
Game category
RPGs
Develop characters through role-playing, quests and progression.
Hey everyone!
I’ve been working on an MMORPG in Godot for the past year, and I wanted to share this short video showing the state of the game today.
I’ve been documenting the whole development process on YouTube, and it’s kind of crazy going back to that first video and seeing how different the game looks now. I’m really happy with how far it’s come, so I thought I’d share where things are at now.
Probably one of the things I’m happiest about is the little community that’s started to grow around the game too. It’s been slowly growing on YouTube and Discord, and I’m hoping I can start building a bit of a community here on Reddit as well.
I’ve also had a 24/7 playtest available on Steam for a while now, which has been really useful. Having people actually play the game and give me feedback has helped a ton, and it’s been really cool seeing people find the game and share their thoughts on it.
There’s still a massive amount I want to add, but I’m really excited to keep working on it and see where it ends up. It’s kind of hard to imagine what the game will look like another year from now.
Thanks for reading!
Hi.
It's been 6 months since I released the announcement trailer for my indie game called Direland.
I've been working hard and packed all the latest progress into this 1-minute video!
Hope you guys like it!
(To clarify: this is 6 months of progress since the previous trailer, not 6 months of total development!)
Here's the things I've added.
- Water reflection and ripples
- 3 new Bosses( Crab/Lobster, SandWyrm, SlimeDragon), also they are unfinished
- Parts breaks system
- VFX for bosses and player combat
- Combat for each weapon(one-hand sword/ two-hand blade)
- Some armor sets
- Character build system such as Growth Board and Skill Board
- Some buildings
- Some placeable objects for base building
- Bunch of item icons.
2 years of MetalDerby has passed. Over 1000 players and around 10% to actively playing. I'm very happy with results so far and plan to reach more audience next.
Hey everyone, I train jiu-jitsu and have been building a game called BJJ Tap Legends.
You start as a white belt, explore towns, train, work to earn in-game money, and buy instructionals and gear as you improve. Competition takes you from local tournaments toward Worlds.
I’d love for other people to give it a try. It’s free to play at https://BJJTapLegends.com, and an Android release on Google Play is coming soon.
Hey everyone! Last year I started prototyping small games in Godot, and this is the one that seemed to have the most potential.
I ended up posting an early version on Itch.io in May and it took off, getting almost 50,000 plays. Four months later, and my game finally has an announcement trailer!
It's an incremental RPG about becoming as legendary as possible before you die of old age. You plan your days, fight hordes in idle combat, and uncover secrets in the world. When you get too old for adventure, you'll retire, with your deeds reshaping the world the next run inherits. For example, if you spare a goblin in one life, you may meet them as a trader in the next.
You can check out the Steam page here: https://store.steampowered.com/app/4512440/Legendum/

Huge thank you to flametime for the Android DS plugin! It's been really fun to experiment
7 mediaI’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!
Hi folks! I've been forking and modernizing Dungeon Crawl Stone Soup for Android, and would love more folks to discover my all-time fave classic RPG.
For those not familiar with DCSS, it's a true traditional roguelike that's been played and in active opensource development for the past 30 years, and considered one of the pillars of the true roguelike genre.
And for very good reason: impeccable tactical design and huge gameplay variety! It's at once the hardest and fairest game you'll ever play, taking some players years to get their first win. Yes, there's absolutely a real investment needed, no sugar-coating that 😲, but once you're in, it's more lifetime hobby than game-of-the-moment.
I've tried to make the friendliest ASCII mobile version- free, no ads, offline, customizable UI, etc. but keeping the old school ASCII aesthetic. Other graphical version exist too, you don't have to play mine.
DCSS will continue to outlast most games on the market. In an age where platforms are crowded with AI slop games, I think we see a return to real core gameplay.
3 mediaDear Larry,
Sometimes our minds come up with brilliant ideas. The life-changing kind. The kind that move and inspire others.
I did not have such an idea. I just like progression. And collecting. And generally silly things. I also happen to be a game developer.
Thus, this happened:
Pocket Larrys
A quirky monster-collecting auto-battler with RPG progression and strategic team-building.
- Unlock Larrys
- Fight Boss Larrys
- Power Up & Evolve Larrys
- Build teams of Larrys
- Take part in The Larry League
- Collect them all
Fine. How do I play?
You can take part of this demo by following the instructions below:
- Android
- Become a member of this google-group.
- Install the game through Google Play
Why Larry?!
That uhm. Kind of evolved on its own. My real name isn't even Larry fyi.
The first game I created is called Larry's Defense. It's a mobile tower defense game where - instead of towers - there's just you: Larry. You get to improve him by levelling him up, choosing skills, attributes and equipping/upgrading gear.
I leaned hard into the whole Larry theme and even gathered a small community of people playing the game whom all called each other Larry.
Quite frankly, it was as hilarious as it was unexpected.
So whilst developing Pocket Larrys, I had a choice to make. Either abandon the theme, giving more freedom of creativity, or double-down on Larry.
In the end it was an easy choice =)
Hey everyone!
I've been working on a small single-player arena action game called Save The Flag, and I wanted to share some raw gameplay from the Android version.
No trailer, no editing, just actual gameplay from the game.
You defend the American, German or British flag against endless waves of monsters, collect loot, level up and upgrade your weapons.
The Android version is available on Google Play:
https://play.google.com/store/apps/details?id=com.savetheflag.game&hl=de&pli=1
Would be interested to hear what you think about the gameplay on Android.
Some of the sounds in this video are a little louder than they have any right to be. 😅
You might want to turn your volume down a bit before watching. Your ears will thank you.
When I was in school I was obsessed with a mobile MMO called Heroic Legends. I emailed the developers and told them I wanted to make apps as good as theirs one day. Then the game slowly died, the way most of them do. Updates stopped around 2014.
A couple years ago I tracked them down and asked if I could bring it back. They said yes and gave me the original art. My brother and I rebuilt the whole thing from scratch, a group of original players beta tested it and shaped a lot of what's in it, and it launched last weekend.
It's a menu-based game. You pick jobs, attack people, run guilds, raise pets. You play for a couple minutes a few times a day to get your tasks done, and it's fine to put your phone down in between.
Gameplay:
- Monster battles. Players pile onto one boss for days. It hits back, the damage board is public, and they drop the best loot in the game.
- Guilds and wars. Your guild grinds quests together to earn boss keys, then declares war on another guild and spends a day hunting their members.
- Companions. Bosses drop shards, shards hatch a creature, and it grows with you and picks up talents. Bond it with someone else's and you get a spirit egg with a mix of both stats.
- PvP and tournaments. Anyone near your level is fair game. Tournaments are server-drafted eight-team brackets with large prize pools.
- Professions. The idle half. Work a trade while your energy refills, master tasks, and get paid in the premium currency without spending a cent.
- Chat. Live village and guild chat, and you can buy the whole room a round of drinks.
It's free to play. The only thing for sale is Elixir, and nobody can spend more than $20 a month on it, hard capped on the server.
It's small right now. A few hundred people, ten guilds, leaderboards wide open. Anyone who makes a character before October 5 gets the Founder title, which proves you were here first.
Happy to answer anything about the game.
https://play.google.com/store/apps/details?id=net.heroiclegends
Hey all! It’s been about a month since I last posted Driftbound here. Still no ads or in-app purchases, you buy it once and that’s the whole game.
Last time I’d just added the storyline and endgame. Since then I’ve been adding more to actually do in the places you travel to, as well as working through the feedback people have sent over.
We also have our community at r/Driftbound
For anyone who hasn’t seen it, it’s a semi-idle space RPG. You fly between systems, mine, trade, smuggle cargo, fight pirates and gradually improve your ship. Things like mining and travelling carry on while the app is closed, so you can leave it doing something and come back later.
The biggest addition is faction wars. You can join a faction and help it take territory, work through orders, climb the ranks and go after enemy captains. It gives you a bit more reason to care about whose space you’re flying through.
Trading has changed quite a lot too. Stations now produce and need different things, so finding a good cargo run is more involved than selling everything wherever you happen to dock. There’s also a player market where you can sell things you’ve gathered or crafted to other players. That part needs a connection, but you can still play the rest offline without signing up for an account.
There are more ships now, rare equipment to forge, pets to hatch, and more people and jobs out in the further systems. A lot of the work has also been on the less exciting stuff people pointed out: awkward menus, things that weren’t explained properly, and bugs. One particularly annoying loading issue after a long time away is fixed now too.
I’ve put a newer gameplay video on this post as quite a bit looks different from the last one. If anyone from the previous post is still playing, I’d be interested to hear what you think of the newer stuff (and possibly what you'd like to see in the future)?
TL;DR: Free, ad-free incremental RPG where every death makes you permanently stronger. Solo dev, follow-up to last week's launch, shipped five more small updates and planning for much more. Come break it and yell at me in the comments. App Store Link
In the world of ELM Quest 2, portals have begun opening throughout the land, with elemental energy leaking out and infusing the local wildlife, transforming them into horrible creatures. The Guild was formed to combat this and you, a nameless Cataloguer, go out and take careful notes as you subdue hordes of enemies out to kill you.
That is my 15 second elevator pitch. You fight strange creatures, you study them, and eventually you die to one. Then you learn its habits, and it dies to you instead.
This is a follow-up to the launch post I put here last week, when only v1 was out. It has grown a lot since, from all of you trying it out and hoping on the discord for feedback. The origin of this was that I am an incremental fan who got bored waiting for a good new one to drop, so I did the reasonable, well-adjusted thing and spent months building my own instead of being patient. No studio or team. Just me with a core vision about my ideal game loop and some Matlab-honed coding skills (no the game is not made on Matlab - wouldn't that be something :D)
The hook here is that loss IS progress. Dying is not a punishment here. Every death hands you permanent bonuses that carry into the next run, almost like a rogue-like, but you'll die so often and so quickly that the loop is just baked into the game.
What makes it unique (according to our discord players):
- An active dev (ha, low bar, right?)
- Extremely deep lore (I wrote 16 parallel narrators, with an intersecting story that's doled out as you grab little journal pieces from each enemy - not a novel, but but maybe a small novela's worth of lore?). I aim for a naturalist documentary/system apocalypse vibe. More the former but it's been received so far.
- Completely free to play and beat, with everything obtainable through expected game play. Completed ad-free cause I HATE ads in games. I'm not looking for money (there's some optional tip IAPs that were added as an afterthought, but if anything in game makes you want to spend money, come complain on the discord -> means something needs to be re-balanced).
- Hundreds of foes and bosses with tactics, plus a collectible codex that rewards actually studying them to crack the hard fights.
- A real active-combat layer over the idle loop: castable active abilities, and unique auras for each character to passively combo damage on foes. Idle it or play it hands-on. Latest updates really fleshed out offline progression.
- Full VoiceOver support. Offline progress. Plays in short bursts or long grinds.
New since last week (I looked up and realized I had shipped from v1.0 to v1.2.x):
- Big mid-game expansion, raising hero tier caps with a full rebalance.
- Offline progress has been greatly expanded (unlocks with 5-10 minutes of play, and within a hour or two, you'll have access to the complete offline system).
- Adaptive floor + Portal picker: portals now scale to your codex progress and you can also pick the monster grades you summon to fight.
- Combat Rating (CR): one number comparing your effective level to the enemy's, for ease of comparisons so that you don't willingly need to bash your head against the wall (unless you want to)
- Skill overhaul, rebalancing the way both auras and actives work, with some visual SFX added.
- iCloud sync + save backup, Game Center leaderboards, an achievements system, and a pile of QoL (clearer combat readouts, mana tuning, codex favorites, more lore).
Nearly all of these came straight out of Discord feedback, which has been more helpful than I had any right to expect. People ask and I go watch youtube tutorials on complicated apple features to implement it.
On money: it is ad-free and genuinely free. No paywall, no wall between you and progress. The only IAPs are optional support-the-dev consumables you never need to buy to win. I do this as a side hobby because I want a game I enjoy playing. I'd rather have a community of friends than your money.
Discord: genuinely helpful community over here, and it shapes where we go next.
Screenshots and gameplay are on the store page. I am a solo dev and I will be in the comments all day, so tell me what is fun, what is broken, and what you want added next.
App Store: Incremental ELM Quest 2
5 mediaHey all! I've spent the last year and a half working on the Survival Crafting RPG that you would have played on your Apple II back in the '80s.
You can think of it as Valheim's gameplay crammed into the tile-based ui of the old Ultima games.
It has a procedurally-generated open world with towns and NPCs to talk to, all the resource gathering, mining, crafting stuff you'd expect in a modern survival game, and some good old fashioned dungeon crawling to boot.
The early game is pretty well polished, and it's complete up through the Bronze Age (in Valheim terms). It should keep you occupied for ~20 hours before you run off the end of the existing content. Let me know what you think!
It's on Steam, but the Playable Demo can be found on the Stravaeger Website.
FYI, It also runs nicely on mobile, but you'll want to do the "add to homescreen" thing to get rid of the extra browser chrome taking up a quarter of the screen.









