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863 posts in this view · 863 in the catalogue

SensGamesReddit · Sep 30, 2026

Hi,

I'm looking for a few people to playtest DIGSITE ZERO, a first-person mining and exploration game built around digging through a destructible meteorite.

The current playtest build is publicly available as a free Steam demo on Windows that takes around 1 to 2 hours of time to complete.

I'm particularly interested in feedback on:

  • whether the beginning clearly explains what you should be doing
  • how the digging and voxel destruction feel
  • whether progression and upgrades happen at a good pace
  • whether navigation inside the meteorite becomes confusing
  • UI or mechanics that are difficult to understand
  • performance problems, bugs or unusual behaviour
  • the point at which you become bored, frustrated or want to stop playing

I'm more interested in specific problems than general impressions. If something feels wrong, confusing or tedious, I'd like to know exactly when and why.

You can play the current build here:
https://store.steampowered.com/app/4726130/DIGSITE_ZERO/
(Click "Download DIGSITE ZERO Demo" on the Steam page.)

Feedback can be left directly in the comments or sent to me via Reddit DM.

Thanks for taking the time to test it.

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RuuRuu_PixelReddit · Sep 30, 2026

I’m the pixel artist on Defender of Darkness. Every defeat gives you, the Dark Lord, another chance to punish your personal goblin. Good thing the little bastard is ridiculously hard to kill.

Game page: https://store.steampowered.com/app/4869280/Defender_of_Darkness/

Reddit#382
Strategy & tacticsIdle & incremental
Source
Bingbing_GamesReddit · Sep 30, 2026

In my game, Revive! Onsen Town!, I'm working on an underwater area where you can gather ingredients from the seabed and catch fish with a net.

Here's some early development footage. It's still a work in progress, but I wanted to share a peek at what I've been working on.

I'm still figuring out what else players should be able to do underwater, so I'd love to hear what kinds of activities or interactions you'd expect to find down there.

Dapper_Win3664Reddit · Sep 30, 2026

Hey everyone! After a long stretch of work I finally released my game, Powder & Penance, on itch.io.

It's a top-down pixel-art action game. You're a convict thrown clear when your prison wagon is attacked on the road to the Abbey, and you fight your way through orchards, swamps, tallow works and a cathedral full of things made of wax.

What's in it:

- Melee and black-powder weapons (swords, greataxes, flintlocks, a blunderbuss) that you have to reload by hand

- Five bosses, most with a second phase

- Shrines to rest at, healing phials, and a "guttered candle" that holds everything you had when you died

- Powder kegs that blow up enemies (and you)

It's built with Phaser 3 and TypeScript and packaged with Electron for Windows, Mac and Linux.

I'd really love feedback, especially on how the combat feels and whether the bosses are fair or frustrating. Brutal honesty welcome.

Some gameplays: https://imgur.com/a/0w62pxi
https://imgur.com/a/Q2Bfoq7
https://imgur.com/a/iHMO2Ep

Play it on itch!

Thanks for looking!

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RedditDesktop#379
Action & arcade
Source
ctrtlelovaReddit · Sep 30, 2026

Hi everyone, I wanted to introduce our collectible card game, Sunyata.

Previously we were going to make it a free-to-play but have since decided to make it a one-time purchase of the game. Players will have to beat games in the single player campaign mode to unlock cards that they can then use in PVP mode.

We think this is more player friendly and encourages people to build creative decks without limitations.

Some features of the game:

  • rich lore with creature abilities that are highly thematic
  • unrestricted deck building (combine mana types)
  • unique evolution where you can choose between transforming or buffing creature

If you'd like to try it out there's a free demo available on steam! We are in the process of reworking the tutorial and should be posting an update soon!

We are a husband-and-wife team and I've been hand drawing everything for this game since the dawn of time it feels. Hope you give it a try!

If you try our demo or have any questions feel free to join our Discord or comment here.

Reddit#377
Cards & deckbuilders
Source
AlexColemanDevReddit · Sep 30, 2026

After almost a year of part-time development, I've just released Delegatory on Steam (with a 20% launch discount)!

Delegatory is a short (3-5 hours) round-based incremental about climbing the corporate ladder by delegating tasks to your team of interns (and their clones).

Start as a 'Probationary Delegator', and ascend all the way to "Chief Delegation Officer" by generating Stakeholder Value and meeting your corporate targets.

https://store.steampowered.com/app/4320620/Delegatory/

Interns and Active Powers

Each of your interns regularly spawns a powerup (inspired by cookie clicker's golden cookies)

  • Caffeinated: Doubles the 'tick rate' (progress speed)
  • Reply All: Instantly spawns emails, and pops all emails
  • Engaging Stakeholders: Tasks are attracted to all cursors
  • BrainStorm: Completed Tasks explode
  • Backdating Timesheets: Pauses the day-clock, and extends all active powers by 15 seconds
  • Remove Ethical Constraints: Doubles the effectiveness of your AutoCursor and Scrum Guns

While each of these powers dramatically increase your effectiveness, players who time it right can stack up several of these at the same time which can lead to some absurd numbers.

Prestige System

By unlocking the Prestigious Implant Procedure (PIP) you can install experimental implants to permanently enhance your delegation abilities, with some side effects:

  • Retroactive forfeiture of bonus payments (money is reset to $0)
  • Possibility of memory loss (all upgrades are reset)
  • Career Support while on Procedure-related leave (you will be demoted to Rank 1)

Rewards and Recognition Store (Equipment and Boons)

The secondary currency "Shoutout Points" is awarded on completing high-priority tasks, and allows you to purchase equipment for your interns, and temporary 'boons' that apply to the next round.

The store itself can be leveled, increasing the quality/quantity of equipment and boons available.

Executive Demonstration

There is a free demo (covering the first ~30 minutes) if you want to check it out, progress carries over between demo/full game as well!

AI Disclosure

No generative AI used for anything

Mystery190Reddit · Sep 30, 2026

After my 5th attempt at making my dream scientifically accurate dragon MMO (just kidding, but trying to make a game that is way too grand and complicated). I made a small demo of a completely different game of just lobbing missiles at cities and them lobbing them back. After adding more features and playing it for a few days, I realized I finally made a game I actually enjoy/am addicted to playing. Excited to launch High Arc on Steam here soon!

kiryubatoraReddit · Sep 30, 2026

Hi! I’m the solo developer and original writer of 23:61, a psychological mystery visual novel originally written in Chinese.

I’ve just released the first English localization pass for the Steam demo, and I’m looking for English-speaking players to help me evaluate how it actually reads in context.

The current English text is not the final localization. This is intentionally an early public feedback pass before I lock the final version.

The game is told through a smartphone interface and follows two girls trying to bring back someone who died.

For this test, I’m especially interested in:

- lines that sound unnatural or too literal

- awkward grammar or phrasing

- terminology that feels inconsistent

- dialogue that does not fit the character’s voice

- sentences that are technically understandable, but simply do not sound like natural English

You do not need to be a professional translator. Native or fluent first impressions are exactly what I need.

If something feels wrong, a screenshot or quoted line plus a short explanation would be extremely helpful.

Steam Demo: https://store.steampowered.com/app/4626540/2361Demo/

You can leave feedback in the comments, send me a DM, or start a thread in the Steam Discussions.

General story/UI feedback is welcome too, but the main purpose of this test is localization.

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tcmoonpieReddit · Sep 30, 2026

Myself and the other two guys on the team wanted to thank the community for some of the really thoughtful feedback we got over 9 months ago when we first posted about the game. (Back when it was still called Village Legend.) That reception really went a long way in encouraging us to keep working hard on the project.

This is the most work that any of us have put into a project (of any kind) before, and I'm taking this moment to reflect on the power of that consistent effort.

I've always thought it would be cool to make a game, like most people here I'd gather. I made lots of little tech demos and experiments, but I was never able to see any project through those early stages. When I think about the difference between this project and all of those that came before it, the biggest that comes to mind is that I wasn't working alone.

The power and genuine fun of collaboration on a project (that you actually care about) made all of the difference. It really surprised me how important it became for me. The kinds of ideas and solutions you come up with when brainstorming together simply could not happen alone. When life gets busy for you, but you see your team members keeping the project progressing - that's something that is so motivating. It makes you want to get back in there, get something huge done, and surprise them the next day with a new feature. It's this really positive feedback loop that has fueled us all along the way.

I just wanted to offer that thought to anyone who has had similar feelings or ambitions, but has found it hard to get past that experimental phase of a project. I know it's not applicable for everyone, but I hope it helps someone out there figure out a way to make progress on something that they care about too.

You can check out the demo here: https://store.steampowered.com/app/4644650/End_of_End_Demo/

Reddit#370
Strategy & tacticsAdventure & exploration
Source
Chris🏀👑YouTube · Sep 29, 2026

DARK VECTOR Part 7 is here! 🧟‍♂️🎮

The development continues!

I'm building my own zombie apocalypse FPS in Unity and documenting the progress along the way. In this episode, I continue improving Dark Vector, adding and working on more features while pushing the game closer to the vision I have for it.

This project is also part of my journey as an indie game developer — learning, experimenting, solving problems, and building something of my own.

📅 September 2026 🎮 DARK VECTOR — Zombie Apocalypse FPS 🛠️ Built with Unity 👨‍💻 Developer: Christoosabi

If you're interested in Unity game development, indie games, zombie FPS games, game devlogs, solo development, and watching a game being built from scratch, follow the journey.

💬 What feature would you want to see in Dark Vector?

👍 Like the video 💬 Comment your ideas 🔔 Subscribe for the next part

#DarkVector #GameDev #Unity #IndieGameDev #ZombieFPS #GameDevelopment #Devlog #Christoosabi #IndieGame #FPSGame #Unity3D #GameDev2026

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YouTube#369
Action & arcade
Source
Reptyle17Reddit · Sep 29, 2026

Hello everyone,

It's been quite a while since I've posted footage of my game HYPERBOUNCE on reddit but here's the current look of my levels.

I've added walls to some levels and it took WAY longer than expected to make them. This is due to the old behavior code of my enemies, they used to crash into walls all the time. I learned to use the NavigationAgent node and it was so much more easier. I love how some nodes in godot just do a huge part of the work for you, it saves solo-devs so much time. Thanks Godot!

Here's the link to HYPERBOUNCE's itch page, it is still in work but I've added new levels yesterday, there are six of them. The game is very easy to play and to learn (you just have to hit that damn ball) so I would love to have more playtesters. The game is playable on Windows and Linux, and it shouldn't be too hard to run it.

If you try out HYPERBOUNCE, I would love to have detailed feedback on the game, especially on the difficulty on the game. I have trouble knowing if my game is "fun difficult" or "frustrating difficult".

I also made a discord server for those who'd like to follow the development of HYPERBOUNCE, feel free to join!

Anyway, I hope everyone's doing great and making cool games. Have a nice week!

scotchableReddit · Sep 29, 2026

I've been building a space logistics tycoon on my own, and there's a free demo up on Steam. The shortest description I've got is "Transport Tycoon, except you're running a small fleet of freighters in one solar system,"

You run a freight company. Ports put out cargo with a deadline, you pick a ship for it, and then you plan the flight yourself: how hard to burn, when to flip and brake, whether to coast to save reaction mass, where to refuel on the way. The ships are fusion torchships, so a run is a constant-acceleration burn with a turnover in the middle, and the physics under it is real (constant g, flip at the midpoint, SI units in the sim). The orbits move. A route that's cheap this month is expensive next month and the planner keeps having to re-solve. No combat, no piloting. You plan, you commit, you watch it play out and deal with what goes wrong.

Quite a lot goes wrong. A hull has three systems, drive, thrusters and the hull itself, and each one wears with what you do with it: g-hours burned, dockings, tonnes handled. When one crosses its floor something mechanical happens. A worn drive gets capped at 0.15 g, for example, and every plan on that ship runs long. Captains have a skill and a nerve score; they get tired, and some of them quit. Solar flares dose any ship that flies through the front. A strike closes a port with two to five days' notice, which is enough to reroute if you're watching. The ships are individuals with a history, closer to Football Manager players than to units, and I'd like to think that's the part that sticks.

It's in active development. The demo is the current build, the numbers are provisional, and it gets updated often. I'd like feedback from people who play this genre seriously, especially on whether the flight planning comes across as a decision or as a chore.

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Reddit#362
Building & simulation
Source
Jealous_Fan4986Reddit · Sep 29, 2026

Hey everyone! I'm looking for testers for my upcoming game on googleplay.
everyone will be rewarded with a discord role and a special skin inside the game once the game is live.

I also do test for test, so you can join my test and i will join yours, I can test from tablet and mobile phone.

You can report inside the game as we do have a webhook that sends us the screenshot and all the relative data regarding bug/crashes.

if you're interested in any of your project or want to see what the game is about please visit our website: https://zexp.dev/

Link to the google group: https://groups.google.com/u/1/g/nonnasaidrun-testers

Link to join on Android: https://play.google.com/store/apps/details?id=com.zexp.nsr

Link to join on Web: https://play.google.com/apps/testing/com.zexp.nsr

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DistributionWise5817Reddit · Sep 29, 2026

Hi everyone!

I'm a solo dev and I'd love some fresh eyes on my browser game Wimpelzug.

What it is:

A medieval fantasy auto-battler. You march across a campaign map, recruit banners of soldiers, place them on the battlefield and watch the fight play out. Three identical banners merge into a stronger one, and at three stars each unit unlocks a special ability. There are 4 factions, heroes, emblems, terrain (forests, lakes, mountains) and a boss at the end of every campaign.

Play here (free, no download): https://wimpelwerk.itch.io/wimpelzug

What I'd like feedback on:

  1. First minute: Is it clear what to do, or did you get lost?
  2. Shop & placement: Does it feel good, or too slow/fiddly?
  3. Difficulty: Did you beat the first boss? Too easy / too hard?
  4. Would you play another run? Why / why not?

How to give feedback:

Just reply in the comments – short or long, anything helps. Bug reports with device/browser are gold.

Thanks a lot for your time!

AI disclosure: This game was made with heavy AI assistance. The code (including the map/battle graphics and sounds) was written together with Claude, and the unit portraits were generated with ChatGPT. Game design, ideas, testing and balancing decisions are mine.

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MpactMattReddit · Sep 29, 2026

After losing my AAA job, I've been head down working on this semi-solo (spot help here and there) trying to grow this with enough traction to revisit investor/publisher conversations to grow a midscope AA studio.

I'm a 19 year Unreal Engine dev and it's my 18th UE project. I've worked on every genre, size, etc. of game and I've always loved co-op as a player.

Twin Hooks is a street martial arts-themed co-op beat 'em up with a 90's/TMNT kinda vibe. The demo has 3 missions with a cozy/casual activity-driven day time mission; a combat-driven night mission in the city and a replayable warehouse raid with loot rooms. It all scales and is playable to level 50.

We're hoping to grow wishlists/strong playtime data to take back to our fundraising efforts. What a crazy time.

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Reddit#359
Action & arcade
Source
bluespruce_Reddit · Sep 29, 2026

I just wanted to share that I’ve announced the Early Access release date for my game, Cave Oasis at Shylake, for October 28! It feels like it’s taken forever (four years, including learning everything I needed to make this game so far, starting from zero with Godot and Blender).

It’s a quirky, nerdy, hopeful, alien sci-fi spin on a farming and small town life sim game. The main areas, story quests, and gameplay activities are all complete, and I got a lot of valuable feedback on the demo, including from this sub.

Everything’s ready to go, build approved, sending out review keys to press and streamers/content creators this week. Fingers crossed that this step goes well and that people like it. I know there are still plenty of challenges ahead, but I’m really excited to have gotten to this point. Wish me luck!

simisoadReddit · Sep 29, 2026

Hey everyone,

Following up on my last post: The first playable tech demo (v0.1) is now officially available for free on itch.io!

The game is a tactical, realistic wildfire RTS bridging the gap between games like WARNO / Wargame and the Emergency series:

  • Canadair CL-415 fleet: Formation flight, coordinated water drops, and high-speed water scooping (écopage) on the sea.
  • Dash-8 Q400MR (Milan): Airport-based air tanker dropping long red retardant lines.
  • Ground Forces (CCFM Trucks): Autonomous fire suppression and water cistern (DFCI) logistics.
  • Custom C++ multi-threaded fire simulation running at high framerates.

You can download the standalone Windows build here: Free Demo on itch.io: https://nomis3d.itch.io/wildfire-rts

Keep in mind this is an early prototype, so balancing is still work-in-progress. I would love to hear your feedback on the controls, flight mechanics, and overall feel!

BaseGamesIrelandReddit · Sep 29, 2026

https://store.steampowered.com/app/5230230/Board_Dynasty/

I made a property board game where the board can fight back and you can target your friends with weather abilities but beware of the tsunami!

You buy properties, build them up, collect rent and try to control the board.

Board Dynasty has over 10 different game modes, so matches can play very differently depending on what you choose either Combine modes for the ultimate match or pick a standard game mode its up to you.

The demo is playable on Steam now, and I'm getting it ready for Steam Next Fest in October.

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Careless-Flower6059Reddit · Sep 29, 2026

Hi! I'm a solo designer making Mise, a restaurant management game for phones. It's free, plays in the browser, and needs no download or sign-up.

Every morning you check the prices, the weather and who's coming, shop at the market, build tonight's menu, then run service and watch the night play out. You start with a hot dog stand, move up to a sandwich shop, then a diner or a noodle bar where you hire and train your own kitchen team.

Here's the link: https://behuzer.itch.io/mise
Three chapters so far, a few hours in total. Best on a phone.

What I'd love to know:

  1. After day 1, did you want to play day 2? Why, or why not?
  2. Was anything confusing? Where did you get stuck?
  3. How long did you play, and what made you stop?

Honest is better than nice. If you'd like to help even more: Settings › Playtest log › Copy, and paste it here or in a message. It's just a list of taps and screens, with no personal details, and it shows me exactly where people get stuck.

Thank you and I hope you enjoy Mise!

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LillyByteReddit · Sep 29, 2026

It has been awhile since I posted anything here... I kind of had to leave gamedev because I got pretty sick, spent weeks in the hospital, nearly died multiple times... but now, slowly ever so slowly on a bit of a mend, so I may have a few years left.

Before getting into where my dream is going (this is like almost 10 year later update)...

Pro-tip: NEVER wait on your game... you get old fast. And you can get sick faster... undiagnosed things can sneak up on you and reeeally take a bite out of your life. Go see a Doctor even if it seems like a little thing.

Now, that I got the backstory out of the way... and I'm feeling better... and this year, I've been trying to pursue the dream (again)... and hopefully... maybe do /something/ with it before I actually get respawned by the grim reaper.

Sadly, I don't think I can finish Dymoria... the game I wanted to build, every time I think about working on it... I just get depressed about how things turned out? Do you ever have that happen to you? Work on something for a loooong time and then just get a kick in the... well, whatever you get kicked in.

Either way, I'm getting back up on the horse... despite my reservation and still often being sick, because apparently, I don't know how to quit.

But, I've taken a lot of what I learned from building Dymoria's servers a decade ago... and its architecture about handling a couple thousand NPCs server-side... and decided to go from a MMO to uhh... well, whatever this is.

I don't know if this will ever be a game to be released... and it is SUPER early prototype... born from the bones of Dymoria's death.... and instead of plants, now its zombies... 100,000 of them... all server-side authoritative including pathfinding. I used some ancient tricks of 1980s physics for collisions/pathfinding... because old tricks never die.

So, the concept...

I love Project Zomboid... but, I've always felt it was too, uhhh... limiting. I love the world, I love the theme, I love almost everything about it... but I don't love how long it takes to evolve... and it relies on sketchy mods from randoms just to fix a lot of QoL issues. So, I was like... "What if I build my own zomboid-inspired prototype?" What would that look like in practice?

So... the one lesson I kept from Dymoria... No game engine. Just a dedicated server built from scratch to power the world, the NPCs, offer server-authoritative pathfinding and player control/movement, Player<>Player LoS is all server calculated, etc. Keep it lightweight, coded in C from the ground up.... Hell, I don't even use a build system to compile outside of a file called build.bat... because I'm too old to know what a build system is.

Anyway... what I ended up with is a world with up to 500,000 sq/km (a bit insane, but I like pushing limits).... 100,000 zombies on a single server (it could go higher on more modern CPU)... several thousand active zombies around the player in various hordes at any given time... server-sided pathfinding and LoS. Trees and bushes and grass are procedurally generated through seeds (get it, trees... seeds) so there's no actual models for those... and I can add endless variety of trees and plants just by modifying server-side json.... buildings also have the basics of procedural generation. I'm really going down the No Man's Apocalypse thing here... but if I have my way there'll still be a hand-editor for building hero plots / houses.

Like Zomboid, it is a tiled world... but the world is 100% streamed from the server (like Dymoria was). I had to figure out a collision system that wouldn't drown server resources... so I went with no collisions at all.... used old school 80s N E S W bit/full blocking and A Star.

While this video isn't that... I played on the server via streamworks with a couple of friends... we had several thousand zombies around us, over the steamworks relay.... which should have been a worse experience than direct IP connection... and none of us had any lag. Each of us thousands of miles apart.

I don't know if that would have been possible in any other language but C and skimming the metal.... and honestly, I'm actually surprised it worked as well as it did. When I did the first multiplayer session... I was expecting a LOT of lag, stuttering zombies... but nope. You can see 'tiny' lerp here and there, but nothing that would be "game ruining". The zombie # in the stats is actually the # of zombies in your viewable cone/distance in that direction. Like the server, the client is build in C from scratch... no game engine to speak of... so, no "limitations" except whatever pain I'm willing to go through or not.

So anyway... I've been ranting...

Video starts out rough because of codec problems... and ignore the cube graphics, because SUPER conceptual prototype and I just needed things slapped in there), there's no rendering optimizations... just Vulkan with no frills:

https://www.youtube.com/watch?v=ljwUQs_IaeM

I think I'm just having a lot of fun... and not worrying about if I'll ever make a game, lol.

Also, I dunno about you... but I'm tired of multiplayer zombie games calling a few dozen zombies a "horde". I want the potential threat of THOUSANDS of zombies in hordes coming at me... in multiplayer, with my friends... with no dropping to 5 FPS gameplay. That if I fly a heli over the wrong place... it could lead 20,000+ zombies straight to my base (did I mention there are vehicles not shown?)

What do you think?

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Reddit#351
Survival & horror
Source
IntelligentCommon774Reddit · Sep 29, 2026

I’m making an RPG inspired by my favorite games, with a twist in combat because it’s now rythm based. The demo will be online soon!

Reddit#349
RPGsAction & arcade
Source
DarkStudio_26Reddit · Sep 29, 2026

Hey everyone!

Here is a quick showcase of the weapon mechanics and gameplay from my upcoming 3D survival horror game built with Godot 4.

I’ve also composed an original track playing in the background:

  • Track: "Running From the Hell of Life" (Action / combat theme)

(Note: Please turn up the volume a bit for the best audio experience!)

Quick Note: The music track is created specifically for this game and is not free for commercial or personal use in other projects. Thanks for understanding!

I’d love to get your feedback:

  • Which weapon's functionality/mechanics did you like the most?
  • How do the weapon mechanics and movement feel?
  • What kind of story or emotions does this title and track evoke while watching the gameplay?

Any feedback on the combat atmosphere or sound mix is greatly appreciated!

Trogdor_Dagron23Reddit · Sep 29, 2026

Date Knights is a card game where you play a superhero and supervillain out on a date trying to balance earning rewards from the "date" actions against unleashing "super" actions with the winner being that one that collects the most heart tokens (victory points).  

While our final goal is physical card release we are using Playtest Parlor to run an open digital beta to test our Rules and game balance. We would also love to get feedback on how we can improve the tester experience as we ramp up our open beta.

Time Commitment: 30-45 minutes 

Player count: 2

Feedback: The tool we are using (Playtest Parlor) should bring up a feedback form which we would like for you to fill out. 

The link here is good for one game: https://playtestparlor.com/playtests/rh78htvybhs6c8qa0vj02691v18f30cz

Over the coming days we will be launching several calls here: https://playtestparlor.com/playtests/

If you want to learn more about our game or want to be involved in additional phases of our Beta test you can also join us on Discord: https://discord.gg/2xu5m4Q7Eb 

Please don’t hesitate to reach out if you are interested and/or have questions!

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marcelfintReddit · Sep 29, 2026

https://marcelfint.itch.io/among-the-buccaneers

A 1v1 game in which you play one of two possible roles.

Imposter: You are on a island filled with fellow pirates. Your task is to complete all your missions before the time runs out. But you have to do this while blending in with the rest.

Shooter: You can see an island filled with pirates going about. Yet one of them is the imposter. Can you tell which one? Your task is simple, shoot the correct pirate before the time runs out.

In the playtest I'm looking to answer a simple question: "Should I consider marketing this game or not?"

Because this is a multiplayer game with a small amount of people playing make sure to invite a friend to try it out together. Waiting for a random person to join might take a while.

Any feedback is more than welcome. Consider this a first build and expect not all things to be polished or fine-tuned. If you run into bugs or issues please let me know.

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Reddit#346
Strategy & tacticsParty & social
Source