r/devblogs 42m ago

marketing I made a Devlog showing what a full year of development looks like

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Hey everyone,

Over the past year, I've been developing my first game The Wondrous Storybook. Its inspired by games like Hades and Realm of the Mad God.

I put together a devlog that shows what an entire year of development looks like for me.

I'd love to hear your thoughts and feedback!


r/devblogs 5h ago

tech & code Devlog #1 Evolution of a Renderer: Dismantling Viewports for a Unified 3D World in Godot 4

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r/devblogs 6h ago

design One objective state, four onboarding cues

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I was getting drift between the quest modal, ground arrow, minimap, and atlas in Realm of Echoes. I replaced the duplicated handoff logic with one tracked-objective state that every cue reads from.

That fixed stale markers, but it also made the opening feel over-directed: accept the quest and four systems all point at the same target. My next pass is to remove one cue instead of adding more logic.

I’m leaning toward cutting the center prompt after the first objective. Which cue would you remove?

Developer disclosure: some 3D assets are Meshy-assisted; this UI and runtime integration are custom.


r/devblogs 6h ago

story & background We wrote about how our game BLACKWOOD is combining tactical realism with immersive roleplaying in our Gameplay Deep Dive Devlog!

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r/devblogs 7h ago

Final devlog (for a short time): our Nightmare Frontier has just launched, so I'm sharing the trailer. :D

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Hi everybody! We're the creators of Rogue Waters and Hard West 2, and we're super excited to announce that after months of hard work our new tactical game, Nightmare Frontier, is out now! We'd love you to check it out and let us know what you think: https://store.steampowered.com/app/3310950/Nightmare_Frontier