Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Game Tech Discussion Devlogs

Devlog #2: Technical Perspective
1
3
Tech Discussion
Good day, Diecaster! In our last devlog, we talked about the inspiration behind the idea we brought to our game jam event. This time, let’s look at the protot...
Creating new MSD Frames
Tech Discussion
Creating New Frames I wanted to take a moment to talk about the process of creating new frames. At first glance, you might think it's easy to just grab a screen...
Resource Collection Animation
Tech Discussion
New Features Resource fly to UI animation Mining now has clear visual feedback. When you collect resources, small icon tokens appear where the action happens an...
Building a System for the Absurd: Why I.T Never Ends is actually a website
1
Tech Discussion
The response to I.T. Never Ends has been surprising to say the least. I mean that in a good way. I set out to make an existential comedy about the mundane grind...
Alpha 4.6.3: 1:1 Scale NASA Data, Newtonian Physics, and the "First 1000" Pilot Medal
1
Tech Discussion
Greetings from Rome, pilots! I am Giuseppe, lead dev of a 3-man team (all veterans from the 90s MUD era). We have been building Project Zero-G for a year, and t...
Prestige Shop
Tech Discussion
This update adds the Prestige Shop , a meta-progression layer where you spend Quantum Points (QP) earned from prestige resets on permanent upgrades that carry o...
BLAKFRAME
Tech Discussion
https://blakframe.com...
v.1.0.3 PATCH NOTES : Save point Bug fixed & Improving interaction visibility
Tech Discussion
Hello everyone, I have just released a small update to address some Streamer feedback and fix a potential Save point issue. Thank you for your continued support...
1 file
v.1.0.2 PATCH NOTES : Character Visibility & Navigation Update
Tech Discussion
[Patch Notes] 1. Character Visibility & Save Logic Fixes The "Invisible Julian" Bug: Fixed a specific bug where the character would become invisible after loadi...
1 file
v.1.0.1 PATCH NOTES : Quality of Life & Bug Fixes
Tech Discussion
1. Gameplay Warnings Added a warning words to the initial tutorial popup regarding the lack of Auto-save and Sequence Skip functions. Please make sure to save m...
1 file
[EN] Soft Mini-Golf - Devlog #1
1
Tech Discussion
Date: February 4, 2026 Version: Early Access Developer: Itamde Studio 🎯 Project Overview Soft Mini-Golf is a casual-style 3D mini-golf game developed with Un...
Blog #08 - Craft system
Tech Discussion
Hello Rotters! Some new game updates happening! Now you can talk to the game NPCs and we have a craft system, so the player can build some tools, weapons, utili...
[IT] Soft Mini-Golf - Devlog #1
1
Tech Discussion
Data: 4 Febbraio 2026 Versione: Early Access Sviluppatore: Itamde Studio 🎯 Panoramica del Progetto Soft Mini-Golf è un gioco di mini-golf 3D in stile casual...
1 file
Nuova versione.03
1
Tech Discussion
Bug camera fixed...
2 files
Il videogioco napoletano. The neapolitan videogame
Effective Chase Cam Tracking On Loops
5
Tech Discussion
Gimbal Lock, Slerping, and Quaternions, oh my. I recently updated the third-person camera to work well on curved loops and other zany tracks. It was not fun, an...
Blog #07 - Windows Defender false positives issues
3
Tech Discussion
Hello Rotters! I've been publishing the game in some subreddits seeking for test players. As my primary OS is Linux, most of the features are being build upon m...
1 file
How I Built This Thing (Part 3) - Tools
3
2
Tech Discussion
Tools Z88DK Z88DK is the best toolchain available for ZX Spectrum development. It provides a C compiler, linker, assembler, and the invaluable ticks cycle simul...
How To Make Car Sound
4
8
Tech Discussion
I was able to create all the car engine noises in this game with free tools. Buckle up though, because it was a decent amount of work. Overview Generate engine...
Before I Step Outside
1
Tech Discussion
Before I Step Outside Before I Step Outside is a short psychological horror experience set during the early days of a mysterious virus outbreak. You play as an...
1 file
Progress Report - Masers, Teams, Crabs, Technical Manual
98
35
Tech Discussion
Happy new year, everyone! I had wanted to get this progress report out much sooner, but certain things required more time to develop. Let's get right into what'...
Font Color Customization
1
Tech Discussion
I tried to tweak the game’s theme a bit, but I ended up building a custom system for the font colors...
Brush Manager – Our Internal Unreal Engine Landscape Tool, Now Public
Tech Discussion
While developing Sinister Night , we built a custom Unreal Engine tool to simplify and speed up our game development process and optimize our overall workflow...
Shadow Ages Dev
1
Tech Discussion
First public release. Feedback welcome...
5 files
A grim top-down action roguelike where every deal with demons makes you stronger — and emptier.
Helping Players Get Started
1
Tech Discussion
I started working on an instructions section for the game. It already looks pretty solid, and I’ll be adding more to it soon. I’ve rewritten it a bunch of t...
I made an FPS in 64 KB
1
13
Tech Discussion
I am currently working on a Video to explain how I have achieved this. Stay tuned!...
2 files
How I Built This Thing (Part 2) - Objects
1
2
Tech Discussion
World of Spells, Part II Objects: Rendering, Sorting, and Surviving on a ZX Spectrum Walls are easy. They don’t move. They don’t overlap. They don’t shoot...
Tools & Equipment Tab
Tech Discussion
Version 0.9.+ focuses on closing the last major UI gap and polishing core systems. The headline addition is the fully implemented Tools & Equipment Tab , which...
Core technologies
1
Tech Discussion
Hey folks! This will be our first post here, and we're so thrilled about it. This one will be about technologies behind the scene. It's just because what came t...
How I Built This Thing (Part 1): Designing a 3D Engine the ZX Spectrum Was Never Meant to Run
2
6
Tech Discussion
There is no single trick that makes World of Spells fast. No magical routine, no one golden optimization, no secret Z80 opcode. What exists instead is a stack o...
1 file
Resolution Switching System
Tech Discussion
Added support for lower resolutions to better accommodate older laptops. I’ll also be tightening up the overall UI to make it more compact and usable on small...
How I faked an endless desert in a tiny 50×50 world (floating-origin trick)
3
Tech Discussion
I recently made a brief, 3D first person "walking sim" Beach of the Never . I want to share some things I learned along the way. Perhaps some of you may find it...
I Just Open sourced my RPG web game
Tech Discussion
My web game is being open sourced as a part of the game's development . Dystopia RPG web port source code is finally officially open sourced! Check it out here...
2 files
Improved save system and quality of life changes
Tech Discussion
A player suggested improving the save system and its interval. Based on that feedback, I changed it so the game now only saves when the player does it manually...
Completion Overview
1
Tech Discussion
Thank you for your support and for playing! The game is almost finished. M Completion Overview Core Game: ██████████████████...
Refining the Automation, Upgrades Tab Interface
Tech Discussion
After finish up the Automation tab i design to make them both similar that its more poblished...
Refining the Upgrades Tab Interface
Tech Discussion
The Upgrades tab now uses fonts that are 25% larger and has received a refreshed visual pass to improve readability and give the interface a more polished, prof...
Sneak Peek: Worker Mining & Movement Upgrades
Tech Discussion
Workers will now also mine visually, move every 60 seconds, and merge together. The mining block on the field still helps a bit in the early game, but now has a...
Prestige Requirements Redesign
Tech Discussion
The current prestige system uses a single requirement (1000m depth + 50 crystals), which: Becomes repetitive after multiple prestiges Doesn't scale with player...
Krumpl3D 0.06
Tech Discussion
Yet another life-consuming release but it was definitely worth it! Spent 6 months on this Here is what's taken care of: BUGS FIXED: Fixed Car respawning with bl...
1 file
Implementing and Testing the Achievement System
Tech Discussion
It took me a couple of tries to get it working and tested, but overall I’m happy with it so far. I’m planning to add around seven more achievements in the f...
The Making Of OutRun Chapter 3: Sprite Scaling!
12
Tech Discussion
🌴 Enjoy the latest installment of the series, which explains how the sprite scaling code works. I've also released the sprite scaling source code, so you can...
1 file
Progress Update 1.22 - Optimising the Engine 🛠️
5
Tech Discussion
Hello all! Welcome once again to a progress update, to players both old and new, veterans and newcomers alike! First of all thank you to everyone who has made t...
Upcoming in 0.4.5
Tech Discussion
Fixed a major Prestige Depth Infinity bug that broke late-game progression. Depth is now hard-capped at 1,000,000m, with a 100x max quantum multiplier. Added a...
Preview: Core Balance Changes
Tech Discussion
Block Rewards Reduced: Crystals: 1.0 → 0.5 (50% reduction) Ore/Blocks: 2.0 → 1.2 (40% reduction) Uranium: 0.5 → 0.3 (40% reduction) Dark Matter: 0.2 →...
Windows DirectX 12 Crash Resolved
Tech Discussion
CRITICAL FIX: Windows DirectX 12 Crash Resolved FIXED : Game now forces Vulkan backend on all platforms to avoid DirectX 12 push constant bug FIXED : Eliminated...
Inadequate responsive layout for <1080p resolutions
Tech Discussion
I tested on a widescreen configuration, and that led to UI elements being cut off for some players. Sorry about that fixes and improvements are in progress Mart...
2 files
Progress Report - Pathfinding, Art, Optimization
45
48
Tech Discussion
Hello. It's October now, and things have been pretty quiet here for the past three months. I'm going to try and put out these progress reports more frequently...
A New Port of Six/Six Coming Soon
Tech Discussion
In my unending quest to port Six/Six to all major platforms, I’ve finally decided to tackle the next major computing system. The game was originally developed...
Performance improvements!
Tech Discussion
As I’ve previously mentioned, I’m working on overhauling NRender to make it ready for my next game. This includes cleaning things up and streamlining APIs...
Loading more posts...