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Solo devs keep raising the bar 🤯 This UE5 gibb0 creature action game looks insanely fun—grabbing cars, throwing them, then gliding with transformed wings? #UE5 #indiedev #gamedev

53,899 views • 29 days ago •via X (Twitter)

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HoYoverse (the devs behind Genshin Impact, Honkai Star Rail and Zenless Zone Zero) are working on several very large Gacha games. Some open-world, some action combat, some turn-based, some aren't even confirmed to have Gacha in them. Let's break it down: ⚠️1. Petit Planet (Cozy Life Sim)⚠️ Relaxed, cozy cosmic life sim - honestly, pretty much a spin on Animal Crossing. ⚠️2. Varsapura (Open-World Action)⚠️ Open-world action RPG set in a supernatural, modern-ish metropolis infused with strange/paranormal elements. It has a darker, more grounded and stylish atmosphere compared to Genshin or Star Rail. ⚠️3. Honkai: Nexus Anima (Creature Collection Strategy)⚠️ Creature-collecting adventure strategy game (heavily compared to Pokémon-style mechanics) with auto-chess elements. ⚠️4. Photorealistic Fantasy Research Project (UE5)⚠️ Epic high-fantasy open-world game with realistic visuals (darker, more grounded tone than Genshin). Key features from job posts: massive boss battles, dynamic open world, co-op multiplayer, PvP, intelligent NPCs, ecological AI simulation, full-terrain combat. ⚠️5. Ghibli-style Sandbox Game (UE5)⚠️ Sandbox game heavily inspired by Studio Ghibli’s art style. Recruitment opened around October 2025. They’re specifically looking for people with dress-up game experience. Very early stage. ⚠️6. Western Cartoon-style Hero Shooter (Unity)⚠️ Multiplayer hero shooter in western cartoon/near-future fantasy style. PVE + PVP. Some people compare it to Splatoon vibes (unconfirmed). Early job-posting stage. ⚠️7. Social Sim (Unity)⚠️ City life / making friends / multiculturalism focused. Early stage. ⚠️8. Realistic Shooter (UE5)⚠️ Modern or near-modern city setting with PVP elements. Another recent job posting (December 2025). What are YOU most excited for?!

Stix

83,647 views • 1 month ago

It has been about 45 days since I was laid off at my 6 figure gamedev/engineering job. Here's what I've accomplished since going full time indie gamedev. - Happiness is at all time highs.. The creative excitement I've felt everyday has been amazing! For about 15 days I kind of dabbled around different areas to figure out what I wanted to work on and sink myself into. - I dabbled with VFX authoring in Three.js - I built the basis of an MMO engine in Rust Language and rendered it in Three.js I then decided I wanted to focus on something realistic and get a game out the door that could turn me from wanting to be a full time indie gamedev, to actually doing it, because realistically none of those projects are going to make me a living. I settled on building a Roblox game because I felt I like I could make something pretty unique and cool with a built in userbase. I chose roblox because it has a good platform of discovery for new games, which I think is pretty crucial for indie devs. - I then ported Plume my threejs library for Niagra like VFX to Roblox. - completed the full gameloop for my roblox game. What's featured in the video - Several menu types for kind of figuring out the direction and some placeholder menus - Cross server guilds/parties/queing - Itemization - Loot Tables - Inventory - Character Equipment - Item Upgrading/Leveling - Some interaction polishing - 1 Completed class with actions, unique boss drops, vfx/sfx - Boss State Machines / Encounter Systems - 1 Boss encounter - Everything is server authorative to prevent cheating. - Sound system Over the next 45 days my focus is on finish the last of the systems that will make up the game(solo quest/mission(story) content, monster codex, move raid board/social from the isolated menu you see in the video to the newer full screen menus, leaderboards. Once those systems are complete it will be time to then focus on just creating content so hopefully a few of you out there will come join and play! If any of this looks interesting or you want to follow the journey of trying to make it as a solo indie developer, follow along! #gamedev #indiedev #robloxdev

Forge

20,107 views • 2 months ago

So a core issues I see with a lot of crypto games is: No in game peer to peer economy. (ie. The game Devs make all the $$ off the items and you buy from them not other players) Couple of things I wanted to experiment with, in regards to on chain gaming is the peer to peer economy. So the way my team set it up, is you mine the token in game, but you sell the items peer to peer in SOL. (see video for a demo) This gives you two different ways to play to earn, you can farm items, from bosses and loot boxes, and sell them to players for solana:So11111111111111111111111111111111111111112 , then other players can buy them and use them to mine the token, and sell the token to traders who will speculate on the price. Or you can just buy the loot boxes, and use the items to farm the token. This should help with the sell pressure, because before the game flow was: Buy item (in token, From devs) --->farm a ton of token---> Sell token to recoup cost of item. New flow is : Player opens loot boxes (paid in token)/ Player Plays game (in game token sinks) ---> gets item ---Lists item--> other player buy Item (From players, In SOL) ----Farms token---> sells token. Now the equation is if the loot box-player spent more game tokens to get the item compared to what he gets for in sol, and it keeps more money in the in game economy, and the market will fluctuate more based on the price of the in game token. So players who play and are "locked in" can make money off arbing and this services the "trader" archetype of player, which I feel is the major player type in web3-games. (also the token name is just a test token so dont buy random shit on pump fun, thats just using the name)

Skely

15,025 views • 29 days ago

I have to say that I’m very disappointed by this year’s #vibejam I'm disappointed because the judging process was… weird My game that you can see bellow ranked #94. Way lower than what I was expecting. I put a lot of effort into the game, I wanted to make sure I’d “push the limits on what AI can do”, just like the organizers were pushing to the builders. And in all honesty, I think I delivered that. I got a lot of positive comments about it (appreciate who did) But it was not enough to be even in the top 25. The judging process went like this: > 2 people judged 950 games, selected the top 25 and handed them to other judges Once I knew my game didn’t qualify in the top 25, I reached out to one of the first judges to ask for feedback, trying to understand why my game went so poorly. The response I got was “your game is not fun at all and lack any kind of story. You focused too much on graphics”. I thought it was a bit harsh, but okay. I’m fine with criticism. Then I reached out to a judge (a game dev) that was responsible to rate the top 25 games and asked for feedback as well. The response was completely different, I got “Jesus, this looks awesome! You should’ve be in the top 25” and the rate he gave me would've put me in the top 10 or maybe even top 5! Then I noticed the biggest problem of the jam: > The judges responsible for picking the top 25 has no experience on game development at all, and this completely broke the judging system So all my work focusing on real game development and not AI Slop was pretty much thrown in the trash as this was simply not important for the initial judges All because they just didn’t consider the game fun. Which brings me to another problem: > Fun is subjective I’ve played my game with my wife and we had a blast, and we also played other games that we didn’t find it as much fun. So they decided the results of the game jam that has 50k in prize pool based on their personal experience of fun. I mean, fun is important. But technical depth also should be considered in a game jam. They said that “fun > polish” was the criteria. But this is definitely flawed by the reason above. You can build GTA 6 but if the judge does not like GTA you are discarded. With no regards on the technical complexity of the game whatsoever I’m not here to trash on anyone, I think everyone that shipped a game deserves to be praised. And I think the winners deserved their spot. But the rest was very... questionable. And lots of participants didn’t get the respect they deserved (I've talked to a bunch of them) That’s my take. I'll tag some creators down bellow that should've get more credit

André → andreelias.dev

74,076 views • 1 month ago

"Looks like it got a little hot out there, sir!" Wing Commander (1990) is often considered one of the earliest "AAA" games, even though the term itself didn’t exist yet. Chris Roberts’ game reportedly cost about five times more to develop than a typical hit title of its era, making it by far the most expensive game at the time, and raising eyebrows everywhere. It featured very advanced graphics, digitized speech, a cinematic story campaign with branching paths, countless cutscenes, and a “Star Wars in space” feel that made it stand out massively. At times, it genuinely felt like you were starring in an interactive movie rather than "just" playing a game. Its success raised the bar for the entire industry. Publishers were now forced to invest far more in production quality, bigger budgets, and marketing. Wing Commander sold millions of copies, and helped establish the space sim genre. The game not only paved the way for even larger budgets in its own sequels, but it also pressured other developers and publishers to keep up. Whether this was ultimately good for the industry could still debated today. On one hand, it started an era of cinematic, high-production games. On the other, it made it significantly harder for small teams and low-budget titles to compete, effectively throttling the kind of creativity that had been a hallmark of 1980s game development. With the birth of Wing Commander, the industry had entered a whole new territory.

exQUIZitely 🕹️

23,279 views • 2 months ago

Frank Slootman: “Being a CEO is a highly confrontational role” “I’ve gone one record a few times and people have taken me to task on it, when I’ve said that being a CEO is a highly confrontational role. But they think that ‘confrontational’ means I’m grabbing people by the lapels and slamming them against the wall and yelling. That’s not what I mean by confrontation.” The former CEO of Snowflake and ServiceNow continues: “Confrontation is about confronting issues and situations. When you see something that is either not good, not good enough, or can be better, you need to talk to the team and people responsible to bring them along in your thinking.” In Frank’s view, the framing should be: “this is why I am saying this, what do you think?” The goal of the conversation is to help them see the problems you’re seeing. You should be driving them to a “higher level of aspiration,” he explains. “I often start the conversation with, ‘How do you think things are going?’ I’m not telling them ‘you suck,’ or ‘things are terrible.’ Let them talk. And then you can say, ‘Well what about this?’ And all of a sudden, the perspective has opened up and changed. So the challenge is bringing them along in your thinking — then it’s not confrontational… Obviously there’s finesse and subtlety. You’re dealing with people. You don’t want to destroy them. You want to build them, not bring them down.” You need to help them grow: “People have a tendency to go sideways. They rinse and repeat and keep doing the same things. You can’t in a high-growth company. You need to become a different version of yourself. I’m trying to help them think through that. What does that look like? What does your organization look like a year from now versus what it looks like today?… In other words, stimulate their thinking. Challenge them to think about what they should do differently next week. Is that confrontation? Yes it is, but it’s dressed up in a way that it engages people.” Frank believes founders should be doing this every single week. Source: Foundation Capital (Nov 2024)

Startup Archive

206,006 views • 6 days ago