Steam just made a change that's really gonna hurt future indie games.
The Popular Upcoming page used to list games chronologically by release time. As long as you had enough wishlists to make the cut (~6k to 7k), you'd get some time at the top of the list for people to discover your game.
Now it's listed algorithmically, with far more large games from major companies and publishers on the list, even those releasing two weeks away. The lowest wishlist count on there right now is 80k, when before it would've been 10 indie games as low as 6k wishlists.
Feeling very lucky our game's early access release barely made it out before this changed. It was worth probably 1k wishlists for us, and we had some really unfortunate timing/positioning too. It can be worth thousands of wishlists and sales for smaller games.
Steam is more heavily prioritizing larger games, with the budget and time to grow to enormous wishlist totals, or the rare indie viral hit.
The small to mid-sized games just lost a way to find players. Steam players lost a tool to discover cool smaller games.
holy sht.. AI has automated UE5
you can build entire 3D interactive world with text prompt, everything is editable.. and the AI agent can even rig and animate your 3D characters..
you dont need 10 years of 3D skills to build game now
Introducing CozyBlanket Pro
A next-generation mesh optimization and cleanup toolkit, built from the ground up with AI-assisted retopology, cutting-edge UV tools, and powerful tool system to transform complex geometry into clean, efficient, production-ready assets.
I think what fascinates me so much about MS Flight Sim is that these are actual roads, places, mountains, rivers, etc., and I can just go anywhere in the world and drive and walk around, and I find that experience to be very compelling.
One thing that has always bothered me about Steam and PlayStation achievements:
There should be a simple “Finished the Game” achievement for reaching the credits.
We have achievements for sleeping in a dumpster, petting random animals 100 times, or standing in a specific corner for 30 seconds…
But somehow many games don’t have an achievement for actually beating the game.
Am I the only one who uses achievements as a way to track what I’ve completed?
> be Witcher 3
> made by 250 Polish devs paid less than rent
> $81 million budget, half spent on marketing
> release in 2015 with 16 free DLC packs
> beat Fallout 4 and Metal Gear Solid V for Game of the Year
> collect 250+ GOTY awards, most in gaming history
> Henry Cavill plays you 250 hours and begs Netflix for the role
> Netflix show triggers 554% sales spike in one month
> sell 60 million copies over 11 years
> get a free next-gen upgrade while other studios charge $70
> 2026: get a third expansion announced 11 years after launch
The only game in history to get a major expansion a decade after release, made by a studio whose animators couldn't afford rent.
pra mim o Driver San Francisco tem o melhor easter egg dos games pq se vc achar um delorean e correr a 150km vc volta no tempo em um remake no tutorial do driver 1 com direito a musica do driver 2
infelizmente não falam disso pq não tem a logo daquela empresa gringe (Rockstar)
I was a bit hesitant about showing stuff like this just a month ago 😅
When we started showcasing real-time AI + SDF sculpting, I was afraid professionals would laugh if I showed no effort on the input models. The shape strength slider was also hidden in our first iteration, so I had no choice but to at least try and knock some more interesting shapes together.
Now that we're starting to focus on more powerful features and shape strength is finally unlocked, I'm starting to appreciate just playing with simple shapes.
Different stages of production have different needs. Sometimes you want full authoring over your creations, while other times you just want to quickly explore new ideas.