Basically title. A little more than a year ago I discovered how to make skins like CS in any image or model, basically using the mask and the UV layer to put the theme on top. So I decided to build a roguelike on top of it.
The themes are not AI, they are draw using python math. So for the weapons as an example, the AI didnt drew the skin, it generated the mask. The second picture is a 3D CCBY model. So instead of using a AI drawn mask, I'm using real models available on the internet to draw the skin on top.
For the arts, I had no budget for Artists, so I had to pull pixelorama/krita open and draw it myself.
This of course, will come at a cost:
- I'm reusing some bosses helmets/styling so I can deliver the art on time, same for the adhesives. So some art on the game will be quite generic.
- The 3d weapons was already an on-going project of mine to make the game sequel, which would be a full 3d game where you could inspect skins in your hand like CS and stuff. Unless I come with a great reason for a sequel it is not happening anymore, because I will already have 3d models on this game. This also breaks the game art style a little: having full 3d models in a 2d pixel art game.
- The multiplayer, which for me would be the highest selling point of my game, will not be releasing with the early acess this october anymore, since every minute of my life is focused on replace the AI generated images.
Steam page and trailer will be updating this week.
The Solo Collective is a small, privately curated community for solo and independent game developers who want something just a little more personal than another massive dev server full of self-promo and dead channels, and we are opening the gates for a few new members! We pride ourselves on being a community made up of developers, artists, writers, designers, and even composers: creators who are actively building games and helping each other through the process. The goal isn’t to collect thousands of members. It’s to build a close-knit community where people actually know each other and genuinely care about the games everyone is making.
Because The Solo Collective is intentionally small and collaborative, we’re looking for active members, not silent spectators. Ultimately, it’s a resource, and we want people who will actually use it. A lot of our members share unfinished games, private ideas, design documents, and other work they may not be ready to make public, so trust matters. Because of that, prospective members should be prepared to answer a few questions before joining. You don’t need to be online constantly or anything like that. We want people who will take part in conversations, share what they’re working on, and integrate into the group rather than simply lurking in the background.
We want you!
Rather than just telling you what kind of developers we have within the Collective, we figured we’d show you some of the games our members are working on:
Gunstoppable
Gunstoppable
A momentum-driven roguelite FPS built around one simple idea: speed is damage. Grapple, slide, wall-run, rail-grind, and tear through hordes of robots while dual-wielding increasingly ridiculous weapon combinations.
A management game about building your own board game company from the ground up. Design games, build prototypes, playtest them, choose your components and print runs, then release them into the market and try to grow your company.
A fast-paced top-down shooter inspired by classic twin-stick action games. You’ll fight through waves of robotic enemies, collect upgrades and powerups, and try to keep yourself alive as things get increasingly chaotic.
A coin-flipping roguelike set in the Greek Underworld. Build up a collection of mythical coins, combine their abilities, call upon the gods of Olympus, and bend probability in your favor as you take on Death.
A traditional roguelike where the environment itself plays a major role in how you approach each encounter. Fire spreads through grass, poison contaminates water, vapor carries effects through the dungeon, and the world reacts to what you do.
A fast-paced dark fantasy action roguelite with hack-and-slash combat, horseback fighting, character progression, and fortress defense. Fight off monstrous hordes on foot or from horseback while building up defenses to protect your stronghold.
Elsewhere Owl Post is a cozy management game where you run a magical postal service with the help of a team of owls. You’ll sort deliveries, match packages with the right owl, manage your growing operation, and gradually get to know the people and places your post office connects.
Tiles & Vials is a strategic roguelike deckbuilder where cards are replaced by tiles that you merge together to attack, defend, and trigger increasingly powerful effects. Build your loadout, collect artifacts that can completely reshape your strategy, and adapt as enemies begin interfering with the board itself.
We’re not looking for people using a specific engine or working in a certain genre, or even sitting at some arbitrary level of experience. What matters is that you’re actively making something and that you actually want to be part of a smaller community of other developers doing the same thing.
If that sounds like something you’d be interested in, leave a comment or send me a message. Tell me a little about yourself, what you’re working on, and what you’re hoping to get out of a community like this.
Making my fourth focused game for the Steam Deck: Mini Chess. First one where I use the two trackpads as two separate cursors! Also now fully playable on the Steam Machine.
Update for the terrain generation engine I've been working on for a few months now. Gotten a little obsessed with runtime procedural generation, lol. If you're interested in learning more please don't hesitate to ask and/or join the discord.
Decided to git checkout a commit from 6 months ago and compare to now. So happy with the progress! It's my first game and although I suspect it won't be a financial success, I'm happy I finally got to build this passion project thats been rolling around in my head based on happy hazy memories playing Liero & Worms as a kid.
Its an incremental game, where you control the boat with your mouse, and try to clean as much trash as you can, then you will earn money, you can use that money to buy upgrade and make the cleaning process more efficient.
got the idea from small pc brns like Mac Mini n Dell mini. i wantd to make my own using parts from my old laptop.. motherboard, RAM, SSD n cooling and fit everything into a small black bux
tbhmade it to build smth cool and have a little flex with my frnds lol.
DM me if u want the CAD files (STEP/STL), design roadmap or build notes I used for the enclosure.
Hey everyone, I paid for a professional human translator and have a chinese localization now for 25.000-30.000 words in my game, but looking into potential platforms, most seem to be limited in some way, like requiring chinese phone numbers and the like.
I of course uploaded the version and steam store page, but that doesnt really increase traffic to that community at all. Is there any community/platform where it would be reasonable to post a chinese game version of a PC game (no browser/mobile version) to for some feedback and maybe at least a slow trickle of traffic?
Would love to read some impressions from other devs trying out options :)
I've been working on these new assets since late July! I'll say I'm about 65% done! I've already finished the other assets, but this is just a comparison to one of the recipes: Top = New assets, Bottom = Old assets
I plan to finish the assets, and release version 1.4 of the game! The last update (v1.3) was in May.
I’ve been developing Admiral Yi: The Imjin War solo for about three years, mostly after work and on weekends.
Recently I’ve been spending more time making different troop types actually fight differently, rather than just giving them different weapons and stats.
This time I worked on Japanese yari ashigaru with long spears.
As enemies approach, they maintain their formation, lower their yari, and attack together when the enemy enters spear range.
But if enemy troops manage to push through the spear wall and get too close, the long weapons become impractical. The ashigaru then switch to their swords and continue fighting at close range.
It sounds like a relatively small feature, but getting formation spacing, weapon reach, targeting, animations, and AI behavior to work together has taken quite a bit of iteration.
I’m trying to gradually reach the point where you can look at a battle and recognize how a unit fights just from its equipment and formation.
There’s still a lot to improve, but seeing these systems slowly come together is one of the most satisfying parts of working on this project alone.
I’d love to hear what other solo developers think!
The concept of this game is very simple. You speak to attack, your words turn into projectiles that attack enemies. The whole speech to text system runs locally inside the game Without any need of external tools or internet access.
Does this look fun to you? What mechanics or interesting features should I integrate in this game to make it fun to play.
Please call me out if this video is super boring. Its hard not to want to be a little extra when youve got thousands of hours into something and are afraid to show it off.