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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 • 2 months 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

85,006 views • 2 months 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

20,146 views • 3 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

15,064 views • 2 months ago

“Change the system…keep the mindset” Football, like all team invasion sports comes down to the execution of actions - technical, tactical, physical actions. The team that wins is the one who executes actions that exploits principles better than the opposition. But underpinning the execution of actions is mindset. Attention Intensity Intent No matter what game plan players must keep a high attention. They must stay focused and connected to the game. Connected to teammates. To the opposition. To space. To the ball. They must stay connected to the informational cues that appear and disappear as the game goes on around them. No matter the system…keep a high attention. And then an optimal intensity. The mental intensity to befit the physical intensity. An alertness and a readiness. Alert to the opportunities and ready to exploit them. Alert to the dangers and ready to deal with them. No matter the system…keep an optimal intensity. Last but not least a high intent. A very high intent. An assertiveness. An aggression. An action-orientation. The purposeful, positive, and proactive execution of actions. No matter the system…keep a high intent. Keith Andrews knows all of this. He knows the system is important, but he knows the mindset must envelope the system. As he’s said historically… “Concentration — managing the game — basics of the game.” High Attention. Optimal Intensity. High Intent. Mindset doesn’t sit alongside performance. Mindset runs through performance. ********************************* 𝐌𝐲 𝐧𝐞𝐰 𝐛𝐨𝐨𝐤, 𝐂𝐨𝐦𝐩𝐞𝐭𝐞, 𝐭𝐞𝐚𝐜𝐡𝐞𝐬 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐡𝐨𝐰 𝐭𝐨 𝐩𝐥𝐚𝐲 𝐮𝐧𝐝𝐞𝐫 𝐩𝐫𝐞𝐬𝐬𝐮𝐫𝐞 𝐰𝐢𝐭𝐡 𝐚 𝐡𝐢𝐠𝐡 𝐚𝐭𝐭𝐞𝐧𝐭𝐢𝐨𝐧, 𝐚𝐧 𝐨𝐩𝐭𝐢𝐦𝐚𝐥 𝐢𝐧𝐭𝐞𝐧𝐬𝐢𝐭𝐲, 𝐚𝐧𝐝 𝐚 𝐡𝐢𝐠𝐡 𝐢𝐧𝐭𝐞𝐧𝐭. 𝐂𝐨𝐦𝐩𝐞𝐭𝐞 𝐢𝐬 𝐚𝐯𝐚𝐢𝐥𝐚𝐛𝐥𝐞 𝐨𝐧 𝐚𝐥𝐥 𝐠𝐨𝐨𝐝 𝐨𝐧𝐥𝐢𝐧𝐞 𝐫𝐞𝐭𝐚𝐢𝐥𝐞𝐫𝐬…

Daniel Abrahams

13,474 views • 13 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

74,386 views • 3 months ago