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Tech Discussion Devlogs

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...
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...
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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...
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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...
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[EN] Soft Mini-Golf - Devlog #1
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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
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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...
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Nuova versione.03
Tech Discussion
Bug camera fixed...
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Il videogioco napoletano. The neapolitan videogame
Three.js WebGPU Renderer Now Works in Mystral Native
Tech Discussion
Three.js WebGPU renderer now runs natively in Mystral Native.js. In the previous blog post , I mentioned how Mystral Native.js is a native WebGPU runtime that c...
Sponza in WebGPU Now Runs on Mystral Native — 10x Smaller on Mac
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Tech Discussion
We've replaced the Electron and Tauri builds of the Sponza demo with Mystral Native.js — our own lightweight native runtime for WebGPU games. What changed: Ma...
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Effective Chase Cam Tracking On Loops
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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
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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...
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How I Built This Thing (Part 3) - Tools
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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
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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
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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...
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Progress Report - Masers, Teams, Crabs, Technical Manual
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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'...
Updating the pack
1
Tech Discussion
hello devs, I have uploaded this pack 3 years ago and, you guys have downloaded it and emailed me a lot about pack for asking improvements, So I decided to upda...
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
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Tech Discussion
First public release. Feedback welcome...
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A grim top-down action roguelike where every deal with demons makes you stronger — and emptier.
Remove 90% of Conditional Statements and Bugs from Your Game: Strategy Pattern
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Tech Discussion
If you're developing a game and have if/elif or switch or match statements to adapt the behavior of an object based on a given condition, you need to understand...
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...
Hotfix - For Real This Time!
Tech Discussion
Let's try this again. Hi folks! Hello! I've squashed some important bugs and done a lot of testing. If you were here the other day when I "fixed" the other bugs...
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10th Anniversary Update!
Tech Discussion
So even though this was marked as "2017" before, I technically made this screensaver for myself in 2015. So 2025 marks the tenth anniversary! There was a proble...
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Glitch on store page
Tech Discussion
Hey, folks, This happened last year (exactly a year ago?) and lasted for approximately 24 hours but it seems to be happening. A weird glitch appeared on my stor...
How I Built This Thing (Part 2) - Objects
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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...
RigidBody vs CharacterBody: Which One for Your Platformer?
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Tech Discussion
RigidBody is for simulation. CharacterBody is for custom physics. There you have it. I won’t waste your time. But if you want to understand when you need simu...
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
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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
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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...
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Kullanılan Programlar/Yazılımlar
Tech Discussion
xnbcli : Grafik dosyaları çıkarma/oluşturma işlemi için. Photopea : Grafik çevirme için. Visual Studio Code : Metin çevirme için DeepL : Çeviri yard...
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)
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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...
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KTJ - Tools I Used
Tech Discussion
Chat-GPT Chat-GPT was a vital tool that I used to brainstorm ideas. I used it mostly to help me write code. Initially it started with writing the blueprint with...
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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
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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...
Why Video Tutorials Are Holding You Back (And What to Do About It)
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Tech Discussion
Let's be honest, video tutorials are very bad for learning. I know that's a bold statement, especially coming from someone who runs a YouTube channel dedicated...
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...
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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!
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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...
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🎳 About the 3D Physics Engine Extension for WithThreeJS
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Tech Discussion
The "Rapier 3D for WithThreeJS (R4W3JS)" extension enables the use of the Rapier 3D physics engine within WithThreeJS. GDevelop includes the Jolt 3D physics eng...
Progress Update 1.22 - Optimising the Engine 🛠️
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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 →...
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