Over the past few weeks, I've been focusing on a major visual update for HIKE: Beyond the Trails.
I completely reworked the game's lighting to create a warm, late-afternoon, semi-sunset atmosphere. The goal wasn't just to improve the visuals, but to strengthen the feeling of being immersed in a peaceful natural environment.
These screenshots represent an important milestone in the project's visual evolution, but they're not the final destination. Before release, I plan to continue refining the lighting, atmosphere, and environmental details to push the visual quality even further.
Some would say this gives players a concerning amount of freedom to abuse the law.
I like to think it's just the right amount of freedom to make the court proceedings fun!
However, this also means more freedom for all involved, including the defendants, than would be imaginable in any real courtroom... so don't feel to bad about randomly pulling a piece on someone.
Our upcoming indie game, Hundred Nights: DIFU, just got a trailer with gameplay! Check it out on steam.
Hundred Nights: DIFU is an Eastern mythology city builder and management simulation game set in a vast underworld. Build your underworld from scratch, hire ghost employees, manage souls in their afterlife, and many more...
This is my game Riftmoor, and itās been in development since the end of 2025. Iām a huge fan of Oxygen Not Included and Norland, so I set out to make my own colony sim while adding something more to it.
Inspired by the dungeon system from the anime Solo Leveling, portals periodically spawn in your world and you must send armies to clear the dungeons. In addition, there is a portal at the center of your town that you can dive into for different challenges and rewards.
The goal is to release my game by December of this year!
Gameplay Overview Trailer
An open-world voxel adventure where you explore, fight alien invaders, collect powerful weapons, unlock characters, and take on unique bosses.
The new game from the creators of The Life and Suffering of Sir Brante once again takes players to the Arknian Empire, but the story unfolds from a completely different perspective. You are the heir to the throne, tasked with preventing the country from falling apart while dealing with noble intrigues, conflicts within the Church, and growing unrest among the people.
If you enjoy games where choices have real long-term consequences and there are rarely any truly ārightā decisions, now you can see how this formula works on the scale of an entire Empire.
Iron Graves (our tactical sci-fi salvage horror game inspired by Duskers and classic retro-futuristic sci-fi) has officially graduated from Early Access!
Check it out on steam.
In Iron Graves, you command a fleet of remote salvage drones via tactical cameras and direct control to explore procedurally generated alien-infested space wrecks. You have to scrap resources, avoid deadly hazards (radiation, gas leakages, hostile bio-forms), and survive the deep drift.
Been working on this for quite a while, and it's finally ready to play! It's a free to play online racing/delivery game that's playable directly in your browser. No downloads or launchers or anything. You don't even have to make an account if you don't want to. Took a ton of inspiration from Crazy Taxi and Mario Kart. Feel free to try it outĀ https://mopedmayhem.io/play
Hey
So I just finished playing life is strange for the millionth time , and I would like to ask if you can recommend me a game similar to LIS and that has an incredible soundtrack.
Last week or so someone asked on r/hockey if you'd play a hockey game inspired by NHL 94 and Hitz. I love Tape to Tape, but I've been working on something for a while that, for me, scratches that itch a little differently / fills in some gaps I felt they have.
The chunky low-poly look is the vibe I'm going for (like 90s early 2000s ps1/ps2 era), but I barely knew Blender when I started other than some basic 3d print designs, and there are still free or cheap paid models standing in for stuff I haven't gotten to myself.
I've been mainly focusing on gameplay to make sure it feels good and is fun, things like big hits, fights that are a bit moral kombat-esque, goalies that dont suck (but aren't too good), etc. Currently I've got exhibition, online, local versus (aiming for 4 players on one PC), and a franchise mode with trades, drafts, all working relativley well. Currently have a massive roadmap I keep adding to whenever I'm not redoing animations, models, or tuning, with custom teams and rosters being at the top of the list.
We are Carpe Diem Studio, an indie team from Belarus. Right now, we are working on an action-adventure game calledĀ Breeze of Adventure
My brother and I started this journey back when we were still in high school. It all began with an ambitious dream-game concept that, predictably, ended in a total flop. After that, we switched to making smaller projects, learned the hard way, and kept trying to return to Breeze of Adventure between them. But nothing worked.
And now, this is ourĀ 4th attempt. This time, another developer joined our team, everything finally clicked, and we actually have something awesome to share with you!
About the Game
InĀ Breeze of Adventure, you travel across vast islands featuring different biomes, dangerous enemies, and plenty of unique locations. The progression is heavily focused on exploration: there is no tedious level grinding. Instead, you find new armor and weapons in chests or buy them from merchants using gold earned from Guild quests.
The combat is what we spent the most time perfecting. As of right now, we have 4 weapon types ready, each with its own unique moveset:
Each weapon features a chain of 3 basic combo strikes and 1 heavy attack.
Some rare weapons have unique mechanics tied to their heavy attacks.
However, the core tactical feature revolves aroundĀ Runes. These are magical stones that grant active abilities when equipped (such as summoning a lightning strike, a water wave, etc.).
These are active abilities with a cooldown.
You can find runes out in the open world or occasionally buy them from merchants.
Most importantly, you will encounter them asĀ Deitiesācreatures that embody the spirit of a specific rune. Essentially, these are unique mini-bosses scattered across the map, each with its own mechanics and attack patterns. Defeat the deity, and you claim its rune power for yourself.Ā (Quick note: Deities are not in the current demo yet; they are planned for the full game and will be added to the demo slightly later in future updates).