Most importantly, however, we'll have the amazing games from our MDes students! Do you want to plan a strange building? Play N64-style golf with friends? Explore a definitely haunted apartment building? Shoot rockets at your friends' cars, and/or more! Tomorrow! 👉 buytickets.at/mdesingames/...
Byte Arcane making Sigil of Kings
@byte-arcane.itch.io
Transmuting code into graphics and gameplay. Making an open-world fantasy roguelike/rpg: https://store.steampowered.com/app/2195820/Sigil_of_Kings/
New pinned post time! 📌 "Tales of Kathay" is a turn-based tactical RPG / #roguelike set in a deeply simulated, fully procedural dark fantasy world. Wishlist on Steam: s.team/a/3939340?ut... Play the Demo: jouwee.itch.io/tales-of-kat... #indiegame #turnbased
📢 I'm thrilled to announce that the Demo for Tales of Kathay will be hitting Steam on July 31st, this friday! So wishlist the game with the link in the comments, and save up some hours this weekend to check what the game's about! youtu.be/QBjQufN_-3k #indiegame #turnbased #roguelike
Tales of Kathay - Demo coming July 31st! (Official Trailer)
YouTube video by Jouwee
youtu.be
Better cutscene support! #gamedev #indiedev #roguelikedev #godotengine
A bit more work in my simple level editor. New bits include support for some entity properties. It's all aimed for a pre-made tutorial level. #gamedev #indiedev #godotengine
New devlog! From now on, on sigilofkings.com :) sigilofkings.com/202... #gamedev #indiedev #godotengine
Sigil of Kings | Fantasy roguelike/RPG, featuring a fully procedurally generated world, rendered in colorful 16-bit graphics.
Fantasy roguelike/RPG, featuring a fully procedurally generated world, rendered in colorful 16-bit graphics.
sigilofkings.com
Cutscene support is now in place. There is support for AI actions, camera movement, a few animations and a few effects. More to do on several fronts, and more examples will eventually follow! #gamedev #indiedev #godotengine #screenshotsaturday
I made these sea urchin animations for a enemy of Sunken Souls 🦔 #pixelart #animation #indiegame #gamedev #ドット絵
Finished a new scene today and created open door scenes for 2 of my previous scenes from last week. If you like what you see drop a follow and if you want to show your support links to my previous games are in my bio! #gameboy #gamedesign #pixelart #retrogaming #videogames #gbstudio #aseprite #game
New blog post! byte-arcane.github.i... #gamedev #indiedev #godotengine
AI and Ability Selection | Sigil of Kings
More on the AI front, and concluding that for now! The main aim was to make the AI more capable of using AAs. I had some mechanisms in place, but I had implemented logic for just a few abilities. The catch with my ability system is that I've made it quite flexible (aka overengineering, my superpower), so that you can have for example multi-stage abilities where each stage can have specific target restrictions and so on. This allows some weird abilities (e.g. a test ability is a mobility one, where you can leap and bounce off a wall - you select a wall tile and a target floor tile) but really most abilities are in one of the following categories: self, projectile, cone, entity_target and position_target. Each of these categories supports different AI evaluation, based on their unique data. The above system was slightly refactored and tested with a few more abilities with the bot. The bot uncovered a few problems, with regards to overbuffing (or overdebuffing) - either the same spell would be cast multiple times on a single target (e.g. some protection ability), or we keep spamming buffs if they're available. The latter problem can be addressed by tweaking the probability of casting a buff during combat, and that's supported already. The former was a addressed with a "cooldown for AI". Abilities already support cooldowns, but I thought that have a separate hidden AI cooldown would be quite effective overall for this purpose. A final bit of work was on adding support for behaviours to optionally tell if they've completed or not (thus being pointless to continue executing the behaviour), not as a status result, but as a predicate. This works in tandem with dynamic (runtime-specified, temporary) behaviours, so that if a dynamic behaviour completes, it's removed from the list of dynamic behaviours (an entity can have >1 dynamic behaviours at any given time). This is useful for example in an escort quest, where an NPC gets a dynamic behaviour that makes the NPC go to a level exit. This behaviour can be assigned as plain dynamic or critical dynamic, basically before or after combat considerations. A merchant NPC that wants to escape to the overworld will probably have that as critical dynamic - basically leave at all costs. When they arrive at a target exit, the "goto" behaviour is complete, and we remove that behaviour, and based on other logic the NPC can exit the level. Now that this is all said and done, I'm taking a stab at another "module": scripted cutscenes. There are multiple challenges for this. One challenge is that a cutscene editor will require a game instance, so that's some fun hacking ahead. The other challenge is to be able to have some (limited) cutscenes for procedural levels, where for example an entity that we want to move or say something doesn't even exist. A final challenge is to make some sort of tool for authoring cutscenes (Dear ImGui powered for sure). All of this (except the procedural stuff) will be useful mainly for tutorial scripting, which I want it to be a playable introduction/story of sorts. That's all for now, have a nice weekend!
byte-arcane.github.io
Hey #PitchYaGame! In Sigil of Kings: 🌍 Explore or forge huge procedural worlds in vibrant 16-bit pixel art ⚔️ Conquer dungeons with might, magic & cunning 👑 Complete quests, ascend guild ranks, shape city fates 💀 Make your mark in a living, breathing world. Or perish! 👉 Wishlist on Steam, link in bio
I'm looking for people interested in playtesting my tactical turn-based #cRPG / #roguelike to help me find bugs such as the dancing NPCs! If you're able to record the session or play live on a Discord call, that would be great! If you're interested, feel free to DM me or reply below! #indiegame
It's finally time, we're hosting #TurnBasedThursday this week❗ DEVS 👉 Share your turn-based game here! PLAYERS 👉 See all the coolest turn-based games below! 🔁 + ❤️ to reach more players, and don't forget to use the hashtag! 🐸
Thanks for hosting! Jupiter Hell Classic is a traditional turn-based roguelike game, successor to the venerable D**m the Roguelike. On Steam in Early Access - the Heavy class has just been added and next week we release 0.11 Terminal with Hacking, Terminals and Bots! bsky.app/profile/epyo...
Jupiter Hell Classic 0.10 "Heavy" is out! First brand new class arrives with 5 brand new Master traits and 6 new regular ones! Also in - Guardians, Archwarlocks, unique, exotic, perk and relic buffs, spool-up, and a new particle engine! Read all about it: store.steampowered.com/news/app/312...
It's happening! In honour of CRT7 being part of the @puzzleshowcase.bsky.social I've released a large new demo! Featuring: 🧩 Tweaked and improved puzzles 💡 Enhanced graphics and vibes 📸 All new features like in game note taking 👉 store.steampowered.com/app/2096780/... #GameDev #IndieDev #Demo
Another, improved player bot, with a few more abilities and less hesitation, played at a humane speed. It can play for a couple hours at least without issues, but here's a short 6 minute segment. youtu.be/w4wX0VvWjnw #gamedev #indiedev #godotengine
Sigil of Kings: Dungeon Crawler Bot Reprise (normal speed)
Here's yet another playthrough of a dungeon crawler bot. It's like the previous one, but this one is not indecisive any more, and can cast a few spells, and it's trigger-happy about that. The bot can play for hours, but at some point I needed to stop the recording... Wishlist now! https://store.ste
youtu.be
Belated blog post! (correct link this time...) byte-arcane.github.io/sigil-of-kin... #gamedev #indiedev #godotengine
Player bot
Simple player bot
byte-arcane.github.io
The rabid auto-explorer strikes back. Blink and you'll miss several turns of frenzied bump-attacks, exploration and looting anything not rooted to the ground. #gamedev #indiedev #godotengine #screenshotsaturday
Thanks for hosting #TurnBasedThursday, @byte-arcane.itch.io! Sigil of Kings looks awesome! Version 1.0.5 of my #game, Counter Tactics, just dropped on the #AppStore. - Build a deck with 2 champions - Asynchronous turns - Climb the leaderboard FREE on the App Store! #gamedev #indiedev
Version 1.0.5 is now available! - Faster AI performance in Solo Adventures - Fixed an issue that could lock up Tutorial I - Better offline reliability Get it for FREE on the App Store: apps.apple.com/us/app/count... #IndieDev #GameDev #Gaming #MobileGames #AppStore #Strategy #Tactics #ccg
Thank you for hosting #TurnBasedThursday! Little Tree Kingdom is a cozy-deckbuilder where you play as a gnome mayor building a gnome kingdom on a giant tree. Use a deck of cards to build, gather resources, and fend off enemies. 🌳🏰 The DEMO is LIVE on Steam 👉 store.steampowered.com/app/3938990/...
Little Tree Kingdom on Steam
Build a gnome kingdom among the branches of a giant tree in this relaxing mix of city-building and roguelike deckbuilding. Grow the tree, build structures, earn cards and blessings, and survive monste...
store.steampowered.com
Thanks for hosting #TurnBasedThursday! Kingdom of Krawall is a fast-paced #4X #IndieGame with deckbuilder elements. Rule your kingdom by playing cards, expand your power, and win by conquering every palace on the map. store.steampowered.com/app/4502550/...
Kingdom of Krawall on Steam
A fast-paced strategy game about building a kingdom, outplaying your rivals, and conquering your enemies. Play solo or in multiplayer and enjoy the depth of a classic 4X in a single sitting.
store.steampowered.com
Thanks for hosting this week's #TurnBasedThursday @byte-arcane.itch.io ! I'm Will Sama, from Willsama Consulting. Doing QA, proofread, localization (Eng/Fr) but also UI, accessibility and game flow checks for indies (and Pubs sometimes) since 2013. New in 2026: Steam Deck feedback.
Here's a working steam link: store.steampowered.com/app/4549550/...
LeapDrive Tactics on Steam
LeapDrive Tactics is a single-player turn-based tactical game where you command a fleet of two capital ships and two wings of drones in a campaign against an alien threat throughout the solar system.
store.steampowered.com
Honored to host #TurnBasedThursday! 🛠 #GameDev folks, show your #turnbased games below, and use the hashtag above 🎮 #Gamer folks have a look, as there are a lot of TBS gems in here, out or in the making Spam our favorite buttons 🔁/❤️ to show your support, and comments are very much appreciated!
Thanks for hosting this #TurnBasedThursday! The new Gameplay trailer for my turn-based JRPG is now released!
Four eras. One destiny. Here is the new gameplay trailer for Zenogaias! This turn-based JRPG features four full-length Episodes across the ages of gaming, from 8-Bit to HD, all linked by an epic, emotionally-charged narrative. #rpg #jrpg #rpgmaker #pixelart #Mode7HD #retro #gamedev #indiedev
Thanks for hosting #TurnBasedThursday! Together in Battle, an SRPG sitting at 90% positive on Steam, recently hit its one-year anniversary post-version-1.0 and got a big update: bsky.app/profile/sini...
It's the 1-year anniversary of Together in Battle's version 1.0 launch! To celebrate, I pushed a new update with a major change to roguelike mode, new skills, new events, and more--plus, a custom character showcase contest happening this month! Click for more: store.steampowered.com/news/app/126...
Thanks for hosting #TurnBasedThursday! Working on assets for a new stage of the turn-based tactical RPG. A hangar is a must for any mecha‑themed game! 🌟 Wishlist Azure Infinity on Steam if interested. #IndieGame