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Devlogs About Game Design

Devlog #3 - Goblin Forge and Card Combat
2
Game Design
In our third devlog for our Dungeon Adventure Mops & Mobs we talk about the Japanese translation, the card combat and the Goblin Forge. More devlogs from Mops &...
2 files — 0.5.1
PDF GDD
Game Design
google drive link to gdd pdf...
1 file
Jump into a dreamworld created by artist. Tame your demons!
In-game Manual
11
Game Design
In my previous Master System game, Frontier Force, one of the important mechanics to learn was using different weapons, but it was only fully explained in the m...
​Apr 20, 2026 Playtest
Game Design
I thought it’d be helpful to me to review the playtest session from last night, scene-by-scene, to review my own findings and detail a bit how I’ve tweaked...
1 file
Alchemy, Runesmithing, and Arcana
Game Design
My original instinct for TUM was to leave 90% of the magic out of the initial release, then plan the first supplement to handle all the magic. Partially, this w...
Steel Frost development continues (Jeff now has eyes!)
2
23
Game Design
I'm continuing game development after a long hiatus. I've been very busy with life and work at the animation studio, and all I had time for was occasional work...
🔫 Weapons and Guns Pack Unity 3D- (Pistol, Shotgun, MachineGun, Rifle, Plasma, RocketLauncher, Bazuka, Chaingun, SawnOff, Granades, Uzi, Sniper) Pack
Game Design
💰Price : $1.50 🖥️ System Requirements 📦 Package #1 [Unity5] Unity Version Compatibility: ✔️ Unity 5.0 – 5.6 ✔️ Unity 2017 – 2019 (Unity c...
Localization and Authenticity: Why We Chose ‘Dō’ Over ‘Cuirass’
1
Game Design
When I first started building Yokai Idle, I used standard RPG terminology. I had 'Cuirasses,' 'Greaves,' and 'Gauntlets.' It was functional and easy to understa...
Weapons in LiveFire League: chapter 4
Game Design
Time to complete the weapon series with the final chapter — energy weapons. This category includes: Blaster (covered in Chapter 1 ) Shock Rifle Laser Rifle Wh...
Dev Thoughts
Game Design
Hi all! I may attempt to rebuild the core of the game. I am learning more and more about Unreal Engine and game design and think I can make the game much smalle...
DEVLOG - Sensitivity Considerations in CBF (Sensitivity Special Part 2)
7
Game Design
I have wanted to write a devlog for a long while about the sensitivity considerations for CBF. The trouble was, every single part of the game informs those cons...
The Feat Dilemma
Game Design
Hey there Delvers in the Deep, TUM at its core is built vaguely from 3 LEGO bins: Savage Worlds, OSR philosophy, and D&D. As such, there are some places where t...
1 file
Archive Recovery: The 1861 Bethlem Connection
1
Game Design
A huge thank you to the 128 investigators who have downloaded the Limehouse Affair in the last 24 hours. Your interest has been overwhelming and, quite frankly...
1 file
Weapons in LiveFire League: chapter 3
Game Design
Heavy weapons deal massive damage — if you hit. They also consume a lot of ammo, whether you hit or not. This category includes: Rocket Launcher, Plasmagun, a...
🧪 +100 Potions Prefabs (Unity3D) Magic Potion Blender
1
Game Design
💰Price : $1.63 🖥️System Requirements🪄 📦 Package #1 [Unity5] Unity Version: Unity 5.2.4 or later (fully compatible with Unity 5.x). 🔌Unity Versi...
Death clears your shift - not your conscience.
Game Design
Do not worry about your death. It happens to everyone. This is sort of the point. Archive_7 - to the player. Dying resets your shift, but the story keeps going...
Devlog: Final member of the cult!
25
Game Design
Ezechiel Miss a letter — lose a limb. The fifth & final member of the cult - and one of our romance interests ;) The formidable head of the cult himself. The...
Update Notes: Menu and Settings Improvements
2
Game Design
Hello everyone! This update focuses on improving the menu and settings experience, along with fixing a few UI issues that affected clarity and feedback. Fixed a...
1 file
I'm making a game about contradictions, but players are choosing a side
Game Design
I wanted to design a game whose core idea was constant contradiction: freedom of choice exercised within a carefully delimited catalog of options. The system do...
Monsters
Game Design
Some of the art for the monsters...
The gods are back! (Early Access)
Why a platformer and not a top down RPG? SlumberNapped show and tell #5
4
Game Design
So some of you might be wondering why Slumbernaped is a platformer RPG and not a top-down game like most popular RPGs. Well, in this post, I'd like to go into w...
Your ideas for the game future
3
2
Game Design
Hi everyone! We are getting ready to launch a playtest for the game on Steam and would love to hear your thoughts beforehand. We are currently planning the next...
Mobile Apk release
Game Design
Got talked into releasing the mobile build early to make it truly accessible. Few people are having issues with the web version not loading at all and asked if...
1 file
Thank you + April 2026 Devlog
15
188
Game Design
Hello everyone, Pipi here :3 It’s hard to believe that it’s already been a month since KoM was released. A lot has happened during that time. First of all...
Weapons in LiveFire League: chapter 2
Game Design
Continuing our deep dive into the weapons of LiveFire League , it's time to talk about standard weapons — the classic trio: Shotgun, Machinegun, and Minigun...
Devlog
Game Design
"Hello everyone! I've publised updates for the Android build and Windows build. This focuses on stability and squashing some bugs to make the experience smoothe...
2 files
Forest?
1
Game Design
New location is under development :D...
It's time to save your dog!
Coming to Steam!
4
Game Design
Hi guys! With a little help from my incredible partner, ALLBG will be coming to Steam soon !!! It's going to take some tweaks to the code, and I'm going to need...
Catch-Up, Callbacks, and Persistence: Keeping a Multi-Run Mystery On Track in a Card Game
2
Game Design
I.T. Never Ends feels like a shuffle of absurd help-desk tickets, but underneath that shuffle is a structure. Most of what you see is ordinary content: weighted...
Web errors (fixes)
Game Design
So the web version has some few bugs i noticed and one of them is some buttons do not click and another is about the IOS native keyboard not showing up. So i di...
1 file
Moving away from "Solo Dev"
12
17
Game Design
Development continues! I'll give updates at the end, but I also wanted to add a few thoughts about how I've changed my thinking for Heart Sigil Elchemia. When I...
"Frieza's Fury" Game Development Devlog #14: Bug Fixes
Game Design
"Frieza's Fury" Game Development Devlog #14: Bug Fixes...
"Frieza's Fury," a retro, 8-bit-style, Dragon Ball Z themed fighting game fan project for PICO-8.
About the choice system, the core of Thoughtless
Game Design
Lately, especially since I've intensified my marketing efforts before te release, I've been thinking about what makes Thoughtless what it is. The reason why som...
Weapons in LiveFire League: chapter 1
Game Design
In a shooter, weapons are everything. They define how you move, where you position yourself, how you attack and defend. Bad weapons ruin the game. Good weapons...
Known Issues
1
Game Design
One of the play testers revealed an issue in the game. Basically in the map section, when you try to initiate a battle with Tango and click the yes button multi...
Devlog #1 — Why Neon Dealer is about greed, not cards
Game Design
Neon Dealer: Risk & Profit is a small cyberpunk deckbuilder built around a single idea: You can always stop. You just don’t. 💰 The core loop Play cards (de...
1 file
Devlog #2 — How Combat Works (and Why You Keep Losing Fleets)
Game Design
Astrobellum is free for the next few hours. Grab it now if you haven't, and please drop me feedback — this is early access and your input shapes what gets bui...
3 files
🎉 Full Release
2
Game Design
Full Release Hey everyone. I’m really excited to say that Underjoy is now officially available . This project started as a small idea, and over time it grew i...
2 files
Mastery System
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3
Game Design
Hi guys! I’d love your feedback on an idea we’re thinking of experimenting with in Chrono Bot. NEW MECHANIC The idea is a Mastery System. Actions would beco...
v0.3.0
Game Design
This release has been exceptionally long and complex to make. I was not able to do everything I planned, but there are still some very cool milestones. Let’s...
2 files
Atom update
Game Design
ATOM PUNK update The introduction of combat towers is one of the key content updates, significantly changing the gameplay dynamics. This expansion focuses on st...
Character deep dive: Edgar A - the senior poet.
1
Game Design
Meet the staff. Starting with the man who filed a ticket as a sonnet. This is the first entry in a new devlog series for I.T Never Ends : character spotlights...
Saving, settings and quality of life improvements - Prototype Version 3
Game Design
Hello everyone! tl;dr - This week I added a save system, settings, worked on quality of life improvements and bug fixes as well as localization support (not ava...
1 file
Meet the characters of Tavern Talk - #10 Voy & Renu
5
Game Design
Dear Innkeepers! Another humanoid kin are the Phantasms that are very skilled at summoning illusions, and due to their natural affinity to the realm of nightmar...
2 files
DLC CG WIPs!!
3
Game Design
Hey guys! You'll be pleased to know I've spent the last 10 or so hours drawing one of the ~ahem~ event CGs for the DLC. I don't want to spoil too much too soon...
LiveFire League: Prototype is Now Playable
Game Design
**25 years ago**, I first sat down to play *Quake 3 Arena*. I was only 5 years old, and the game grabbed me with its speed, its chaos, its pure adrenaline. Back...
How we killed our game (and resurrected it)
3
Game Design
Hi everyone!!! I'm Fra / Boh and this is the second devlog for our game Echoes of Ymdir! This time it is not a changelog, since there is no update (the map is s...
PvE Missions and Objectives
Game Design
Original posted to the Ruinstars blog I’ve been working on the objectives in the PvE missions for Ruinstars . The mechanics are solid, but in a full PvE campa...
1 file
A thing Vade Arcanum taught me
Game Design
If you've used Vade Arcanum at your table, you've probably pushed through that moment where a roll produces something you didn't plan for and had to decide on t...
Interview - Electric Airship
4
Game Design
I've had an interview with the Electric Airship Podcast! We mainly discuss Moon River and some of the other things I've done, as well as just chopping it up abo...
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