I want to implement a "number game war" mini-game using 1d20 where the 1 is the most defensive number and 20 is the most aggressive. From there, I haven't figured out much other than having deflect or augment abilities. Then, I'll integrate that with random encounters where depending on the protagonist's choice, it can boost or hinder her chances on dates.
That being said, the only stat-raising there will be is affection. Most of the number-crunching will be behind the scenes. I appreciate input from anyone whose interested.
Lands of Folklore aims to be both a complete game and an intuitive tool for creating your own games inspired by the Blobber dungeon crawler genre.
Thanks for reading, and I hope you like it.
https://www.youtube.com/watch?v=2D7xSWH87vg&list=PLRdYJxOKlYKPipjVSdpsQM1IlN45z7Oow&index=
Devlog #1: Just like Jack Burton says... What the hell!
Devlog #2: The House from the Roof Down and the Refactoring Hell
Devlog #3: Sweeping Under the Rug
Devlog #4: A Third-Class Burial for the "God Class": The Great Data Exorcism
Devlog #5: O(1) or Death: The Day the Engine Stopped Crawling š
Devlog #6: The Day the Raycaster Stopped Looking Like a Badly Painted Curb
Devlog #7: Open Heart Surgery: The End of the Legacy Era
Devlog #8: šŖ"The worst enemy of a dungeon: The damn doors. Fearless, indifferent, and random!"
Devlog #9: š Reflection: Technical Archaeology and the Mirror of the Classics
Devlog #10: The War Against the Black Edge and the Betrayal of Shader Globals
Big lesson so far: collapsing dozens of maps into a few reusable āmeta mapsā improved load times and iteration speed way more than adding more content did. I stopped having to have every single character, animation, texture, and lighting "perfect" then ended up in this style.
Still rough around the edges, but shipping something at all feels good.
I do not know about the file size being 304mb, but its playable from beginning to "end."
If you have a Bakin game, I'd love to play it.

https://vanbee.itch.io/elevator-inferno

its old school zombi runner with cool embience :)
enjoy it! give me feedback! :D
https://vanbee.itch.io/me-name-braaa
Iāve decided to start organizing updates a bit better for the public side of the project. I guess Iām often too technical and not very āhumanā when explaining things.
Right now Iām working on creating the mechanics that I believe are necessary for the project itself, while also adding some early objectives and guidance so people trying the game can have an experience closer to what the final game is supposed to feel like.

I added a HUD integrated into the playerās arm. I think it fits this kind of game much better. Everything is still heavily work in progress, polishing will come later.
I also added a zone locator inside the HUD. Itās not something particularly complex, but I personally prefer it over a traditional minimap.

A basic dialogue system with high command has also been implemented.

On top of that, I added a delay to the Hunting Director spawn so enemies are not immediately on top of the player from the very beginning.
I also added a Sturmgewehr 44, a German assault rifle from World War II. The full shooting logic has not been implemented yet.


Aside from the usual bugs that can appear, things are generally pretty stable.
The damn spiders and the double-layer AI are still a pain to deal with. When they enter attack state, they sometimes remain static. Right now I have AI work somewhat parked to the side; once I fully dive back into it Iāll fix it. The problem with working on AI is that you never know when youāre getting out of it.
Iām also trying to find a way for the player to better escape or reposition during encounters. Right now the system feels pretty unfair.
I like that the spiders behave organically: some harass the player, others stalk, and sometimes they attack in groups. The issue is that when the Hunting Director and several spiders attack at the same time, the player currently has almost no room to react.
The arm-mounted HUD was made by modifying the curves from the default lighting overlay.
The HUD itself is actually two combined interfaces. The text layer uses custom depth so post-processing effects like dynamic resolution and pixelation do not affect readability.
Hartmannās sprite was created using an animated 3D model combined with a post-processing technique to pixelate it. This usually allows for smoother animations and a higher frame count.
A well-known example of a similar technique would be Dead Cells.
Thank you very much for reading this far. If you made it to the end, youāre a brave one
š¦¦š¦¦š¦¦
https://coyrestaurado.itch.io/rattenkorps-example
After many prototypes, in December 2024, I finally started working on this project, Doctor Kairokos. Inspired by some PS2 games, I ended up making a 3D adventure game.
Check out the Steam page.
Doctor Kairokos is a 3D adventure, kind of a platformer(?) game where you use a time machine with a remote control.
You can move both to the past and to the future, at any time.

You can also drive a car.

And there is an open world to explore. You can even collect cassette tapes!

And the story is epic. At least Iām trying to make it cool (and funny too).

At the time of writing this, Iām testing the demo of the game and fixing any problems with it. If you want to try it and help, here is more information about that: https://itch.io/t/6352126/playtesting-looking-for-testers-for-3d-adventure-game-with-time-travel
I will try to update this devlog once a week until the game is released.
]]>
So I'm a C# developer and I have a prototype of a game engine (based on GameMaker 8) that uses the interpreted programming language i made by myself (that's a big story on its own) as the main scripting language you code your games with.
This project is open source so you can see yourself what it is: https://github.com/ArcadeMakerSources/ArcadeMaker
And here's a little demo game i made with the engine (as shown in the above video):

So what do you think about this project? š

Dualspace is a top-down puzzle game where one move controls two realities. A massive update has launched with new discoveries, and secrets.
Dualspace v1.3: The Discovery Update has arrived!
This Discovery Update had expanded the world of Dualspace with brand new secrets, hidden challenges, and more reasons to explore both realities than ever before.
The new Completion % system now tracks how much of the world youāve truly discovered, encouraging deeper exploration and uncovering hidden content.
There is now unique secrets and challenges to find. Some, will only show in one reality.
The 2 brand-new NPCs finally make the shop discoverable and usable in game!
The Discovery Update also includes numerous bug fixes and major gameplay improvements — including the removal of switching penalties, making mode swapping smoother and more responsive.
The Discovery Update fixes the issue of golden blocks destroying the world, and glitches at the world's bottom.
Thereās still more waiting to be discovered.
Play Dualspace v1.3: The Discovery Update now!
]]>
Dualspace is a top-down puzzle game where one move controls two realities. A massive update has launched with new discoveries, and secrets.
The worlds of Dualspace continue to expand beyond the fracture.
This update introduces new content, major organization improvements, and a special reward for the earliest supporters of the project.
Several new NPC sprites have entered the Dualspace universe, bringing more variety to worlds built using the Dualspace asset pack.
These characters are designed to work perfectly in:
A new limited reward is now available:
The first 10 supporters can claim the Founders Fragment, unlocking the Dualspace Asset Pack at 50% off while helping shape future updates and expansions. They also get a early supporter bonus!
These early reality shifters help stabilize the fracture between worlds and directly support future Dualspace updates.
The next reality shifter could be you...
Dualspace Asset Pack has received a large file renaming and organization update.
Assets are now easier to navigate, with cleaner folders and more consistent naming across every folder.
This will make building projects with the pack much faster and easier.
No more "pixil-frame-0 - 2026-02-17T163610.472" issues!
Dualspace has now reached 9 ratings on itch.io!
Thank you to everyone who has played, supported, rated, or shared the project so far. Every rating, collection, and supporter helps unlock new mechanics, worlds, and future expansions for the asset pack.
The next milestone is now in sight.
More realities are still waiting to be discovered.
Dualspace: https://codergenius72.itch.io/dualspace
Dualspace Asset Pack: https://codergenius72.itch.io/dualspace-asset-pack
DEVILS is an arcade-logic game with RPG elements created in the retro atmosphere of C64 computers. It was created using 16 colors known from Commodore.
What is the game about?
The game's action takes place in the castle in Lucic. The mischievous devil Boruta, banished by the order of magicians to the afterlife, takes revenge by sending devilish spawn. You play the role of a magician who is tasked with saving the world from devils. The player's task is to lead the devils located in the castle to the portal that leads to hell.
For now you can play demo version. It`s ready to download from here:
https://b64studio.itch.io/devils-demo
It contains 10 levels with items which increase and decrease your points, people to save, and one special ability.
I am currently working on a beta version of the game. My goal is to add new solutions once a week and share them with you in order to get feedback. The arcade part is mostly finished, currently I am focusing on the logic part (creating new levels and tasks to solve), the story layer and the RPG model.
It is my first game so, I`ll be really grateful for each feedback.
]]>Not only that! The waters surrounding Batticuore have been repopulated by a new race of creatures, the Trauma Pets! Bloodthirsty animals that have seemingly no other desire than to cause chaos and destruction, which is hardly worth concern for us humans since they're tiny acquatic creatures.
While scientists continue to research their bizarre biological makeup and behaviour, the common people have began to use them for sports in all sorts of competitions, both peaceful and violent. Now that's where you step in, not to stop this senseless abuse, but to be the very best at it.
-TAKE PART IN 20+ MINIGAMES, some involving your Trauma Pets, others testing your own skills!
-HAVE COMPLETE CONTROL OVER THE TRAUMA PETS, raise them to perfection through selective breeding and genetic engineering!
-UNCOVER THE MISTERY OF BATTICUORE, earn Martha Mahkklen's trust, find out what happened to the inhabitants of the island!
This, AND MORE, on Trauma Pets! Coming out June 15th!
WISHLIST ON STEAM: https://store.steampowered.com/app/4236490/Trauma_Pets/



We wanted to share a small milestone for our project. This is our first horror game, and weāve finally finished the trailer. Before that, hereās a short description of what the game is about.
Memories : Silenced is a first-person narrative horror game set inside a suburban house, where ordinary routines gradually give way to unease.
The story follows a quiet household shaken by an unsettling incident nearby. As the day unfolds, small disturbances, unexpected encounters, and fragments of information begin to form a disturbing picture. What initially feels mundane slowly becomes threatening, and familiar spaces no longer feel safe.
The experience focuses on atmosphere, grounded presentation, and subtle storytelling. Fear emerges naturally through observation, sound, and the presence of other people, rather than through constant action or spectacle.
This trailer represents the current direction and tone weāre aiming for. Itās still in development, but we wanted to share the atmosphere weāre trying to build. Any feedback or thoughts are very appreciated.
]]>The game began as a reshaping of some other influences but quickly became its own force with new mechanics and logic and goals separate from the ideas that inspired me. I hope this will appeal to the Lone Ranger, travelling Ronin, calm crew looking for good stories that are almost noir; but there's reason to look on if your playstyle is geared more to action as well. I worked hard to contemplate a balance between play styles.
I'm hoping this attracts a few readers who can catch mistakes or help improve logic and then I'll add illustrations and gather play testers. I'm really excited to be able to say that this is almost finished and ready for daylight!
]]>I'm developing an action horror game where almost everything even the combat, relies on both characters. The combat is in real time, with a simple control scheme and a slowdown function to allow players to easily control both characters at once.
Some background info:
Story summary: An unknown event merges strange beings and objects from other dimensions into a biology lab. The story follows a slowly mutating security guard named Sera and a junior scientist, Lea in their attempt to escape. To make matters worse, a mysterious entity has latched onto the remainders of Sera's left arm. While it's given her a boost to healing as well as strength, there are some yet to be known side effects.

Combat: There are different attack effects when attacking with Lea's variety of weapons. For example, one specific weapon allows Sera to pull off a fast kill. Sera's attacks with her sword arm weaken enemies, resulting in them taking more damage from bullets. Unfortunately, Sera mutates per hit so you can't just hang back and let her do all the work. I like flashy action combos in my action games, so I brought some of that to this game.

Puzzles: Some of them require the usage of both characters in possibly unexpected ways.

Any feedback is heavily appreciated! At one point I'll probably cover design considerations since there were a lot of things I had to think about when designing the controls. In the past I received some concerns (from people who hadn't played the game) that a dual character game would be hard to control or overwhelming. I'm currently working on the boss for the first level.
]]>
Hey,
I started a new challenge, I'm working on 4 different projects with 4 different programmers.
First project and also my main project:

On October 28, 1943, the first Philadelphia Experiment took place.
USS Eldridge, a Navy ship, by using experimental technology, was supposed to become invisible to radars; instead, it teleported into another dimension and returned moments later with no crew and showing severe signs of degradation.
Soon after, the experiment was recreated, but this time a space shuttle was sent into the void. It returned briefly after with all crew missing, signs of combat on the outer hull, and one note in the captain's log: "We were not the first ones here."
A few years passed, and a third attempt was made; this time, it was a custom ship built with space shuttle technology and a large crew. USS Eldridge Mark 2 stepped into the void and never returned.
Present day: a new attempt is now in progress, this time the new ship USS Eldridge Mark 3 is equipped with the latest modern technology, and YOU were selected to lead this expedition into the unknown horizon.

During this stage, you will use your astronaut squad to explore the void.

Think of USS Eldridge Mark 3 as your home; its maintenance can prove to be critical for your survival.

Your presence in the void disturbs the natural order of things.
Your ship and astronauts are like juicy beacons for the hostile creatures that lurk in the shadows.
Defends your ship against waves of something that can only be described as Langoliers.

At first glance, this may seem like a glorified walking simulator, but don't underestimate the situation; everything you do here will have an impact on all layers of the game. You will decide your travel paths between asteroid fields, hostile creatures, toxic fog, corrosive steam, and parasitic fungi while being chased by a darkness spammed from the end of time.

Developed by 16 BIT NIGHTS

Discord : https://discord.gg/ak5zXQxR7D
Video Devblog: https://www.youtube.com/watch?v=L_RpeDszD9A
Realmrise: Endless Clicker is now in development.
We at Cynthia Tools are currently working on a new dark fantasy idle RPG project focused on realm progression, maiden bonds, combat, upgrades, and long-term progression systems.
Realmrise combines idle/clicker gameplay with fantasy RPG elements, character collection, ascension systems, realm growth, and immersive dark fantasy visuals.
The project is still in active development, but weāre excited to finally begin sharing its progress publicly.
More updates, screenshots, feature previews, and development logs will be posted here over time.
Thank you for supporting Cynthia Tools and following the journey of Realmrise.
Planned Features: ⢠Idle & incremental RPG progression ⢠Realm Maiden roster system ⢠Bond and support mechanics ⢠Combat & rift progression ⢠Realm upgrades & ascension ⢠Inventory, crafting, missions & achievements ⢠Dark fantasy inspired UI & artwork
Realmrise is coming soon.
]]>
Hello everyone! A few days ago I dropped a demo for Eternal Fracture. My psychological horror / thriller game. The game takes place inside of a shopping mall in Louisiana. However, the world is no longer familiar once you step inside. Rifts have opened up and is causing chaos. You must now help shut them down. Can you solve the mysteries of the mall or be consumed by its shadows?
The demo is about 30 minutes of gameplay. The demo comes out of the box with:
Please let me know if you have any performance issues or bugs. Thank you! I will update everyone on the games progress once I make a decent amount of progress.
Link to the game here:
]]>
Hey, what's up! I'm working on a new project. Why not.
It'll be a short and sweet graphic adventure where you'll have to gather items needed to escape an odd, esoteric place without an exit. You'll interact with pretty odd people, and solve puzzles!
----
Buenas! Estoy trabajando en un nuevo proyecto. SĆ, por quĆ© no.
SerƔ una aventura grƔfica cortita donde deberƔs obtener objetos necesarios para escapar de un sitio raro y esotƩrico sin salida. InteractuarƔs con personas extraƱas, y resolverƔs puzzles!


NeonStrip ā 3D Adult Dating Sim (In Development)
Hi everyone š
Iām currently developing NeonStrip, a 3D adult dating/life-sim set in a neon-soaked coastal city, inspired by nightlife culture, freedom, and consequences.
This devlog will be used to share teasers, small updates, experiments, and progress as the game evolves. The goal here isnāt to advertise a finished product, but to show how NeonStrip is being built over time — systems, visuals, ideas, and sometimes things that break along the way.
NeonStrip is a sandbox-style adult dating sim where you explore an open city, meet NPCs with distinct personalities, and build (or ruin) relationships through dialogue, choices, and actions.
Key pillars of the game:
Open-world exploration (day & night cycle)
Relationship-driven gameplay
NPC attraction, mood, and memory systems
Dialogue that reacts to how you play, not just what you click
A strong neon / nightlife aesthetic
The focus is on player agency — how you approach characters, how consistently you treat them, and how your behavior shapes future interactions.

Right now, development is centered around:
Improving NPC interaction flow
Polishing dialogue, pacing, and reactions
Performance and stability improvements
Expanding relationship mechanics and NPC behavior
This is an ongoing project, and many systems are being refined iteratively.
Iāll be posting:
Visual teasers and screenshots
Short clips and previews
Small gameplay updates
System breakdowns (when interesting)
Occasional questions or polls for feedback
Updates here will be bite-sized and visual-first, with bigger release details handled elsewhere.
If something catches your eye, feels confusing, or sparks a question — feel free to comment. Thoughtful feedback is always appreciated and often influences what I work on next.
Thanks for checking out NeonStrip, and welcome to the devlog.
— Blast
]]>As some of you already know, I started a game development marathon working on 4 different projects with 4 different programmer partners, and today it's time for my second project reveal:

I am bringing this game to life together with cavalie.ro, I worked with him in the past, and we had an awesome collab in 2017 when we released TAURONOS, after that we went on separate ways, and now we are back again to bring you a new creation.
About the game:
Choose your champions and descend into card-based dungeons of the undead.
Search for upgrade cards and treasures, survive, and make difficult choices, all within an exotic card game atmosphere.
Fun Fact:
I was able to do the testing for core mechanics + first balance draft ahead of having an actual prototype. This was a first-time approach for me and it worked perfectly.I only had to print out the placeholder cards and have some fun.

Then I started doing the early mockups in Windows Paint 98 version because im that freaking old:

And then my partner's magic came in, and this is what an actual screenshot in the game looks like now:

And here is a feature list:
Combat & Looting
- Unique environment exploration mixed with combat, and with a dash of mystery.
- Search the environment cards for gold coins, fuel, and special survivor action cards custom-taylord for each class.
- Fight the undead horde
- Balance your choices between the greed of exploring for more treasures, defending against the undead, and trying to escape.
- Choose what survivor cards you want to save and which ones you want to sacrifice to the horde in order to buy more time.
- Use your survivor's special abilities to gain an edge
- Aggro mechanics
Management & Shops
- The merchant will provide you with custom upgrade cards for your survivors' stats.
- The couple will provide you with special services for your survivors, such as repairing armor, healing wounds, refilling ammunition, and trading fuel
Travel & Main goal
- Engaging minigame mechanics for traveling
- Multiple endings based on your main quest progress
- Decide your next location to explore based on resource cost and reward
Developed under 16 BIT NIGHTS and cavalie.ro

I am a new solo indie developer and currently working on Trembling Essence which is a slow burn horror game/dating sim visual novel that focuses on survival. Your choices will lead to multiple endings that will help you learn not only about Noah and the swamp, but everything else surrounding it.
Since I'm still understanding how to post here appropriately, if you would like to see the previous updates to my recent game development post's, you can read them [here!] I'm mainly active on ->[my tumblr] towards the game such as answering questions from my ask box to random drawings based off the game.

If you like what I create, please consider supporting what I do on kofi! or join my Patreon!
If you have any questions about Trembling Essence/Noah feel free to ask on my Tumblr ->[Here!]. This makes it easier for me to see and answer accordingly as I enjoy hearing from you guys! Thank you to everyone for the uplifting support during all of this I really appreciate it! :,,]
]]>
Iāve been building/working on a visual, browser-based alternative to Twine.
Iād love to get feedback from users who create interactive fiction games or branching narrative stories.
StoryPlay is a work in progress, but I could really use some actual user feedback so I know what features to prioritize.


This game will be a roguelike with a 'bullet heaven' style gameplay: hundreds of enemies, randomized gameplay elements, leveling up, characters auto-attacking, and a variety of characters and Special Attacks to utilize.
In other words, the gameplay is meant to be very easy to get into, and yet there being large variety and much content present.
The story will be fully voice-acted, with cutscenes, and it will also stay faithful to the original epic: warriors, spell-singing, sorcerers, monsters, and instruments of divine, magical power.
Releasing 30.4.2027.
Hey everyone,
Iām building URoom, a room-based video community platform.
The idea is simple: instead of a gameās videos, devlogs, trailers, clips, and updates being scattered across different platforms, a developer can create one public room for their project and keep everything in one place.
For indie devs, I think it could work as:
Check it out here: https://uroom.co
Iām still developing it and would like feedback from people who actually make games.
Would something like this be useful for your devlog / game community, or is there something missing that would make it more useful?
]]>So this is a project I've had in the works for some time now and it finally went live at the start of November. Here's a video that pretty much sums it up...

Basically Project Shadow takes the idea of a devlog and takes it a step further, using it to teach about the different fields within the entertainment industry. As creators work on their projects they create a class which teaches about a skill of their field and then show how to implement that skill into an actual project they're working on at the time. These classes include...

I'd like to one day have the service open to more than just our team and teach skills outside of just video games but for now that's what it is. The goals with this is to do two things...
Blu's Journey because it's a good name. Order of the Keys because it sounds like Order of the Stick, one of the nostalgic things of the internet.
]]>
EN: Long Story Short, I added sound effects and fixed finish, check this out
]]>
It looks better than just a solid color



I'm a beginner solo developer, and Iāve always been fascinated by the idea of creating my own game.
For this project, I decided to use the Godot Engine specifically the .NET version since I already have experience with C#. I currently work as a Junior Developer at a large IT company in Vienna, where I live.
Iāve worked on many smaller projects before, but none of them really went anywhere because my motivation slowly faded over time.
I know development on this game will be slow since I work full-time, but for me this is a huge passion project. My goal is not only to learn the Godot Engine better, but also to improve as a game developer overall (because Iām definitely not the best at it... yet!).
Iām really excited to finally share the first game idea that truly feels like something I could stick with long-term and maybe one day even publish if everything goes well.
Food Truck Wars is a top-down pixel-art cooking and management game where you build your own food truck business and compete against rival chefs across different territories around the City.
Starting with a small, basic truck and a limited menu, the player travels from Territory to Territory (or Borough) serving food during hectic workdays inspired by Overcooked!, while also managing reputation, upgrades, customer satisfaction, and competition rankings.
Each territory has its own food culture, customer behavior, trends, and rival food trucks. Players can specialize in cuisines from different countries, unlock new dishes and drinks over time, and adapt their strategy depending on the region they are operating in.
At the end of every workday, players receive a detailed breakdown of:
The long-term goal is to rise from a small local food truck owner to the top-ranked street food business across multiple territories.
Thanks for reading and any Feedback or Advice is Appreciated.
]]>



What is Black Silk Road?
It's a game set in the SCP Foundation universe that combines three mechanics: crypto trading simulation, top-down action exploration, and visual novel.
The central threat is an anomalous entity that exists inside blockchain networks. It has no body. It grows stronger as market activity increases. You can't contain it through conventional means: you have to out-trade it.
You need to dominate the market before market dominates you.
That's the core loop: trade crypto to gain market control, use profits to buy keys that unlock deeper levels of an underground facility, and descend into sublevels that turn out to be the physical infrastructure of the blockchain itself; while you reveal secrets about the foundation, its collaborators, and your own past.
The entity you're fighting built its own marketplace — The Black Silk Road — and you're operating inside it.
Where it stands right now
The trading system is functional. You can see the market moving in real time, track your portfolio against the SCP's holdings, and use special ability cards (Common, Rare, Epic, Legendary) that affect market behavior. The split you see on screen (your market control vs the SCP's) is the actual threat indicator. When it tips past the point of no return, you're losing.
One thing I didn't expect when building this: the SCP is genuinely hard to beat. Even with action delay and random market events, it adapts and outpaces you if you play passively. So the game gives you an intelligence support system alongside the ability cards — market analysis, pattern recognition, privileged information. You're not just trading. You're trying to think faster than something that was built to think faster than you.
The top-down sublevels are also in early development: basic movement, combat, and exploration are functional. That layer of the game will connect directly to the trading system in ways I'll explain in a future devlog.
The protagonist
Agent V is the operative assigned to this mission. She's not the obvious choice — she's a field agent, not a financial specialist. She was selected because everyone more qualified didn't survive the previous attempts. The agent before her is still in medical containment at 34% cognitive retention.
Her backstory starts from 1940 to 2028 and is one of the parts of this project I'm most invested in... I'll share more of that in future devlogs.
And why I'm making this...
Because I haven't seen a game where the market is the boss fight. The tension of watching that percentage shift while you're trying to make the right trade — that's the feeling I'm building toward.
This is a commercial project. It's early... But it's moving.
Screenshots below — current state of the trading screen.
One note on transparency: I've used AI assistance JUST for code generation (I'm was a junior backend programmer by trade), but the story, the lore, the game design decisions, and all visual work are entirely mine (I'm an illustrator, a freelancer graphic designer). I'd rather be upfront about that than have someone assume otherwise.
English is not my first language. Happy to answer questions.




Here I'm using free assets, that's why I didn't worry about the bad animations:

Virtualord is a new Turn Based Strategy game that resumes and continues my former project called Virtueror, an RTS game some of you might recall because of my devlog here.
I restarted the development after almost 2 years of stop and as you might imagine, things have changed a bit since my last update.
The main reason behind the change of genre is that my vision for this game suits better a turn based system, but I also realized that a polished RTS would have taken me forever to make.
The name change is mostly because I wanted to break with the past, but also because many complained that "Virtueror" was hard/weird to pronounce.
Virtualord is currently in alpha. Latest version is 0.6.0.
You can join the alpha testing on Discord, where you will find a new Linux and Windows build every month.
Also available on
These are some screenshots of the latest versions.
0.6.0



things might change the game is called ball-like
]]>
SNES - Pang X Street Fighter II
Buster, the hero of Pang, has to destroy the energy spheres left behind by M. Bison in every classic stage from Street Fighter II.

Along the way, he finds a cyborg wrecked in a fight with Ryu. From the remains, Buster recovers combat data from six legendary fighters: Ryu, Chun-Li, Dhalsim, Guile, Ken, and Sagat.

He uploads this data into his harpoon gun, learning to fire each fighter's special energy — Hadoken, Kikoken, Yoga Fire, Sonic Boom, Shoryuken, and Tiger Shot — finally giving him the power to destroy the spheres and stop Bison's plan.
]]>
(also formerly known as the Zortch expansion pack)

in the previous game Zortch has escaped from the planet of the Brainsuckers
and after a short trip in her new spaceship she falls onto a desert planet
due to an accident with microwave popcorn
she now finds herself in a conflict between the natives of the planet
the human settlers and a bizzare cybernetic cult that worships mites
-------------------------------------------------------------------------------------
Links:
devlog of the first game
the first game
youtube version of the devlog

-------------------------------------------------------------------------------------
a lot has happened since the release of the first game (about a year ago)
things got crazy, the game got a lot of fans it featured in many yt channels šµ
(of course compared to the big players like HROT or Ultrakill, Zortch is still just a speck š¤)
I made a lot of patches and drunk on confidence started working on an expansion pack..
it only meant to be a map pack with a few new things
and then I realised that the engine is not up for it
so I rewrote a few things to make it extendable
and then things got out of hand š
I still insist on calling it an expansion pack however
as I don't have any better ideas (let's just settle with sequel)
most of the devlog has already started in a short youtube video format this time
but as the original had it's devlog on itch.io I felt bad not having one here as well
I'm much less organized nowadays and sometimes just end up posting devlogs
to friends or any poor soul that comes across š


Once this foundation was solid, the world took its shape: a rugged, medieval era etched in ink and shadow. While your journey begins among knights and castles, the simulation is designed to be a vast vessel—built with the potential to eventually welcome other civilizations or strange, ancient races from beyond the mists.
Your saga starts with just two lone souls standing upon an untamed region of the planet. From these two pioneers, you will sow the seeds of a colony, nurturing it through the seasons until your banners are carried by massive legions of warriors.
The world scales seamlessly with your ambition. You have the freedom to walk beside a single scout on a path of stealth or command a sea of steel through complex formations and tactical maneuvers. Whether you are managing the needs of a single hearth or the logistics of a global army, the simulation remembers every strike, every harvest, and every triumph.
THRUM is more than just a game of numbers; it is a living history waiting for your first move. How will your two pioneers be remembered?
in short..
I am developing a 3D colony and civilization-building game with a heavy emphasis on city management and large-scale warfare. The game features a unique, persistent planet that players can eventually conquer in its entirety.

Currently, my focus is on refining core gameplay systems. While the final art style is still being explored, the environment is fully 3D and built in the Godot engine. Although this is my first project using Godot, I have already successfully implemented a basic simulation covering solar system, colony growth and army command with complex formation management.
The game will meticulously track and archive an extensive array of player statistics, performance metrics, and real-time situational data, all while utilizing a streamlined, modular architecture designed for maximum simplicity and effortless modding.

Every unit is a persistent individual with procedural personality, social standing, and a contextual honor system, grounding their unique psychological responses and battlefield reactions in physics-driven weight and locomotion.
Targeting a 10k unit cap, the simulation remains fluid and responsive even at high time-scales

THRUM is inspired by games I really like, such as Jagged Alliance, Songs of Syx, Dwarf Fortress, and Medieval: Total War
Ideas and Feedback are welcome. More devlogs will follow here or in discord.

Check out and subscribe to my socials! I'm more consistent on YouTube and Instagram. Thanks for checking out my first Dev Log!
For the past decade, Iāve been building the Sopho universe, but for most of that time I only had the ability to put it down on paper. Over the last year, that started to change. Iāve been learning multiple programming languages and seriously considering how to turn one of my novels into a game.

TWOS - A Pups Adventure is a text-based RPG set in the world of Sopho. Itās being developed in VS Code using HTML, CSS, and JavaScript. That keeps the coding simple enough for me to manage while still giving me the flexibility and control I want for a text-based RPG.
The story centers on Central (the player), Zenas, and the rest of the party. As you explore the world, fight enemies, do chores, work jobs, complete quests, and progress through the main story, youāll also need to manage the partyās needs. But something is wrong with the world, and it becomes Centralās job to uncover the truth.
The game includes many of the RPG elements players would expect, along with a few systems meant to make the world feel more reactive and personal.
There is a party system that allows you to use items, equipment, magic, and skills in battle.

The battle system is meant to have variety. Some encounters will be fairly straightforward, but others will require the player to think carefully in order to win. Boss battles in particular are meant to challenge the player to keep the party alive and use strategy instead of simply overpowering the enemy.
There is also a crafting system that includes cooking, slaughtering, armor making, enchanting, and more.
The game will feature a large number of side quests and main missions, and how you handle them will affect how the game progresses.
There is also a relationship system that changes how NPCs and party members respond to you. Building friendships can open up new dialogue and opportunities, while bullying or threatening others may also get results, though not without consequences. Whether you play Central as kind or cruel is up to you.
As the story unfolds, you learn that this world is something far stranger than it first appears. The game becomes increasingly darker over time, and Central will have to decide whether to shield Zenas from that truth or not. Those choices will have lasting consequences.
I also want to be upfront about something: Iām using AI to help develop this game.
I think people should be honest about that, so I want every potential player to know it plainly. Iām not an artist or a musician, and I do not have the money to hire a full team from the start. Iām also not interested in begging people for free work. Iāve been down that road before while trying to get my novels published, and Iām not doing that again.
What I am going to do is make the best game I can. I work on this project for long hours every day, and when the time is right, I plan to release it in early development on Steam and here on itch.io. Any money the game makes will go toward hiring an artist and musician to replace the AI-generated concept art and music with fully human-made work.
If you have any questions, suggestions etc, I'm usually hanging out in my discord during development. Sometimes I will hang out in the living room to chat but there will be times where I have to hide in Orion's study focus on game development if I'm working on something difficult.
I hope you will join me for this adventure!
https://discord.gg/ZZX9TH72HQ
-I'm learning how to use the blueprint widgets to make an interactable object.

The 3d model on the left is a re-textured model with some vertex changes of Fuuka from Persona 3 (Playstation 2 ver.)
Making a game from scratch is challenging. My brain hurts because I'm confused on what does what. But I hope to learn the more I go on.
]]>No astronaut on the planet was willing to go on this expedition, as it was a one way ticket. So, they chose you, seeing as you had no friends or family to await your return. You now must take pictures of and gather materials from 7 of Jupiterās moons, then send the data and samples back to earth. As far as you know, you are completely alone.
Inspirations: Project Hail Mary, Iron Lung


It is time to finish the saga!
Sotidrokhima released in 2022. Its spin-off, The Finnish War x Sotidrokhima: Finlandsaga came out in 2023, and a prequel titled Lalli released last year.
The series is about warriors from Finnish folklore, most importantly the titular hero Sotidrokhima, and their battles against foreign rulers and supernatural threats.
This will be the final game in the series and while smaller in scale than Sotidrokhima and Lalli, still just as hardcore and replayable!
The gameplay is inspired by Vampire Survivors.
For those of you wondering how the sequel can exist and feature Sotidrokhima after what happened at the end of the original game, there is a perfectly good explanation. Sotidrokhima and his companions are now in Tuonela, the Finnish underworld, where their fight is now against Son of Tuoni - the guardian of the dead.
You can listen to the theme song (demo) here: https://soundcloud.com/user-988631900/glory-power-metal-sotidrokhima-ii-main-theme-demo

Reverie is a dark occult card roguelike where tarot is no longer just a theme on top of math.
The tarot is the machine.
You build a deck. You cast cards. You collect relics. You chase points and multiplier against escalating supernatural pressure. At first, it feels familiar: a roguelike scoring game about making the number bigger.
Then the patterns start.
A card keeps returning at the wrong time.
A strange phrase unlocks in the Grimoire.
A certain set of cards begins behaving differently from the others.
A run starts to feel paranoid, mournful, watchful, or dreamlike.
The math still works, but it starts to feel interpreted.
The question stops being:
āHow do I score more?ā
And becomes:
āWhy did that happen, and can I make it happen again?ā
For now, Reverie is focused around four active tarot sets.
That was intentional.
I had more sets planned and prototyped, but the game became stronger once I narrowed the playable slice.
Four sets gives Reverie enough variety to show the core idea while keeping the game readable, testable, and polishable.
Each set is not just a visual skin. The long-term goal is for each set to feel like a different symbolic faction — a different way the game thinks.

Old silent film, haunted cinema, damaged frames, lingering exposure.
This is the first set where the idea really started becoming mechanical. Silver cards can create Second Exposure, replaying part of what was already cast. Strong Silver castings can leave behind an Afterimage, letting the player choose which image remains and place its ghost beside the next cast.
The set does not just look like old film.
It behaves like old film.
It preserves.
It replays.
It haunts the next scene.

Ancient Rome, prophecy, empire, banners, soldiers, monuments, and divine authority.
This set is about order, conquest, ceremony, and fate being turned into state machinery. It gives Reverie a harder, more imperial symbolic language: power, command, hierarchy, omens interpreted by institutions rather than individuals.
Where Silver feels haunted and fragile, Imperial Augury feels declarative.
The cards do not ask.
They decree.

Folk horror, rural ritual, seasonal debt, fields, bells, offerings, and things buried under tradition.
This set brings Reverie into cycles: planting, reaping, sacrifice, return. It should feel older than the player, older than the rules, like something communal and agricultural that has been happening long before you arrived.
The Harvest Covenant is not clean horror.
It is obligation.
Something was promised.
Something is due.

Anatomy, medical plates, exposed systems, sacred geometry, and the body treated like an occult instrument.
This set turns the human form into a diagram. It is clinical, strange, precise, and inhumanly organized. It feels less like mysticism and more like being studied by something that has mistaken anatomy for prophecy.
The Disclosed Form is not about gore.
It is about revelation.
The body opens.
The pattern underneath answers.
In Reverie, you cast tarot cards into scoring patterns.
Cards generate points.
Relics bend the scoring rules.
Spells trigger when certain card phrases appear.
Multiplier turns small readings into explosive ones.
Boss-like Omens interfere with the run.
The Grimoire records the spells you discover across attempts.
The current playable loop moves through readings, shops, branching route choices, and a final threshold. Between rounds, you spend currency, buy relics, adjust your build, and decide which path through the reading to take next.
The goal is simple enough to understand:
score enough to survive the reading.
The obsession comes from everything underneath that.
Reverieās spells are not all handed to you up front.
You discover them by casting meaningful card combinations. Once found, they enter the Grimoire. The more you play, the more the gameās symbolic language starts becoming legible.
Some patterns are clear.
Some are hinted.
Some are felt before they are understood.
That is the heart of the game.
A normal card game tells you the rules and asks you to optimize them.
Reverie gives you enough rules to play, then lets the rest emerge through repetition, suspicion, and discovery.
Reverie is built around a specific feeling:
Players enjoy systems they can understand.
Players obsess over systems they can almost understand.
The best version of this game is one where players start developing private beliefs:
āThis card always saves me.ā
āThis set is cursed.ā
āMoon cards make the run weird.ā
āSilver keeps showing up when the game wants to remember something.ā
āI swear the game knows what Iām doing.ā
The game should never need to fully confirm that feeling.
It just needs to keep making the feeling possible.
Reverie is not trying to be loud horror.
It is trying to be intimate, strange, symbolic, and quietly alarming.
It is a roguelike about building power, but also about building meaning.
It is a card game where the deck becomes personal, where runs develop moods, where repeated symbols start to feel like messages, and where the player slowly learns how the game thinks.
By the end of a run, the player should not only remember the score.
They should remember what appeared.
What repeated.
What answered.
What felt like a sign.
For those who don't know, my game is Caverns and Dryads:
"Caverns & Dryads" takes you to a world of fantasy, where you will guide Tamzyn, the dryad warrioress —deadly and beautiful— and Sioul, the wizard —tenacious and powerful. Together, they will explore forgotten cities of mysterious beauty and dungeons filled with dangerous monsters. Prepare for an adventure full of action, magic, and romance.
https://louis-dubois.itch.io/caverns-and-dryads
--
I bring you great news! I have adapted my game for Windows, in order to be played in more devices. (I may do a Linux version in a future too.)
Making the Windows version required to adapt the UI, adding some decorations that make the game more beautiful. Those are things I like from this version, those decorations, and that you can see the illustrations in bigger size.
The Android version has the advantage of being able to play it anywhere, but it may not have so much reach between people that play on desktop or laptop computers. So now all of them are covered :)
As the only changes are in the interface, I am just keeping the same logic, so I can develop at the same time for both. Every time I add a new feature or screen, I will simply make the interface for mobile, and for desktop, sharing the same logic most of the time.
There were a series of updates, that bring these changes for both Android and Windows:
- A number of bug fixes.
- Added sounds to the bar and the blacksmith.
- Sound of parry added.
- Sound of armor added.
- Added a sound preferences button in the Windows version.
- raised the probability of event in cities so more things happen.
- activated cancel button on spell book for grimoire view
- Added exit button to Windows version on menu.
- Added return to menu button in Exploration screen, under the sound/prefs screen that you can access from there.
Keep an eye and visit and subscribe/follow so you know when the Windows version is released, if you are interested.
Also, this new version means that most of the bugs are fixed, and the game has the basic functions to be played, but now I start a more exciting phase: add more features!
Most of this is already pre-implemented in basic structure.
Again, follow to participate in the exciting journey to add all this and more with your feedback!
I will post about it in all my networks, and specially on my blog, where you can also find other contents.
See you there! :)
Here's some screens from the Windows version:
That was the exploration screen. Here's a story screen:
When you find a monster, the introduction:
When you find a dryad, they gift you with higher stats:
You can repair your armor and weapons. Be wise and smart so you don't break them before you find a city in which you can repair a good armor.
Remember to follow me at the game page or on any of the links.
]]>Hello guys, New update, I have added into screen to the game, what do you think about it ?
UPDATE 9/30/2025 a gameplay video of an entire level
UPDATE 3/28/2025 a video preview of the new destroybale assets in Abandoned Archives level:
ORIGINAL POST BELOW
Iām primarily an artist, which might be obvious from the images I included, but I also think I finally progressed far enough in my understanding of coding and other game design elements where I can reasonably try to include some more complex game mechanics.
The game would consist of three main parts:
1 Various caves and underground areas where a large variety of monsters can be found and captured. These monsters can then be used in various ways depending on the type: some can be weaponized, others can be used to improve weapons, to be used as crafting materials or simply as fuel, to be sold for currency etc.
2 Bosses throwing waves of monsters at you to battle. Winning these challenges can unlock further monsters, grant skill points, unlock further areas of the game and also unlock a higher tier challenge for the same boss.
3 A hub area that has access to the caves, the bosses, some NPCs and also just look cool and help in introducing lore about the game.
I have some work done for all three of these, but right now I would like to mostly talk about the caves and the monster capture part. I have the most done in that area.
Setting
This takes place in the far future where many things are grown instead of being built resulting in various monster-like creations. Monster ARE the technology.
Also all this takes place on a planet divided into 4 quite distinct nations with different paths to creating these monsters. Each different approach has resulted in monsters that adhere to the theme of each faction: robot, horror, fantasy and cartoon. Additionally there is an area on the planet where all 4 factions manage to more or less collaborate in the interest of improving various technologies known as the Testing Fields, which is our hub area and where the game takes place.
Capturing monsters, exploring caves
Take a look at the short gameplay video I included, Iām basically explaining the game mechanics you can see there.
The caves can be explored by controlling a small drone which has the abilities to capture monsters, navigate narrow passages and to destroy smaller obstacles. Monster are captured by deploying Capture Lines from the drone and hitting a marked weak spot on any given monster. Higher tier monsters need more Capture Lines and also each monster has a movement pattern so capturing might be easy or challenging depending on circumstances. The yellow weakspot on the monster has a different number of pointy bits to indicate how many Lines you will need. For example: skeletal monster on the left needs two Capture Lines, while the mouthy one on the right only needs one. Some monsters need more Lines than you start with.


Monster Behavior
The monsters have fairly simple behavior patterns, but there are many different looks ( right now I have around 40 horror monsters and starting on fantasy ones). Also some monsters are rarer, the locations and specific encounters are somewhat randomized so my hope is that it will be exiting to go and find out what you can find in a new or previously visited part of the caves.
Some monsters also have extra behaviors like the bouncing eyeballs you can see in the video, or these slimy territorial creatures. Each has an area marked as a circle around it, circle getting larger depending on monster tier. If you enter the circle the monster will move to the center of it and then pursue you until you leave their territory or until you loose the drone.

Failing a Capture
You start with 4 Capture Lines and if you use up all 4 without capturing a monster, it will either run away or attack you. Itās all good though, you can try shooting down the monster before it damages the drone too much and try again with another creature. Captured creatures will appear in the pause menu where you can see the monsters name and the tags it has ( Iāve shown this in the vid) and the monster will always be transferred to the Collection Area in the hub/Testing Fields even if the drone is destroyed right after a capture. You can learn more about the monster and how it can be used in there(tags, flavor text, tier, type). Some monsters have evolution lines like the slime creatures above.

Laser Explosion
The Cave Drone you control is also equipped with a Laser Explosion, which can destroy smaller obstacles and damage monsters. However, each time you use it you risk decreasing the Cave Stability, which is another resource besides Cave Droneās HP which you have to pay attention to.

Drawing a Line Path for the Drone
Very importantly, there is also a way for the Drone to squeeze past various gaps and passages that are normally too narrow or to avoid monsters. You can draw a path starting from the drone and the Drone will follow it while being invulnerable and fitting into narrow gaps. If youāre not careful doing this, you might get stuck and once again reduce Cave Stability or run into monsters.

Caves and Cave Stability
You start in the first cave called the Abandoned Archives. The plan here is to hand craft the entire area, with very few repeating parts. Basically Iām approaching it less as a tileset and more as a painting of the entire level. This means that each cave wont be huge, but it will be dense with various details and encounters and at least to me that seems quite appealing. I tend to get bored of oversized empty levels in games myself and itās simply fun to design a level like this from my side of things. Also I plan to add some amount of randomly appearing rooms and details, which together with randomized monster encounters should make each run feel different.
The cave is fully stable at the start of a run, but there are a few ways to reduce Cave Stability mentioned above. If the cave stability falls bellow 25 percent, the cave will start to collapse and rocks will start falling possibly damaging the drone. However, game is not lost even if Cave Stability falls to 0, it only ends if the drone is damaged beyond repair and cave stability can potentially be brought back up. Right now I have a resource that can be found that increases cave stability, but I might include other methods as well or maybe make the instability temporary, weāll see.
Finished part of the cave:

Rocks falling on the drone ( yeah, the falling rocks asset is still a sketch):

Where Iām going with this
So yeah, this is just one of the things I want to talk about the game and I plan to keep updating this devlog as I complete them. I have a million ideas and for me an uncharacteristic amount of enthusiasm for this, the only limiting factor is time. There are also many smaller aspects like a simple story, the reason for capturing these monsters, drone upgrades, skill system for fighting the bosses and other things I havenāt mentioned but already started on, but one thing at a time.
Right now I want to make a fully working demo with two or three caves, a single fancy boss and partially finished hub area and then see how much content I can reasonably add to it before I call it finished. And even a demo is a lot of work, but it continues to be fun making this so hopefully some people like it and give me extra motivation.
Some more monsters I designed ā the main reason I decided to make a game like this:


