉 Join our Discord
Chat, give feedback, or share which side character gave you emotional whiplash.

That’s it for now! I’ll be back soon with character reveals, screenshots, and maybe a playable build if the narrator doesn’t quit on me.

Yeehaw.
(He told me to stop saying that.)

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https://itch.io/t/4991595/started-my-new-project-the-legend-of-elariaStarted my new project The Legend of Elariahttps://itch.io/t/4991595/started-my-new-project-the-legend-of-elariaMon, 16 Jun 2025 14:10:02 GMTMon, 16 Jun 2025 14:10:02 GMTTue, 17 Jun 2025 08:06:55 GMTToday I started my challenge to create a game in 7 days. 

Today I started my challenge to create a game in 7 days.
First, I selected a theme — I went with "gathering". The theme was suggested by AI, but the idea is all mine.

The concept I came up with is about traveling through random dimensions and gathering resources to help a village grow and progress. Yeah, the idea is pretty basic — I know — but I like it. I want the game to feel a little like Terraria and Stardew Valley.

🎮 My Inspiration

What I love about Terraria is the freedom to explore and how every world feels different and mysterious. From Stardew Valley, I want to bring in that cozy atmosphere — the feeling that even grinding can be relaxing if done right. I hope to create something that blends both: a cozy game with surprises and exploration.

⚙️ What I Did Today

  • I created a simple system that generates random names for each location.

  • Player Logic

  • Crystal logic

  • Life bar like terraria

  • I started planning out how the dimension travel will work.

🧠 Today's Challenges

It took me longer than expected to figure out how to generate good random names. I didn’t want names to sound too similar or too weird. I might improve it later by adding name templates or lore-based prefixes.

Also, just organizing the basic structure of the project and figuring out what to do first took more time than I thought.

📅 Plans for Tomorrow

  • Add first types of resources that the player can gather.

  • Add basic enemies that appear in random dimensions.

  • Try to make simple combat and resource drops.



I also created a system that generates a random name for each location.

@export_category("Language-Based Name Generator")
@export var language_rules: Dictionary = {
    "syllables": ["ar", "thor", "mor", "del", "fin", "gal", "len", "dor", "eth", "ion"],
    "prefixes": ["Dark", "High", "Old", "Lost", "New", "Great", "Little"],
    "suffixes": ["ville", "ham", "ford", "bury", "stead", "wick", "mouth"],
    "patterns": [
        {"template": "PREFIX-SYLLABLE", "weight": 0.3},
        {"template": "SYLLABLE-SYLLABLE", "weight": 0.4},
        {"template": "SYLLABLE-SUFFIX", "weight": 0.3}
    ]
}
func generate_location_name() -> String:
    var pattern = select_pattern()
    var name = ""
    
    for token in pattern.split("-"):
        match token:
            "PREFIX":
                name += language_rules["prefixes"][randi() % language_rules["prefixes"].size()]
            "SUFFIX":
                name += language_rules["suffixes"][randi() % language_rules["suffixes"].size()]
            "SYLLABLE":
                name += language_rules["syllables"][randi() % language_rules["syllables"].size()]
            _:
                name += token
    
    # Делаем первую букву заглавной
    if name.length() > 0:
        name = name[0].to_upper() + name.substr(1)
    
    return name
func select_pattern() -> String:
    var total_weight = 0.0
    for p in language_rules["patterns"]:
        total_weight += p["weight"]
    
    var random_value = randf() * total_weight
    var cumulative_weight = 0.0
    
    for p in language_rules["patterns"]:
        cumulative_weight += p["weight"]
        if random_value <= cumulative_weight:
            return p["template"]
    
    return language_rules["patterns"][0]["template"]
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https://itch.io/t/4836289/progress-on-my-srpg-gameProgress on my SRPG Gamehttps://itch.io/t/4836289/progress-on-my-srpg-gameSat, 03 May 2025 22:09:22 GMTSat, 03 May 2025 22:09:22 GMTMon, 12 May 2025 22:02:57 GMT


I'll be updating this on a weekly basis. I intend to make a whole real ass game by the end of it.


WEEK ONE

I've never uploded here so I apologize for the cluttered format. I started a game in SRPG studio and wanna post weekly about it so here I am with one and a half maps done and 20-25ish maps to go, as well as brand new audio and visual assets.

The first map is a light homage to Sacred Stones' first map in terms of there being mountains and a forest and a trail and three enemies. One of the enemies is a hungry ghoul who will target the kid npc directly and the other two are just gonna fight whoever is closest, probably you if you're doing your main character duties. The npc naturally flees in a path that is advantagous. I upped the hit rates of the swords cause I would just constantly miss. Over all a simple map. One thing I might try is upping the move of the hungry ghoul and lowering his attack (low enough that he doesn't one shot the kid).

The second map has a lot more going on. All the red prince folks are gonna get swapped with a spread of undead enemies and maybe normal soldiers. Originally the family of three in the house were going to be green but I ended up making them blue. I like them, they're really cute and I think their introduction fending off their own home on the outskirts of a town is fun, and I like giving players agency over using green units anyway. I know I've cursed at many green units in the past.

The character who spawns infront of the temple is this games Jaigen, and she uses light magic and is super strong. Among a band of 2 young men you start the game with and a family of three, she stands out as the oldest and strongest character as well as the most knowlegable of the worlds inner workings. No better introduction then her massacring a hoard of the undead single handedly.

Oh, and also, that skelly man at the top is a guy who will sell you stuff from his chest. I tried so hard to make it so you could talk to him and open a shop from that dialogue but it never worked. And you were supposed to be able to kill him and lose access to the shop but get some loot. It's pretty common in certain types of games, but I couldn't quite implement it so straight forwardly. What I need is a way to disable the shop if skelly is dead and it'll basically be the same.

The second map still has a lot of work to be done, chests to be filled, villages and npcs to script, the goal is next week to simply have the chapter fully ready to go. I do intend to use original visual and audio assets, but completely overhauling all of that is going to take a long time and I don't have a great eye for visually crafting compelling sprite art.

Anyways, after playing vestaria saga for 300 hours and really enjoying it, I figured I'd take my own crack at it. It's someting I've always wanted to do and this program is surprisingly really good at making it easy with only a few oddities. It helps me personally to talk out what I'm doing and if you read this far maybe you derived some kind of value from it as well.

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https://itch.io/t/4967335/visual-version-02-second-visual-intros-pack-sand-and-moonVisual Version 0.2 "Second" - visual intros pack, sand and moonhttps://itch.io/t/4967335/visual-version-02-second-visual-intros-pack-sand-and-moonMon, 09 Jun 2025 10:07:20 GMTMon, 09 Jun 2025 10:07:20 GMTTue, 10 Jun 2025 09:51:32 GMT

Dune – fantastic stone in the sky

Sand. And sky. Everything is so light tone. Yellow sand. Orange sand. And sky. And, so, amongst the dunes. You find out a stone. It is waving in the air. What is it? Magic? Ancients? Artifact? Aliens?

Stone is waving in the air, with no move. Hot air of desert. And black stone, that is hanging in the air. If to look more carefully, and come closer. So, you can see, that it is little with moving.

Visual intro. With a form of a small program. It runs some animation. Screen resolution is 800 x 533. And with the music. Atmosphere track. Visual component. Visual. Written with Qb64.

Hot and mysterious. One tone color dune. And, in the sky, it is a stone. Dune. They are all similar. And there are millions of them in the desert. Thousands. And, so, once, after one more casual high sand mountain. There is a place – maybe, for a magic, maybe, for science fiction. It is a point of view. Or the way to apply intro. Of course, word Dune, associates not only with desert and desert landscape.

Also, there is a famous series of computer games with same title. For example, Dune 2, strategy for MS DOS. Or, some more modern version like Dune 2000, for example. And, it was something about this in my head. But, I have no vision or ideas about certain this universe. It is simply some reference. To fantastic universe.   

Fantastic theme. For idea. To run into some unusual. Amongst the casual things. Desert - it is a boring place. Everything is same. Everything on repeat. And so, at last, after one thousand dune, you left behind. After thousands of mountains made of sand. When eye even get tired to watch these.

Stone, that is in the air. A little to shake. Black. More close to triangle form. But, not certain this form. Big boulder. Massive. Massive object, that is hanging in the air. Maybe, it waits for you, stranger? Or who knows how long it is here? And where it come from? This is a mystery. Mystery of desert. Sands. Mystery of the dune.

Stone. Hidden mystery. Meteor. A sender from another planets. Lonely alien in sands. Math puzzle. Mystification. Something from space. From distant corners of universe. Meteors, in the end of the ends, are often to fall at Earth. Saying the truth, lots of them in Antarctica, scientists try to find. It is comfortable. But, in sands, maybe, it is, also, possible. Puzzle for a scientist. Mystification for a people with imagination based mind.

Something unknown. Stable. And calm. And, maybe, it hides danger inside? Who knows. This is simply an intro. Little program with Qb64. Danger is inside the stone. When it will be opened, something to happen. Some event. Information. Energy. With movement. Something to happen.

And, maybe, stone simply fly from another planet. Dangerous. Like those speaking stones in Dead Space. Whisper in the night. Or alien from another planet. Lighthouse. Or welcome words from distant aliens. Absolutely not evil.  But, same time, absolutely unknown, what the way to speak with it and how to activate it. One word - puzzle.

Tv series. Maybe, tv series or movies. About sand. Where there is sand, and there is not enough of magic or science fiction. Well, at least a little. Maybe, movie Dune. It winds ideas. Of course, it winds a desert wind from that side. Sand is at my keyboard. So, I blew it out.

Such artistic thoughts were in my head for create this visual sequence. New visual. New program.

Visual version 0.2 "Second" - newest version. 4 more intros. About theme sand and moon. This time it is about space and desert. Dune, Dune Flight, Moon, Moon Flight. This is pack with visual intros. You just need to watch them! Intros about different themes. Visual sequence.

Visual: http://www.dimalink.tv-games.ru/apps/visuali/index_eng.html

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

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https://itch.io/t/4971639/the-masterverse-a-multidimensional-game-of-crazinessThe Masterverse!: A multidimensional game of craziness!https://itch.io/t/4971639/the-masterverse-a-multidimensional-game-of-crazinessTue, 10 Jun 2025 15:20:27 GMTTue, 10 Jun 2025 15:20:27 GMTTue, 10 Jun 2025 15:20:27 GMTThe Masterverse! is an indie game that I want to turn into a social movement and an independent metaverse of creation! It is about The Authority of all Authorities, the god of everything, that creates a powerful crystal called The Crystal of Life and Creation, which is a powerful crystal that caused the Big BANG BADABOOM BADDA BANG BANG, an explosion which created all infinite Infinite Existences! Infinite Existences are things that contain infinite planets, universes, multiverses, omniverses, Masterverses, and other highter-ranking types of verses! TAOAA proceeds to create three angels that were meant to watch over everything, but decide to rebel against him over pride! Their names are The Destroyer, The Law Breaker, and The Rebellious! They get locked up in The Realm of Suffering for 999 googolplex years until they are freed! He sends his disciples to spread a prophecy about teenage mortals from many different universes who defeat the evil demons in the future! TAOAA is the most important character as he is the one who created everything to begin with! Think of as an MCU of indie games! Right now, I am writing a prequel comic for it called THE MASTERVERSE! (ORIGINS!). When I finish this comic, then I will work on the game! The comic will tell the origin stories for my characters! I will post new devlogs everyday about making new pages for my comic!THE MASTERVERSE! (ORIGINS!)

Witness the creation of all reality!
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https://itch.io/t/4985577/devlog-of-my-first-gameDevlog of my first gamehttps://itch.io/t/4985577/devlog-of-my-first-gameSat, 14 Jun 2025 20:52:00 GMTSat, 14 Jun 2025 20:52:00 GMTSat, 14 Jun 2025 20:52:00 GMTENG : I decided to create a regular written devlog, the goal? I think that noting our progress each time allows us to realize the work done and later we can come back to it to see what state our game was in at the start. I've always had trouble finishing my games (I haven't finished any of them, actually). So I'm counting on this devlog to motivate me and finally deliver a finished game to prove to myself that I'm capable!

FR : J'ai décider de créer devlog écrit régulier, le but ? Je pense que noter notre avancé a chaque fois permet de se rendre compte du travail effectuer et plus tard on pourra y revenir pour voir dans qu'elle état était notre jeu au départ. J'ai toujours eu du mal a finir mes jeu (j'en ai fini aucun d'ailleurs). Alors je compte sur ce devlog pour me motiver et enfin délivré un jeu fini pour me prouver que je suis capable !

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https://itch.io/t/4928042/soulbit-16x16-rpg-roguelike-asset-packSoulbit 🔥 - 16x16 RPG & Roguelike Asset Packhttps://itch.io/t/4928042/soulbit-16x16-rpg-roguelike-asset-packThu, 29 May 2025 03:41:59 GMTThu, 29 May 2025 03:41:59 GMTThu, 29 May 2025 03:55:13 GMT Genesis

In June 2018 I published my first asset pack here on itchio, 70 items 16x16 for a zelda type game with the matriax8c palette.


The NEW first step

From 2018 to here I've been uploading packs and the last time I've been more active and eager to try to make a complete bundle of a game type.

I've been thinking for a long time about what could be my bundle, and I thought it would be nice to continue my first bundle and complete it in an asset pack for an RPG/Roguelike game which I decided to call Soulbit🔥


The mission

As I mentioned before this bundle is for creating RPG or Roguelike games, with a classic but attractive and professional look.

The complete bundle will have:

  • Characters & Enemies
  • Tilesets
  • UI & Menus
  • Portraits
  • FXs
  • Skill icons
  • Thematic levels

I have high expectations with this bundle, I have the goal of generating 10000 dollars so I will make available the best of my art.

What else should I include?


 Let's keep in touch

I invite you to be part of this publication, I will be updating everything new that I am working on until the pack is completed. 

You can follow me at Twitter or here in Itchio 

What games should I take as reference for this project? 🔽

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https://itch.io/t/4987823/orange-lifeOrange Lifehttps://itch.io/t/4987823/orange-lifeSun, 15 Jun 2025 14:19:15 GMTSun, 15 Jun 2025 14:19:15 GMTSun, 15 Jun 2025 14:19:15 GMT

🍊 Orange Life – free demo out now on itch.io! Play as a guy with an orange head in this 3D open-world adventure. Explore, survive, and get ready for even crazier challenges! Support the project & prepare for the full release in 2 weeks! 🎮 https://daniel-ionut.itch.io/orange-life-demo

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https://itch.io/t/4893388/atlandisAtlandishttps://itch.io/t/4893388/atlandisTue, 20 May 2025 00:36:55 GMTTue, 20 May 2025 00:36:55 GMTThu, 22 May 2025 10:02:16 GMTAbout the Game:


Atlandis is a single-player, 2D tile-based top-down RPG set on a mysterious island where you, a shipwrecked survivor,  uncover secrets and fight to escape. Explore diverse biomes, battle enemies, and complete quests to restore a ship to reach the mainland. With no magic or ranged attacks, the game emphasizes melee combat and strategic crafting.


Explore and Fight: Navigate tile-based maps, battle enemies using swords, axes, daggers, maces or polearms with elemental effects like fire (burn damage) or cold (slowing foes).


Craft: Mine ores and find blueprints to use blacksmithing to craft weapons and armor, with quality scaling by skill level.


Quest: Follow main quest to open new places. Help people in side quests and random quests.


Customize Gear: Equip items in slots helmet, armor, legs, feet, hands, shield, weapon and tools. Find unique items and set items.


Develop Skills: Level up skills like Sword, Dagger, Axe, Mace, Polearm, Defense, Blocking, Healing, Survival, Mining, and Blacksmithing to unlock powerful effects, like resurrection or reduced enemy vision. Dive into a gritty, hands-on adventure where every choice shapes your journey!



Game is made with Godot. World size is 6 553 600 tiles. You start in tutorial island, then move bigger island what is about 13x bigger. Doing main quest can travel to bigger land maybe 8x bigger.


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https://itch.io/t/4983456/an-adventure-without-controlAn adventure without controlhttps://itch.io/t/4983456/an-adventure-without-controlSat, 14 Jun 2025 06:30:10 GMTSat, 14 Jun 2025 06:30:10 GMTSat, 14 Jun 2025 06:30:10 GMT
  • I hope you like what you see !
  • The story is about a fantasy world where wizards have no control whatsoever. The protagonist is dragged through a portal and his friend is transformed into a cat.  Will they be able to leave the town they are in and find the wizard who cursed them ?
  • Leave your opinion, I will upload MUCH MORE SOON.
  • ]]>
    https://itch.io/t/4975879/planet-coolkee-casual-marble-gamePlanet Coolkee - Casual Marble Gamehttps://itch.io/t/4975879/planet-coolkee-casual-marble-gameWed, 11 Jun 2025 20:34:52 GMTWed, 11 Jun 2025 20:34:52 GMTSat, 14 Jun 2025 13:53:13 GMTPlanetCoolkee

    Hi there, 

    I'm new here. Hope to find some feedback about my "first" game. I wanted to make something like I've remembered from my childhood. It's simple casual puzzle game with a little bit of ASMR thing going on ;). It won't show in the game catalog and I really would like to hear your thoughts!

    Planet Coolkee


    ]]>
    https://itch.io/t/4984772/to-be-a-bully-releaseTo Be A Bully [RELEASE]https://itch.io/t/4984772/to-be-a-bully-releaseSat, 14 Jun 2025 16:10:07 GMTSat, 14 Jun 2025 16:10:07 GMTSat, 14 Jun 2025 16:10:07 GMTLink: https://belluler.itch.io/to-be-a-bully

    This is my VN, 'To Be A Bully'! This game is my biggest passion project developed from a WEBTOON of the same name (also made by me).  The game follows the narrative of Elizabeth Oak, a secondary school student whose life is torn apart by one crucial decision.

    I'm looking for general feedback on the storyline. Anything would be appreciated!

    "As he falls down, the rest of the world goes tumbling down behind him."

    ]]>
    https://itch.io/t/4518098/anarchy-school-humorous-3d-adventure-with-quite-the-historyAnarchy School - humorous 3D adventure with QUITE the history...https://itch.io/t/4518098/anarchy-school-humorous-3d-adventure-with-quite-the-historyWed, 29 Jan 2025 20:14:57 GMTWed, 29 Jan 2025 20:14:57 GMTSun, 02 Mar 2025 11:19:20 GMTAnarchy School is a 3D adventure set in a Finnish middle school.

    Development on the game was started waaay back... in 2008. For the past 16+ years of development, the game has seen multiple on-off seasons, as well as massive alterations story-wise.

    NOW, the story is finally ready to be told! The game will be out Q4 2025.

    NOTE! The game does not promote any violence due to being set in a school environment, but does contain cartoony violence. Everything is very caricatured and there are absolutely no guns etc. weapons. You are able to use items such as pencils or slingshots to defend yourself.


    ]]>
    https://itch.io/t/4350545/harem-of-valerius-first-side-scroller-city-builder-adult-game-harem-of-valerius-is-now-on-steamHarem of Valerius - First Side Scroller-City Builder Adult Game ! 🎮 HAREM OF VALERIUS IS NOW ON STEAM!https://itch.io/t/4350545/harem-of-valerius-first-side-scroller-city-builder-adult-game-harem-of-valerius-is-now-on-steamTue, 03 Dec 2024 16:07:14 GMTTue, 03 Dec 2024 16:07:14 GMTSat, 31 May 2025 12:15:34 GMTHello Fellas , 





    This Valerius from Valendir Games and today i am ready to announce new project . HOV  
    As the title says , this is a combination of an Adult  Action-Adventure Side Scroller and  Real Time Strategy and is being developed by Unreal Engine 5. 
    In HOV you are playing as a soldier and will become a hero. You will  loot resources to build your village and help to make it a city.  You will find girls and  invite them to your village and if you can make them happy , they will make you happy as well.  Here is the core design ; 



     

    HOV has 3 modes  ; Action - RTS and Romance .   You can travel  to new locations  to find resources and girls.  Romance is the reward of your efforts and I am pretty sure you will get it! 


    I am a hard worker and  will try my best to write the updates here. But sometimes I may focus on development and may be in the shadows .  I may apologize for that from now.    

    If you want to support me,  please feel free to look at other product of mine .  or You may join to the discord too. For now it is empty :) to first 10 people who joins to the server,  "Friends" role will be given and they can get  the game key for free.   (I really love friends ) :) 
    https://valendirgames.itch.io   
    https://discord.gg/S7Y4XMjQnd

    Cheers :) 

    ]]>
    https://itch.io/t/4980635/-new-dev-update-space-time-puzzle-🌌 New Dev Update – Space Time Puzzle 🧩🔥❄️https://itch.io/t/4980635/-new-dev-update-space-time-puzzle-Fri, 13 Jun 2025 11:06:58 GMTFri, 13 Jun 2025 11:06:58 GMTFri, 13 Jun 2025 11:06:58 GMThttps://ticosgames.itch.io/stp-space-time-puzzle/devlog/965642/-new-dev-update-space-time-puzzle-


    In this video, we showcase one of the most immersive survival mechanics we've added so far: the dynamic temperature system! 🌡️ Now, the environment doesn't just look real — you can feel it. Whether you're freezing on a mountain peak or overheating in a volcanic zone, your character’s body temperature reacts to the weather, altitude, and location. But survival is still in your hands: Equip special gear, use items, and master your environment to avoid taking damage from extreme temperatures. 🧭 Explore. 🛡️ Survive. 🧠 Solve space-time mysteries. 💬 Tell us what you think in the comments and what gameplay feature you want to see next! 🎮 Subscribe and join us as we build the world of Space Time Puzzle. #gamedev #gamedevlog #indiedev #indiegame #gamedevelopment #gamedesign #unity #madewithunity #videogames #gaming #gaminglife #gamer #survivalgame #survival #survivalmode #survivalskills #survivalgear #survivalhorror #adventuregame #spacegame

    https://www.facebook.com/TicosGames

    https://youtube.com/@ticosgames631?si=d2B2SEIosAOE6D45

    ]]>
    https://itch.io/t/4102998/test-opened-spacesouls-aquickenemytest-way-simplified-3d-soulsTest Opened: SpaceSouls-AQuickEnemytest (Way Simplified 3D Souls)https://itch.io/t/4102998/test-opened-spacesouls-aquickenemytest-way-simplified-3d-soulsThu, 12 Sep 2024 11:49:34 GMTThu, 12 Sep 2024 11:49:34 GMTThu, 12 Jun 2025 21:27:36 GMTHi everyone here! 

    I am a solo 3d game maker already made two games and now decide to touch my favorite game style: Fromsoftware's Souls games.

    I really wanted to capture the essence of Fromsoftware's Souls games. Alhough I think it is impossible to do it alone, I still want to try by focusing my main efforts on map/level design.  

    This new game will be Space Fantasy theme instead of Medieval Fantasy because I think Sci-Fi models are easier to access and can give me different inspirations on level arts. The story will take place on a spaceship/station*mostly indoor scenes.  

    *I see this game as a Fromsoftware fan game*

    I would greatly appreciate it if you could leave a comment and provide feedback if you are interested in it!!

    ]]>
    https://itch.io/t/4907252/a-tool-to-create-game-feel-in-minutes-A tool to create Game Feel in minutes !https://itch.io/t/4907252/a-tool-to-create-game-feel-in-minutes-Fri, 23 May 2025 23:53:51 GMTFri, 23 May 2025 23:53:51 GMTFri, 23 May 2025 23:53:51 GMTHello there,

    I'm working on a Unity Tool to helps integrate game feel in minutes, no rigging, no skinning, no programming required. 
    Here is a video presentation, I'm actually on v0.8, few bugs remaining to be fixed but it's soon ready for first release.

    Version 0.8 : 

    - Custom Windows Editor
    - Ability to add Transform Animations (rotation, scale, position)
    - Ability to add Particles Animations
    - Ability to edit animations in play mode and see the result updated in real time
    - Ability to reuse an animation file over multiples prefabs

    I plan to add features and improve on it over time.
    Would be very pleased to read your thoughts about it :)

    Cheers

    ]]>
    https://itch.io/t/4977577/ikon-the-ultimate-creature-catching-survival-minmoIkon- The Ultimate Creature Catching Survival MinMO!https://itch.io/t/4977577/ikon-the-ultimate-creature-catching-survival-minmoThu, 12 Jun 2025 12:08:02 GMTThu, 12 Jun 2025 12:08:02 GMTThu, 12 Jun 2025 12:08:02 GMT

    ]]>
    https://itch.io/t/4789466/tracking-a-windows95-inspired-screenlife-thriller-gameTracking: A Windows95-inspired screenlife thriller gamehttps://itch.io/t/4789466/tracking-a-windows95-inspired-screenlife-thriller-gameMon, 21 Apr 2025 10:00:55 GMTMon, 21 Apr 2025 10:00:55 GMTMon, 21 Apr 2025 10:00:55 GMTIntroduction

    "Tracking" is a slow-burn puzzle-solving game where players will engage in an online investigation of the disappearance of an unknown woman. 

    The core gameplay will focus on collecting clues, decoding messages, and hacking databases to exploit information that would benefit the investigation. If you're familiar with screenlife thriller mystery films, then you can tell that this game is my attempt at recreating such cinematic experiences :D 

    What the game has so far

    Desktop UI

    Desktop screen


    All of these are subject to change in the later phase of development. 

    Windows UI & Features

    - Double-clicking can open a window, which you can then drag, maximize/minimize, and close.

    - Windows can also be hidden on the taskbar, which enables you to reopen the tab again.

    Functional Web browser


    - The internet browser has been updated with fundamental functions, and some basic websites (search engine, email service, etc.)


    More websites will be added later on, some of them are easter eggs, the others are for the main story. 

    ]]>
    https://itch.io/t/3973672/fps-zortch-2-zortch-harder[FPS] Zortch 2: Zortch Harderhttps://itch.io/t/3973672/fps-zortch-2-zortch-harderThu, 01 Aug 2024 20:00:09 GMTThu, 01 Aug 2024 20:00:09 GMTFri, 28 Mar 2025 23:15:38 GMT

    (also formerly known as the Zortch expansion pack)


    in the previous game Zortch has escaped from the planet of the Brainsuckers
    and after a short trip in her new spaceship she falls onto a desert planet
    due to an accident with microwave popcorn

    she now finds herself in a conflict between the natives of the planet
    the human settlers and a bizzare cybernetic cult that worships mites

    -------------------------------------------------------------------------------------

    Links:
    devlog of the first game
    the first game
    youtube version of the devlog

    (this is Zortch btw)

    -------------------------------------------------------------------------------------
    a lot has happened since the release of the first game (about a year ago)
    things got crazy, the game got a lot of fans it featured in many yt channels 😵
    (of course compared to the big players like HROT or Ultrakill, Zortch is still just a speck 🤭)
    I made a lot of patches and drunk on confidence started working on an expansion pack..
    it only meant to be a map pack with a few new things
    and then I realised that the engine is not up for it
    so I rewrote a few things to make it extendable
    and then things got out of hand 😓

    I still insist on calling it an expansion pack however
    as I don't have any better ideas (let's just settle with sequel)

    most of the devlog has already started in a short youtube video format this time
    but as the original had it's devlog on itch.io I felt bad not having one here as well
    I'm much less organized nowadays and sometimes just end up posting devlogs
    to friends or any poor soul that comes across 😓


    ]]>
    https://itch.io/t/4971851/to-the-people-who-read-my-latest-post-thank-you-all-so-much-i-am-also-announcing-new-pages-for-the-masterverse-origins-right-nowTo the people who read my latest post, thank you all so much! I am also announcing new pages for THE MASTERVERSE! (ORIGINS!) right now!https://itch.io/t/4971851/to-the-people-who-read-my-latest-post-thank-you-all-so-much-i-am-also-announcing-new-pages-for-the-masterverse-origins-right-nowTue, 10 Jun 2025 16:02:49 GMTTue, 10 Jun 2025 16:02:49 GMTTue, 10 Jun 2025 16:56:23 GMT THE MASTERVERSE! (ORIGINS!) currently has 34 pages! I will draw some more pages today! This is my second community devlog! I've already posted public  devlogs on my profile, but not community devlogs until now! The Masterverse! is an indie game that I want to turn into a social movement and an independent metaverse of creation! It is about The Authority of all Authorities, the god of everything, that creates a powerful crystal called The Crystal of Life and Creation, which is a powerful crystal that caused the Big BANG BADABOOM BADDA BANG BANG, an explosion which created all infinite Infinite Existences! Infinite Existences are things that contain infinite planets, universes, multiverses, omniverses, Masterverses, and other highter-ranking types of verses! TAOAA proceeds to create three angels that were meant to watch over everything, but decide to rebel against him over pride! Their names are The Destroyer, The Law Breaker, and The Rebellious! They get locked up in The Realm of Suffering for 999 googolplex years until they are freed! He sends his disciples to spread a prophecy about teenage mortals from many different universes who defeat the evil demons in the future! TAOAA is the most important character as he is the one who created everything to begin with! Think of as an MCU of indie games! Right now, I am writing a prequel comic for it called THE MASTERVERSE! (ORIGINS!). When I finish this comic, then I will work on the game! The comic will tell the origin stories for my characters! I will post new devlogs everyday about making new pages for my comic!THE MASTERVERSE! (ORIGINS!)

    Witness the creation of all reality!
    ]]>
    https://itch.io/t/4924650/one-week-one-game-road-rage-rumbleOne Week, One Game: Road Rage Rumblehttps://itch.io/t/4924650/one-week-one-game-road-rage-rumbleWed, 28 May 2025 02:59:44 GMTWed, 28 May 2025 02:59:44 GMTThu, 29 May 2025 02:40:21 GMTRoad Rage Rumble - It will be a beat em up game. More of a prototype than anything.

    There will be no cars in the game.

    Instead, the main character will be a cop who is sent to stop a rebellion by the mad, sentient street cones - don't think about it too much. I sure as heck didn't - and restore the peace in the streets.

    So far, I decided to do it backwards from the norm. I went ahead and made the game assets first. Below is the basic look of the game: 


    Jim (that's the cop's name) will have a three-hit combo. The cones will of course have an attack too. While the enemy attacks by themselves are not too threatening, I plan to add in a feature where you get knocked down if you get hit too much. (This won't be the case for attacking enemies regularly, I'm beyond sick of stagger gauges). Getting knocked down would be bad for you. The street cones will try to stomp you out.

    I think making the assets and animations will be the hardest parts, but I made some progress with those too. Look below:






     I aim to have at least one basic side scroller level. A boss would be a major plus. But the main things I want to explore in this game are asset generation, UI design, and hitboxes.

    Drawing assets (drawing in general) drains me mentally, UI design is not too bad, but in recent projects I worked on, hitboxes kicked my rear end... And that's THE THING you'd think any half way decent game dev can code in their sleep, so I'm very interested in wrapping my head around setting them up in Godot. Thus, I chose to make a beat em up, which is a game genre that's pretty much all hit boxes.

     I understand most of the basics, but I'm unsure what to do with temporary invulnerability, knockback, or disabling attacks. What approach do you guys take?

    To animate this stuff, I used OpenToonz. And tbh, it's a bit of a frustrating program to get used to. I don't feel like climbing the learning curve with other programs, so I'm sticking with it, but the general UI just doesn't seem all that intuitive to me. 

    My current goal is to get a basic background loop going. I also want to get some player/enemy attacks done asap to really start things off. 

    My GENERAL goal is not to release the next Elden Ring, or even the next Battle Toads, but to simply get comfortable with just starting a project and completing it. I call this "getting pass the blank canvas syndrome". So, the game won't be impressive by any margin, but this exercise helps me gain a deeper understanding of the game dev process.

    After the completion of this project, I'll be sure to note down the biggest struggles I faced, and things that were surprisingly easy, as well as stuff I should work more on.

    So again, I'm aiming for completion of this project to be next Sunday June 1st, 2025. If I miss this deadline, feel free to DM me clown emojis; It would be well deserved.

    I will try to update this page daily. Wish me luck. And let me know what you think (about my art style, general plan, and questions). 


    May 28th, 2025

    So, the player movement is still in progress. I got parts of it down, but certain things, like moving Jim as he attacks took me a bit to figure out.

    This is just another case of seemingly simple things taking a lot longer than anticipated (due to me not understanding the general rules and workflow of Godot more than anything)

    No pictures or videos today. It will be for the completely wrong reason, but I need to start a YouTube account, just so I can upload videos and embed them to this forum.

    ]]>
    https://itch.io/t/4487585/powered-by-monsters-a-hand-painted-monster-collection-gamePowered by Monsters - a hand painted monster collection gamehttps://itch.io/t/4487585/powered-by-monsters-a-hand-painted-monster-collection-gameTue, 21 Jan 2025 14:15:39 GMTTue, 21 Jan 2025 14:15:39 GMTFri, 28 Mar 2025 08:37:53 GMTUPDATE 3/28/2025 a video preview of the new destroybale assets in Abandoned Archives level:


    ORIGINAL POST BELOW

    I’m primarily an artist, which might be obvious from the images I included, but I also think I finally progressed far enough in my understanding of coding and other game design elements where I can reasonably try to include some more complex game mechanics.

    The game would consist of three main parts:

    1 Various caves and underground areas where a large variety of monsters can be found and captured. These monsters can then be used in various ways depending on the type: some can be weaponized, others can be used to improve weapons, to be used as crafting materials or simply as fuel, to be sold for currency etc.

    2 Bosses throwing waves of monsters at you to battle. Winning these challenges can unlock further monsters, grant skill points, unlock further areas of the game and also unlock a higher tier challenge for the same boss.

    3 A hub area that has access to the caves, the bosses, some NPCs and also just look cool and help in introducing lore about the game.

    I have some work done for all three of these, but right now I would like to mostly talk about the caves and the monster capture part. I have the most done in that area.


    Setting

    This takes place in the far future where many things are grown instead of being built resulting in various monster-like creations. Monster ARE the technology.

    Also all this takes place on a planet divided into 4 quite distinct nations with different paths to creating these monsters. Each different approach has resulted in monsters that adhere to the theme of each faction: robot, horror, fantasy and cartoon. Additionally there is an area on the planet where all 4 factions manage to more or less collaborate in the interest of improving various technologies known as the Testing Fields, which is our hub area and where the game takes place.


    Capturing monsters, exploring caves 

    Take a look at the short gameplay video I included, I’m basically explaining the game mechanics you can see there.

    The caves can be explored by controlling a small drone which has the abilities to capture monsters, navigate narrow passages and to destroy smaller obstacles. Monster are captured by deploying Capture Lines from the drone and hitting a marked weak spot on any given monster. Higher tier monsters need more Capture Lines and also each monster has a movement pattern so capturing might be easy or challenging depending on circumstances. The yellow weakspot on the monster has a different number of pointy bits to indicate how many Lines you will need. For example: skeletal monster on the left needs two Capture Lines, while the mouthy one on the right only needs one. Some monsters need more Lines than you start with.


    Monster Behavior

    The monsters have fairly simple behavior patterns, but there are many different looks ( right now I have around 40 horror monsters and starting on fantasy ones). Also some monsters are rarer, the locations and specific encounters are somewhat randomized so my hope is that it will be exiting to go and find out what you can find in a new or previously visited part of the caves.

    Some monsters also have extra behaviors like the bouncing eyeballs you can see in the video, or these slimy territorial creatures. Each has an area marked as a circle around it, circle getting larger depending on monster tier. If you enter the circle the monster will move to the center of it and then pursue you until you leave their territory or until you loose the drone.


    Failing a Capture

    You start with 4 Capture Lines and if you use up all 4 without capturing a monster, it will either run away or attack you. It’s all good though, you can try shooting down the monster before it damages the drone too much and try again with another creature. Captured creatures will appear in the pause menu where you can see the monsters name and the tags it has ( I’ve shown this in the vid) and the monster will always be transferred to the Collection Area in the hub/Testing Fields even if the drone is destroyed right after a capture. You can learn more about the monster and how it can be used in there(tags, flavor text, tier, type). Some monsters have evolution lines like the slime creatures above.


    Laser Explosion

    The Cave Drone you control is also equipped with a Laser Explosion, which can destroy smaller obstacles and damage monsters. However, each time you use it you risk decreasing the Cave Stability, which is another resource besides Cave Drone’s HP which you have to pay attention to.


    Drawing a Line Path for the Drone

    Very importantly, there is also a way for the Drone to squeeze past various gaps and passages that are normally too narrow or to avoid monsters. You can draw a path starting from the drone and the Drone will follow it while being invulnerable and fitting into narrow gaps. If you’re not careful doing this, you might get stuck and once again reduce Cave Stability or run into monsters.




    Caves and Cave Stability

    You start in the first cave called the Abandoned Archives. The plan here is to hand craft the entire area, with very few repeating parts. Basically I’m approaching it less as a tileset and more as a painting of the entire level. This means that each cave wont be huge, but it will be dense with various details and encounters and at least to me that seems quite appealing. I tend to get bored of oversized empty levels in games myself and it’s simply fun to design a level like this from my side of things. Also I plan to add some amount of randomly appearing rooms and details, which together with randomized monster encounters should make each run feel different.

    The cave is fully stable at the start of a run, but there are a few ways to reduce Cave Stability mentioned above. If the cave stability falls bellow 25 percent, the cave will start to collapse and rocks will start falling possibly damaging the drone. However, game is not lost even if Cave Stability falls to 0, it only ends if the drone is damaged beyond repair and cave stability can potentially be brought back up. Right now I have a resource that can be found that increases cave stability, but I might include other methods as well or maybe make the instability temporary, we’ll see.

    Finished part of the cave:


    Rocks falling on the drone ( yeah, the falling rocks asset is still a sketch):


    Where I’m going with this

    So yeah, this is just one of the things I want to talk about the game and I plan to keep updating this devlog as I complete them. I have a million ideas and for me an uncharacteristic amount of enthusiasm for this, the only limiting factor is time. There are also many smaller aspects like a simple story, the reason for capturing these monsters, drone upgrades, skill system for fighting the bosses and other things I haven’t mentioned but already started on, but one thing at a time.

    Right now I want to make a fully working demo with two or three caves, a single fancy boss and partially finished hub area and then see how much content I can reasonably add to it before I call it finished. And even a demo is a lot of work, but it continues to be fun making this so hopefully some people like it and give me extra motivation.

    Some more monsters I designed – the main reason I decided to make a game like this:


    ]]>
    https://itch.io/t/4966024/seeking-daylight-demoSeeking Daylight Demohttps://itch.io/t/4966024/seeking-daylight-demoMon, 09 Jun 2025 02:58:43 GMTMon, 09 Jun 2025 02:58:43 GMTFri, 13 Jun 2025 08:52:31 GMT

    My demo of Seeking DayDaylight is nearly complete (Just need to test it a few times). Here is the 1st part.

    ]]>
    https://itch.io/t/4890133/konekomi-castle-survive-a-castle-full-of-cat-girlsKonekomi Castle - Survive a castle full of cat-girls!https://itch.io/t/4890133/konekomi-castle-survive-a-castle-full-of-cat-girlsMon, 19 May 2025 03:22:55 GMTMon, 19 May 2025 03:22:55 GMTSun, 08 Jun 2025 22:48:51 GMTHave you survived a castle full of cat-girls?


    In a future of totally immersive virtual worlds, escaping reality has never been easier. In Konekomi Castle, explore the castle full of "Konekomi" – cat-like people with crazy thought processes. Play as Sakira, and as you make your way through this castle, some Konekomi seem more sentient than others? Find your way out of this game before you become cat-food!

    FAQ:

    • Q: How much content?
      • A: Several hours!
    • Q: When will the game release?
      • A: Sometime next year? Enough time to get on the EARLY hype-train.
    • Q: How much will I have to pay?
      • A: We're considering a price of around $5-10 for the full release!
    • Q: When was this started?
      • A: January 2025!
    • Q: What inspired you to make this game?
      • A: MiSide, Mogeko Castle, Advanced Education, and several anime series!

    Learn More: https://waitingforneko.com/konekomi-castle

    Join us on Discord: https://discord.gg/XZfG8Zmfsf

         We are Waiting For Neko, a three-person indie game studio pushing the bounds of creativity.

    ]]>
    https://itch.io/t/4951192/four-full-moons-devlogFour Full Moons devloghttps://itch.io/t/4951192/four-full-moons-devlogWed, 04 Jun 2025 18:01:00 GMTWed, 04 Jun 2025 18:01:00 GMTSat, 07 Jun 2025 10:46:09 GMTI just released my new project! I still consider it work in progress but it's now fully playable from the beginning to the end. I plan to issue some more devlogs as I go. Stay tuned! 

    https://thistlestudios.itch.io/four-full-moons

    Some eye candy:


    ]]>
    https://itch.io/t/4960644/breath-of-fire-and-mind-of-stoneBreath of Fire And Mind of Stonehttps://itch.io/t/4960644/breath-of-fire-and-mind-of-stoneSat, 07 Jun 2025 18:06:27 GMTSat, 07 Jun 2025 18:06:27 GMTSat, 07 Jun 2025 18:06:27 GMThey so im making a game about a sensei who has power of budha his and his student who has power of a dragon and the game will be short just they will talk about how his student has to control his powers and be calm after that they will make a short fight with two phases and then the game will end most likely a showdown videos you see at the youtube with those stickman videos they are the things i got inspired and a a bit of dragon ball

    ]]>
    https://itch.io/t/3920008/nameless-warriorNameless Warriorhttps://itch.io/t/3920008/nameless-warriorMon, 15 Jul 2024 14:36:02 GMTMon, 15 Jul 2024 14:36:02 GMTFri, 11 Oct 2024 18:42:25 GMTI won't tell the story yet, but just know that you will experience both a historic and a sci-fi game playing this. Comment if you are interested!

    He is the knight we're talking about:


    I've just started this project and made

    -some tiles:



    -some decorations:

    ]]>
    https://itch.io/t/4958232/dictation-demo-update-devlogDictation - demo update devloghttps://itch.io/t/4958232/dictation-demo-update-devlogFri, 06 Jun 2025 19:08:02 GMTFri, 06 Jun 2025 19:08:02 GMTFri, 06 Jun 2025 19:11:26 GMTFriday's update 06/06/2025

    In today's update I've been introducing some new perks, adding new images to old ones and fixing a store bug

    New perks additions: 

    - Rule breaker perk added: This perk allows you to place incorrect words as correct ones.

    - Simple letter perk added: This perk adds 5 extra letter points.

    - Change saver perk added: This perk gives 1 extra gold per every change you have left at the end of the stage.

    New perk images added:

    - Recycling power image has been updated.

    - Ram disk image has been updated.

    - Last resort image has been updated.

    Bug fixes:

    - Fixed a bug that breaks the store when the player has bought all legendary perks.



    New Ram disk image - Ram disk new image

    New last resort image - Last resort new image

    New recycling power image - Recycling power new image

    Rule breaker Perk added - Rule breaker image

     

    -Itch page : https://asobugames.itch.io/dictation-technical-demo

    ]]>
    https://itch.io/t/4721780/peek-an-atmospheric-spatial-audio-based-horror-gamePeek - An atmospheric, spatial audio-based horror game.https://itch.io/t/4721780/peek-an-atmospheric-spatial-audio-based-horror-gameTue, 01 Apr 2025 00:22:32 GMTTue, 01 Apr 2025 00:22:32 GMTTue, 01 Apr 2025 00:22:32 GMTHello all,

    I just wanted to let you know firstly about my game Peek, and secondly that there is now a stable demo ready and uploaded (and one that I was able to cut the file size of in HALF!). 

    Itch page - https://andymetoo.itch.io/peek

    Steam page (Demo build still processing) - https://store.steampowered.com/app/3575190/Peek/

    Trailer - https://www.youtube.com/watch?v=XPgVuS0Zx1o

    -----

    First, a little bit about the game itself:

    Salesman pitch: "Peek is an atmospheric, sound-driven deduction horror game that relies heavily on spatial audio to uncover clues. In this ritual-based survival experience, a restless presence stalks the room in tense rounds, leaving audio clues in all directions around you. Close your eyes, listen carefully, and track the direction, distance, and nature of each sound to piece together the ritual and end her pain."

    Real person pitch: Peek's a game played entirely in one square room. The floor of the room is a 5x5 grid. The player sits in the center square of this grid and "closes their eyes" while a spirit walks around them in all directions. Using spatial audio as well as other clues (are the footprints on hardwood floor or on carpet?...), you must determine which are the correct relics to put on the correct spaces. But don't screw up too many times!

    ------

    That said, I've had a lot of progress this week in not only wrapping up the demo of the game but also reaching out to other creators and working on marketing materials and trying to apply for festivals and the like. I never really considered how much extra work goes into this "fun part" of the development process, and I don't really like using my hobby time on these kinds of things, but ya gotta do what ya gotta do! Aside from that, been working on some post processing stuff and trying to re-do the closed eyelids system.

    Thanks for checking it out and you can contact me by replying here or emailing loyalmussy at gmail dot com.

    Thanks!

    -Loyal Mussy



    ]]>
    https://itch.io/t/4936120/squaresmash-arkanoid-like-rogueliteSquareSmash (Arkanoid Like, RogueLite)https://itch.io/t/4936120/squaresmash-arkanoid-like-rogueliteSat, 31 May 2025 14:38:12 GMTSat, 31 May 2025 14:38:12 GMTFri, 06 Jun 2025 12:56:23 GMT

    A large alien machine is trying to cover the earth with squares, and you,
    along your Ship and Balls, are the only ones capable of eliminating these squares and save the world of square domination.




    • SquareSmash is a Arkanoid like game, with some roguelike mechanics.
    • Level Up, Power Ups, Bosses, Skins
    • Two Player Support
    • TouchScreen Support
    • html 5, Desktop

    * Play the  game on my itchio page *

    https://16pixel.itch.io/squaresmash

    * Social Midias *

    https://bsky.app/profile/16pixeloffcial.bsky.social

    https://x.com/16PixelOficial

    ]]>
    https://itch.io/t/4859537/brazilian-folk-horror-game-game-out-nowBrazilian Folk Horror Game (GAME OUT NOW!)https://itch.io/t/4859537/brazilian-folk-horror-game-game-out-nowSat, 10 May 2025 15:30:02 GMTSat, 10 May 2025 15:30:02 GMTFri, 06 Jun 2025 12:17:54 GMTA CHUPACABRA INSPIRED HORROR GAME

    (DEVLOG 1):

    Hello!

    I wanted to share a bit of the project I'm currently working on:


    It's going to be a short horror game that takes place in a gas station.

    Things are not as they seem, and there is something lurking out there... the thing is, people don't know if it's human or something else entirely!

    Right now, I'm mainly working on designing the maps, but I'm really happy with how everything is coming together.


    I’ll be sharing more updates soon. Thank you for checking in!

    ]]>
    https://itch.io/t/2661175/shine-fall-its-own-procedural-3d-game-engineShine Fall (+ its own procedural 3D game engine)https://itch.io/t/2661175/shine-fall-its-own-procedural-3d-game-engineWed, 15 Feb 2023 04:53:25 GMTWed, 15 Feb 2023 04:53:25 GMTFri, 06 Jun 2025 05:02:29 GMTShine Fall has a Discord now

    Hi! Solo dev here working during free time in a quite ambitious project, it's a 3D survival, with lots of open topics yet to be decided.

    I've been making everything on this game from the stratch, including its game engine (I call it Biomancer) to the music, going through art and gameplay mechanics. 

    The Game 

    • 3D Survival
    • Base on a Dystopian Future & Computer science fiction storyline
    • Settlement creation, you can build houses and furnitures via the internal game engine's procedural tool.
    • Everything will be procedurally generated.
    • Anime characters.
    • The game is being developed with my own humble engine and my own editor (so they are 3 projects in one actually)
    • X Factor - I will reveal upon Alpha release

    This is the biggest indie game I've ever created, my objective is to create something that will resemble a AAA game. The game has lots of inspirations in titles like: Skyrim, Prototype, No Man's Sky and Minecraft.

    Join me on Discord to never miss a thing.


    The Team

    Me.

    I love making game engines (and I do that for a living) so I'm creating the game using my own humble game engine.

    • Game Design: Me
    • All Programming (Gameplay/Engine/Graphics/Physics/AI): Me
    • Music: Me
    • Art:
      • Me procedurally generating it for static art like props and nature.
      • Me rigging, skinning and animating models created by merging (and procedurally modifying) multiple pieces from assets created by online artists, (The full credits will be available once alpha is released,  because right now I'm still deciding which ones to pick)
    • Sound effects: not yet decided.

    The Game Engine - Biomancer

    My own indie 3D Procedural Game engine: Biomancer


    I'm first developing the Game Engine, but parts of the game may come in parallel as well.

    Image Samples

    Here are some screenshots:





    The very first Screenshot:


    There is the very first screenshot of the base model that will be the base for all models (female at least) rendered by my engine.

    As you can see, the model is plain and not animated, loading it internally from blender was the first step of many, things may evolve slowly since I'm making the engine.

    Sorry for the blurs in the image, those parts are fully modeled, and I'm not sure if the game will be 18+ or not, that's a possibility not yet discarded.

    Another detail you can see is the background which simulates the sky procedurally. The black ground is just nothing, since the sky right now is just a dome that covers everything but the ground.

    Development Progress/Release Dates:

    Current development is at 33.5% complete.

    The Game Engine is 57.1% complete.

    The Game development is yet to start.

    Releases Dates
    Game Engine Alpha ReleaseRELEASED
    Game Engine Beta Release July, 2026
    Closed SandboxAugust, 2027
    Open SandboxSeptember, 2027
    Closed Pre-Alpha
    July, 2029
    Open Pre-Alpha August, 2029
    Closed Alpha:July, 2030
    Open Alpha: September, 2030
    Closed Beta: May, 2031
    Open Beta: August, 2031
    Closed Release Candidate: November, 2031
    Official Public Release: December, 2031


    Did I mention Shine Fall has a Discord?

    ]]>
    https://itch.io/t/4891784/rifle-range-tower-defense-gameRifle Range - Tower defense gamehttps://itch.io/t/4891784/rifle-range-tower-defense-gameMon, 19 May 2025 15:00:12 GMTMon, 19 May 2025 15:00:12 GMTSun, 25 May 2025 13:37:07 GMTit's a shooting gallery game and you have to fight off targets.

    sample artwork

    Rifle Range Devlog #1: Guns, Modifications & Economy

    INTRODUCTION

    Hi! Today I want to tell you about my new game called Rifle Range. The point of the game is not to let the targets reach the red line. You will have an arsenal of weapons, different types, and helpers. The game will have 50 levels, on each 10 will be a boss. When passing a level the player will be given a new helper, weapon or open a new path for the targets. In total there will be 4 paths on which the targets can move. And they will be opened as you pass the levels.


    Now on to what I've done so far

    ECONOMY

    The fundamental mechanics of the game. Everything is built on it. There are 2 currencies in the game: gold and iron. Gold is needed for everything, for gold you can buy everything you have. Iron is needed exclusively to buy ammunition. These resources can be mined from sources. There are only 3 gold ones and 2 iron ones.

    GUNS

    M20, HF GM - Automatics

    Fraction 570, 590 - Shotguns.

    GH K12, AMK VB 3-1 - Rifles.

    P50, Neon LC 30 - Pistols

    M71 - Machine gun

     

    Automatic rifles fire in bursts of 2-3 bullets.

    Shotguns shoot buckshot.

    Rifles fire a single bullet.

    The gun can fire a single bullet or a burst of bullets.

    The machine gun fires without bursts.

    In order to use a weapon you need to buy it. The game will tell you where to put it

    But the problems don't end there. The player will need to buy ammunition. They can be bought for gold, or for iron.

    Weapons have characteristics and can be improved

    Critical damage is 2x more than normal damage!

    MODIFICATIONS

    Modifications are improvements to the weapon. They increase the firepower of the weapon. When you purchase a modification, it will directly appear on the weapon

    There are like normal modifications that are added on the weapon and give a certain improvement, and there are other modifications that automatically shoot at targets. 

    Also, when you buy a knife, the weapon will automatically attack a target at close range, even without auto fire. The knife deals 10 damage per attack.

    There is the most powerful modification, the grenade launcher! The name speaks for itself. The grenade launcher has all 3 rounds, but in a difficult situation and with a large number of targets, grenade launcher will do a lot of damage. When a target is hit, it deals 40 damage!

    A modification called "Changing the Entire Structure". It gives improvements in such characteristics as: reload speed, rate of fire and life points. Some may ask: "Why do weapons need health points?". And you need them because some targets will have weapons and they will attack helpers, drills and your weapons that stand in the way.

    Also note that certain modifications are not available for some guns, i.e. you can't mount a grenade launcher or a knife on a gun

    Also wanted to say that all prices shown in this devlog are subject to change!

    Well, that's it for now. See you at the next devlog!

    ]]>
    https://itch.io/t/4953425/-toonroll-2-devblog-summary🎮 ToonRoll 2 – Devblog Summaryhttps://itch.io/t/4953425/-toonroll-2-devblog-summaryThu, 05 Jun 2025 11:55:00 GMTThu, 05 Jun 2025 11:55:00 GMTThu, 05 Jun 2025 11:55:00 GMTPlay the demo: https://ourabig.itch.io/toonroll-2-demo

    🌀 What is ToonRoll 2?

    ToonRoll 2 is a cartoon-style 3D parkour platformer where you control a rolling ball through wild, floating obstacle courses full of danger and fun. It's all about timing, skill, and momentum — with one simple rule: don’t fall!

    Designed with a vibrant, playful visual style, the game brings colorful levels, and exaggerated movement to life, creating a fun and challenging experience that’s easy to pick up but hard to master.

    🛠️ Core Features (Demo)

    • 🌀 Responsive Rolling Movement – Feel every bounce, slide, and spin.

    • 🎨 Cartoon-Inspired Graphics – Bright colors, soft shading, and a playful world.

    • 🧱 Fun Obstacles – narrow paths, tricky jumps, and more.

    • 🎵 Catchy Sounds – Juicy audio feedback for movement, jumping, and impacts.

    • 🔄 Quick Restarts – Fall off? Instantly retry and stay in the flow.

    🚧 What's Coming in the Full Game?

    I am working on making ToonRoll 2 bigger, better, and even more fun. Here's what’s coming in the full release:

    🌟 Enhanced Visuals & VFX

    • Cartoon-style particle effects (dust, stars, impacts).

    • Bounce and squash effects for juicier movement.

    • Environmental animations (bushes, flags, floating islands).

    🗺️ Bigger & More Challenging Levels

    • Larger stages with more verticality and multiple paths.

    • Levels that require precision, momentum, and timing.

    • Secret areas and hidden collectibles.

    🧱 New & Diverse Obstacles

    • Moving platforms, spinning traps, and swinging hammers.

    • Gravity switches, speed boosts, bounce pads.

    • Puzzle-based obstacles and time-limited sections.

    📈 Player Progression

    • Unlock new skins and items and features based on progress.

    • Scoreboards for speedrunners and hardcore players.

    💬 Why Play the Demo?

    The demo is just a taste of the full experience — a fun, challenging slice of what’s to come. Your feedback helps improve the gameplay, level design, and fun factor as we build towards release.

    🔗 Try It Now!

    🎮 https://ourabig.itch.io/toonroll-2-demo

    ]]>
    https://itch.io/t/3851203/basement-raid-2143-a-top-down-shooter-about-raiding-a-giant-futuristic-basementBasement Raid 2143 - A Top Down Shooter about raiding a giant futuristic basement.https://itch.io/t/3851203/basement-raid-2143-a-top-down-shooter-about-raiding-a-giant-futuristic-basementWed, 19 Jun 2024 04:59:01 GMTWed, 19 Jun 2024 04:59:01 GMTThu, 05 Jun 2025 02:29:33 GMTIn BR43 (short for Basement Raid 2143), you use a variety of both classic and crazy weapons to fight through a deadly futuristic dungeon. Many things will change, so stick around to find out what new surprises I bring!

    Play now: https://century178.itch.io/basement-raid-2143-early-access

    I'm open to feedback, so feel free to suggest anything!

    As I update the game, I'll also drop my changes in the replies, so check often! I'll try to get something out at least every two wednesdays. You can expect changes to the game as well as behind-the-scenes explanations that give you a look into how I make games.

    ]]>
    https://itch.io/t/4951539/im-working-on-a-game-in-the-style-of-classic-16-bit-action-rpgsI'm working on a game in the style of classic 16-Bit Action-RPGs!https://itch.io/t/4951539/im-working-on-a-game-in-the-style-of-classic-16-bit-action-rpgsWed, 04 Jun 2025 19:58:59 GMTWed, 04 Jun 2025 19:58:59 GMTWed, 04 Jun 2025 19:58:59 GMT

    Creating a demo, or a vertical slice as game dev bros like to call it, has been a humbling experience. To provide you a tiny part of the game I had to finish almost everything. The menus need to work, the inventory needs to work, the shop has to work... I've been stuck in this never ending demo nightmare for over a year. Now that it's done I feel liberated and I am returning to working on the fun stuff. The crazy horror stuff, the isometric perspective shenanigans... 

    All the things that don't belong in the opening hours of a videogame. And the best part for you: I don't care about spoilers. I like to share everything. None of this makes any sense to you without the context of the full game.  I haven't wrapped my head around the question of why Game developers like to disappear into the radio silence, for years at a time. I intend to share everything and will hopefully remember to keep this post updated in the future!

    ]]>
    https://itch.io/t/4951209/psx-style-horror-gamepsx-style horror gamehttps://itch.io/t/4951209/psx-style-horror-gameWed, 04 Jun 2025 18:06:28 GMTWed, 04 Jun 2025 18:06:28 GMTWed, 04 Jun 2025 18:07:44 GMTMaking a psx-style horror game (we made a player's room).

    ]]>
    https://itch.io/t/4948009/update-077update 0.7.7https://itch.io/t/4948009/update-077Tue, 03 Jun 2025 18:34:35 GMTTue, 03 Jun 2025 18:34:35 GMTTue, 03 Jun 2025 18:34:35 GMT

    Terra Uncharted – Update 0.7.7 Devlog

    Hey everyone,

    Update 0.7.7 is here, and it’s one of the biggest updates Terra Uncharted has seen so far. From biome overhauls and underworld redesigns to new mechanics and performance boosts, this update brings the world closer to what we’ve always envisioned: alive, dynamic, and full of surprises. Let’s take a look at what’s new.

    Biome Overhauls: A More Diverse, Challenging World

    Jungle & Bamboo 

    The jungle biome has received a complete overhaul. We’ve introduced all-new jungle trees with a wide variety of shapes and sizes, giving the environment a more natural, wild look. You’ll also find five brand-new jungle plant types, each adding more color and depth to the landscape. Combined with rugged terrain that’s difficult to traverse, the jungle now offers real exploration challenges.The bamboo has also been updated with denser, more organic growth patterns and improved terrain shaping.

    Frozen Tundra

    We’ve added trees and rolling hills to the tundra biome, making it feel less empty and more immersive. These trees are based on the plains biome but are taller and feature more variation, giving the tundra its own distinct visual identity.

    Underworld: More Land, Deeper Lava

    The underworld has seen major improvements:

    Lava is now deeper but not as wide, meaning there’s more solid land to walk on, explore, and build with.

    We also reworked how land generates in the underworld, giving it a more layered, natural layout that supports better exploration and structure placement.

    And yes—lava now causes damage, so don’t fall in.

    Weather & Time of Day

    We’ve added a dynamic weather system and a full day/night cycle. These systems bring the world to life in new ways, affecting both visuals and atmosphere. Expect changes in visibility, lighting, and mood as the world responds to time and weather.

    System Improvements and Gameplay Updates

    Inventory System: Improved layout and interaction flow.

    Crafting & Building: Smoother, more responsive, and easier to use.

    Resource Gathering: Updated mechanics make gathering feel more interactive and rewarding.

    Destructible Objects: More detailed control over what can be broken and how it reacts.

    Vine Growth System: Vines now grow more naturally and respond better to the environment.

    New Additions

    Carrots: A new crop you can plant and harvest.

    Tree Seeds: Replant forests and customize your environment however you like.

    Visuals & Performance

    Lighting System: Fully reworked to respond to weather and time changes.

    Backgrounds: Updated across all biomes for better depth and immersion.

    Performance Optimizations: Smoother gameplay, faster loading, and better stability overall.

    Bug Fixes: A long list of fixes across systems to improve the experience.

    – The Terra Uncharted Dev Team

    https://wall-games.itch.io/terra-uncharted

    Screenshots






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    https://itch.io/t/4932443/raptor-run-the-chrome-dino-reimaginedRaptor Run: The Chrome Dino Reimaginedhttps://itch.io/t/4932443/raptor-run-the-chrome-dino-reimaginedFri, 30 May 2025 12:38:18 GMTFri, 30 May 2025 12:38:18 GMTFri, 30 May 2025 12:38:18 GMTRaptor Run is a third-person 3D reimagining of the classic Chrome Dino endless runner—only this time you’re in control of a realistic, snarling raptor sprinting through a harsh desert wasteland. Built in Unity, the game will feature dynamic camera work (Cinemachine), obstacle spawning (bushes, cacti, rocks), LOD-powered performance optimization (60 FPS!), physics-driven death animations, and sleek UI for seamless restarts and scoring.

    ]]>
    https://itch.io/t/4057464/red-army-an-immersive-military-simulation-game-in-unreal-engine-5Red Army - An immersive military simulation game in Unreal Engine 5https://itch.io/t/4057464/red-army-an-immersive-military-simulation-game-in-unreal-engine-5Tue, 27 Aug 2024 18:06:11 GMTTue, 27 Aug 2024 18:06:11 GMTTue, 27 Aug 2024 18:06:11 GMT

    Red Army is a military simulator being made in Unreal Engine 5. It's aimed for realistic mechanics, big world, sector controling immersive military conflict game. If you're interested, consider following the game!!!

    Youtube Twitter Itch.io

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    https://itch.io/t/4771129/making-a-single-player-gacha-its-also-an-incremental-game-Making a Single Player Gacha ( Its also an Incremental game? )https://itch.io/t/4771129/making-a-single-player-gacha-its-also-an-incremental-game-Tue, 15 Apr 2025 20:51:49 GMTTue, 15 Apr 2025 20:51:49 GMTTue, 15 Apr 2025 20:54:30 GMT

    Started working on a single player gacha thing. The goal is to make something that can be left alone in the browser and doesn't require much effort- and something that can be an alternative to gacha games that wanna take your money! Ive wanted to make something like this for a while, so Im glad to be sharing this! Any suggestions or feedback would be appreciated.


    When will this be playable? I dunno. I want the game to be more stable once I launch it, and I want the progression to feel nice, so it may take a while. The goal is to have unlockable areas to fight through, quite a few characters to pull for, and, of course, weapons and armor. Id also like to have unlockable banners that become available as you progress through the game.  I also wanna figure out how to unlock mechanics as the player progresses.


    So yeah, that's the game right now.. yay!

    ]]>