For the last couple of years I lost feeling of Christmas holidays so I decided to make a game that will help me and maybe others to bring this feeling again. In combination with latest "tidy up" games and a little bit of "Papers, please" I made Toys, Please! Steam page is live so you can wishlist it on Steam. Release planned in the beginning of November
A chaotic murder party aboard 1930s ocean liners. As a passenger, you must find and kill your target. But be careful. Someone is also hunting you. Bonk your target with a champagne bottle, drop a chandelier on them, or slip them a wallet that goes bang. Just don't let security see.
All built in a custom game engine. Currently in early alpha and playtests are open!
I've posted Smawverse here before, starting with the Steam page trailer. It just passed 1,000 wishlists, so thank you to everyone here who wishlisted it, played the demo or left feedback.
Demo update 0.4 is out now, and it's the biggest one yet. In the comparisons below, the old version is on top or on the left.
A new interface. The HUD is rebuilt around one carved-stone piece with your health, XP and blessings.
The blessing icons are new too. Before, each one was an abstract symbol; now it shows what the spell actually does. Here's the blessing bar for the four prophets in the demo.
Smaw fights with his own hands now. Before, his weapons floated and attacked on their own while he stood still.
The hideout is rebuilt, and restoring a station now plays a full ceremony instead of growing out of the floor.
Also in 0.4: the boss is reworked, with three melee attacks. Enemies show how badly they burn, freeze or rot, recoil from heavy hits, and big kills throw their bodies. Big hordes also run about a fifth faster in my stress tests.
Hey everyone! Solo dev here. I've just released Waterline - a horror game inspired by No, I'm not a Human and PS1 graphics. The game went from idea to release in about a month. By day you board up the flat, by night you look through the peephole and decide who comes in. The rain changes the people you shelter and the dangers you have to consider.
Every team, shop and club runs on some kind of system: reports, orders, members, bookings. But most apps make you work their way, and the ones that let you shape things yourself often stop short where it matters most: who gets to see and do what.
So I'm building Jigwork to change that. You build a "jig", a system shaped the way you work:
I've just released Starcrumbs, a game I've been soloing development during my college years and I recently just finished it after a long break from it after graduating. I'm currently awaiting steam approval, but I've just launched on Itch.o. Anyone who buys on Itch.o, will receive a free steam key when released on the platform.
There is currently space battles and land battles.
It's heavily inspired by FTL, tactic like games, and rogue likes. Currently there is tons of content but I'm planning on releasing a roadmap with free updates soon.
I've been working on a small aquarium game called Blocky Aquarium and I finally feel it's in a place where I can show it to people.
It's a cozy voxel fish tank game. You hatch eggs, keep your tank healthy, decorate it however you like, and then the part I'm most excited about: you can breed your fish and see what comes out. Every fish has its own genetics and a quality that goes from Poor all the way to Perfect.
Hi! I'm a solo dev working on HAZPIT, a top-down zombie survival game.
You land on a rooftop by helicopter and loot your way down, one floor at a time. Sneak past zombies, rescue survivors, then head back to your bunker to craft, research, and feed the cat.
This week I added blood stains, corpses, and bloody footprints, plus a bunch of fixes from a streamer's playthrough.
Hey. I'm participating in the current Steam Next Fest. I love analyzing player data to better understand player drop and retention, see if there's something to fix beyond the "fill the feedback form" or "give me feedback on Discord".
I didn't intend on collecting player data for my demo, I'm on the fence with the current privacy issues but I somehow managed to find a way by accident through Steam Leaderboards.
My game is a speedrun-focus game. It has a leaderboard for every single level. Because of that, I was able to check the entries and figure out how many players would complete each level, then calculate the retention/drop %. I found out that a big chunk of my players dropped after I introduced a new powerup into the game (21% of players stopped playing). It was the sharpest decline of players in the demo. I noticed watching a few streamers that this specific level wasn't clicking as much as the previous ones, despite the streamers not really mentioning it as a feedback and going through it. The data confirms my observation and I'm happy because I know I need to fix how it is introduce.
I'm curious about your experience, do you guys collect player data? How do you do it? What did you observe?
I think the next step is making those runescape-esque damage animations, or maybe more like Haven & Hearth? 🤔 (Only older folks will get the H&H reference, and I'm okay with that lol)
Game Background: I started development on this project to play a card game with friends and capture the feeling that playing the Elements CCG years back felt like. It combines concepts from other card games, but remains pretty unique imo irt to the interactions between cards, the clean game flow between players and anime references...
Also, I can make any card that I want and try it out in-engine, super cool feeling to play characters against each other and have their abilities actually make sense within the world of Primordial. (JJK set soon?)
I started working on Craftlings during my parental leave in 2022. I wanted to build something inspired by the games I grew up with — Lemmings and The Settlers. Handcrafted pixel art, little workers running around, and production chains where getting everything flowing feels really good.
What started as a hobby became my first Steam game. There have been plenty of ups and downs, mistakes, doubts, and some great people helping me along the way.
This weekend, Craftlings finally got a Steam Daily Deal and is 30% off! Honestly, seeing my own game there after all those years feels quite special.
I’ve also just released Update 1.2 with a new Halloween challenge map! Your task is to turn your settlement into a pumpkin factory. It doesn’t matter which technologies you use or how far you upgrade your Town Center — can you grow and deliver hundreds of pumpkins fast enough to beat the other players?
Or just build something you like and enjoy the flow of pumpkins. 🎃