Find The Needle Turns a Tiny Search Into a Factory-Building Loop
Find The Needle is an incremental automation game from FindTheNeedleDev and Needless Games. The demo is currently among Next Fest’s busiest, and its premise is instantly legible: find a n…
https://t.co/aY2FZPxNL5
Half Grip Gives Combat Racing One Very Busy Hand
Steering, shooting and changing gears compete for attention in Half Games' unusual roguelike racer.
https://t.co/9LNDeELf8D
Character House Turns a Desktop Companion Into a Collectible
Character House – Desktop Companion is an idle collection game by developer Yinengjie, currently near the top of the October 24 Next Fest player chart. It is designed to sit on the desktop wh…
https://t.co/7BUKRNacP8
Check out our most recent article for a Desktop Companion by @CharacterHouse1 . Where you can check in between tasks with lots of customization.
https://t.co/u30s5I7sWq
Cranked Chases the Feeling of Finding the Perfect Downhill Line
This small-team mountain-biking game makes line choice and bike control the reasons to return to the trail.
https://t.co/mNQ795q727
@sorenxet Human creativity unlocked. But honestly, how do we feel about the future of games. It's already overwhelming with the selection of games available.
Someone with zero coding background shipped a game in 6 weeks with Claude Opus 5.5 and Godot, and the setup is worth copying line by line.
The rule underneath all of it: one feature at a time, tested in the game, before the next one exists.
Step 1 -> Opus 5.5 in Claude Code, opened inside the Godot project itself.
Step 2 -> Build one feature, play it, adjust until it feels right, only then start the next.
Step 3 -> Reference images in the game's style from Codex/Astra.
Step 4 -> Every image prompt that works gets saved as JSON and fed into the next generation, so the style never drifts.
Step 5 -> Big 3D assets in Tripo P2, built from those references.
Step 6 -> Small props modeled in Blender, textured in Tripo with the same refs, which is the cheap route.
Step 7 -> Animation in Cascadeur.
Step 8 -> Every VFX and shader documented in Obsidian so the look holds across six weeks.
Who does what:
> Opus 5.5: most of the code.
> Codex/Astra: references and assets.
> Tripo P2: the big 3D models.
> Godot: custom tools, headless scripts, the game itself.
One JSON file of good prompts is the reason every character, monster and prop looks like it belongs in the same world.
(Built by afterthewinddev, all credit there.)
@zenhiryu@SurvivalGN Dragonwilds is easy to lose hours in. The crafting and base building feel great, and it captures the RuneScape charm without leaning too hard on nostalgia.
@Warhogy Dark and Darker's combat has always been its strength, so a rebalance built around hits-to-kill sounds smart. Fights should feel decisive, not like a coin flip. Curious to see how it plays.
@PoSeiDoN__44 Throne and Liberty is gorgeous, and the large-scale guild PvP is where it shines. Good pick for a stream. Hope the new publisher keeps the updates coming.
Haunted Paws Sends Two Puppies Into a Co-op Haunted House
A missing human, two small detectives and a mansion full of trouble give this co-op adventure an inviting Next Fest hook.
https://t.co/pKYWWGCBJD
Probably Stolen Turns Shopkeeping Into a High-Stakes Next Fest Demo
Probably Stolen is a single-player cyberpunk shopkeeping simulator from Questing Goose Studio, published by tinyBuild. Its Steam demo is among the most-played Next Fest entries in the O…
https://t.co/QWCjQaKuTj
F1 25’s 2026 season asks returning drivers to start again
EA’s 2026 content changes cars, teams, and racing rules inside F1 25. Returning players also need to understand the pack, the bundle, and the new-save requirement.
https://t.co/1fvNTHmVfx
Civilization VII’s Earth map is more interesting where it bends the rules
True Start Location Earth offers familiar geography, but Firaxis has deliberately changed its proportions. The choices reveal how much work goes into making a recognizable map pl…
https://t.co/npyHgxqs2R