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#introduction time, figured we should make a proper Mastodon account for #spacestation14 itself to post progress reports and stuff with.
We're a 100% #opensource multiplayer game about disaster on a space station.
I figured this instance would be a good place for this account since we're open source and anybody can contribute!
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Did you know that we have a FOSS flight simulator, FlightGear?
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Wildfire Games would like to send you its best wishes for 2024! May you have a prosperous New Year!
#bestwishes #opensource #realtimestrategy #indiedev #HappyHolidays #PC #RTS #2024
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Some fun worldgen experiments courtesy of
@jsbarretto
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We are thinking of potentially moving development from Discord to another platform (Discord would remain as a community platform).
Do you have any recommendations for platforms and reasons why?
Examples of potential options are Discourse and Mattermost
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Thanks to feedsin.space, you can now read the changelog for Space Station 14 directly on Fedi!
https://feedsin.space/feed/ss14-changelog
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For those who want to get the devblog updates as soon as they come out I highly recommend subscribing to our RSS feed:
https://veloren.net/rss.xml
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@openttd @freeciv @veloren @pioneerspacesim
I could not find all the mastodon handles let us know if we missed some.
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FlightGear, the open source flight simulator is getting some HDR work done for future releases, here the WIP 737MAX over some photo scenery. Credit:SP-NTX
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Weekly Update Vlog by Liltenhead - Mar 5 - 12 (EMP Grenade, New Sprites, And More!)
https://youtu.be/-I5Zss3qC3s
#SpaceStation14 #opensource #gamedev #foss
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I'll try to put some effort into posting more frequent updates from Discord onto this account to make it not have only bi-seasonal posts.
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Progress Report #39: Happy Holidelays!
This progress report includes 500 merged pull requests from November and December. It includes xenoarcheology, RIPLEY mechs, the new PDA UI, intercoms, subdermal implants, diona and much more. There are more than 150 changes by over 70 contributors listed on the progress report, so make sure not to miss any of them here: https://spacestation14.io/post/23-03-06-progress-report-39/
#opensource #foss #gamedev #spacestation14
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Delenda Est is now available again through @modiohq and the mod downloader. There was a little slip up and it disappeared. Sorry for the inconvenience. You can now enjoy its improved SP experience and additional civilizations #modding #opensource #indiedev #screenshotsaturday
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Wildfire Games would like to you its best wishes for 2025! may you have a prosperous new year! #opensource #foss #gamedev #newyear #0ad #f2p
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3DS players, please enjoy some memory fixes that reduce general gameplay stuttering as well as fixes issues with "old" 3DS models not being able to boot. :)
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The Veloren 0.17 Release party stream will be starting soon! Hop in at https://www.youtube.com/watch?v=kgK58NuBrXc if you have any questions 
For more info about the release see the blog post: https://veloren.net/release-0-17/
#veloren #floss #gaming
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submitted by
rustydev to
blog2 points |
1 commentsHello, World!
Hello, Lemmy! This is my first post on my newly created Lemmy instance for Spaceships, a simple free-as-in-freedom multiplayer game that I have been creating for the past several months. The game is written in the beautiful Rust programming language and is licensed under the GNU AGPLv3.
Spaceships is in heavy development right now and the gameplay is pretty basic. Over the next few months I am planning to polish the existing core gameplay, including by increasing the power of server-side configuration and having there be a concept of “winning” the game.
Links
Changelog
v1.0.1
- Changed default resolution from 720x720 to 1280x720.
- Fixed bug on X11 with the process not exiting when the window closes.
- Decreased the time taken for the process to exit when waiting for connections to gracefully finish. This makes the window close faster on X11 if the user exits the game while waiting for a connection to succeed.
v1.0.0
Lemmy instance
Today I created a Lemmy instance to be a place for discussion about the game, with other topics being allowed. Right now the only community is this community, the development blog, but I’m planning to create more communities in the future.
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Dedicated server runners and players, please enjoy the new map vote and map rotation features on FTE :)
https://docs.nzp.gay/server/map-rotation
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After 9 months of work, we're happy to announce that Veloren 0.17 is almost ready!
Join us in-game at 18:00 GMT on December 28th, when we will hold a release party on the official game server 🎉
More information at: https://veloren.net/release-0-17
#veloren #floss #gaming
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Are you at CCC? Currently some veloren core-devs are holding an assembly. Come and get your ”Gliding” badge!
https://38c3.c3nav.de/l/veloren/details/
#38C3
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Another participation for the #SimutransScreenshotContest, "Genkyu Nunohara station", by danivenk.
Remember you have until January 24st (inclusive) to submit your screenshots!
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A special Christmas Update* is now out! Version 99.0 is now out of beta, just launch the game to the latest version. This version adds performance improvements in certain display modes and improves the search feature.
*This update doesn't actually have Christmas content but it does still have SNOW
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We have released our annual Christmas Newsletter!
It outlines the most important aspects of development progression, during 2024, as well as a few future plans for the v0.7.0 release: https://www.supertux.org/news/2024/12/24/christmas-newsletter
You can also come to the YouTube premiere of our Development Summary video, which visually showcases our progress this year: https://www.youtube.com/watch?v=n_Yk1G0DZ1E
Merry Christmas, and Happy SuperTux-ing!
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The first participation of the #SimutransScreenshotContest is "Mizumori Tara-Toyama station" by danivenk.
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1.19.7 has been released! This is a pretty quiet release with several fixes and improvements to various parts of Wesnoth.
As usual, for more details see https://r.wesnoth.org/t58977
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The 2024 #SimutransScreenshotContest begins now! The winner will become the new banner of https://simutrans.com 🚄
The theme of this year is "stations".
To participate, mention this account (@simutrans)
with the hashtag #SimutransScreenshotContest.
See more here: https://blog.simutrans.com/?p=2528
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A beta for 99.0 has been released! This version adds better search in the save browser, and boosts fps in Fire/Fancy displays by putting rendering into another thread. There's also now in-game credits, a new tools api for creating Lua tools, and various simulation / crash fixes. Download: tpt.io
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I see nothing wrong here. That's totally the current logo.
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If you want updates on the latest releases / happenings of The Powder Toy, or maybe some silly posts from time to time, you've come to the right place. Download TPT at tpt.io or install from steam at tpt.io/steam
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>Make account
>Don't link it anywhere
>9 followers
Hmm, are you all bots?
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holly jolly joyus happy christmas-core snowballs. oy my rux.
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Love strategy games, #ageofempires, and #FOSS? Explore #0AD, the #opensource game from #Wildfire games!
Learn more about its development adventure from @play0ad Team Member @stan : lpi.org/h8xo
#OpenGL #Vulkan #freesoftware
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The revamp of Bonus Island I is just around the corner! In the meantime, here is a list of level names and authors for it. #supertux #tux #linuxgaming #foss
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I've seen some WASM users run into issues where connecting to servers that run old versions of the game would force them to re-download all of the game data. While that's not a general game issue I've now separated code from art assets on the platform to generally alleviate re-download of content.
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Hey all, I had the pleasure of partaking in the onfoss.org gaming event -- with NZ:P being part of the lineup! I'd not had opportunity before to test dedicated server functionality, so it was a bit of a rough. So I've rolled out some changes that improve the experience of hosting a dedicated server:
https://onfoss.org/
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Remember powerup stacking? Well, it's gone now. We killed it. In it's place, there's the item pocket. it allows you to store an extra item for use at any time. just make sure you catch it though!
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1.19.6 has been released! Of particular note with this update is that achievements have been added to the Hammer of Thursagan campaign.
As usual, for more details see https://r.wesnoth.org/t58935
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Streaming right now, feel free to pop in: youtu.be/oJO5DvIY8Do
https://youtu.be/oJO5DvIY8Do
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Sneaky feature update: Sniper sway steadying. FTE only for the time being while I gear up for an upcoming announcement.
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Content warning:Somewhat gross, realistic skin?
Skinnyhops
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Very good coverage of the project if you haven't seen it before, even if it's now totally outdated :) 🦋
[contains quote post or other embedded content]
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Surprise! The Menu revamp is now live on FTE. Here are the highlights 🧵
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The official documentation page has been updated to add some more screenshots, as well as include a page of "External References" to direct map makers to Quake, Half-Life, etc. docs.
https://docs.nzp.gay/mapping/external-references
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Also shout out to @play0ad who also has a stand next year! We're likely to be neighbours
#0ad
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#Luanti is going to be at #FOSDEM 25 in Brussels! Come along on 1st-2nd February for stickers and more 🙂 https://fosdem.org/2025/
#Minetest
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#Luanti 5.10.0 has been released! Highlights include a content browser redesign, support for the modern glTF model format, gettext translation support, new visual effects, an API for per-player objects, usability improvements, and more.
#Minetest
https://blog.minetest.net/2024/11/10/5.10.0-released/
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1.18.3 has been released! Overall this is a pretty quiet release containing several small fixes or improvements to different areas of the game.
As usual, for more details see https://r.wesnoth.org/t58849
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1.19.5 has been released! Most notable in this release are additional animations added to the Orcish Warrior, Orcish Warlord, and Goblin Pillager.
As usual, for more details see https://r.wesnoth.org/t58799
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Well shit, somebody made a YouTube video
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We're finally migrating to git with @gitea in August!
The migration is planned to happen on the 19th and 20th of August (European hours). It's been long awaited, more than 12 years!
Main discussion:
https://wildfiregames.com/forum/topic/115363-a-new-git-based-development-environment/
Migration Plan Details
https://wildfiregames.com/forum/topic/121118-planned-disruption-migration-to-git-and-gitea/
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In case you haven't played in a while, be sure to check out the reworked cultist dungeons!
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Simutrans is now officially available at #Flathub https://flathub.org/apps/com.simutrans.Simutrans
This means Simutrans can now be searched and installed from Linux app stores (such as KDE Discover or GNOME Software) even if it is not packaged by your distribution. @simutrans@lemmy.world
#linuxgaming #flatpak #Simutrans
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#Simutrans 124.1 has been released! What was supposed to be a bugfix release finally landed with new features such as the new ranking window.
Read the announcement here: https://blog.simutrans.com/?p=2521
For Steam players, this is also the first release to include Achievements and Rich Presence.
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Good news, everyone! #Simutrans 124.0 was released today!
Improved anti-aliasing of fonts, updated UIs and the first Android stable release are the greatest highlights of this version.
Also, the new directory structure, which will allow for a flatpak release later on!
Discover all of the changes in our announcement here: https://blog.simutrans.com/?p=2511
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#introduction
We're a free, opensource RTS game akin to Age Of Empires 3, made by a team of volunteers across the world.
The engine was made for mods so there are a lot of possibilities to make RTSes
We're currently migrating to @gitea to ease contributing.
#gamedev #indiedev
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Languages that need updating:
Chinese (70%)
Swedish(72%)
Lithuanian (76%)
Hungarian (76%)
Catalan (77%)
Korean (77%)
French (79%)
Indonesian (79%)
Czech (80%)
Dutch (80%)
Ukrainian (80%)
Portuguese (80%)
Italian (83%)
Esperanto (84%)
Russian (90%)
Languages that need more work:
Norwegian(24%)
Greek (26%)
Belarusian (35%)
Romanian (46%)
Slovak (57%)
Croatian (64%)
Finnish (65%)
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Translators, we need your help!
A new #Simutrans mayor release is coming! We need your help to #translate new texts.
1 - Go to https://translator.simutrans.com/script/directions.php and search for "Base Texts" ("Help files" also appreciated).
2 - Make suggestions as a guest user or request an account at https://forum.simutrans.com/index.php/board,47.0.html
Languages already covered: German, Spanish, Japanese, Livvinkarjal, Polish.
@simutrans@lemmy.world
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New in this release:
- New axe skill tree.
- Two new dungeons, haniwa catacombs and terracotta ruins.
- New mesa biome.
- Caves got a really cool update, with new cave biomes, be sure to check them out!
- We are finally using a new wgpu version which allows the game to use OpenGL.
- Plugins have gotten updates. Servers can now have plugins which are shared with the client when joining.
- Map generation UI for singleplayer in voxygen.
- While gliding you can now encounter updrafts.
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It's been 9 months since the last release, and we have 0.16 coming out this Saturday! As always, we'll be holding a release party on the public server at 6 PM UTC on March 30! You can also stop by the release party stream to hear about what has been going on behind the scenes.
To join the party, type the command `/location party` when you join the official server!
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It's crazy how much text-less UIs turn into Rorschach tests when doing tech support.
Me: "Do you see a button that looks like it has a mushroom cloud on it?"
Them: "I only see one with two bears high-fiving..."
Me: "That's the one. Go ahead and click on that."
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So remaining on X11, everything pretty much works as it has been, with a few exceptions.
- plasma-applet-eventcalendar hasn't been ported to QT6 yet 😕
- There seems to be a bug with launch feedback that tremendously slows down opening of most apps. Turning it off (the taskbar setting is in the Cursor settings for some reason), fixes it.
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Caves were recently overhauled! Here is a view of a new crystal cave
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The last update for for the Zelda RTS, Hyrule Conquest, by chasen lindsey, askarus and exodarion
makes it one of the biggest mods of pyrogenesis! In some ways even bigger than the game itself.
You can see its latest trailer here
https://m.youtube.com/watch?v=Z5V0U2wxVsw
#zelda #zora
#modding #rts #aoe #ageofempires #free #gamedev #opensource
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New character creation background!
The background is now the deck of an airship floating above the map from the selected server. It used to be a static voxel model.
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1.19.19 has been released! It's pretty quiet overall, but does include a fix for 4 movement leaders not getting the quick trait in multiplayer as well as a fix for a crash when a unit has no random traits available.
As usual, for more details see https://r.wesnoth.org/t60361
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1.18.6 has been released. Most notably, this update has a fix for the Wilderlands scenario so that setting a side to be controlled by AI doesn't cause the game to freeze after a few turns.
As usual, for more details see https://r.wesnoth.org/t60359
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Hood of an assassin helps them blend in. You never know when one will stab you in the back.
https://store.steampowered.com/app/4102770/Slay_the_Q/
#indiedev #godot #gamedev #pixelart #SlayTheQ
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3 years of blogging
--
On this exact day 3 years ago, I published my first blog post. Then, I published a new blogpost every month to a total of 38 posts.
Enjoy the last post of 2025 about the blog itself!
https://simondalvai.org/blog/3-years-blogging/
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The first BETA for SuperTux v0.7.0 is out now! You can download it from https://github.com/SuperTux/supertux/releases/tag/v0.7.0-beta.1
Please try it out and report issues on GitHub here: https://github.com/SuperTux/supertux/issues
Thank you all for playing SuperTux and supporting us throughout the years! 🩵
#supertux
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And here the calendar view.
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I just found some old screenshots of my game from summer 2024 and was impressed by the progress the game made over the last 18 months. To be fair, I work full time on the game since over 1 year now.
#godotengine #gamedev #indiedev
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If you played on the first day when release came out and experienced issues, a hotfix 0.91.1 happened the next day – updating is recommended.
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v0.5.6 brings yet again some fixes to transfers. Player can be bought again. Also the contract logic to sign free agents and renew contracts work again.
Now the pre-release checklist has transfer related checks. This should prevent that future releases break transfer logic again.
https://99managers.org/blog/v0-5-6/
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Another enemy and level done for #OpenCrystalCaves! The eye monster is the most complex enemy in the game, featuring three body parts that must be destroyed separately, and the monster can shoot eyeballs and is invulnerable while its eyes are closed too!
Many enemy behaviours are shared so after some refactoring the enemies can be implemented by sharing code. The game is coming together at a quicker pace
#gamedev #screenshotsaturday #opensource #CrystalCaves
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Third, er, Fourth try's the charm? You found some bugs that needed fixing before the full release of OpenTTD 15. Let's do one last (we hope) Release Candidate.
We've fixed two crashes related to station windows and signs, a hang related to implicit orders, and have stopped cacti from dying off completely with some tree spread settings.
Help us test our work!
Full news: https://www.openttd.org/news/2025/12/26/openttd-15-0-rc4
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Still being made. But non-Euclidean.
[contains quote post or other embedded content]
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TIKHAYA NOCH
Available now FTE+Vril players can experience a new re-imagining of Christmas Special, now with actual Christmas themes. Enjoy!
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Hopefully you are relaxing in a cozy place this holiday season, so may I offer some reading material? I wanted to explore the idea that if you are a hobbyist #GameDev you should focus on making “timeless games”, and it turns out I had a lot to write on the subject!
https://cxong.github.io/2025/12/timeless-games
What are timeless games? What elements tend to stand the test of time? And why do games like StarCraft and Dwarf Fortress continue to be popular decades later?
#blog #GameDesign
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There'll obviously be hotfix point releases dropping over the next few months, as well as other interesting announcements (the forum's almost ready, I think?)
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Oh damn. Naev 0.13.0 is out. Merry christmas everyone!
This one packs a few new missions, and a lot of incremental improvements to the engine (notably, a migration to SDL3 and the start on the Rust rewrite) as well as the game's overall balance and feel.
Read the announcement now now now now:
https://naev.org/blarg/2025-12-25_0.13.0/
Downloads in all the usual places: https://naev.org/downloads/
#naev #fossdev #gamedev
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Merry Christmas and GUTEN TAG!
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Our 2025 development summary is out! There are a lot of new things to show off!
https://www.youtube.com/watch?v=PczyNWV8gI0
We'll hopefully see you next time around when we release! Happy holidays!
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New gameplay trailer of v0.5.5 out now!
https://youtu.be/Wlnysfkdy-M
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v0.5.5 fixes a lot of major and minor bugs and improves the UI, especially during the match. All match events are now shown correctly, also when the game is simulated. The match info bar on the top left was redesigned and shows now the fouls in a more intuitive way. Personally I feel that the game is starting to get a nice shape and finally become fun!
https://99managers.org/blog/v0-5-5/
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Debian: 3 packages can be upgraded.
Me: I know it is you, chromium!
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I love refactoring huge unorganized chunks of code. The feeling afterwards is priceless.
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Naev 0.13.0-beta.5 is out!
https://naev.org/blarg/2025-12-21_0.13.0-beta.5/
(Quite notably, this merges the Rust rewrite of the audio system, and thus support for Opus audio)
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Third try's the charm? We hope so; here's our third release candidate for OpenTTD 15.
Most notably, the game no longer forgets your script configuration, and we've also fixed some rare crashes.
Help us test our work!
Full news: https://www.openttd.org/news/2025/12/20/openttd-15-0-rc3
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Did you know there’s a formula for calculating the date of Easter and it is literal black magic
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Festive hats! Recently I took a break from regular progress to make an easter egg idea I had for a while - special hats that appear on special days (opt out via game options)
#GameDev #ScreenshotSaturday #PixelArt #CDogsSDL #OpenSource
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As 2025 winds to a close, so too does our team for the holiday season 🎁
Before we head off, let us leave you with a parting gift: the final development build of the year, #GodotEngine 4.6 beta 2!
https://godotengine.org/article/dev-snapshot-godot-4-6-beta-2/
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While trying alternative web browsers, like Falkon and Konqueror, I was wondering why no ads where visible, even without any ad blocker installed.
Turns out my pi-hole DNS ad blocking works! I totally forgot about that.
I feel really dumb now.
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Recently I was hosting our yearly LAN-Party for around 14 people. This year, I had decided to fully embrace #FOSS games despite most of the players not being as FOSS-adjacent as me.
We ended up playing SuperTuxKart, Armagetron Advanced, Hedgewars, and Warsow. All great examples of highly polished, fun, and chaotic multiplayer experiences! Let me tell you, everyone loved those games instantly! Thank you, libre game developers! ❤️
#lanparty #gaming #fossgaming #multiplayer
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Inverse Kinematics returns to #Godotengine 4.6! 🕺
After a long wait, IK is back with significant improvements. Tokage breaks down the new implementation:
https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/
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Now also Windows installers available from the same location. #freeciv
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Today we release 15.0-RC2, the second release candidate for the upcoming release.
Several issues regarding text rendering and one desync were found and fixed.
Come help us test our work!
Full news: https://www.openttd.org/news/2025/12/13/openttd-15-0-rc2
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An aperiodic tessellation of the hyperbolic plane, found by Toimine in the #tessellations channel in the HyperRogue discord.
These tiles have edge length of 0.56358, less than the previous record for a equilateral convex tile (0.56626, achieved by the regular {7,3} tiling).
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I did also manage to implement enemy death effects, which are super satisfying. The game is a puzzle platformer at heart so you’re not required to kill the enemies - indeed most of them hardly give any score - but the crunchy sound effects and seeing them explode into a cloud of bloody bones is way too satisfying (and violent) for little kids to resist >:)
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Extra dev time from nursing a cold so finished level 8 of #OpenCrystalCaves, including a cheeky robot enemy that zaps you!
All the levels in #CrystalCaves are memorable, and while level 8 doesn’t have huge set pieces, it has some one-way passages (via blocks that you can only jump up through), so it’s the first time players get stuck and need to restart. This plus a few sneaky surprises means the game gets serious now!
#GameDev #ScreenshotSaturday #DOS #RetroGames #OpenSource
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submitted by
rustydev to
blog1 points |
0 commentshttps://peertube.spaceships.me/w/arA1NfdS9iF48rGMQNBRGtNew version
After nearly five months of game development, web development and dealing with the consequences of not making regular backups, I have finally released Spaceships v1.5.0. This version introduces a new major aspect of the game, a singleplayer mode with actual gameplay.
Right now singleplayer has been implemented in the form of levels and combat with bot players. To complete a level, you must navigate the map and destroy all bot players without losing all your lives. Right now five levels have been created so far, each progressively more difficult. In addition to gameplay, these five levels include a story displayed at the beginning of a level, and so these levels are considered the game’s story mode.
Version 1.5.0 is incompatible with all 1.4.x versions. If you’re version is 1.4.x and you try to connect to a v1.5.0 server, you will get an error.[^version-bug]
Story
In the story that I have written for story mode, the year is 2031 and all consumer devices have extreme authoritarian restrictions on them that prevent users from installing custom operating systems and applications, and restrict the websites users visit. The system that enforces these restrictions is the Environment Verification Integrity Library, or EVIL, which is created and maintained by Globye, a company affiliated with the US government. The restrictions imposed by EVIL aren’t entirely fictional, they exist in the modern world on most mobile phones which prevent the user from installing an operating system of their choice on their “own” phones. This technology in the real world is euphemistically known as “trusted computing”, and might in the future exist on laptop and desktop computers.
The restrictions imposed by EVIL are enforced using public-key cryptography. One way of thwarting these restrictions is to get access to Globye’s private key, which will allow custom operating systems with none of Globye’s restrictions to be installed on any EVIL device.
In story mode, you are an insurgent in the Digital Underground Resistance Front (DURF) fighting in a military operation against Globye with the goal of completely destroying EVIL. DURF plans on destroying EVIL by recovering Globye’s private key in a physical attack on Globye’s premises. DURF has intelligence that Globye’s private key is stored inside a bunker on Epstein island, known in the story as LSJ (“Little Saint James”). The five levels in story mode consist of the player taking over a military ship to sail to Epstein island and breaking into the bunker to liberate this private key.
Screenshots
Here is a screenshot of these five levels in the GUI.

Here’s a screenshot showing the start of level 1. Attached to this post is a video showing the completion of this level.

Regeneration change
One major change to gameplay that has been implemented in both levels and multiplayer is how regeneration works. Previously the player regenerated health at a constant amount, taking 50 seconds to regenerate from almost no health to full health.
A problem with this model of regeneration is that regeneration for an unlimited amount of time can make the levels too easy, and it makes gameplay more boring by incentivising players to wait for their health to fully regenerate before taking on a battle.
The way regeneration works has been changed so that by default the player regenerates at twice the original rate, but only for 25 seconds. In effect, under the assumption of no health powerups, this is equivalent to the player being able to fully regenerate one entire health bar’s worth of health, but no more.
Changelog
Here is an incomplete list of all the changes I have made over these months of development.
Major changes
- Story mode.
- Levels.
- Bot players.
- Allowing many player options to be configured in the world config, no longer needing the hacky solution of effect zones.
Minor changes
- Changed the default regeneration configuration.
- Now requiring all worlds to be finite, limited to a size of 65536x65536.
- Changed the link and background colour in the GUI. The link colour has been changed from cyan to light yellow, and the background has been changed to a darker grey.
- Increased font size of GUI labels from 12 to 14.
- Addition of four new sky presets (Night Dark, Night Light, Galaxy Dark and Galaxy Light), and changes to the Night, Galaxy and Ocean presets.
- Some sounds effects are slightly quieter (bug fixed in sound generation).
- Increased GUI scrolling speed, especially on a touchpad when using Wayland.
- Made multiple changes to the server config schema, including:
- The addition of many RON extensions which make writing configs more convenient, but these are incompatible with older configs.
- Changed many occurrences of rectangles to use a dedicated type, rather than just
p0 and p1.
- Renaming of many structs.
- Improved performance when there are a large number of players by optimising the implementation of thrust and block collision sounds.
- Security improvements for publication servers that mitigate a certain type of denial-of-service attack.
- Changed the UI to only show the bottom-left status (which includes the number of players and spectators and the ping) when the chat window is open, as it’s otherwise distracting.
Bug fixes
- Fixed panic when the server’s stdin or stdout isn’t a terminal (issue 19).
- Fixed bug with GUI state being impossible to reenter if you click the back button in it.
- No longer panicking if the sound fails to initialise (like if on Flatpak with permissions disabled).
- Fixed error message in discovery when game server is of an incompatible version. Now it’s correct about whether the server is a development server.
- Fixed segmentation fault during panic on the client (issue 1).
- Fixed bug with the client process not closing on X11 on some distros (works fine on Arch Linux, broken on Debian 12) when the window closes.
- Fixed horrible sounding loud audio popping whenever the player’s position is NaN.
[^version-bug]: Note that if you’re on v1.4.2 or v1.4.3 due to a bug in the error message, you will get a warning saying that a v1.5.0 server is running a “development version” when it is not.
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Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.3.1!
Nothing really exciting to note with this patch, it's just some bugfixes to various reports I've received since v3.3.0 launched about a week ago.
#gamedev #indiedev
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People still playing freeciv-3.1 release series: Enjoy the new 3.1.6 release! Source code is available from https://www.freeciv.org/wiki/Old_downloads #freeciv
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Good things come to those who wait. OpenTTD 15 is starting the final lap with first release candidate!
Font loading is better, rivers were improved, the interface polished and bugs removed.
Come help us test our work!
Full news: https://www.openttd.org/news/2025/12/08/openttd-15-0-rc1
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v0.5.4
--
v0.5.4 brings a lot of improvements to transfers and match engine, once again. Now you can negotiate contracts with players and it is not possible to easily buy the best players.
https://99managers.org/blog/v0-5-4/
#godot #futsal #99managers
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New Thrive release this week, 0.9.2 is out now! Read the details here: https://www.revolutionarygamesstudio.com/progress-update-12-06-2025
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Godot uses 64-bit integers, so the max value is 2^63 - 1, but the RandomNumberGenerator uses 32-bit integers, where the max value is 2^31 - 1.
Keep this in mind while generating big random int numbers.
I just found a bug in my code, where I generated dates using unix timestamps. If the unix time stamp is bigger than 2^31 - 1, or January 19 2038, it will overflow and restart at 0.
#godotengine
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Hey Dungeoneers, Shattered Pixel Dungeon v3.3.0 has been released! v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements.
https://shatteredpixel.com/blog/shattered-pixel-dungeon-v330.html
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My game @99managers participates for the first time at Games in Italy Steam sale!
I did not know that games like Ride, MotoGP and Sebastian Loebb Rally are made in Italy, cool!
https://store.steampowered.com/curator/40319802/sale/gamesinitaly2025
#gamesinitaly #99managers #steam
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Devlog November 2025
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This month the game was finally released on Steam as Early Access on 7th of November! It was a historical moment for me, to release my first commercial game...
https://99managers.org/blog/devlog-november-2025/
#99managers #futsal #godot
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I started my blog because I wanted to share my work and have a personal presence on the web, that is truly mine and not dependent on some social media or similar. Now nearly 3 years later I wrote 37 blog posts and I love it!
Also the numbers show that it is totally worth it. The website has no tracking, but I can see the growth in the Google Search Console. Impressive!
#blog #writing
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Flare 1.15 is going to be the first version that supports procedural generation of maps and loot. The Empyrean Campaign will be getting a new dungeon, the Iron Labyrinth. It's a good place to find the new, powerful "Mastite" items #flarerpg #screenshotsaturday #gamedev #arpg #indiedev
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Any ideas for new cool features for the "database of games I played" at zenorogue.itch.io/zgdb ?
Any new tags to filter the games?
Any new cool visualization features?
Any new games which should be added (which I played but forgot to add, or did not play but I should)?
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Shattered Pixel Dungeon v3.3 is in beta right now, and it includes the game's first new artifact in a very long time! The Skeleton Key can be used to open almost any lock, lock doors that weren't previously locked, and create temporary magical walls!
#gamedev #indiedev #screenshotsaturday #pixelart
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A monster kills a monster, only to be killed by another monster, and somehow, there are enough monsters for every monster to kill forever.
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Naev 0.13.0-beta.2 is out!
A few issues have been fixed, but by far the most notable change in this (pre-)release is the swap to lossy assets. Naev will now use lossy AVIF and less bloated Vorbis files internally (with support for Opus audio on the way)
Already the game's download sizes have been slashed by 60-70%!!
https://naev.org/blarg/2025-11-26_0.13.0-beta.2/
#naev #gamedev #fossdev #avif
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The video registration of my talk at SFSCON 2025 about making a Sports Management game with Godot is out now!
https://vimeo.com/1140922391
#sfscon #godot #99managers
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v0.5.3
--
v0.5.3 is finally released and brings lots of bug fixes and improvements. Most are related to transfers and match engine stability.
https://99managers.org/blog/v0-5-3/
#futsal #99managers #godotengine
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Two secret projects reveal themselves, with more to come later:
https://github.com/nzp-team/nzportable/discussions/1299
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Hey Dungeoneers, it’s been a couple of months since the last patch for v3.2, so it’s time to an update!
https://shatteredpixel.com/blog/coming-soon-to-shattered-imp-quest-tester-area.html
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[Talk] SFSCON 2025: Making a sport management game in Godot
--
During the 7 and 8 November I attended again SFSCON 2025. This was the 25th Edition of the conference about Free and Open Source Software...
https://simondalvai.org/blog/sfscon-2025-99managers/
#blog #sfscon #godotengine
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🧵Hey! We've been working on some stuff behind the scenes that people have been asking about for a long time, you’ll be finding out about some pretty soon, others you’ll have to wait a bit longer for.
As part of the secret updates I’ll be including in-game credits of Patreon supporters from 2025.
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TINY CRATE
is now
FREE on Steam !
#gamedev #indiegame #godotengine #indiedev
link below
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RE: https://mastodon.gamedev.place/@naev/115593781346203926
the submissions channel is bridged to the Matrix space now too.
To clarify: we need screenshots and videos ideally at 720p (or with the game's scaling option set to emulate a 720p display)
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Big news!
Transfer are now working much better and I hope most issues are resolved. I also just found a new technique to move the ball around the field, making the match engine much easier to implement.
The next update will be great and is planned for next week.
#futsal #99managers #indiedev
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Shattered Pixel Dungeon v3.3 is very close to beta, but for now here's a new trinket! The cracked spyglass adds more items to a level, but they're pretty hard to see! There are at least 2 items in each scene in the GIF below, can you spot them all?
#gamedev #indiedev #screenshotsaturday #pixelart
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with the 0.13 release inching closer and closer, the first betas to be released in a matter of days if not hours, the team is once again on the lookout for videos/screenshots of the game in its most recent form (the nightlies) to represent Naev on app stores and the website!!
send stuff in under this post or on the discord server
#naev
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1.19.18 has been released! This has a couple major campaign changes, with both the new Dusk of Dawn campaign being added as a short Novice difficulty Troll campaign as well as the heavily revised Heir to the Throne being added. The original Heir to the Throne has been renamed "Heir to the Throne, Classic" and the original Battle Training tutorial has been merged into it.
As usual, for more details see https://r.wesnoth.org/t60291
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Naev 0.13 will ship with a convenient plugin manager included right there with the game :3
https://naev.org/blarg/2025-11-16_advent_of_the_plugin_manager/
It's a bit barebones, but much much better than nothing.
#naev #gamedev #foss
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Isleward is a free browser based traditional roguelike MMORPG with deep character building, vibrant community and a player driven economy. And we're coming to Steam soon!
Intrigued? Play now at play.isleward.com
Wishlist if you can! store.steampowered.com/app/1248830
#PitchYaGame
https://store.steampowered.com/app/1248830/Isleward/
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Isleward is a free browser based traditional roguelike MMORPG with deep character building, vibrant community and a player driven economy. And we're coming to Steam soon!
Intrigued? Play now at play.isleward.com
Wishlist if you can! store.steampowered.com/app/1248830
#PitchYaGame
https://store.steampowered.com/app/1248830/Isleward/
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It's been a common request, so starting in Shattered Pixel Dungeon v3.3 you'll have an option to pick a randomized hero, challenges (you choose how many), talents, subclass, and armor ability! There's even a new badge for winning a purely random run!
#gamedev #indiedev #screenshotsaturday #pixelart
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Somehow I released v0.4.2 on Steam two days ago instead of v0.5.2. I guess I miss-clicked something during the release process.
Now v0.5.2 is released for real.
Sorry for the mistake!
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v0.5.2
--
This week the second version v0.5.2 is released from GodotFest25 with Love <3. It includes just some minor fixes to formation, transfers and some email content.
https://99managers.org/blog/v0-5-2/
#futsal #godotfest #indiedev
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The #FlightGear B777 widebody is seeing a revival and with that it has officially moved it's development from sourceforge to gitlab, which will make contributing more convenient for many.
Check it out here: https://gitlab.com/sidi762/flightgear-777
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happy birthday, Call of Duty: Black Ops!
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In Shattered Pixel Dungeon v3.3 the Ambitious Imp will spawn in his own dedicated room with a large pit leading to a dwarven vault. The vault is magically sealed, but that won't completely stop you from being able to teleport in...
#gamedev #indiedev #screenshotsaturday #pixelart
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huh #gamedev
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okay, I can now say for certain, 0.13.0 will have 4 new segments of the main story available! the new missions have been finished and fixed up in time for the betas. #naev
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In platformers with "double jump", where should you actually perform the second jump?
Generally somewhere in the middle. Your jumps reach the furthest if you do so.
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Isleward is coming to Steam!
Leading up to the Steam release, we want to polish up both the new player experience and add more end-game content for the current players to enjoy.
Please wishlist it if you can, it really helps us out!
https://store.steampowered.com/app/1248830/Isleward/
#gamedev #indiedev #mmo
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Thank you @achiegamedev.bsky.social for checking Isleward out!
[contains quote post or other embedded content]
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Sorry for being so quiet over the last month!
The new quest is sadly still a little ways off, but Shattered Pixel Dungeon v3.3 should be ready in a couple of weeks with a 'tester area' for the new quest, plus some smaller additions and fixes. Expect more posts about it in the coming weeks!
#gamedev #indiedev
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The #FlightGear project has released the stable version 2024.1.3 with mostly bug fixes but also a few features, you can check it out here:
https://www.flightgear.org/blog/release-2024-1-3/
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A very belated announcement, but 1.19.17 has been released! Most notably in this release, the editor has been updated so that when you resize a map, it will automatically adjust the positions of units, labels, and items.
As usual, for more details see https://r.wesnoth.org/t60266
Additionally, the macOS build is still pending and will be uploaded as soon as its available.
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How can we tell how good are we in run-based games? Win rates? Streaks? Streaks ignoring one loss?
Here is how much information is given by various methods, depending on what our winning probability roughly is, and the number of runs.
More details on: https://mathstodon.xyz/@zenorogue/115462272956831770 #roguelike
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Thoughts on FEVER mode? 💭👇
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@bobbens If you end up reading this be reminded you also have the keys to this account 😛
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i'd say the pace of development is holding steady as we approach the next big Sta(b)le Release ™️
lots of bugs being fixed, some new ones being introduced, balance tweaks happening here and there
@bobbens is also putting quite some work towards the campaign that's set to eventually lead into chapter 2 of the game - that's progress on the story front!
#naev #gamedev
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speaking of, making plugins for Naev is trivially easy if you know how to create folders and edit text files. to put it simply, any folder in naev's plugins dir is treated as a plugin, essentially a set of overrides/additions to the data bundled with the game :3
learn more in the dev manual: https://naev.org/devmanual/naev_dev_manual.pdf#chapter.3
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Take a grid, for each line add 1 to all points on a randomly picked side of that line, paint points black if the result equals 0 to 1 mod 4, and you get a hitomezashi pattern.
But what if we do this for an arbitrary pattern of curves instead of a grid?
#hitomezashi #mathart #generativeart
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FEVER
The cycle continues. Old meets new in this Cold War inspired game mode, with Holiday features!
🧵 Details on NZ:P's new Game Mode, that is out RIGHT NOW for FTE, below!
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My very first Steam Next Fest with @99managers in numbers.
363 Wishlist Additions
506 Got the demo
5 max concurrent players (new record)
15 new Steam Community members
I'm really happy with the result!
#steamnextfest #godot #99managers
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Until the end of October, all pilots in heXon will be wearing Halloween themed hats; pumpkins for players and axes for bots. https://luckeyproductions.itch.io/hexon
🤖 Happy Halloween! 🪓🎃
#halloween #foss #floss #libre #linux #games #gaming #gamedev #libregaming #freegame #twinstick #arcade
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Josh posted an update on the MD series for #FlightGear that he's been working on along side the MD-11
Check it out here if you have missed it:
https://youtu.be/kVwP-15VuJs?si=_ZRf_0k1HwswyQUf
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Broke the server and caused error message overload
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Center buffers in Neovim
--
This time I want to share how to center a single buffer in Neovim using only Lua and no plugins. I have not found much on this topic on the web, so I hope this helps some people!
https://simondalvai.org/blog/neovim-center-buffer/
#neovim #blog
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It's been a long time that my motivation was so high!
Knowing that the huge amount of players playing my game, because of the Steam Next Fest, find the bugs, is enough.
I just hope they stick around even after the event ends.
#solodev #steamnextfest #indiedev
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Wow! The Steam Next Fest just got me 57 new wishlists in the first 12 hours.
My previous wishlist record for one single day was 15, a few days after the Steam page went life.
#gamedev #indiedev #steamnextfest
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Freeciv-3.2.1 is here! Download the source code or linux AppImage from https://www.freeciv.org/download.html Windows Installers will appear in the same place as soon as we've finished building them (expected within 24h) #freeciv
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hello, im back for 0.2 seconds. how do we feel about these new powerup sprites?
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Freeciv-3.2.1 release is coming. List of fixes (70 of them) since 3.2.0 is here: https://www.freeciv.org/wiki/NEWS-3.2.1 #freeciv
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a tiny world, pretending to be infinite
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feeling good about the art
#pixelart #gamedev #indiegame #indiedev
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tile outline test (:
#indiegame #gamedev #indiedev #pixelart
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Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.2.5, with a couple more small interface improvements and a bunch of little fixes. This should hopefully be the final patch for v3.2 as I move on to early work on the next update!
#gamedev #indiedev
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Fun comparison: Just the male/female hero sprites total 140 MiB, which is slightly larger than the *entire* game data included in v1.14.
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I finally got around to updating the female hero sprites. Thankfully, most of the hard work (lighting, textures, etc) was done for the male sprites.
In the same vein, I've come close to completing the NPCs as well. They now have 8 directions, instead of just facing east or south.
#flarerpg #ScreenshotSaturday #gamedev #arpg #freesoftware #blender
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They say that making "roguelikes" makes things easier for developers.
But Rogue devs wanted a game that was exciting every time you played it. That is definitely HARDER than making a game that is exciting once.
Procgen games take ages to mature. Otherwise they feel repetitive.
For example:
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1.19.16 has been released! This is a pretty quiet update overall, but of particular note is that the Wilderlands scenario is now again playable with AI controlled sides instead of slowing to a crawl after a few turns.
As usual, for more details see https://r.wesnoth.org/t60187
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open world test
#pixelart #indiegame #gamedev #indiedev
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grass test
#pixelart #indiegame #gamedev #indiedev
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It's a little thing, but these boulders previously didn't have a "death" animation. So they would just kind of disappear.
With the art refresh, they now crumble as one would expect. All thanks to Blender's particle and physics systems. We really are blessed to have such and incredible tool for free.
#flarerpg #gamedev #arpg #blender #freesoftware
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a little bit of telegraphing
what box you will pickup
#pixelart #gamedev #indiegame #indiedev
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Getting back to Flare dev after taking a bit of a break for the summer (Umamusume hit me like a freight train).
The "HD" art is getting there. I finished the rest of the snow tileset today, so that means all the original tilesets are complete.
I've also made an in-engine map generator. The system places pre-built "chunks" connected by "links". I plan to use this for a new dungeon in v1.15. Accessible from the start, but ties into the main story later.
#ScreenshotSaturday #flarerpg #gamedev
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RE: https://mastodon.social/@andrewteo/115237131965563285
Extremely exciting to see something built with #flarerpg take shape.
Andrew's been doing a fantastic job of pushing the boundaries of the engine. It's been pushing me to adapt new features and improve performance in way that I might not otherwise if I was just working on the Empyrean Campaign.
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old TV test (:
#indiegame #gamedev #pixelart #indiedev
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testing silly physics
#pixelart #indiegame #gamedev #indiedev
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Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.2.4! This is hopefully the last patch with major technical improvements following v3.2, but it's a doozy. It includes mobile layout improvements and a new title screen background!
#gamedev #indiedev #pixelart
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I guess this doesn't work for open source games. TPT has almost 100 credited developers but is only 6-7MB.
[contains quote post or other embedded content]
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submitted by
rustydev to
blog1 points |
0 commentshttps://spaceships.me/I have radically redesigned the Spaceships website to fix many problems in the lazily-written old website. The website’s source code is available on Codeberg under the GNU AGPLv3 license.
Update
Originally posted on 10 August but reposted because of problems.
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submitted by
rustydev to
blog1 points |
0 commentsNew version
I have now released Spaceships v1.4.3 which includes many bug fixes and polishes, but no large feature improvements.
Changelog
Here’s a partially complete list of all these features.
Gameplay
- Refined powerup labels accessibility feature to allow showing the labels even when the rest of the HUD is hidden.
- Default key bindings now have escape bound to leaving the game in addition to the previous default of backtick.
- When the health is above 100% and the player is hit so their health is exactly 100%, the rendered health now fully decays to the actual health.
- If an effect zone covers the entire map, that sound no longer plays when the game transitions state between the lobby and gameplay.
- Collecting teleportation powerups is now quieter (playing just one sound rather than two).
- Changed collision detection to require flags to be completely contained by the team’s base.
- This has the intended consequence of players on the blue team in server config
ctf.ron no longer being able to return flags to their base by poking them through the topmost wall.
- In that config, the blue team still has an advantage, but now this advantage is smaller.
- Joining a teamed game as a spectator now immediately assigns you a team, so you can no longer chat and have your name appear as an arbitrary colour.
GUI
- Discovery GUI.
- Text that includes the player count, host, game id and port is now centred.
- Game id and port aren’t displayed if they’re default values.
- Removed all excess space between the servers and back button.
- Small changes to the custom sky preset GUI.
- Maximum width added to the GUI.
- Fixed bug where scrolling by dragging the screen and releasing resulted in screen freezing mid-scroll (after a short period of inactivity).
- Disabled zooming with Ctrl++ and Ctrl+-.
- Clicking the back button in a play selection state now always goes back, rather than closing any opened popup.
- Updated about text to exclude
README.md if on Flatpak, and added link to documentation.
- Updated label text in settings to further clarify the framebuffer performance setting.
Server configuration
- Changed path resolution of images in the server configs to be relative to the configuration file rather than the current working directory. This fixes bugs with these configs not working on Flatpak or if using the GUI on the standalone distribution in some cases.
Update
Originally posted on 19 July but reposted because of problems.
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submitted by
rustydev to
blog1 points |
0 commentsOne potential problem with hosting a Spaceships server was that the TLS certificate could expire without any warning.
I have recently created a tool, called spaceships-cert-status, which can be used in combination with another script to help create reminders before the certificate expires. See the repository for more details.
Update
Originally posted on 10 July but reposted because of problems.
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submitted by
rustydev to
blog2 points |
0 commentshttps://peertube.spaceships.me/w/jJBvcFCjkrxjbKSaNjr97eNew version
I have released Spaceships v1.4.2 which includes allowing server creation through the GUI and has added accessibility options in the settings. This continues the trend of less flashy but important usability improvements that v1.4.1 started.
If you’re using Flatpak and update to this version, any previous settings will be ignored. To resolve this, you need to manually move config.ron from ~/.var/app/me.spaceships.spaceships/config/config.ron to ~/.var/app/me.spaceships.spaceships/config/spaceships/config.ron.
Server creation
In previous versions creating a server required using the command line. Now you can create game servers which are available on the local network by using the GUI, which the linked video shows. This allows hosting a single server using a configuration file in the configs/ directory (as well as ~/.var/app/me.spaceships.spaceships/data/spaceships/configs/ for Flatpak).
This GUI provides only a limited subset of features compared to the command line. If you, for example, want your server to be playable on the internet, you need to use the command line.
Accessibility
This version includes two settings which improve the game’s accessibility.
The first setting is the UI scale factor, which can help if the text is too small to read.
The second setting adds labels above each powerup, addressing a problem that colour is the main distinguishing factor between types of powerups.
Screenshot
Here’s what the powerups look like with labels above them.

Changelog
Major changes
- Creation of game servers through the GUI.
- Accessibility improvements.
Minor changes
- Now saving game configuration files is done asynchronously, which can improve responsiveness when switching between GUI states.
- Config path changes for Flatpak build.
- Failure to search LAN now shown in GUI, not just logged to stderr.
- Server log messages have changed as a result of a refactor to the networking code.
Bug fixes
- Any failed attempt to publish servers because the publication server cannot connect back is now explicitly stated in a server response, rather than the connection timing out too soon.
- Player names (and powerup labels) no longer render above health bars.
Update
Originally posted on 3 July but reposted because of problems.
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submitted by
rustydev to
blog2 points |
0 commentshttps://peertube.spaceships.me/w/jL57tq5RNqMs4CxoLjJAzTNew version
I have now released Spaceships v1.4.1 after more than a month of development. Unlike the previous few releases of Spaceships which included capture-the-flag, sound effects and many graphics improvements, this version doesn’t include any flashy features, with gameplay being completely unchanged since v1.4.0.
This version instead implements a very important feature: An online server list.
Since Spaceships v1.0.0, if you want to join a game that’s hosted on the local network, from the title screen you just click “Play”, “Local” and then click the “Search LAN” button to which the game shows up and you can click “Play”. However if you wanted to play an online game, you need to manually enter the address in a different part of the UI.
This was a huge usability problem that Spaceships v1.4.1 has just fixed. Now you can browse a list of online servers just as conveniently as you can browse locally hosted servers, by instead clicking “Online” and then “Search” in the playing screen.
Gameplay in Spaceships versions 1.4.0 and 1.4.1 are compatible both ways, but not LAN discovery. If you’re playing on version 1.4.1 and a server using a previous version is locally hosted, that server won’t show up in LAN discovery (though you can still play by manually entering the address). The same is true vice versa. This is because the LAN discovery protocol was changed to use the same protocol as online server discovery.
Online servers
For the first time I am hosting some publicly available online game servers. The two game servers I’m hosting are Survival (configs/survival.ron) and Capture the Flag (configs/ctf.ron).
Here is a video showing the new online server list, which includes these two games.
Publication
Version 1.4.1 also includes the ability for anyone to publish game servers that they host, so that they’re included on the online server list. You can also create your own independent online server list since Spaceships is completely libre (free as in freedom), with no server-side parts withheld from the user.
See the documentation for instructions on how to do this.
Changelog
Major changes
- Online server list.
- Publishing to online servers.
Minor changes
- LAN discovery protocol updated, now consistent with online discovery.
- Now makes it incompatible with previous versions.
- Distinguishing between players and spectators in the player count.
- LAN discovery GUI simplified, including the removal of buttons that are most likely completely useless.
- Updated game server config schema, renaming
max_players to max_clients and lan_discovery to discovery.
- Privacy settings configuring who can join or discover each game server.
- Improved the default security of game servers, blocking connections coming from the internet (for most network configurations this will have no change) by defaulting to the
local privacy setting.
- Created
privacy command.
- Modified
add command to allow overriding the default privacy setting.
- Simplified LAN discovery config through command line arguments, now it configures whether it’s enabled or disabled.
- This was largely replaced with the more advanced privacy configuration.
- Showing waiting cursor while waiting for the game to start, as well as during local and online discovery.
- Restricting servers to just one game id rather than multiple (for simplicity).
- Removed
route command, replacing it with rename due to this game id change.
Unnoticeable changes
- Removed undocumented performance logging.
- Calling
abort on some tokio JoinHandles before they are dropped.
- Rate limiting on SERP (Spaceships Extensible Request Protocol) requests.
- Now including SERP status in connection logs when some requests have failed.
- Game server ids, names and descriptions are now limited to being 64, 64 and 512 bytes respectively.
- Compiling release builds without trace level logs.
Bug fixes
- Fixed bug where more players than the maximum can join if some start as spectators and then play the game. Now it’s enforced based on the total number of clients, living up to the new name.
- Fixed bug when the crosshair (or pointer if spectating) cursor sometimes isn’t shown initially when playing a game. This can be on a high latency connection if the player moves their mouse onto some text before the game starts (which changes the cursor while in the GUI).
- Textures are now no longer upside down.
Update
Originally posted on 19 June but reposted because of problems.
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There should be a genre of "genreless" games. A good genreless game is good because it has unique ideas that make it different from everything else. At the same time, it is a perfect realization of that idea, and/or that idea is difficult to replicate, so it does not start a genre.
Your favorites?
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Hey Dungeoneers, I'm still releasing patches for v3.2, and as a rare surprise, this one's big enough to get a little blog post! In this blog post I'm going to go over what I've been doing in v3.2's patches, and what's coming in v3.2.4 in particular!
http://shatteredpixel.com/blog/coming-soon-to-shattered-title-graphics-and-mobile-fullscreen.html
#gamedev #indiedev
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sticky blocks !
#indiedev #pixelart #gamedev #indiegame
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prototyping big blocks (:
#indiedev #indiegame #gamedev #pixelart
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I have seen some backlash for Silksong destroying the game industry by being cheap, while it is just one game that one cannot even play forever.
But we have lots of other "reasons not to buy games anymore" looking more serious, and I do not see much protests against them.
For example:
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why does spooktune fit perfectly ?
#indiegame #puzzlegame #gaming
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back to the #pixelart (-:
#indiedev #gamedev
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uhhh #indiedev #gamedev #pixelart
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trying something different here
everything is WIP !
i like having outlines on the player and moving objects
its refreshing to have a bright background (-:
#gamedev #indiedev #pixelart
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With Windows 10's EOL approaching, why not try something old. I can confirm the next version of TPT will mark the return of Windows XP support.
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Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.2.3, with more tech improvements and modernizations for mobile users! Most notably, Shattered now supports true edge-to-edge fullscreen on most game interfaces, with one more to come in a future patch.
#gamedev #indiedev
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prototyping a level #indiedev #gamedev #pixelart
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Did you have a lazy summer? Over at OpenTTD HQ, we did not!
We've been busy building bridges over stations, rerouting ships traveling in opposite directions, improving the user interface, adding support for NewGRF Badges, and fixing bugs.
Come help us test our work!
https://www.openttd.org/
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FlightGear's new rendering pipeline is amazing in the nightly builds!
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Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.2.2! This patch is mostly focused on technical improvements on Android and iOS. There'll be more patches later, in particular I want to improve support for phones with smaller display cutouts like hole punches.
#gamedev #indiedev
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@FediFollows is once again growing our #followers. Thank a lot for your support, and of course for supporting all #FreeOpenSourceGaming #FOSSGaming. You have a good number of interesting and fun projects to enjoy in its last toots.
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1.19.15 has been released! In particular, this update further nerfs the Elvish Sylph, Enchantress, and Shyde units as well as adds resting, defense, and standing animations for the Fire Dragon.
As usual, for more details see https://r.wesnoth.org/t59906
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Many thanks to all our new #followers and of course to our old ones!
#OpenSourceGame #SimRacing
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Four new "player character shapes" were added to HyperRogue recently. All can be recolored.
send pics of your characters #roguelike
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What is the most important?
if you want to know what this #mathart means:
https://mathstodon.xyz/@zenorogue/115040034357284343
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The first patch for Shattered Pixel Dungeon v3.2 just released!
v3.2.1 focuses on some bug fixes and balance improvements following the release of v3.2.0. There'll be more patches to come, which will include some technical improvements.
#gamedev #indiedev
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Hotfix 0.90.1 is now live. It introduces fixes to mob drops position after death with high knockback, minecarts driven by players still grabbing mobs, graphical glitches with chickens, llamas, stalkers and armored mobs, as well as crash fix and some other minor fixes. Enjoy!
Release notes for this hotfix can be found in the updated release notes file:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/releasenotes/0_90-the-dynamic-release.md
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Silly alternatives to the classic Chess notation for the squares on chessboard.
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HyperRogue 13.1 released!
https://zenorogue.blogspot.com/2025/08/hyperrogue-131.html
#roguelike #nonEuclidean #mathart
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I'm looking for #opensource #games that are first person shooters but on the tactical genre. I want to play with my friend who has PowerPC, but he's an expert on arena-like FPS, and I would like something more tactical and slow. Does anyone have any recommendations?
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1.19.14 has been released. This update adds additional animations for the Dunefolk Horse Archer, Marauder, Raider, Rider, Windbolt, Firetrooper, and Scorcher. Additionally, you can now save a scenario and its settings as a game preset by clicking the Save Preset button in the game creation screen; saved presets can then be viewed and used in a new tab in the multiplayer lobby.
As usual, for more details see https://r.wesnoth.org/t59527
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We are looking for people who could help us with creation of new mobs by contributing 3D models (rigged, animated and UV-mapped meshes). More information at https://git.minetest.land/VoxeLibre/VoxeLibre/issues/5279
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Talking about big maps; here's a screenshot of giant Earth map, 1870x720 tiles (default map size is 64x64 tiles), from GM1530 Scenarios modpack (installable with the modpack installer). It's really an entire Earth map, despite even the minimap being able to show just part of the Mediterranean in this shot, and main map showing small fraction of Egypt. You'll need a beefy machine to be really able to play this map. #freeciv
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A yet another vizualization of the distortions of the Mercator projection.
A #roguelike map using the Mercator projection is projected back on a sphere. In the map, all the characters are of the same size.
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Wildfire Games releases 0 A.D. Alpha 27.1 "Agni"!
This maintenance patch includes:
• Performance improvements
• Windows 7 support fix
• Vulkan & GPU Skinning crash fixes
• Multiplayer remains compatible
• Memory leak & port forwarding fixes
Get it here: www.play0ad.com/download
Full announcement: https://play0ad.com/patch-release-27-1-for-0-a-d/
#0ad #RTS #gamedev #opensource #freesoftware #indiegames #play0ad
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Tux! is in the process of gaining multiplayer Battle Mode. There will be three variants to choose from: Free-for-all, Capture the Flag and Distro War. CTF is coming along nicely, with flag interactions and score keeping having been implemented. You can read the full concept here: https://gitlab.com/luckeyproductions/games/Tux/-/issues/1
Stay tuned!
#foss #floss #libre #games #gaming #gamedev #libregaming #freegame #3D #platformer #3DPlatformer #Tux #Linux
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Freeciv-3.2 versions of classic ruleset and alien ruleset manuals generated to
https://www.freeciv.org/wiki/Rulesets/3.2 #freeciv
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Don't worry, we're still alive. We're just taking a well-deserved break. Happy summer to all and keep on racing!
#SpeedDreams #OpenSourceGame #SimRacing
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Final freeciv-3.2.0 release is out. Download it from https://www.freeciv.org/download.html. Even Windows Installers are already available. #freeciv
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Thanks everyone for your reports on the PlayStation VITA and Nintendo Switch builds having regressed. A tl;dr is when the new game mode and custom game settings landed in FTE, the Vita/NX NZ:P fork was lacking preliminary support for the configuration options, so the game thought Magic was disabled.
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Second release candidate for freeciv-3.2 is now downloadable from https://www.freeciv.org/download.html #freeciv
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A couple of issues were identified with the first release candidate of freeciv-3.2, so there's going to be a second one. Changes are listed in https://www.freeciv.org/wiki/NEWS-3.2.0-RC2 #freeciv
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cazfi.net now runs one public freeciv-3.2 server instance. See full list of public servers on the metaserver at https://meta.freeciv.org/ #freeciv
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Windows Installers are now available. #freeciv
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We have a Release Candidate! Download freeciv-3.2.0-RC1 source code from https://www.freeciv.org/download.html. Windows Installers are expected, in the same place, within 24 hours. #freeciv
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I've been playing around optimizing the temperature simulation. That's right, it's a full fledged simulation within the game! It's not only particular rooms that get cold... the cold spreads!
The stairs were not taken into account before, and there were some problems on choke points. So now I have optimized this to get a fast spread (so it doesn't take forever), and also fast in CPU terms (<1ms in my CPU).
What is shown in the video is a debug mode to understand and visualize temp flow - that's not part of the final game.
https://www.unhaunter.com/beta
#Unhaunter #bevy #indiedev #foss
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I just published #Unhaunter 0.3.1-beta1, my game made in #bevy for ghost investigation. If anyone wants to play it, take a look on https://www.unhaunter.com/beta - win/linux/browser - and let me know if there's anything that should be fixed before calling it stable.
As usual I did a ton of testing but some bugs are just hard to find.
The game is totally free and open source.
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There's a new version of Tux! which adds character customisation to the game. Instead of only having the choice between playing as either Tux or Trixi, you can now add characters, pick their name and gender, set colours, hairstyle and clothing. https://luckeyproductions.itch.io/tux/devlog/975482/custom-penguins
#foss #floss #libre #games #gaming #gamedev #libregaming #freegame #3D #platformer #3DPlatformer #Tux #Linux
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Liltenhead Update Vlog - 106 - (Exo Station, Estoc DMR, Barotrauma Damage Buff)
https://www.youtube.com/watch?v=7mTINCu3oD8
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1.19.13 has been released! This update includes attack, defend, and standing animations for the Dune Rover as well as fixes the game crashing when hovering over the grey bat in SotA, among other changes.
As usual, for more details see https://r.wesnoth.org/t59373
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And the engine's still getting improvements, too. Andrew Teo's upcoming "ShadowRush" has a lot of unique gameplay ideas that are pushing what we can do with the engine. Really looking forward to seeing more of it as it develops.
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Also been tackling the snow tileset. It's basically structured the same as the grassland set, but rubberduck made several tiles that are exclusive to this set.
#flarerpg #ScreenshotSaturday #gamedev #arpg #opensource
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Getting back into updating Flare's assets. Added animated water to the grassland tileset, which I think turned out even better than the cave tileset's water. Though, maybe still a little too dark?
#flarerpg #ScreenshotSaturday #gamedev #arpg #opensource
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Get it Free While You Can !
https://store.steampowered.com/app/1993830/ROTA_Bend_Gravity/ #indiegames
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Our new video. Have fun!
In most of our videos, we have been playing with the non-Euclidean spaces. However, we have not played with the time dimension in them so far. In this video, we combine spherical and hyperbolic geometry with relativistic effects.
youtu.be/PxnoSsjMrck
https://youtu.be/PxnoSsjMrck
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Hi. Sorry for being inactive for a bit. The past few months were pretty inactive in regards to development so we haven't had much to show off, but with development picking up again hopefully we will have more to show. Anyways, Expect to see more soon and happy pride month!
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You can now download or update your #SpeedDreams #Linux #Flatpak to the latest version (2.4.2), and enjoy our #SimRacing #OpenSourceGame in this kind of package:
https://flathub.org/apps/org.speed_dreams.SpeedDreams
Thanks once again to @son_link for his invaluable work.
@flathub @FlatpakApps
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@zachleat Hi, how are you doing? Sorry to bother you, but I've been wondering if you're taking PRs for the 11ty-import plugin?
I've submitted a change request that's been kind of blocking my website from producing useful RSS feeds, and would love to present the otherwise ready feature to my community :)
Let me know what you think!
https://github.com/11ty/eleventy-import/pull/13
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Due to recent problems with our masterserver, we have decided to postpone the first challenge of our #TripleCrown for another week, so there is still time to participate or improve your times!
#WeeklyRaces #SimRacing #OpenSourceGame
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We are pleased to inform you that our website, masterserver and repositories are back online. We apologise for any inconvenience this situation may have caused you.
https://www.speed-dreams.net/
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A bit more on the mouse support for #Unhaunter - now I added a bit of pathfinding, waypoints... feels a bit more natural. The interactive elements are highlighted too. Hope it is intuitive.
I will probably release a new beta this weekend so people can test this. Reminder: The game is free, you can download it for Windows/Linux or play it on the browser: www.unhaunter.com
#bevy #foss #game #indiedev
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Since a few days ago the server where we have hosted our website, masterserver and our repositories is down due to a network outage. We sincerely apologise and we will inform you as soon as we have information about this problem.
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I've been doing some work to make my game #Unhaunter work with the mouse, so you can aim, point and walk to, or interact. Still a proof of concept though.
What do you think?
#bevy #rust #indiedev #foss
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Liltenhead Update Vlog - 105 (Pipe Stacking, Text Highlighting, Sentry Turret Controls)
https://www.youtube.com/watch?v=yVOKVTTkilo
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Feel free to join our community on Discord or Zulip:
https://discord.gg/ecUxc9N
https://veloren.zulipchat.com/
You can download the game for free at:
https://veloren.net/download
And if you want to support us financially:
https://opencollective.com/veloren/donate
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It's time for another blog post!
In this one we have:
- lots of work on internationalization
- new features and bug fixes
- technical write-ups
- game design discussions and concept art
- showcases of in-game events
- many screenshots and short videos
- sneak-peeks at some ongoing work
...and more!
Everyone will find something interesting!
https://veloren.net/blog/devblog-248/
#Veloren #FOSS #Gaming
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Remember, our first #TripleCrown Challenge will be active until Sunday noon. What are you waiting for to do your best laps on LongJour ( #LeMans ) ?
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Did you think #GTTour2025 was the end of racing events? Welcome to our #SpeedDreams #TripleCrown, where we will put you to the test in 3 very different challenges, also rewarding the Stints consistency. More info about this new #Championship at:
https://sourceforge.net/p/speed-dreams/discussion/weekly-races/thread/d35c1935d2/
#OpenSourceGame #SimRacing
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💕
[contains quote post or other embedded content]
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And if you want to try the game, just go to https://www.unhaunter.com - the game is free.
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My friend Sl4cer streamed last Sunday my game #Unhaunter (made with #rust, #bevy, and it's #foss) - if oyu're curious about it, you can watch the gameplay here: https://odysee.com/@sl4cer:3/Trying-and-showing-out-Unhaunter-GNU-linux--ppc64le-v2474401379:5
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An asset importer is now included with Edddy, which it uses to automatically import 3DS, DAE, FBX, OBJ, PLY, STL and X3D models, allowing them to be used as easily as the MDL files native to the Dry/Urho3D engine. Upon saving EBS block sets, the original filename is written for referencing the model. https://luckeyproductions.itch.io/edddy/devlog/958847/important
#foss #floss #libre #gamedev #LevelEditing #3D #Linux #Edddy
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1.19.12 has been released! This update includes multiple crash fixes, support for favoriting units in the unit list and recall dialogs, as well as support for server-side queuing.
As usual, for more details see https://r.wesnoth.org/t59297
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1.18.5 has been released! As usual this is a pretty quiet release with the usual bug fixes and translation updates.
For more details, see https://r.wesnoth.org/t59296
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Stream still going, you can join and watch the game: https://www.twitch.tv/sl4cer
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My friend sl4cer is streaming my own game #Unhaunter - a #bevy #foss #indie #game about ghosts and investigation in 2D. Watch it here: https://www.twitch.tv/sl4cer
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Heads up, #Unhaunter 0.3.0 released! it's a huge change for this #ghost #game written in #bevy (also #FOSS) I will post later on videos and there will be streams.
Check out https://www.unhaunter.com/ - you can download it for free for Windows, Linux, and you can also play from the browser without installing.
Feedback is welcome!
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The latest version of Edddy (thee block-based map editor used for several LKP games) comes with a new box select tool, greatly improving the editing workflow. Copy and paste remains to be implemented, but the selection can already be deleted and limits the effect of drawing operations.
https://luckeyproductions.itch.io/edddy/devlog/953086/selective-editing
#foss #floss #libre #gamedev #LevelEditing #3D #Linux #Edddy
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1 week left for Unhaunter release v0.3.0! It's gonna be big! https://www.unhaunter.com
I'd want to build a community around my game, a place to get feedback from people, so I recently created a Discord server. Please join! I'd love to have people to talk about the game. https://discord.gg/Ux7CGfvVtV
#opensource #bevy #indiedev #horror
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Effective Post-Modern C++ by Scott Meyers
#MakeABookLate #HashtagGames
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Is Tux too manly for you to identify with? Well, with the latest version of Tux! you can also play as his equally capable and voluptuous spouse, Trixi. Currently, switching characters is implemented as an option in the settings menu. https://luckeyproductions.itch.io/tux/devlog/950851/espoused
#foss #floss #libre #games #gaming #gamedev #libregaming #freegame #3D #platformer #3DPlatformer #Tux #Linux #representation
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Unhaunter v0.3.0-beta5 released: https://www.unhaunter.com/beta/
* Source code, Windows, Linux binaries: https://github.com/deavid/unhaunter/releases/tag/v0.3.0-beta5
* Play directly in browser: https://www.unhaunter.com/wasm/beta/
Help with testing is appreciated. If you play it, let me know
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Grassland tileset is coming along nicely. I've yet to animate the water tiles, though.
#flarerpg #ScreenshotSaturday #gamedev #indiedev #arpg #rpg #opensource #freesoftware #creativecommons
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Mage Build Guide Part 1: The Graveyard
This video covers a basic guide to playing the Mage build and a walkthrough for killing the Graveyard boss.
https://youtu.be/jjjK6-7G88s
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Unhaunter v0.3.0-beta4 is out for testing. If anyone gives it a try, just let me know. https://www.unhaunter.com/beta/
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Fairly busy week, but I was able to patch up our sprite sheet packer tool to support multi-image Flare animation files.
This was essential, because the wyvern and minotaur images are huge. Each of their actions is 8 frames, which is already more than a lot of the other creatures. Unpacked as a single sheet, they're each over 20K pixels wide! My target for images is <4096px square to support (relatively) older gfx cards. I can hit that goal if each action is its own file.
#flarerpg #gamedev
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Wyverns and minotaurs are now in the new scale. Roughly around the half-way point now. Here's the progress:
- Player: 64/129
- Enemies: 15/26
- NPCs: 0/8
- Loot: 38/38
- Menus: 30/37
- UI widgets: 14/15
- Power VFX: 11/25
- Map tilesets: 2/4
#flarerpg #gamedev #indiedev #rpg #arpg #libre #opensource #creativecommons #blender
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1.19.11 has been released! This version includes several fixes to multiple areas as well as adds UI support for multi-hex ranged attacks.
As usual, for more details see https://r.wesnoth.org/t59246
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A look at the abandoned "choria new" branch: https://choria.gitlab.io/news/#chorianew2019
This video looks at the work done to choria and the engine for a few months in 2019. Unfortunately, work resumed on the playable "legacy" branch of choria in June 2020, which again became the primary development branch. Since the branches have diverged so much, a lot of work would have to be done to bring over these new changes. Some features however have been ported over, like the personal stash and dialogue system.
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submitted by
rustydev to
blog1 points |
0 commentshttps://peertube.spaceships.me/w/6srFZtkvwdhmTvePn3xmagNew version
I have released Spaceships v1.4.0 which includes a capture the flag game and many more changes and bug fixes.
Compatibility
Version 1.4.0 is incompatible with all previous 1.3.x versions, but will be compatible with all future 1.4.x versions.
Capture the flag
The main feature of this version is the addition of a capture the flag configuration. The goal of this specific config (at configs/ctf.ron) is to go to the other team’s base, take one of their flags and return it to your team’s base. When this happens, your team’s score increases by one.
The winning team is the team with the largest score after five minutes. If both teams have the same score after five minutes, the game continues until one team gets a larger score.
Screenshot
Here is a screenshot of the capture the flag game:

Video
See the linked video.
Changelog
Major changes
- Added flags to the game, with the main goal of supporting capture the flag.
- Created a capture the flag configuration,
ctf.ron.
- New sounds for the game starting and the game ending (including a different one for when you win).
Minor changes
- Changed forcefield strength distribution to make it better follow the animation. This makes it more powerful.
- Config schema change for
[u8; 4] to instead use ColourAlpha.
- Spectating and rejoining will no longer change your team.
- Changed the
teams command to show your current team even when spectating.
- The teleportation sound is now played when entering a portal.
- Not playing an effect sound when an effect’s power increases only because of a change to underpower settings.
- Small documentation changes.
Bug fixes
- Flatpak distribution now works.
- Fixed bug where looping sound (thrust or block) could continue playing when it shouldn’t.
- Ensuring ammo crate texture symmetry in asset generation.
- Removed
forcefield.ron test config that I forgot to remove before.
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Cave tileset is just about done. Something fun I thought I'd try is animated water. There are already 28 unique water tiles, so I wanted to keep the frame count as low as possible. I think I got decent results with 2 frames. #flarerpg #screenshotsaturday #gamedev #rpg #arpg
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FOSS MMORPG choria 1.1.0 has been released! See the patch highlights:
https://choria.gitlab.io/update/1.1.0/
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Oh wow, I just realized we already have passed the 100 followers mark on this account. Lovely to meet you all, thanks for following us - we're looking forward to your community contributions in our #foss #gaming #news aggregator repo:
https://codeberg.org/FOSSgaming/pages-data
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Please read this important statement concerning devkitPro and Nintendo Wii:
https://github.com/nzp-team/nzportable/discussions/1141
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Unhaunter v0.3.0-beta3 is out! I need help with testing. Let me know if you play it. https://www.unhaunter.com/beta/
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Patch release 0.89.3 is now live. It introduces fixes to some bugs and a crash that arose after last release, including XP orbs attraction fixes and cartography table fixes. Enjoy!
Release notes for this patch can be found in the updated release notes file: https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/releasenotes/0_89-the-on-display-release.md
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I moved the contents of a whole server to another cloud provider last week merely on a whim, but that process was practically lossless. :)
Maybe I'll give it some days...
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Well, I have been considering mastodon.nu which is a local instance and ticks basically all of my criteria, but I don't know whether the federation will suffer on a non-English instance which may be a bit more isolated from the rest of the international network.
I used to post from there on another account and it was sometimes hard to interact with other parts of the network without poking and prodding to make it fetch the posts. But it would still be doable though.
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The perfect instance for me would be a self-hosted single user instance with as few moving parts as possible while still being able to interact across the Fediverse, and which could degrade to a static microblog if necessary. But I don't think that exists in a ready to use state unfortunately.
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I've been through enough things happening with Fosstodon that I really have no excuse to not have moved to another instance earlier.
But I have always dragged my feet on it because of how old posts will be left behind on the old instance. Having to move again because I end up with the same situation on another instance is just terrible. It gives me decision anxiety.
(and I have no real idea to what instance to move either)
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Apparently there have been Fedi meta I have not been caught up to. Oh no.
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One of the trickier assets to migrate has been the blast animation for the Burn spell. It (like most VFX) is fairly emissive and has a transparent background, so the alpha gets messed up. There's the "Alpha Convert" node, but that doesn't completely fix it. Then, the fire/smoke particles were drawn as "halos", which no longer exist in EEVEE or Cycles.
I think I managed to get pretty close to the original look.
#flarerpg #ScreenshotSaturday #gamedev #indiedev #rpg #arpg
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I've lived in the Gothenburg area for all my life but still have very little knowledge about what happens around here. Mostly just surface level stuff that's outside of my interests.
Maybe I would be able to have more insight into things if I were at Chalmers, but I guess that's easy to say.
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So foss-north was last week in my city. I was originally thinking about attending or just being nearby when it was happening but I didn't end up doing either.
I kinda regret that now.
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Aside from English, Tux! is now also available in German, Dutch and Hungarian. If you'd like to, more languages can be added by editing the l10n.json file which can be found in the resources folder. https://luckeyproductions.itch.io/tux/devlog/931670/guten-tag
#foss #floss #libre #games #gaming #gamedev #libregaming #freegame #3D #platformer #3DPlatformer #Tux #Linux #translation
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It's gone about a week since the IP spoofing attack happened now. I still haven't received a response from OVH on the abuse reports, but the server is still somehow up.
One would assume they would respond to say the tickets are resolved? Either they did that without saying or the server is still in limbo.
Doesn't really matter anymore though when I've gotten a better deal for a server elsewhere and have moved everything over by now. And so it goes.
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Good time-zone to you.
Moved to this instance over here as the last one “had issues”, to paraphrase. 🤞

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April 1st has come and gone, but have no fear, for a new OpenTTD 15 beta release is here.
It includes new features like an option to let players place town houses, more rocks, snowy rocks, and touchpad scrolling on Windows, plus a bunch of bugfixes.
Check it out and help us test!
https://www.openttd.org/news/2025/04/13/openttd-15-0-beta2.html
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The OpenFeint prophesy...
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"Discord gets a new CEO, also possibly going public"
Oh joy! Give it 2 more years and what's left will be a smoldering crater.
All that's missing is a buyout from GREE.
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(Photo of an inscription of the BankID logo someone made on top of a mountain)
"Splendid, a gender neutral public toilet!"
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"Alright time to get Docker installed on this Debian server"
$ sudo apt install docker
"Hmm where is Docker..."
$ apt show docker
[...] This is a transitional package for system tray docking application. It can safely be removed.
Well that was sure the wrong Docker.
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I am lately making maps like crazy for my game Unhaunter. I want to add 15 new maps. The new release is going to be held off a few more weeks than expected because I'm trying to give it a bit of polish, and I want people to try it and to be quite good.
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👀 1210 words already? Jeez...
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Wrong mindset:
"Oh no, a serious inconvenience happened, and I spent so much time on resolving it, I am absolutely devastated!"
Right mindset:
"A serious inconvenience has happened, I overcame it and I have so much to write about it for a blog post!"
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submitted by
rustydev to
blog1 points |
0 commentshttps://peertube.spaceships.me/w/rGECjhHHWCPbuwinPLC4HWNew version
I have now released version 1.3.3 of Spaceships, which adds sound effects to the game. See the linked video for a demonstration.
If you’re using the Flatpak version, make sure you run flatpak run --socket=pulseaudio me.spaceships.spaceships or you will get a segmentation fault if you try and play. You can alternatively use a Flatpak permission manager like Flatseal and enable the corresponding option. I will fix this in a later release.
Compatibility
Version 1.3.3 is compatible with all other versions 1.3.x.
Sound effects
Spaceships now includes sound effects for many actions that happen in the world, such as the player firing bullets, and bullets hitting and killing other players. Here is the complete list of sound effects, with their corresponding filename in data/sounds/:
ammo_crate.wav: Collecting an ammo crate.
block_bullet.wav: Bullet hits a block.
block_player.wav: Player hits/slides with a block (looped).
damage.wav: Damage effect added.
forcefield.wav: Forcefield effect added.
hit.wav: Bullet hits (but doesn’t kill) player.
kill.wav: Player gets killed.
regen.wav: Regeneration effect added.
reload.wav: Reload effect added.
shot.wav: Player shoots.
speed.wav: Speed effect added.
teleportation.wav: Teleportation powerup collected.
thrust.wav: Player accelerates (looped).
These sound effects are played spatially with volume attenuation, which allows you to identify roughly where the sound effect was played in the world. Additionally I have implemented the Doppler effect to slightly speed up or slow down the sound effects based on the positions and velocities of the camera and sound source.
Changelog
Major changes
Minor changes
- Added
events.player_ammo_crate_spawn_separation_radius (default to 4) to the server config schema to prevent players and ammo crates spawning too close next to each other.
- Preventing the text input (chat or commands) from being opened if the HUD is closed. This prevents the player from wondering why they cannot move while the text input is opened and hidden.
- Increased GUI scroll speed.
Bug fixes
- Initial lag spikes when joining a server no longer produce visual bugs.
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Revised the gold piles a bit. Smaller coin and two times the coins per pile. Looks much better IMO, even though the coin count is less representative of the actual thresholds (5, 25, 100)
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Reminder that the Principia puzzle building contest is still ongoing. You still have 7 days left to submit your entry to the contest!
https://principia-web.se/contest/2
#gaming #foss
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A late #ScreenshotSaturday. Loot drop animations are ported over now. Though there's still texture work needed for some. And maybe the gold drop coins are too big? The looked fine at the lower scale, but they seem out of scale with the player now.
#flarerpg #gamedev #indiedev #freesoftware #rpg #arpg
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I clicked it just expecting a login screen and was greeted with a distinctly Netflix-like "who's watching" user selection screen. I chose the user "public" and I just went right in without a password. I went to try to play the Sonic movie and it sure worked.
Buddy! You're hosting pirated Netflix out of your home! You need to be a bit more discreet than this.
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Today I checked the website for an old Minecraft Classic server I used to play on and saw signs of life! I know that he's been reusing it for whatever other projects in the years since it was shut down, but every time I check back there's usually something new.
One new thing that struck my attention was a link to a "personal Netflix where I can share movies, powered by Emby".
Surely it's not publicly accessible, right?
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I have a list of domains for old internet communities that I have been part of in the past, but that have since been shut down. While the servers are down, people usually hold onto the domain name, so I occasionally like to check if anyone is home.
Usually it's just the same browser error, site can't be reached. The domain has no IP associated anymore, or what was hosted is since long gone. Nothing to see here, move on.
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I assume it's because we have an object in the game called a Cam Marker that is used to select where the screenshot is taken, and people assume this is something managed and taken on the client-side while they are uploading the level, and if it doesn't show up then they are doing something wrong.
No, you are not doing anything wrong. You do not need to worry about this. It is done on the server. I will fix things up whenever I can and the levels will get thumbnails eventually.
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And if a thumbnail doesn't show up in a minute or two then that's because the screenshotter isn't running.
Maybe it's because someone thought it was fun to crash the screenshotter with a bug they found, or maybe the whole server is being moved and there is a banner at the top of the site saying some things are broken in the meantime.
It's something I need to fix, there's nothing you as a player need to do. You'll just have to be patient and expect some "No thumbnail" images for a while.
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I don't understand why it's so hard for people to grasp how screenshots of uploaded levels are taken in Principia.
We have a stripped down version of the game running on the server (containerised ofc) that when opening a level will take a screenshot at an appropriate position, and then it'll be processed into a thumbnail that gets put in the thumbnails folder.
For some reason people think I'm joking when I say this. I'm really not.
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The catch up blogs continue! Lots of exciting details in this week's edition including sprite work, airships, and more!
https://veloren.net/blog/devblog-246/
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I have finally finished the initial move of the Principia community site and related services to a new server hosted by @hetzner, and everything is going smoothly so far.
Some things are still broken and not set up yet, but the biggest disaster has been averted.
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The criteria I can think of for anything new I'm moving onto would be:
- Affordable (the current VPS is around 7€/mo)
- In the EU with an option for English language
- Decent DDoS protection that doesn't blackhole you or fuck you over from IP spoofing (I hope the reason for this is obvious)
And for context, the specs of the current one is 1 vCore, 2GB RAM, 40GB NVMe, 250mbps. It's about as low as possible for what it's hosting, but I haven't been able to get anything more powerful.
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It is currently the Easter holidays, I don't know how many days they have to resolve the ticket but I assume that OVH's automated systems will terminate the server before anyone comes back into the office to see my replies.
So it seems like I should begin preparing a new server to move everything over to. But I don't know where, and my shoestring budget is limiting the options available.
If anyone sees this who would be able to help out with the current situation that would be appreciated.
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To sum the situation:
- On Friday the Principia's infra got hit by a DDoS
- The attack was mitigated by our cloud provider OVH
- I begin to receive multiple abuse reports about malicious traffic from the server
- I bring things down to investigate, but cannot find any evidence of compromise
- I conclude it is likely IP spoofing from the DDoS, respond to the reports as such
- No response from OVH
- Today Saturday, I receive an automated email from OVH telling me to respond (ofc I respond again)
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Update on the current situation: OVH has sent me an automated email telling me to respond to the abuse reports, which I already have, or they will terminate the service. Likely nobody at OVH is reading my responses on an Easter weekend and now Kafka is staffing their automated abuse process.
I assume the server will automatically go down within a day or two, I'm considering jumping ship and am currently scrambling to find backup options to move Principia infrastructure onto.
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The Principia community site and related infrastructure is currently down because of a DDoS attack on the server it's running on.
Whoever is doing it must also be spoofing IPs or something because I'm receiving abuse reports of traffic that claims to be coming from the server, but is nowhere to be seen and there's no indication of a compromise.
If anyone has some idea of WTF is happening please reach out because I have no idea what to do
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However, Principia has still been available on #itchio for some time now. It's free to download, or you can choose to pay what you want for it.
https://rollerozxa.itch.io/principia
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Steam Greenlight stopped existing many years ago and the page for Principia there is also completely gone.
I have no idea how it looks internally since I don't have access to that, but it's probably safe to say any kind of grandfathering process has expired by now and Principia would need to be resubmitted to Steam, with all the hoops that'd entail.
And I'm not particularly thrilled about doing that personally. Hoped for it to be published by Bithack but it's likely not happening anytime soon.
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Back in 2014, Principia was submitted to Steam Greenlight, and subsequently ended up being greenlit. Unfortunately the news came a bit too late, and Principia ended up being abandoned before a Steam release happened.
Now that the game is seeing new development as an #opensource project the topic of Principia on #Steam has been brought up again throughout the years, assuming since it was greenlit it should be as simple as just uploading the game and releasing it now.
Unfortunately it is not.
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Skeletons and antlions are now rendered in the higher scale. Also continuing to experiment with the textures and lighting.
The antlions were particularly tricky, since their texture was colored mostly through specular lighting, which didn't translate well to EEVEE. Since I had to create from scratch, I decided to go for a two-tone look.
#flarerpg #gamedev #indiedev #arpg
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The new Principia building contest is now live! 🎉
The theme is Puzzles. In particular, the newly reintroduced puzzle level type of the game. Create the most interesting puzzle you can think of to win the contest.
Good luck!
https://principia-web.se/contest/2
#foss #gaming
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If WhatsApp was in SuperTux
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Last year I hosted the first Principia building contest after the game's open source release, about 10 years after the last official building contest was hosted before the game's sudden abandonment.
Now we'll be having another building contest next week, and hopefully it will become a regular occurrence again. The idea will be simple: Two weeks, one theme, build the best thing you can possibly think of in Principia.
See you soon!
#gaming #foss
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Apparatus was taken down from Google Play around the same time Principia was. But there is a page on the Principia Wiki about Apparatus, which contains download links for the game as well as some more information about it:
https://principia-web.se/wiki/Apparatus
The game is pretty old at this point, and it hasn't gotten the same open source treatment and attention as Principia has. Principia has pretty much overshadowed it in every way, even with its rough history.
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Did you know that Principia was the sequel to the 2011 #Android hit Apparatus?
It reached the top of the charts at the time as the #1 best selling game in its category, #1 top rated game and handpicked as Editor's Choice for several months on Android Market (wow, remember when it was called that?).
Unfortunately sequels aren't always successful. But at least Principia lives on as an open source project, free from expectations of commercial game projects.
#FreeSoftware #gaming #foss
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Back in Apparatus I always liked the mazes people would make using the red interactive cylinders to drag it through the maze.
You could still make one of those in Principia, though there are plenty of more ways you could create mazes in Principia with the tools that are given to you in the sandbox.
Maybe I will start a contest about it to force people to entertain me with mazes. 
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"Principia is a super advanced complex sandbox game with circuitry and electronics and Lua scripting and robotics and robots and puzzles and cuddles..."
Don't know about the last one... But have a marble maze. Navigate the ball through the maze by shifting the gravity, like you were playing one of those mobile maze games. Guranteed victory.
https://principia-web.se/level/14
#foss #gaming
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For every level on the community site and the archive, you can press the Edit button to open it in the sandbox, look around and see what really makes a level tick.
Previously, trying to open older levels (as in, created in 1.4 or older) would result in an empty level due to some level loading bugs. But this has been fixed in the latest 2025.04.05 release allowing you to open such older levels in the sandbox again.
#foss #gaming
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Principia has had a #Lemmy instance hosted on Sopuli (but available from any other federated Lemmy instance) for a while now:
https://sopuli.xyz/c/principia
To create some more activity there, I've recently begun posting picks of great levels I find from the wealth of thousands of uploaded user creations in the Principia community site archive. Browse, play and upvote your favourites!
#foss #gaming
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And of course, the classic Principia puzzle package still remains available, featuring 31 levels where you build contraptions of varying complexity to help robots reach the goal, through any means necessary.
https://principia-web.se/classic-puzzles
#foss #gaming #puzzles
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In case you missed it, the new 2025.04.05 release of Principia last week reintroduces #puzzles as a new level type you can create in the sandbox. Create and play custom puzzles in Principia, just like in the old days!
With this, there is also a new section for user created puzzles on the community site, which is bound to expand in the future: https://principia-web.se/latest/puzzle
The #OpenSource version of Principia continues to evolve, as #FreeSoftware available for #Linux, #Windows, #Android and more!
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A few months ago, I began to update the art assets of #flarerpg. The current assets are designed for 480p, and I want to at least support 1080p.
Some key points:
- Transition from Blender internal to EEVEE
- Fix mesh/anim mistakes
- UI done in Blender this time
- 3x scale for world, 2x scale for UI
- Everything is scripted (with Python)
It's been a lot of work so far, and there's still much to do. My goal is to finish by the end of 2025.
#gamedev #indiedev #freesoftware #ScreenshotSaturday
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#Simutrans 124.3.1 Released
- Improved bridge building (now requiring dragging or two clicks) and multitile city buildings.
- Currency symbol can now be changed.
- Cost and maintenance can now be much higher.
Full notes: https://blog.simutrans.com/?p=2563
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submitted by
rustydev to
blog1 points |
0 commentshttps://peertube.spaceships.me/w/sTE8zGQYYcnGrU6BY1xj5iNew version
Following the release of version 1.3.1, I have released Spaceships version 1.3.2 which includes even more improvements to the game’s graphics. These improvements are a huge change to the forcefield, making it animated and more detailed, and minor changes to the bullet texture and tinting.
The graphics improvements are shown in the linked video.
Forcefield improvements
Previously the forcefield was just a radial gradient, nothing more. This extreme simplicity worked well for the first few releases where graphics wasn’t too important. But after the release of v1.3.1, this very basic gradient doesn’t mix well with the much more advanced sky recently developed.
Because of this, I made the forcefield’s graphics much better by making the gradient more detailed, adding a “ring” of lightning and animating everything with a pulsing effect on the gradient and lightning.
I also added particle effects when bullets are deflected by the forcefield.
Before

After

Bullet improvements
I have improved the bullet graphics by making them lighter and making the tint that more damaging bullets get be redder. The purpose of this is that they stand out more in some default sky presets.
I also am now giving a tint to bullets that are deflected by the forcefield.
Screenshots
Here are some screenshots of what the bullets now look like.
Regular bullets

More damaging bullets

Changelog
Major changes
- Added animated lightning to forcefield.
- Added pulsing effect to both forcefield lightning and gradient.
Minor changes
- Made forcefields render above the player.
- Made bullet texture lighter.
- Added tint and particle effects to deflecting bullets.
- Decreasing the alpha of the block border when its pixel width becomes too small. This reduces an ugly graphical effect when the camera moves at low speeds.
Bug fixes
- Improved textures by not using fully transparent black as the background of exported SVGs. Even if the value in the alpha channel is zero, the RGB component of those pixels can make a difference in how the image is rendered, if the image is smoothly scaled (because of interpolation with the neighbouring opaque colours).
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We are in the process of retroactively filling in blog posts for the past few months! Catch all the old and new updates on our website (or through rss)!
https://veloren.net/blog/devblog-243/
https://veloren.net/blog/devblog-244/
https://veloren.net/blog/devblog-245/
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And the new system I decided it is going to be AM5. If I have to replace everything to be sure, I will do it well. So 9800X3D it is with DDR5.
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I had a 5800X for over 4 years, seems that it was defective since the beginning on the PCIe controller. I just pushed it too far on last Saturday that it completely broke...
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My computer broke last Saturday and after day and a half of debugging, disassembling and reassembling, seems CPU+motherboard needs replacement... So no computer until new parts arrive. At least for a week.... No Unhaunter development will happen... Sad. 
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Was at a work-internal conference for the past two days now. At the sticker booth, there was a handful of @fosdem stickers so I grabbed one as a reminder that next year I finally need to find the courage and motivation to go there 🙂. Maybe by that time, our #foss #gaming #news aggregator might even be worth showing to some people 😄.
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Yesterday I released Unhaunter 0.2.7, and for the first time I added Linux+Windows builds. But I've no idea if the windows ones work or not, so if anyone could try it and let me know if it works...
https://github.com/deavid/unhaunter/releases/tag/v0.2.7
#bevy #rust #opensource #foss #gamedev #indiedev #paranormal
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This concept is still in development, probably to be released in a week, but meanwhile you can play the stable version at https://www.unhaunter.com or build it for Linux/Windows on https://github.com/deavid/unhaunter/
You can also watch the video on YouTube: https://youtu.be/LAZTV2aqQgg
Or discuss on Reddit: https://www.reddit.com/r/Unhaunter/comments/1jjpw0l/walkie_talkie_buddy_soon_in_unhaunter/
Or chat with me on my Unhaunter Matrix Room: https://matrix.to/#/#unhaunter:matrix.org
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1.19.10 has been released! Of particular note in this release is the ability to search the in-game help topics by name or ID has been added. Additionally, campaign scenarios not using their map settings has been fixed.
As usual, for more details see https://r.wesnoth.org/t59153
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submitted by
rustydev to
blog1 points |
0 commentsNew version
I have now released version 1.3.1 of Spaceships which includes massive improvements to the game’s graphics and other bug fixes.
Compatibility
Version 1.3.1 is compatible with version 1.3.0 and vice versa. This is because this update doesn’t change the game’s physics or anything else with the protocol.
Graphics improvements
The graphics changes in this version mainly include changes to the background, now called the sky and changes to the block texture.
Sky
Previously the sky in the game was just a black background with decorative stars as pixels. Now the stars actually look like stars and I added some coloured clouds for more decoration. Both the stars and clouds move to a parallax effect as a result of a simulated distance between them and the camera.
Comparison
Here is a comparison showing how the graphics changed from v1.3.0 (top-left) to v1.3.1 (bottom-right). The graphics on the right are using the default sky preset called “Night”.

Other sky presets
Here are some other existing sky presets. You can change the preset and even create your own one by going into the game’s settings (or editing the config file at data/config.ron).

Blocks
I also changed the block texture to make it partially transparent, so it blends in better with the sky. Also I added a border to the blocks.
PeerTube instance
I have also created a PeerTube instance available here which I will post videos about the game to.
Changelog
Major changes
- Huge improvement to stars.
- Clouds.
- GUI to configure graphics, including performance options.
- Improved block texture and added border gradient.
Minor changes
- Changed border colour, making it brighter and more opaque.
- Doubled special area default opacities, while halving their intensity.
- Increased texture size of ammo crate, blocks and bullets to be consistent with player and powerups.
- Now allowing multiple input windows open in the settings screen.
- Added keybinding to toggle the HUD’s visibility (default to ‘H’).
Bug fixes
- Now the death effect of players is shown when they are eliminated after dying.
- Score text doesn’t get permanently wrapped when the window’s width is decreased to be sufficiently small.
- Fixed bug when pressing an input bound to
GuiLeave, the action binding window also closes.
- Updated the text of the occupation game mode to actually mention the correct amount of time the game lasts for (five minutes rather than 10).
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We release hotfix 0.89.1, which fixes some bugs arising after the last release and enables some automated farm designs by making zombie hitbox slightly taller. Release notes appended to the last release notes file: https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/releasenotes/0_89-the-on-display-release.md
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We have just released a new patch!
* New ability: Leech Life 🩸
* New Patreon designed unique trinket 💍
* New types of fish and fishing nodes all across the world 🎣
* New cosmetic, Item Foil which changes the visual style of an item's name ✨
Read full notes here: https://gitlab.com/Isleward/play.isleward.com/-/wikis/v0.18.0-Release-Notes
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@flightgear
Also, I've just realized FlightGear's first blog post dates all the way back to 1996. What a perseverant and dedicated community!
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The FlightGear crew promoting our beloved FOSS flight simulator during the #fsweekend event at Avoidrome Lelystad! See you next year!
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This year marked #Luanti’s second consecutive appearance at #FOSDEM! Held in Brussels, Belgium, FOSDEM is the largest free and open source software conference in Europe. Fresh off our recent rebranding and new release cycle, FOSDEM was a fantastic opportunity to collect feedback and update people on what’s happening in the Luanti world
#Minetest #freesoftware #opensource
https://blog.luanti.org/2025/03/09/FOSDEM2025/
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Support us on Patreon !
www.patreon.com/hhoney
any advice welcome (-: this is new
#godotengine #gamedev #indiedev
https://www.patreon.com/hhoney
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Support us on Patreon !
www.patreon.com/hhoney
any advice welcome (-: this is new
#godotengine #gamedev #indiedev
https://www.patreon.com/hhoney
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MEGA STICKMAN RAGES.
(by the way this was made as a joke, we aren't actually adding mega stickman)
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FlightGear 2024.1.1 has been released! Go check out the long awaited stable release of FlightGear, the only free and libre flight simulator: https://www.flightgear.org/blog/release-2024-1-1/
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Tiny Crate is the App of the Day on flathub.org !
and ROTA is Trending at #1
I'm stoked (:
Thank you Cassidy and Micah for making this happen.
#flathub #opensource #linux #gamedev #indiegame #godot
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Tiny Crate is the App of the Day on flathub.org !
and ROTA is Trending at #1
I'm stoked (:
Thank you Cassidy and Micah for making this happen.
#flathub #opensource #linux #gamedev #indiegame #godot
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MEGA STICKMAN
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Thanks to @ozone.birb.house / @trezy.codes for verifying us, we're now proudly sporting the Game label 🥳
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Shout-out to our awesome community members who are tirelessly maintaining the Isleward wiki!
wiki.isleward.com/Main_Page
https://wiki.isleward.com/Main_Page
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This weekend we've released an update adding a long awaited new island, Blisterwind. It's going to be opened up in phases as players earn the trust of the Sceibians.
We have also increased the level cap to 23 with the same update.
You can read the release notes here: https://gitlab.com/Isleward/play.isleward.com/-/wikis/v0.17.0-Release-Notes
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Hello, Bluesky!
Isleward is a free-to-play cross-platform Roguelike MMORPG with a strong focus on player interaction, community, and loot in development since 2016.
More info: www.isleward.com
Play it at: play.isleward.com
Chat with the community and devs on Discord: discord.isleward.com
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TPT 99.3 is out! Since there were so many bugfixes this month, we decided to do another minor release. Some of the bugs are very old, like gravity wall leaks while undoing, or an infinite pressure bug in the corner. Others were new, like elements being missing in certain older saves.
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1.18.4 has been released! Again it's a fairly quiet update, with multiple fixes made for the Eastern Invasion campaign.
As usual, for more details see https://r.wesnoth.org/t59110
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1.19.9 has been released! Most notably, this release replaced the campaign Delfador's Memoirs with the new campaign The Deceiver's Gambit.
As usual, for more details see https://r.wesnoth.org/t59108
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submitted by
rustydev to
blog1 points |
0 commentsNew version
In this version I have added support for teams to the game and the ability for players to change their name and colour.
This version is incompatible with previous versions of Spaceships due to the many protocol changes made.
Teams
Now servers can be configured to specify a fixed list of teams that players can join. If this list is empty (the default case), teams are disabled.
When teams are enabled, players within the same team cannot hurt and kill each other (unless friendly fire is enabled) and forcefields don’t deflect these bullets fired from the team.
I have also made changes to the scoring system to work with teams, so that the winner can be an entire team (or teams) rather than just players.
New and changed configs
I have added two new configs to show teams in action: configs/teams.ron and configs/team_survival.ron. The first config has the winning team be the first to 20 kills, and the second config is the last team remaining where each player has a fixed number of lives.
I have also changed configs/occupation.ron to be team-based, so it is no longer limited to just two players. I have also added team-only portals at each player’s base to allow teleportation from the opponent team’s base back to yours. This is designed to make 1v1 more fun by allowing players to quickly stop occupation by the other player.
Team chat
When teams are enabled, by default pressing ‘T’ opens team chat which allows messaging only the players on the same team. This can be used in a teamed game to discuss strategy with privacy from opposing teams. A chat message is indicated as team-only if it says “(Team)” right before the name of the player who sent the message.
If you want to send a message to all players, press ‘G’ instead to open the global chat.
If teams are disabled, team chat and global chat are the same.
Player customisation
Previously there were a fixed number of hard-coded colours in the game that players could take depending on their internal id. Now players can set their colour to any arbitrary 24-bit RGB value. This is done by going to the settings screen.

I have also given players the ability to set their name, which is now displayed in chat messages, the scores and above each player. This is a significant improvement to the previous “Player N” names for the chat.

Major config schema change
I have made many breaking changes to the config schema in the scoring part to get it working with teams, as well as the world size. This means that all previous configs will not work in this new version.
To fix this, one thing you definitely will need to do is replace world_size: … with world: World( size: … ) (as this world struct contains the friendly_fire field as well).
If scoring is enabled, you will also need to change fields in that struct as well. I can’t be bothered to list exactly everything that needs to be changed, so if you have any questions, feel free to add a comment or post somewhere on Lemmy or ask a question on Matrix.
Changelog
Here is an incomplete list of everything that has changed since version 1.2.1.
Major changes
- Teams.
- Team chats.
- Player name and colour customisation.
Minor changes
- Increased player texture size from 128x128 to 256x256 pixels.
- Breaking changes to server config schema.
- Changed score font from Public Pixel Font to Press Start 2P.
- Now saving GUI options for spectator mode and “Enter Address” state fields.
- Removed comment from command-line argument processing (to support hex colours).
- Changed
empty.ron to be infinite on both dimensions (forgot to change this while testing).
- Now having the followed player be rendered on top of all other players.
- Occupation zones are configured in terms of team ids, and can be configured to be occupied by any team.
- Addition of
teams.ron and team_survival.ron configs, and making occupation.ron have teams enabled.
- Added team-only portal server config to be used in
occupation.ron.
Bug fixes
- Disabling stars with the checkbox in the settings now actually works.
- Fixed bug with DPI scaling and health bars of other players being positioned incorrectly.
- Fixed bug with visual jitter of chat messages in some cases.
- Now Ctrl+C works to exit a GUI state that has been unfocused for at least a second.
- Preventing timer panel from cutting off score panel.
- Fixed small bug with subconditions of an And or Or condition previously not resetting.
- Fixed bug where if you’re spectating and follow another player, then immediately play the game, the camera now instantaneously moves instead of a wrongly placed smooth transition.
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Have some Supertux valentines day cards i made in tux paint.
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The #SimutransScreenshotContest is over! And the winner is...
"A Very Busy Transportation Hub (day)" by Mishama! Congratulations!
See other winners in the blog announcement https://blog.simutrans.com/?p=2554
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submitted by
rustydev to
blog2 points |
0 commentsMatrix instance
I have just created a Matrix homeserver using conduwuit at matrix.spaceships.me.
On this homeserver I have created a space available at #spaceships:matrix.spaceships.me. This space has two rooms, chat and help, which are alternatives to the respective Lemmy communities. If you want to participate and are undecided whether to use Lemmy or Matrix, use whatever you prefer.
Right now this homeserver is closed to public registrations, but you can create an account on another homeserver. See this website for more information about Matrix.
New community: c/chat
I have created a new Lemmy community, !chat@lemmy.spaceships.me, for casual discussion about the game and other topics.
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submitted by
rustydev to
blog2 points |
0 commentsFlatpak
For Linux, I have created a Flatpak distribution of the game. This is now the recommended way of installing Spaceships on Linux as it provides greater security due to the Flatpak sandbox and it is now easier to update.
The Flatpak distribution is available in my own self-hosted repository. See spaceships.me/download/#flatpak for information about how to install the Flatpak.
New version
I have also released version 1.2.1, a week after the release of version 1.2.0. This release doesn’t introduce anything new and exciting, just some bug fixes and improvements to latency when hosting a server.
Versions 1.2.1 and 1.2.0 are compatible with each other both ways.
Changelog
Networking
- The server-side algorithm of managing the player update queues has changed to make the game slightly more responsive, especially on low ping.
- Client-side prediction has been changed to assume that if a player is firing bullets in the last update received by the server, they are also firing bullets now. This in practice reduces bullets spawning ahead of other players which looked very weird.
Other fixes
- Players now always spawn close to each other in the lobby. Previously there was a bug where this didn’t necessarily happen if the minimum player count hasn’t been reached.
- When playing the
instant_kill.ron config, the health bar now immediately goes down to zero, with it not being shown half-way for a bit.
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Our stall was made possible by our sponsors - @ItaLinuxSociety, @wikimediaitalia,
Institut de recherche et d'innovation, and @rubenwardy's patrons
So huge thanks to them!
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Well, that's a wrap! Thank you everyone for stopping by
#Luanti #Minetest #FOSDEM
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Windows users using the portable version of 99.1 will get a GAME CRASH when updating to 99.2. It is still safe to run the update. The old instance of TPT will bluescreen, and the new instance will launch. Close the old instance of TPT, and then delete the file Powder_upd.exe that it leaves behind.
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Another new minor version has been released - TPT 99.2. It fixes some newly-added bugs from TPT 99.1. That means the fps display is back in line with how it was before (no 0.00 FPS while paused), and some bugs on high refresh rate monitors were fixed.
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Wow, less than a day to go until #FOSDEM 😱
We're looking forward to seeing everyone there!
#Luanti #Minetest
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1.19.8 has been released! This version includes major changes to The South Guard campaign as well as additional changes and improvements to the new Modern (now renamed Celes) theme.
As usual, for more details see https://r.wesnoth.org/t59079
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🚀0 A.D. Alpha 27: "Agni" is here! 🔥 The final alpha of our free, open-source RTS, named after the Hindu god of fire. Play on Windows & macOS—no ads, no paywalls! Should be on Linux in the coming weeks.
🔽 Download: https://play0ad.com/download/
#0AD #RTS #FreeGame #Strategy #FOSS
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submitted by
rustydev to
blog1 points |
0 commentsNew version
After nearly a month of hard work, I have finally released version 1.2.0 of Spaceships.
The main focus of this release was having it actually possible to win the game. Previously there wasn’t any goal in the game with the scoring system just keeping track of the number of kills each player has. This can be used to get an idea of who’s doing better in the game, but with no clear objective, the game isn’t too fun.
This release solves this problem with the creation of a very flexible scoring system to support many different types of games.
I also implemented many other features, many of which were required by the scoring system but some of them make things nicer to play with.
Version 1.2.x and 1.1.x of the game are incompatible with each other, but future 1.2.x versions after 1.2.0 are planned to still be compatible.
Scoring system
Now for the details of the scoring system. The scoring system consists of multiple parts: the controller, the win condition and the elimination condition.
The score controller configures exactly how the score of each player increases. By default this is set to the original behaviour of increasing by one for each kill. The score can now also be configured to change the player’s score when they die, occupy a certain part of the world, or periodically by a constant amount for all players. The exact positive or negative change in score can be changed for each of these scoring events.
The win condition is used to end the game and have one player, no players, multiple players or all players be the winner. The elimination condition is used to remove players from the game where they cannot respawn until the game ends.
Both win and elimination conditions are specified the same way and are dependent only on the scores of each player and the time on the timer.
Here are some examples of win conditions:
- First player to a score of N.
- Player with the largest score by time T.
- Player with the largest score by time T, but allow waiting after time T if there’s a tie.
- Last player with their score greater than zero (in this system, the scores would decrease over time, possible after each death).
Chat and commands
One important requirement is for the server to be able to tell the players which of them won the game.
There were many ways I could do this. I could’ve created a simple protocol that only allows one-way communication from the server to the client. However, in-game chat was a feature I was wanting to eventually implement, so I decided to create a more flexible system and get in-game chat as a bonus feature. A special case of this in-game chat is automatic messages sent by the server to the players, which can include information about who won the game.
I also implemented commands as well. These commands are for switching to and from spectator mode (a new feature mentioned later) and allowing the game to start early. One of these commands provides the player to voluntarily weaken themselves, known as underpowering.
Here’s what this chat looks like:

Underpowering
If you’re a skilled player and are playing with other players who are newer to the game, you most likely will win nearly all the time. That isn’t fun for you as you don’t get a challenge, and even less fun for the other players.
This release has added the ability for players to underpower themselves to make the game fairer.
Underpowering is done with the underpower (aliased to up) command which can allow players to decrease their speed, reload, regeneration rate and bullet damage. For more information about this, see the documentation or run help up while in the game (open the command window by pressing ‘/’).
Lobby
To give players a break between games, I created the lobby which disables scoring and players can use that as a time to relax or chat with each other.
By default the lobby is disabled but it can be enabled in the server config.
Spectator mode
Now players can connect to the server as a spectator without actually joining the game. This can be used for players who want to watch but are too lazy to play, but my intention with this change is to allow the elimination of players in some game modes. For example, the survival config (will be discussed later) has players who lose all their lives eliminated from the game. When this happens, they are put into spectator mode to watch the remaining players.
Players can choose to join the game as a spectator through a checkbox in the GUI. While playing in the game, players can voluntarily become a spectator by running the spectate command and (if the server allows it) then join again by running play. While spectating, a player can press ‘F’ to toggle between freely moving and following another player.
Here’s a screenshot showing a player in spectator mode:

Timer
When in the lobby there’s now a timer in the top-right corner displaying how much time is left before the game starts. This timer can also be available while playing the game depending on the server configuration. This timer can indicate how much time is remaining before the game ends, or how long it has been since the game started.
New configs
I have created two new server configs for this release, survival.ron and occupation.ron.
Survival
In this server config, each player has five lives (displayed in the score) and they are eliminated when they lose all their lives.
Occupation
This server config implements a radically different game mode to how things previously were.
This server config only works with two players which are spawned at fixed locations in their bases located on opposite sides of the world. Players increase their score by occupying the opposing player’s base, which is simply going to their base and having their score increase five times per second (after the first second of occupation). The winner is the player with the highest score after five minutes. If two players have the same score by then, the game continues until that changes.
Here’s a screenshot of the base of the red player in this game mode:

Changelog
Here is an incomplete list of everything that has changed since version 1.1.1.
Major changes
- New scoring system.
- Chat, commands as well as a status line.
- Underpowering.
- Spectator mode.
- Lobby system.
- Timer.
- New configs:
occupation.ron and survival.ron.
Minor changes
- Addition of
events.player_powerup_spawn_separation_radius. This allows prevention (by default) of players spawning too close to powerups and vice versa. This prevents confusion with players suddenly getting a powerup effect.
- Using
linefeed instead of rustyline (because of a bug in the latter).
- Removed vi mode (switch to
linefeed which doesn’t support it).
- Reduced extreme jitter that can happen in rare scenarios (bug in bulk update acknowledgement).
- Using a crosshair cursor while playing the game, as well as grab cursors while freely moving in spectator mode (to indicate that you can drag the camera).
- Slight change to thrust and damage powerup particles. These probably aren’t noticeable.
- When there are no scores shown, the “Scores” text is removed.
PlayerReset and ClearItems world events added.
- Removal of effect zone
min_time field.
- Colour of blue player changed.
Bug fixes
- Now the server no longer hangs when the terminal is resized too much (bug with
rustyline).
- Fixed bug when clients can panic if a player leaves very quickly after being hit by a bullet.
- Other visual bugs related to players leaving and new players joining quickly after.
- Now when the window’s height is very small, the ammo status text is rendered properly.
- Stars are now spawned correctly when the window aspect ratio rapidly changes (such as toggling fullscreen).
- Preventing the ammo status window’s borders from being visible if the mouse is over it when clicking on the play button. This resulted in a weird visual bug.
- When a player dies while in an effect zone, the effect is now removed when they respawn.
- Error message updated on unknown request to include correct supported versions.
- Animations are now (closer to being) the same on all frame rates.
- Spawn radius actually specifies the spawn radius rather than diameter.
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Every time i open this account i see the post-maker thingamajig say "What's on your mind" Like, trust me, you dont wanna know dude
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The Anušiya, or Persian Immortal, guards the life and honor of the Great King, the Shah-an-Shah, of the Achaemenid Empire. They are the heaviest infantry of the Persian army and are trained from the Taçara, aka Winter Palace.
#0ad #gaming #RTS
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Key Wildfire Games developers will be attending this year's FOSDEM conference! FOSDEM is a free event for software developers to meet, share ideas and collaborate. Every year, thousands of developers of free and open source software from all over the world gather at the event in Brussels. FOSDEM takes place at the ULB Solbosch Campus, Brussels, Belgium on 1& 2 February 2025.
Check their website for more information! https://fosdem.org/2025/
#FOSDEM #fosdem2025 #opensource #0adempiresascendant
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Sorry, the survey should allow anonymous voting, but yesterday it didn't. Please try again if you were unable to vote.
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A new minor version of TPT, 99.1, has been released! It fixes some bugs and leftover issues from 99.0, and also some old simulation oddities. Plus, the FPS cap now only applies to the main window, no more rapidly spinning spinners and janky scrolling when you turn off the FPS cap
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Thanks everyone, I've met this goal now
If you still want to support Luanti people you can do so here: https://liberapay.com/Luanti/
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Submissions closed! Vote now on the 2024 #SimutransScreenshotContest at https://simutrans-germany.com/wiki/wiki/survey22
Voting can be done until January 30th.
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One of our players (Qiu) got Veloren running on an MNT Pocket Reform!
@mntmn
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Only a few days left to join the #SimutransScreenshotContest! Here is another screenshot, "Rochester" by 1993matias.
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Hey everyone, I'm currently about €120 over my current donations amount due to #FOSDEM. If anyone would like to help cover costs for promoting #Luanti, you can do so here: https://rubenwardy.com/donate/
#Minetest
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Oh no, it wasn't just TikTok that was affected!
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https://flathub.org/apps/net.hhoney.tinycrate
TINY CRATE NOW ON FLATHUB
#opensource #linux #gamedev #indiegame
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Start the new year with a new #Simutrans version! Simutrans 124.3 is now available https://blog.simutrans.com/?p=2532
Use the new pipette and macro tools to make easier than ever to build the transport network you always dreamed of 🚆
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ROTA Online Multiplayer Gameplay Test
https://www.youtube.com/watch?v=uEpMZsIZjvc
with #GodotEngine #PuzzleGame #Godot #IndieDev #GameDev
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Less than 4 weeks until #FOSDEM!
Come see #Luanti in Brussels on 1-2nd February for stickers and a chat
#Minetest
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New entries for the #SimutransScreenshotContest are coming in! This is "Baltimore Penn Station" by DThunder.
17 days left to submit your screenshots!
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submitted by
rustydev to
blog1 points |
0 commentsNew version
I have now released version 1.1.1 of Spaceships which includes minor but important changes. These changes are to how effects are handled in relation to effect zones and collection of multiple of the same powerups.
Versions 1.1.0 and 1.1.1 are compatible both ways, so you can freely update the game without worrying about any compatibility breaking (though do expect slight changes in the server configs, keep reading to learn more).
Changelog
- Effect zones no longer override powerup effects. Now when you collect a powerup and move into an effect zone of that same effect, those two effects are now stacked together to produce an overall stronger effect. Previously, this would override the player’s powerup effect and disadvantage the user.
- Effects can stack up. Suppose that the player collects two damage powerups at the same time. Assuming default settings, previously this resulted in a 1.5x multiplier to the player’s damage for 60 seconds (compared to the usual 30 seconds for just a single powerup). Now, these effects get multiplied together so the player will get a 1.5^2 = 2.25x damage increase for the time both those effects are active (which is at most 30 seconds). The previous behaviour is still available but it must be configured explicitly (see
flood.ron for how it’s done).
- New config. I have added a new server config,
flood.ron, which generates powerups and ammo crates as fast as things are currently supported (which is once per update).
- Other config changes. Now all powerups spawn in all configs. Previously some configs didn’t spawn some types of powerups due to the previous behaviour of those powerups overriding the permanent effect. For example,
slow.ron and fast.ron previously didn’t spawn any speed powerups.
- Deprecation of
min_time. This field in the effect zone is now deprecated. Right now it does nothing, but keeping this field in will error in future versions.
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submitted by
rustydev to
blog1 points |
0 commentsNew version
Over the past few days I have been working on many features that allow further customisation of Spaceships gameplay. These main features are the introduction of portals and effect zones, which the server can choose to place in the world.
Portals are used to teleport from one area of the map to another. The server can choose whether portals are bidirectional or only teleport/receive players. The server can even have multiple portals teleport to the same place, or have one portal have the player teleported to many different places at random. The server can also choose to rotate the player’s velocity when they leave the portal and apply a change in velocity.
Effect zones are regions in the world in which any players in these regions get an effect applied to them. These effects are the same as those that powerups provide players (except teleportation), being movement speed, reload, regeneration, bullet damage and a forcefield.
Both of these new features have been added to new server configurations that I created and put in the configs/ directory. These new configuration files are effects.ron, fast.ron, hsr.ron, instant_kill.ron, portals.ron, portals2.ron, scarcity.ron, slow.ron and spray.ron.
Screenshots
Here are some screenshots of these new server configs.

Incompatibilities
Versions 1.0.x and 1.1.x are incompatible with each other, so a client playing on v1.0.1 won’t be able to join a server on v1.1.0 and vice versa. This is a result of the change in the protocol used for gameplay.
Documentation
I wrote some more documentation for the game, about how to configure a server and the server console. This new documentation in addition to some of the previous contents of README.md is available at spaceships.me/docs, or you can download a local copy of the documentation at spaceships.me/download.
Changelog
Major changes
- Gameplay protocol improvements. This is the underlying feature that portals and effect zones depend on. Further details are listed below.
- Portals and effect zones implemented. I have implemented a small sample of what’s possible in the new protocol in the server code.
- New server configs created.
- Documentation.
Protocol changes
Since 1.0.0, the gameplay protocol has been updated with two new features.
The first feature is to allow the server to place arbitrary rectangles of arbitrary colour in the world, known as “special areas”. The purpose of these is to indicate to the user the location of portals, effect zones and anything else that might be added in a future 1.1.x version.
The second feature is that the server can arbitrarily apply effects onto players with arbitrary duration and intensity. Previously these effects were limited only to the collection of powerups.
Minor changes
- Creation of
reload command in server console to easily remove and add server configs.
- Right-clicking (or whatever you bind it to) in the world prints the position in world and block coordinates. This is useful for writing server configs in which you need to know the coordinates of any portals, effect zones, etc you want to add.
Bug fixes
- A player collecting two ammo crates during the same update now gets the ammo from both crates.
- The world border is now rendered if one axis is infinite while another axis is finite. Previously it wasn’t rendered.
- When no valid spawning positions can be found, the server code no longer panics and instead errors nicely.
- When the game ids in the routing table of a game server change, LAN discovery information sent out is now up-to-date.
- Many more. Making sure that every single bug is listed here is too much, so only the relevant ones are listed.
New Lemmy communities
I have created two new Lemmy communities, !help@lemmy.spaceships.me to ask for help of if you have any other questions, and !meta@lemmy.spaceships.me for discussing this Lemmy instance.
Updates
- Updated on 10 August 2025 to change image URLs.
- Updated again on 14 September to link to newly uploaded images after I realised the consequences of not making regular backups.
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The Colossus of Rhodes. Coming to you soon in Alpha 27 (Q1 2025).
Art by @nifa
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Happy New Year! In 2024, we added features we talked about and put off since 2014. Next year, my resolution is to do the things I've put off since 2015
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Some fun with searching for keywords in Steam reviews. People who misspell #roguelike as "rougelike" consistently review everything higher. [thread]
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I need advice for my game @99managers
that I want to release it for Android soon, but I still don't know how to price it there.
The plan is to do the same as I'm doing for PC, where the game is free on itch.io, Flathub etc. but payed on Steam. So I would release the game for Android for free on F-Droid and other platforms but payed on Google Play Store for a price between 1€ and 5€.
Any suggestions or experience to share about this?
#foss #android #fdroid
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Want to be the first to enjoy our latest developments? Starting today, you can download our #nightlybuilds in #AppImage (amd64 and aarch64) and #Windows Installer directly from our #official website. What are you waiting for?
https://www.speed-dreams.net/en/downloads#nightly
#OpenSourceGame #SimRacing #Development
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Windows installers are now available. #freeciv
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There’s never been a better time to try Isleward.
play.isleward.com
Experience gain, Idol drops, and Rune drop rates are all doubled right now. If you’re into pixel-style MMOs, Isleward is completely free to play.
#indiegame #mmo
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More behind-the-scenes work in #CDogsSDL, but also another small UX feature: dust particle effect when the player slides
Sliding is a key feature of C-Dogs but is a bit hidden - you need to press the slide key while moving in a direction, and there was otherwise no feedback. Years ago I added a “sshhhh” sound effect which helped players and video footage. With the addition of particles, this also helps GIFs and screenshots. It’s subtle but does the job!
#GameDev #ScreenshotSaturday #OpenSource
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Freeciv-3.2.3 is out. Download source code or linux AppImage now from https://www.freeciv.org/download.html , or Windows Installers a bit later (we're still building those, but they should be available within 24 hours). #freeciv
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Mike Klubnika tells us about his experience developing the 2024 indie hit Buckshot Roulette, as well as his newer project, s.p.l.i.t. #godotengine
https://godotengine.org/article/godot-showcase-buckshot-roulette/
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Lakeside Campsite
#magicavoxel #voxel #voxelart #3dart #3d
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Freeciv-3.2.3 release is not far. List of bugs (67 of them) fixed in it is already available: http://www.freeciv.org/wiki/NEWS-3.2.3 #freeciv
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🚀0 A.D. Alpha 28: "Boiorix" is here! 🔥 The first non-alpha release of our free, open-source RTS, named after a king of the Cimbri. Play on Windows, macOS and Linux no ads, no paywalls!
🔽 Download: https://play0ad.com/download/
#0AD #0ADGame #RTS #StrategyGames #OpenSource #FOSS #OpenSourceGame
#LinuxGaming #MacGaming #WindowsGaming #Gaming #VideoGames
#IndieGame #IndieDev #GameDev #FreeSoftware #HistoricalGaming
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This dev update for #OpenCrystalCaves is mostly backend for a change - working on persisting player state, including health, ammo and levels completed, which carry over between levels. For the first time this game is starting to feel like a game and less like an engine tech demo!
#GameDev #ScreenshotSaturday #OpenSource #DOS #RetroGames
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Hopefully the last bug fix release in this series, OpenTTD 15.2:
* refix FluidSynth and badge filters which were meant to be fixed in 15.1.
* crash on start up on mac OS with 2x or more interface scaling.
* and a few fixes for various crashes reported in 15.1.
Full news: https://www.openttd.org/news/2026/02/18/openttd-15-2
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#Baduki is the language of #Ekelplitfkin. It is written from left-to-right, with lines ordered bottom to top. The alphabet is phonemic, and graphemes within the same syllable are stacked. The name consists of BA (sound/word), DU (collection/heap) and -KI (indicates uniqueness), thereby meaning "the collection of words".
#GameDev #MastersOfOneiron #Conlang #3D #Blender #Concept #WorldBuilding
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The next version will finally have referees! The video also shows the new simple match graphics settings, that use simple colored dots.
#99managers #futsal #godotengine
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https://godotshaders.com/shader/pride-flag-canvas-item-shader-godot-3-x-and-4-x/ #godotengine #godot #gamedev #indiedev #shader #shaders
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It's only been three weeks since Godot 4.6, but hotfixes stop for no-one! 🔥
This first maintenance release, #GodotEngine 4.6.1, features several regression fixes to ensure a safe and seamless experience!
https://godotengine.org/article/maintenance-release-godot-4-6-1/
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I Love Free Software Day 2026
--
Also this year I want to celebrate I Love Free Software Day. Thanks to the whole FOSS community for another year of open software and knowledge sharing!
https://simondalvai.org/blog/ilovefs-day-2026/
#ilovefs #endof10 #neovim #inkscape
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After making a major release for #CDogsSDL it’s now time to lay the groundwork for the next one, so most progress has been behind the scenes, including some minor UX improvements: showing which campaign and mission to “continue”. Now when you come back to this game after a long hiatus, it’s no longer a mystery what you’re playing when you choose “continue”!
#GameDev #ScreenshotSaturday #OpenSource
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Our first development snapshot for #GodotEngine 4.7 has arrived!
Virtual joysticks, drawable textures, Windows HDR support, Vulkan raytracing groundwork, and more are ripe for testing:
https://godotengine.org/article/dev-snapshot-godot-4-7-dev-1/
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The first patch this year brings a new logo for the game!
Another major change is the new simple match graphics, that make players simple colored dots.
Enjoy!
https://99managers.org/blog/v0-6-1/
#futsal #99managers #godotengine
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HyperRogue is now verified for SteamDeck! ✅
A perfect game/platform match: mostly only movement so no need for complex buttons, joystick is good for its non-Euclidean movement directions, bigger screen and more powerful hardware are a better fit for infinity than phones.
#roguelike #steamdeck
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Hey folks, I'm just now releasing Shattered Pixel Dungeon v3.3.6!
There are now a variety of implemented hazards in the new quest tester area, although they aren't currently harmful and I still need to work on more rooms types for them to appear in.
#gamedev #indiedev #pixelart
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I would say that the game reached Brazil 😎 10k views at the time of writing
https://www.youtube.com/watch?v=ThEu3Jjd9T8
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We've added custom leaderboards (accessible from the main 'esc' menu). Log in now and claim your spot!
play.isleward.com
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Phase 1 of the Verrückt push is integrating JSON data-driving to for gameplay related features such as Perk purchase limits and super sprinters. This will allow for other fun things such as opting into additional Power-Ups and some snd+HUD tweaks for customs. It's tedious so please be patient 🙏
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Ogres are not known for their intelect, so meeting one that can conjure wild elemental magic caught many adventurers off guard.
https://store.steampowered.com/app/4102770/Slay_the_Q/
#indiedev #godot #gamedev #pixelart #SlayTheQ
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play.isleward.com
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Shoutout to @bobbens ' side project to port the original Escape Velocity universe to Naev: https://codeberg.org/bobbens/YAEV_classic
besides being cool, it seems to be prompting many quite neat flexibility improvements to Naev's engine!
#naev #escapevelocity #gamedev
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Another level done for #OpenCrystalCaves! Level 11 is relatively simple, claustrophobic and requires lots of backtracking in order to unlock the exit. The variety of challenge keeps a somewhat bland level interesting though, including a destructible-block section that you need to backtrack through so if you hit too many of the wrong blocks, you’d get yourself stuck. Keep your wits sharp to make it through!
#CrystalCaves #OpenSource #ScreenshotSaturday #DOS #RetroGames #GameDev
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Hotfixes coming in hot! 🔥
#GodotEngine 4.6 released less than two weeks ago, and we've been hard at work preparing a maintenance release. Our first 4.6.1 Release Candidate is ready for general testing:
https://godotengine.org/article/release-candidate-godot-4-6-1-rc-1/
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it's #BandcampFriday and my new EP is out!
https://congusbongusgames.bandcamp.com/album/two-left-socks
It's half a dozen #chiptune #BossaNova and similar tracks. Cute and relaxing. Come check it out!
#Music
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New logo for the Futsal Edition!
It took me more than a day, but now I know how to bend text in #inkscape
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Tiny Crate is now available in 30 languages! https://store.steampowered.com/app/3733440/Tiny_Crate/
#indegames #indiegame #puzzlegame #gamedev
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RE: https://mastodon.social/@speed_dreams_official/116002870872652849
We are waiting for you in our credits menú. Send us a photo of your setup, or of you playing, developing, or modding Speed Dreams... your drawings, whatever you want!
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I've just patched Shattered Pixel Dungeon to v3.3.5!
In addition to some smaller misc. changes, some enemies have been added to the tester area for the upcoming quest! They mainly exist to test out new enemy AI logic that's meant to better facilitate stealth gameplay.
#gamedev #indiedev
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Verrückt.
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2.5.0 #Development: This video shows the redesign of the #graphics menu, also displaying the presets and how to change the #GraphicsEngine, intelligently showing different options, as well as providing a detailed explanation of each engine:
https://peertube.linuxrocks.online/w/vaTQf3we5FiVuE4wUE1m2H
#OpenSourceGame #SimRacing #SpeedDreams
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The 2nd beta for SuperTux v0.7.0 is out! Thank you all very much for testing beta 1 and reporting bugs. You may check it out here: https://github.com/SuperTux/supertux/releases/tag/v0.7.0-beta.2
As usual, please feel free to report any issues over on our GitHub: https://github.com/SuperTux/supertux/issues
This will be our final beta before release, so if you have any issues you want sorted out, please report it! Thank you all from the bottom of our hearts for playing and sticking along!!
#supertux
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Or friends @RacingHeartGT , @xavi92 and @leillo1975 have already taken part!
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Want to be part of the Speed Dreams community? For several weeks now, the development version of our/your game has had animated menus. Submit a picture, drawing or design and we will make it part of the credits menu! . More info in our Matrix General chatroom:
https://matrix.to/#/!LeMZYNwvyeYCsDryHc:tedomum.net/$_uTKHyxLbo7sEOmLqyGtZqgiV1YcMgsXPneUVPTmFGE?via=tedomum.fr&via=matrix.org&via=tchncs.de
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Here the Steam key!
Just replace the ? with a number.
Q2BXD-ZTB9Y-27?FR
More keys are available on
Discord https://discord.gg/a5DSHZKkA8
Matrix https://matrix.to/#/#99managers:matrix.org
Reddit https://www.reddit.com/r/99Managers/
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Devlog January 2026
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January was intense with a lots of refactoring of the game. While a lot changed behind the scenes, the game itself did not change much. Yet the game has now less bugs and crashes.
https://99managers.org/blog/devlog-january-2026/
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Today at 19:00 GMT a free Steam key for 99Managers Futsal Edition will be posted here!
The last character will be missing and the first one to guess the right letter/number will get a free copy of the game.
Other keys will be posted on Discord, Reddit and Matrix. You can find all links on 99managers.org
#futsal #steam #99managers
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A bit belated, but 1.19.20 has been released. Overall this is a fairly quiet release, but most notable is that several scenarios in Eastern Invasion have had weather effects added and the Rail terrain now has additional sprites when going over water and chasm.
As usual, for more details see https://r.wesnoth.org/t60430
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The upcoming quest in Shattered Pixel Dungeon involves a more stealth than normal, and so enemy AI needs some tweaks to accommodate that. 'Investigating' is a new AI state that gives you just a little more time to duck away behind a corner or door.
#gamedev #indiedev
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The first update of 2026 comes with braking changes. The whole data structure has been changed and make existing save game non compatible. This was needed to create a more stable and flexible data structure to the game. Future releases will bring historical player statistics, attributes and much more.
Additionally this it the first release that is translated to Chinese (Simplified Han script).
https://99managers.org/blog/v0-6-0/
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Made a very special release of #CDogsSDL, featuring Super 2D Noah’s Ark, a Wolf3D mod, but in top-down 2D!
This release was almost 2 years in the making - exactly why it took so long will be covered in a retrospective soon, but for now if you’re so inclined, you can play it by getting both C-Dogs SDL and Super 3D Noah’s Ark from steam. It’s surprisingly fun!
#LongPlay video for reference: https://www.youtube.com/watch?v=EduteSjTsZk
https://cxong.github.io/cdogs-sdl/release/2026/01/31/c-dogs-2.4.0.html
#GameDev #ScreenshotSaturday #OpenSource
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#PixelArt #animation made for the music video. Keeping the detail low let me put more effort into the animation, including the stereotypical anime mouth - “Real tiny when it's closed; ridiculously huge when it's open.”
#TimeLapse
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Getting back in the groove of things by making another cute little #BossaNova #ChipTune track!
https://youtu.be/fEo3ya1ol_Q
Despite my intentions I keep coming back to making this kind of music, because it is as relaxing to make as it is to listen to, so it's my comfort genre
#RadTracker2 #tracker #music
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Steam reviews give playtimes, so we can compute some statistics.
HyperRogue: 122h on average, 22h median, and 348h on the 90% percentile. (Plz more reviews!)
For comparison:
Tales of Maj'Eyal: 323h average, 116h median, 802h on 90%.
Silksong: 75h average, 67h median, 132h on 90%.
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Godot 4.6 is out, and all about your flow!
This release puts you and your workflow first with the new Modern theme, flexible docks, and dozens of quality of life improvements. Plus major upgrades: Jolt Physics by default, revamped IK, better reflections, and more.
Less wrestling with UI. More making games. #GodotEngine #Godot
https://godotengine.org/releases/4.6/
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A small #FlightGear version bump has been released in the past few days, for the one and only major #opensource flight simulator we have. Check the change log here:
https://www.flightgear.org/download/releases/2024-1-4/
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Brr, it's cold out, especially in the subarctic climate where we've been testing some snowy bugfixes.
Yes, it's time for a bug fixing release, OpenTTD 15.1. The list of fixes include:
* Trees grow on partially-snowy tiles again
* Town cargo graphs show correct dates
* The online content list no longer loses name and version at some font sizes
* A variety of other bugfixes, including a critical security fix; see the full changelog for more details
Full news: https://www.openttd.org/news/2026/01/24/openttd-15-1
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Steam Auto-Cloud cross-platform save game synchronization
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I recently added cross platform save game synchronization to my game. It is designed to work with the Steam Auto-Cloud, without using the SteamSDK. Therefore no SteamSDK specific code is needed in the game. This make the game compatible also with other file synchronization software...
https://simondalvai.org/blog/save-game-sync/
#foss #steam #gamedev
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Hey folks, I've just released Shattered Pixel Dungeon v3.3.4! It's another small patch as I continue to make incremental improvements to the tester area for the new quest, plus fix a few bugs and make a few small other changes.
#gamedev #indiedev #screenshotsaturday #pixelart
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I've seen a lot of game devs overthink how to make their data files backward compatible (save files, maps, mods etc) but it’s actually easy! In this #blog post I show you how, with realistic examples
https://cxong.github.io/2026/01/easy-backward-compatibility
The key is that these files are often simple, so adding extra translation code and using a simple versioning strategy is sufficient. If you’ve made versioned APIs before you knew this already, but if you’ve never done anything like this before, it’s worth a read!
#GameDev
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Just like that, level 10 for #OpenCrystalCaves is complete. It's not as impressive, lacking the distinct set pieces or theming of earlier levels, but it does have a cool double-moving-lasers and moving platforms section that makes you feel like a super agent
So I worked on more QoL features, like making lasers flicker so they’re easy to see. EGA games look vivid but when the background is also vivid, you can’t see the important stuff.
#ScreenshotSaturday #OpenSource #GameDev #CrystalCaves #DOS
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While we wait for #Godot 4.6, here's a release candidate for 4.5.2 focused on bug fixes 🐛
- Android Vulkan crashes on some Mali and Adreno GPUs
- Direct3D 12 bug fixes and shader compilation speedup
- iOS Metal exports require A12 Bionic and later by default
https://godotengine.org/article/release-candidate-godot-4-5-2-rc-1/
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When using StringName in Godot, be aware that the comparing operators "<", ">", "==" etc do not compare by Unicode order, but the pointers.
I feel the StringName docs are a bit misleading: "Comparing them is extremely fast compared to regular Strings."
This could be my first PR to Godot docs, adding a note that StringNames compare differently than Strings.
https://docs.godotengine.org/en/stable/classes/class_stringname.html#class-stringname-operator-lt-stringname
#godotengine
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The next version v0.7.0 of the game will have Chinese (Simplified Han script) as language! It is the 12th language added to the game.
Thank you @weblate and all the kind translation contributors.
In a few days it will be released, with many many data structure modifications, therefore expect breaking changes...
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It happened: I intentionally used a linked list for the first time of my life.
Now in my Futsal management game every competition is linked with the historical version of the previous season. So I can go back in history easily by looking up the previous ones.
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Naev 0.13.3 is out with a few bugfixes, including a crucial one regarding save upgrades from earlier major releases: https://naev.org/blarg/2026-01-21_0.13.3/
#naev
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Why hello there 👀
Over a year has passed since the last release, and to celebrate all the changes that have been made since, we’ll be hosting a release party on the Official Veloren Server (server.veloren.net) with an array of party activities! Be sure to join us at 18:00 UTC on January 24! We'll also be streaming on the Official Veloren Youtube channel!
Come join us in the festivities by using `/location party` when you join the Official Server!
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The second Release Candidate of #GodotEngine 4.6 has arrived!
It's your last chance to find and report critical regressions before the stable release, which is just around the corner:
https://godotengine.org/article/release-candidate-godot-4-6-rc-2/
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There's progress towards freeciv-3.3. All release artifacts for the second alpha release are available from https://files.freeciv.org/alpha/S3_3-alpha2/ #freeciv
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Finally made a custom body for the kangaroo boss/character in Super 2D Noah's Ark - boy this took a lot of emotional energy (I'm no good at blender)!
Its footsteps sound like a spring
Also yes I know the animation is inaccurate but I'm 100% done with making these animals
#CDogsSDL #GameDev #ScreenshotSaturday #PixelArt #OpenSource
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A little treat to celebrate, enjoy the Tikhaya Noch soundtrack:
https://youtube.com/playlist?list=PLm9sun-4E9Xhb54Jh-E3JYYQaADavKoTZ
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Congratulations to user RazorD for being the first public completion of the TIKHAYA NOCH main quest. The pieces are there for you to find.
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Happy 115 Day, everyone! I had a small update planned to celebrate, but you should finish what’s on your plate before I serve up anything else...
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At last, #GodotEngine 4.6 arrives at the Release Candidate stage!
A new editor theme, inverse kinematics, standalone library support, and more await in this production-ready build 🚀
Help us get it over the finish line with one final round of testing:
https://godotengine.org/article/release-candidate-godot-4-6-rc-1/
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Compendium grows in power as you fill it in. Perfect for those who love to gather their magical cards.
https://store.steampowered.com/app/4102770/Slay_the_Q/
#indiedev #godot #gamedev #pixelart #SlayTheQ
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✨Shattered Pixel Dungeon in 2026✨
Hey Rat Punchers, Happy New Year! This post starts with a year in review, and then lists the major changes and additions that I have planned for Shattered Pixel Dungeon in 2026 and beyond!
Read the full blog post here:
https://shatteredpixel.com/blog/shattered-pixel-dungeon-in-2026.html
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Space Trader Society content ideas: https://codeberg.org/naev/naev/issues/3135
some very cool stuff in there, some of this might end up in the next major release
#naev
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Some of the latest additions to our Downloads section in the game menu include several tracks by Gunny, among them this spectacular WoodenRally, which is so remindful of the Rally of Finland.
No less important is the work done by @W-E-C on the interior and animated drivers of the Kafka Color RS1, as well as the setup by @RacingHeartGT and some touches from other users.
...and this video is an example of both:
https://youtu.be/55HZ2zI0JEU
#OpenSourceGame #SpeedDreams #SimRacing #Rally #Development
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Fuck you, Donald Trump. 😊
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2.5.0 #Development: this video shows the animated gallery, TrueType font rendering (supporting UTF-8) and, as a result, the first translation of SD into another language (in this case, #Catalan).
https://peertube.linuxrocks.online/w/qtgdMD8x2y98yp2QzTVsUo
#OpenSourceGame #SimRacing #SpeedDreams
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We have just reached the iconic milestone of 1,000 #followers Thank you all so much for your support. Very, very soon we will have some exciting news about the new version that we are sure you will like.
#OpenSourceGame #SpeedDreams #SimRacing
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Hotfix 0.91.2 is now live. It introduces fixes to a bunch of bugs and some rare crashes. Enjoy!
Release notes for this hotfix can be found in the updated release notes file:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/releasenotes/0_91-the-sneaky-release.md
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The next nightly release for FTE builds will contain Aim Snap support for Aim Assist as well as support for controlling menu sliders with the keyboard or a gamepad, completing controller support for the platform. Enjoy.
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After a long wait of over twelve months, we are releasing Veloren 0.18 on January 24th!
The past year of work has included many new features and fixes, including:
- switched from shaderc to #naga as the default shader compiler
- airships now have defined routes traveling between many towns
- directional lanterns
- new tutorial system
- controller button remapping in-game
- basic quest system
And much more!
https://gitlab.com/veloren/veloren/-/blob/master/CHANGELOG.md
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Happy new year, everyone! 🥳
We're starting 2026 strong with our first development build of the year: #GodotEngine 4.6 beta 3!
https://godotengine.org/article/dev-snapshot-godot-4-6-beta-3/
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Devlog December 2025
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After a new year holiday break, I'm back!
My first year as full time solo game developer is over and it was great. The game was released as Early Access and I sold over 100 copies on Steam.
https://99managers.org/blog/devlog-december-2025/
#godotengine #futsal #99managers
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Looking back at my past PFPs it’s nice to see advancement in face painting techniques. There’s still a lot of room for improvement though. It’s fun to learn!
#PixelArt
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RE: https://mastodon.gamedev.place/@lospec/115843224946204883
New year #newPFP; I participated in this yearbook collab with a lot of other talented pixel artists, it was a lot of fun!
#PixelArt #TimeLapse
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Happy New Year Everyone, Shattered Pixel Dungeon has been patched to v3.3.2!
I've made some progress over the holidays on the new quest tester area. It's now entirely generated by the game's levelgen system, whereas the previous iteration was mostly hardcoded.
#gamedev #indiedev
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the link is federating alright
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After 10 years, the Naev Forum is now once again a thing! that's right, a way of engaging with the community that's neither the corporate discord nor the dysfunctional matrix!
--> https://forum.naev.org <-- all aboard!!
this is using the SMF forum software, generously hosted by Synchro of the Naev team in Canada.
Blarg announcement: https://naev.org/blarg/2026-01-02_new_year_new_forum/
#naev #SMF #forum
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Windows Installers now available. #freeciv
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Freeciv-3.2.2 has been released. Get the source code from https://www.freeciv.org/download.html Windows Installers will be available from the same location within next 24 hours. #freeciv
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New features include:
* Companies in multiplayer no longer have passwords, invite specific players using buttons in the Online Players list instead
* Island maps can be surrounded by infinite water instead of void
* Rivers can end in wetlands if unable to reach sea
* Bridges can be placed over stations and road stops
* Roads can now have waypoints
* Houses can be placed manually
* Industries and towns have graphs of their cargo history
* Many more features, changes, and fixes
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New Year, New You, New OpenTTD!
OpenTTD 15 is now out and ready for you to play!
Our announcement post is too long for this Mastodon server, so for full news see https://www.openttd.org/news/2026/01/01/openttd-15-0
For a full breakdown of new features, check out this video by Master Hellish, https://www.youtube.com/watch?v=Q3iDSxrqAPE
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First release of the year 2026 approaches. The list of fixes (relative to 3.2.1) that the 3.2.2 will contain now at https://www.freeciv.org/wiki/NEWS-3.2.2 #freeciv