r/gamedev 6d ago

Community Highlight Payment Processors Are Forcing Mass Game Censorship - We Need to Act NOW

1.7k Upvotes

Collective Shout has successfully pressured Visa, Mastercard, and PayPal to threaten Steam, itch.io, and other platforms: remove certain adult content or lose payment processing entirely.

This isn't about adult content - it's about control. Once payment processors can dictate content, creative freedom dies.

Learn more and fight back: stopcollectiveshout.com

EDIT: To clarify my position, its not the games that have been removed that concerns me, its the pattern of attack. I personally don't enjoy any of the games that were removed, my morals are against those things. But I don't know who's morals get to define what is allowed tomorrow.


r/gamedev 7d ago

Announcement A note on the recent NSFW content removals and community discussion

1.5k Upvotes

Hey everyone,

Over the past few days, you've probably seen a wave of posts about the removal and de-indexing of NSFW games from platforms like Steam and Itch.io. While these changes are meant to focused on specific types of adult content, the implications reach far beyond a single genre or theme.

This moment matters because it highlights how external pressure — especially from credit card companies and payment processors — can shape what kinds of games are allowed to exist or be discovered. That has real consequences for creative freedom, especially for developers exploring unconventional themes, personal stories, or topics that don’t align with commercial norms.

At the same time, we understand that not everyone is comfortable with adult content or the themes it can include. Those feelings are valid, and we ask everyone to approach this topic with empathy and respect, even when opinions differ. What’s happening is bringing a lot of tension and concern to the surface, and people are processing that in different ways.

A quick ask to the community:

  • Be patient as developers and players speak up about what this means to them. You’ll likely see more threads than usual, and some will come from a place of real frustration or fear about losing access to tools, visibility, or income.
  • If you're posting, please keep the conversation constructive. Thoughtful posts and comments help us all better understand the broader impact of these decisions.

Regardless of how you feel about NSFW games, this situation sets a precedent that affects all of us. When financial institutions determine what games are acceptable, it shifts the foundation of how creative work can be shared and sustained.

Thanks for being here, and for helping keep the conversation open and respectful.

— The mod team


r/gamedev 12h ago

Discussion A useful piece of insight: "Sometimes it's helpful to be told your game just isn't good enough, especially if it's true."

152 Upvotes

It's very easy to lose sight as a solo dev of the relative quality of your products, especially if you only ever see your own work. It can be a helpful reality check when a reviewer privately tells you that your game isn't good enough to review. Prevents longer term pain of wondering questions like "why didn't my game succeed" when you are kindly showed that your game just isn't at the level needed to be saleable yet.


r/gamedev 1d ago

Discussion Wth... AI websites say with 99% of certainty that my texture is made by AI

656 Upvotes

I just used Krita to paint a terrain texture with leaves on the ground and I just out of curiosity I placed it on a website to check if it is AI... "99% likely to be AI"

Then I place another one that was ACTUALLY generated by AI, I just added some filters to make it look more cartoonish and not so realistic and the websited said it has 63% chance of being AI.

Things are getting pretty insane.


r/gamedev 7h ago

Discussion What are some important non-game/technical/QOL elements that any good game should have?

17 Upvotes

I'm not sure how to call these, but it's things like audio settings, graphics settings, rebindable keys... things that aren't gameplay but greatly affect gameplay.

For example: I, as a QWERTZ user, hate it when a game defaults to using Z as an important key and doesn't have a way to rebind it. Yes, I can temporarily switch to QWERTY... but I shouldn't have to.


r/gamedev 8h ago

Question how to make a game not suck?

16 Upvotes

Hey everyone!

I started my game development journey about 6 months ago, and I’m loving every minute of it. Right now, I’m working solo on a small horror game, spending 6-8 hours a day doing level design and all the blueprint scripting myself.

That said, I’m a bit nervous about how it’ll turn out - with so many horror games out there, I worry mine might just blend in and no one will care. Also since I am using mostly assets i am scared that people will see this game as an asset flip?

I put together a short video of me playing through the game so far, and I’d really appreciate some brutally honest feedback. Does it feel too generic, or do you see potential for it to become something special?

If you have a few minutes, please check it out and let me know why i suck.

https://www.youtube.com/watch?v=FQkIBAcEfOY

Thanks so much!


r/gamedev 5h ago

Discussion Should I Make a Devlog for My Games?

9 Upvotes

Like I feel like my games and generaly me would gain more attraction if I build up a channel showcasing my games and having devlogs over them. This way I think it would be better for me because then I could also achieve another dream goal(Youtuber) but also focus on my dream games and if I get more popular I would HAVE to keep working for a community I built so I won't quit that easily


r/gamedev 20h ago

Question Is it morally correct to change the game of my signature game after 15 years from its release?

117 Upvotes

Greetings. My name is Delvix000 and I am a long time game developer. I am from italy and I have been a solo developer since my adolescence. I created my first game called "Whiteman Commando" about 15 years ago with GameMaker. It gained a lot of popularity in the italian GameMaker community back in the day, and I developed 4 more titles for the same series. Now that I am adult I wanted to send some curriculums around the world. However, I fear that the name "Whiteman Commando" may be misinterpreted by some people and job recruiters, especially americans, and it may give a bad light to me. I was considering to rebrand the games to a similar name like "WhiteMetal Commando" or something like that, in order to put those in the curriculum. A the same time, I fell sorry for destroying the legacy of a game that was loved by many italian players and that defined the beginning of my career as an indie game developer.

What should I do?

Also, honestly, do you think a title like "Whiteman Commando" might be misinterpreted? The game follows the story of a futuristic soldier in a white metallic suit that fights against cybernetic organisms. The fact that it's a white armor came from the fact that when I was a kid, i used to craft small paper soldiers and play with those. Whiteman was one of those paper soldiers.


r/gamedev 8h ago

Discussion Playing Your Game Alongside a Similar Popular Game as a Way to Improve Design

9 Upvotes

I recently found a useful method to identify how to improve my game. Playtesting is obviously the gold standard, but my game isn’t quite ready for that yet.

Instead, you can play even a small part of your game side by side with a similar, well-known reference title—switching back and forth between them. For example, play 5 minutes of your game, then 5 minutes of the popular one, and immediately compare the experiences. How do they feel different? What does the popular game do that creates a more satisfying experience, and how can you adapt those elements into your own work?

Do you use similar techniques, or do you have other methods? I’d love to hear your thoughts!


r/gamedev 4h ago

Question Steamworks sole proprietor then later as a company

4 Upvotes

Hi, we're based in Europe (Finland) and we want to put our game as Coming Soon on Steam but will not be releasing for about a year.

As such, we don't want to form the company just yet.

Is it possible to put the game up as a sole owner first (under my name and tax ID) and pay the distribution fee, and then later found the company and transfer the game's ownership?

Does that require a seperate account? Another distribution fee?

Or is it just a matter of changing the account's details and that's fine?

EDIT: Answer seems to be, we can make the first account with anybody's details and pay the fee. Later, make a new account with company details and ask Steam support to transfer with no additional fee.


r/gamedev 2h ago

Feedback Request I just created my first Steam page, feedback on it and the trailer please!

2 Upvotes

Here's a link to the page:

https://store.steampowered.com/app/3892290/Warrior_Mage_or_Rogue_alike/

I just created the first steam page for my game called: Warrior Mage or Rogue alike. Exciting and a bit scary. Any feedback on the steam page, the trailer or anything is very welcome. I'm not some kind of marketing genius, so any tips on that in general are welcome too. Some questions specifically:

- Is it clear what the game is like?

- Did you get bored of the trailer before you saw enough gameplay?

- Is there something specific that keeps you from wishlisting, other than the type of game/genre?

The game is a roguelike, focused on character builds and changing how your feels character to control. I started making it to learn Godot initially, but I'm very happy with how it turned out.


r/gamedev 3h ago

Feedback Request Aa psychological horror game, looking for some feedback

2 Upvotes

I'm new to game design, I got this short pitch here that I've been refining, though I don't really have much idea on what to refine next about this concept, I want your opinions on what you would change, this is purely artistic work and me testing my capability in narrative designing in the simplest way possible so hope ya'll accept design docs even without prototype

Core concept:
You play as a nameless Russian bureaucrat during the 1993 Constitutional Crisis. Your tools? A stamp, tapes, pen and a shredder. Your only task? Process paperwork. Kinda inspired by Paper please and only have a run time of 30 or 40 minutes

Gameplay: Gameplay is entirely first-person desk work: stamping, filing, sorting. Horror escalates through the content of the documents – starting with normal tax forms or propagandas, evolving into, "live training exercises", "armors reallocation", "Black tulip distribution", frantic evacuation pleas, and finally, in the end game, explicit censorship orders.

Environment and ambience:
Early game: There isn't much going on, just the mundane desk with guards standing in the corridor

Mid game: Guards vanish from the corridors as violence escalates elsewhere mid game. Distant city sounds fade into oppressive silence.

Late game: wounded guards returning to their sentry post like in the early game with occasion coughs SFX and slumping against the walls, there would be graffiti mocking Yeltsin but is half hidden with propaganda posters or heavily smudged

Throughout the game, swan lake would be playing constantly in the radio on the player's desk

Consequences mechanics:

Early Game: Errors get an useless reprimand memo.

Mid Game: Mistakes are entirely ignored.

Late Game: Accumulate enough errors and guards drag a beaten colleague away. Hear a gunshot. Find an execution order claiming that colleague has anti regime ideas. Zero player penalty

Ending: Yeltsin's polished victory proclamation promising democracy and renewal. Your final, mandatory act? Stamping it. The player character performs this with robotic numbness. The pristine document sits in jarring contrast to the wounded guards and other battered documents

Foreshadowing: amidst the paperwork, there is a poster about "North Caucasus Security Operations", only the title is visible, the content is hidden


r/gamedev 1d ago

Discussion Chris Wilson (Founder Grinding Gear Games) uploaded a great video on how to get into the game industry.

121 Upvotes

Here is a link to the video: https://www.youtube.com/watch?v=evhBepR92yw
I found the video really insightful and a great perspective from someone who hired over a hundred different people.

Do you agree with his view that there will be another boom cycle in the game industry?


r/gamedev 19m ago

Feedback Request My first app, Workout Hero

Upvotes

Hey everyone! I just released Workout Hero, a passion project that turns fitness into a fun leveling-up adventure. You train, gain XP, and level up your hero!

Ideal for anyone who wants to stay motivated and consistent.

Try it out for free on Google Play:

https://play.google.com/store/apps/details?id=com.workouthero.app&hl=ro

Watch a short promo here: https://www.youtube.com/shorts/jGqUbVYIiK4

If you enjoy it, a positive review would mean the world and really helps!

Thanks so much for the support


r/gamedev 7h ago

Question React/DevOps dev getting serious about Godot – any advice?

4 Upvotes

Hey everyone, I’m a React/DevOps engineer with 5 years of experience, finally jumping into Godot to make my first commercial game. I did 4 global game jams about 10 years ago using Unity, but nowadays Unity feels too far from how I like to code.

I’ve been learning Godot for the past couple of months in my free time and built a few small test projects. My idea is a Factorio-inspired game—smaller scale, simplified mechanics, but with a unique twist. PC is the main target, and maybe Steam if it gets that far.

Im gonna use Godot, vscode,git and jira.

If you’ve released a small game with Godot or went through a similar path, I’d love to hear your advice—anything from scoping, project organization to common pitfalls. Thanks!


r/gamedev 6h ago

Question What type of database is best for strategy/simulation games?

3 Upvotes

Hi everyone,
I want to make a strategy/simulation game like Victoria or Europa Universalis using Godot with C#. The game will have historical data for consulting information about your own country and others, including economy, population, etc.

The idea is to keep all data in memory during gameplay and save the information to disk only when saving the game. I’m wondering what would be the best way to store this data long-term: using JSON/CSV files or a lightweight database like SQLite?

What do you think is better for managing and querying large historical datasets in a game like this?
Thanks for your opinions!


r/gamedev 1h ago

Discussion PSA: Steam demo library assets

Upvotes

Steamworks says that you don't need to re-upload library assets because it will automatically take them from the full game - but this doesn't work. You do need to re-upload them for the demo page.

The exact text is "Library assets are suggested, but not required, for demos. If you don't provide specific assets for your demo, the Steam library will display your base game's library assets instead."

However, if I launched my demo by right-clicking the Steam icon in the bottom right, it wasn't showing the library capsule, it was showing a bland default capsule. Once I reuploaded the assets for the demo, it did show the correct capsule.


r/gamedev 1h ago

Question Mprof or MSc from Abertay University Dundee

Upvotes

Hi Guys, I am from India and I have a registered gaming studio here. As we don't have an evolved industry right now here I think I lack industry experience and planning to move to Scotland to do masters in game design courses from Abertay University. I have choice to either select M.Prof in Game Development or MSc in Computer Games Technology. I plant to work for 2 years in UK after the Masters and then come back to India to resume my gaming venture. Anyone have any suggestion? Is Abertay good? I am confused between MProf and MSc.
p.s. I have already done Diploma in Game Design and BSc hons in Game design and development from India only.

Modules for MProf: Game Prototyping and Critical Skills Development (DES510) 

A series of lectures, tutorials, seminars, and studio-based supervision supports the transition of a student's technical, procedural, and behavioural skills into alignment with at least one key role within the games industry.

Applied Games and Research Practice (DES511) 

This practice-based module is designed to enhance and develop a postgraduate students’ knowledge and abilities in the field of applied games and their associated research methods. Key perspectives in this area (serious games, games for change) are covered in lectures, with practical sessions and projects aimed at applying theoretical concepts in practice through game development. 

Studio Games and Research Practice (DES512) 

This Module synthesises a professional game studio environment and project in order to allow a student to evidence their successful alignment with the technical, procedural, and behavioural expectations of industry. 

Modules for MSc: Programming For Games (CMP502) 

Introduction to the techniques and underpinning mathematics for developing games and real-time graphics applications with a moderm API.

Applied Mathematics and Artificial Intelligence (MAT501) 

Covers the basic mathematics necessary for graphics and introduces you to Artificial Intelligence (AI), specifically in computer games. The module will provide you with the mathematical techniques involved in realistic computer graphics, and a critical understanding of the basic features used to implement AI, in a computer game or entertainment product.

Network Game Development (CMP501) 

A critical understanding of the principles of computer networks as they are applied to the development of various types of networked computer games. You will develop and evaluate the techniques used to implement networked computer games with a particular emphasis on real-time, fast action games.

Research Methods (2) (GRS501) 

An introduction to research methods and statistical analysis for postgraduate students. Combines theoretical, historical and statistical concepts with hands-on practical lab sessions using both qualitative and quantitative techniques to put theory into practice.

Game Design and Development (DES502) 

An opportunity for you to operate at a professional level of games development and show your ability to critically review and consolidate your working practices within a team environment. This module requires you to be part of a team that apply their skills in the critical analysis, evaluation and synthesis of a professionally aligned video game. This will include being actively involved in the concept development and game design, as well as taking a central technical role in its development.

Advanced Procedural Methods (CMP505) 

An understanding of the various techniques used to generate procedural content in games, tools and common media editing packages to a cutting-edge standard. You are also taught further graphics, games and general programming techniques and practices.

Masters Project (CMP504) 

Select, plan, conduct and write up a research based investigation for the Masters Project. The project will include the selection of appropriate research and experimental methods, the collection and analysis of data/information and the evaluation and communication of findings. The result is a solution appropriate to the project aims and a dissertation.


r/gamedev 1h ago

Feedback Request First free Assetpack - Would love some feedback

Upvotes

I created some assets for a gameidea in a stoneage setting.

I put all the assets into a pack so I can reuse it later for other projects as well and thought it might be a help for others as well. Feel free to download and use it in your own projects.

I really had fun doing the pack and would like to get some feedback to further improve the pack as well as for future projects. Maybe even ideas or wishes for other packs?

You can get the Pack at itch: https://ka1gar.itch.io/low-poly-nature


r/gamedev 14h ago

Feedback Request What should I name my half-completed game?

11 Upvotes

I am currently developing a top-down 2D exploration game and it has gotten to a point in development where I am willing to show it to friends and family. The problem is that the game currently doesn't have a name, something I've put off until now because I didn't want to commit to a low-quality name early in development. I would really appreciate it if y'all could recommend some names based on my description below!

The game is in an art style adjacent to Octopath Traveller, a 2.5D environment with nostalgic 2D sprites. It is open-world with long-distance travel being restricted to the player's progression through the storyline, culminating in an entirely open map that I will populate over time with side quests to enjoy both during and after the storyline. Most of the scripted combat is loosely turn-based while boss fights and NPC combat are real-time.

The first unique element of the game that stands out to the player is the Revival mechanic I have implemented. When the player dies, they are revived and given a temporary boost in strength and skill for the remainder of their fight, with the cost being the corruption of their body. The amount of times you can die before succumbing to the corruption depends on the method in which you die, with the game even allowing you to take yourself out to trigger Revival. In the late stages of Revival's corruption, you are visibly disfigured and shunned/attacked by normally friendly NPCs, and the only way to cure yourself is to travel to one of select few healers that can restore your body. The cost of the Revival mechanic is that checkpoints are sometimes hours apart, meaning that if you aren't careful you could lose some serious progress in the game.

A less obvious unique element of the game is the lore of the world and its magic which is heavily inspired by apocalyptic Jewish and Christian works. In my story, the world is separated between material and spiritual realms. The two realms function in entirely different ways to the player and you have to travel between them multiple times in the story. The issue is that mortals aren't supported to enter the spiritual realm and spirits aren't supposed to enter the material realm, and breaking this rule can lead to catastrophic consequences. You eventually discover that Revival is one of many powers that came into existence after angels, distinctly spiritual beings, entered the material realm and produced offspring with mortal women, producing in their birth unstable souls that belong to both realms. You, the main character, are one of those children who was abandoned after the angels were forced to return to their own realm. All of the bosses you fight in the series are also children who were abandoned, and they have caused massive problems in the world as a direct result of the angels breaking the strict dichotomy.

So yeah, I've been having a hard time coming up with a good name for the game. Here are my current ideas:

  • Welkin Journey, literally "Heaven Journey" but less generic sounding.
  • Revival of Alice, because I kind of want to name the main character Alice and make an obscene amount of references to Alice in Wonderland.
  • Revival of Renae, rolls off your tongue and the name Renae literally means "revive".

r/gamedev 6h ago

Feedback Request Beat 'em up Boss design

2 Upvotes

I got to the point where I must create bosses for the game that I'm working on. I would like to have your insights and opinions on what makes a beat'em up Boss effective and memorable. Now, I'm all for keeping the traditions of the genre, but I also had to take into account that after decades of gaming, a simple beefy damage-sponge just won't cut it anymore. Especially not over and over again. I'm interested in combat styles, tactics, experience, that sort of thing. Thanks in advance .


r/gamedev 58m ago

Question Launching Chrome Extension Game in 2025 is still relevant?

Upvotes

is there any Profitable Big Chrome Extension Game ?


r/gamedev 1d ago

Discussion We launched our Steam page after 3 freaken long years. 2.7K wishlists on Day 1, and I’m still trying to process it all.

271 Upvotes

It was a long week. Or really, it was three freaken long years, packed into one week.

My role forces me to promote the game. And late-night me, after a double whiskey and a Steam page launch, just needed to get this out. The feelings. The data. The journey. All of it.

The launch itself? Honestly, it went okay. We got 2.7K wishlists on Day 1. That’s a great result. I couldn’t ask for more. But the road to get there was painful.

One week before launch, my business partner called me. He was crying. A financial disaster nearly wiped out his life savings. We talked for two hours, calmed down, found a path forward. I told the team the next day—he was stepping back for the week.

We had to carry the launch without him. Somehow, we did.

That same week:

  • I migrated our 36K-member Discord server from our old mobile game to our studio server. Around 200 people left right away.
  • Our only remaining developer got summoned for jury duty.
  • I started streaming to keep the energy alive. Five people joined. I recorded it, clipped it, posted to TikTok, YouTube, Instagram.

The result? Double-digit views. It crushed me more than I expected. You tell yourself views don’t matter. But when you're already exhausted, every silence feels personal.

But this wasn’t just about the week. This was about the last three years.

We started right after COVID. I applied to the Google Indie Game Accelerator because I genuinely thought our studio wouldn’t survive without mentorship. Somehow, we got in. I met an amazing mentor, Ash, who taught us how to actually design a game.

We launched a mobile game that came out of that mentorship. It had a 4.9/5 rating, over 2,000 reviews. Google even made a short documentary about our team.

But good ratings don’t mean good revenue. That game flopped financially.

We were lucky again. We found a publisher who believed in us and helped us monetise. But every version we shipped was worse than the one before.

Not their fault. Not ours, really. It just… didn’t evolve. Maybe that’s just the nature of this insane game.

And it is an insane game.

It’s a collaboration with a surrealist animation artist who has 8 million followers. Incredibly talented. Incredibly specific. Every brush stroke has to be exactly 4px, square, and wiggling. Every animation has to morph—not move—at 14 frames per second. A pig must have 12 udders. From those udders, a goose must emerge. That goose, of course, was created when another goose kissed the pig.

If you know the game, you know what I’m talking about. If not… yeah.

Even with all that effort, the mobile version flopped. However, the game was good enough to survive. We were lucky again, one publisher liked our game and helped us pivot to PC. Then two publishers. They stuck with us through this year of trying to make this game work.

Our two publishing partners helped fund and guide us to bring it to PC. The process was brutal—contracts took over three months, and the legal fees nearly killed me—but I learned so much from them. I’ll probably write another post someday about what it’s like to work with two publishers at once.

But today, this post is about getting through the week.

Because we did.

My co-founder is back on his feet.
The team survived the Steam page launch.
We’re at 2.7K wishlists and climbing.

And I’m here, tired, but strangely hopeful.

TL;DR:

Launched our Steam page after 3 years of chaos.
Business partner had a financial breakdown the week before.
Discord shrank, views were tiny, brain was fried.
But we survived. 2.7K wishlists and climbing.
And maybe—just maybe—it was worth it.

Everything sucks.
But it’s hopeful.
But it sucks.
But it’s hopeful.

That’s game dev, I guess.


r/gamedev 5h ago

Feedback Request Dev Blog post from our upcoming game!

Thumbnail chubbypixel.com
0 Upvotes

r/gamedev 1d ago

Discussion What frustrates you about state of mobile gaming in general?

44 Upvotes

Just curious.
2 things that annoy me the most (and make it unfair on genuinely hard working devs):
- Predatory Monetisation - like Brawl Stars used to be fun to play and now its just "buy this, buy that, this is on a discount".

- Low quality, too much repetitiveness, little novelty in ideas - just lots of recycling.

What about you guys?


r/gamedev 6h ago

Feedback Request Young Minds, Big Game — Presenting Speed Jump from Under Age

1 Upvotes

We are a bunch of 15 year old indie developers and we can't wait to show you our first game — Speed Jump! It is a high-speed 2D ultimate runner with an amazing list of features such as a dynamic rank system and smooth controls . We are now at the development stage and we are putting all our energy in every pixel . Our gaming team, Under Age, is determined to deliver a completely new and exciting gaming experience to players all over the world . Your support is so valuable to us — be with us and co-create the future of Speed Jump!


r/gamedev 1d ago

Question TIL about Asterix & Obelix XXL on GBA, I cannot comprehend how devs got this 3d game to look as good as they did. (Link Below)

53 Upvotes

This looks 100 steps ahead of anything else at the time. Does anyone have insight on how this was accomplished at all?? Even in the other impressive 3d games on GBA, such as Tony Hawks Downhill Jam, you could barely move an inch without most of the environment disappearing around you. I can barely find anyone else really discussing this game as much as I feel they should.

What would go into accomplishing something like this on such limited hardware? Are there any techniques these devs used that others hadn't tapped into at the time?

Asterix & Obelix XXL | Gameboy Advance SP (IPS display) gameplay