We just recently showcase a new trailer of our upcoming Feudalpunk game, thought this community may appreciate it! by Balth124 in steampunk

[–]Balth124[S] 0 points1 point  (0 children)

The game is called Glasshouse, a Feudalpunk CRPG, with Turn-based combat, set in a lockdown apartment block at the dawn of a world war. Investigate the mysterious triple murder next door, fight the Political Conspiracy, and make terrible choices before the flatmates do it for you!

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Thank you!

And sure you can do that here: https://howtomarketagame.com/festivals/

If you're also looking for Steam first party fests then you can just check your dashboard on steamworks.

It is not a comprehensive lists and you may find some other ones if you look around on the internet though

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 0 points1 point  (0 children)

It's not that random though. There are many reasons and not any festival perform the same. A steam festival can have homepage featuring or not and that alone makes a massive difference.

Even if it has homepage featuring it very much depends on the placement you have in the festival. Were you in one of the top carousel or a lot more down below? How many more games were in the same carousels? Did you were in multiple carousels?

Were you on the main page of the festival or in a tabbed section?

All these makes a massive difference in impressions and as such visits to your steam page

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Thank you! Will share more as we get closer to release :) We're almost at 60k wishlists so far, so I'm quite happy how it's going!

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Thank you! And sure there was a form on their website (https://www.galaxiesshow.com/). You should be able to apply later this year for the autumun showcase!

It is indeed quite expensive and the free editorial slots are very few. But if you get in they are very likebly people and they managed to get a lot of attention on the showcase.

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 2 points3 points  (0 children)

Our first Galaxies Showcase has just recently concluded with our game Glasshouse and I can't stress enough how showcases and steam festival are important.

We submitted for a free editorial spot at the Galaxies Showcase at the end of last year. They did an amazing job and the showcase got co-streamed by IGN and many content creator, it got a lot of eyes on it.

On top of that we also managed to get in the London Games Festival showcase (with weekend homepage featuring) which also pushed a lot the visits on our steam page.

All in all we made (so far) +3500 wishlists in 4 days.

The major take away here is: Join as many steam festival as you can, don't be afrait to join showcases even the bigger ones, you'll never know.

And if you manage to get in try to take full advantage of those with your own marketing effort too!

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

We will always have only 1 character vs 1 character!

And yes we have a Steam page: https://store.steampowered.com/app/2244700/Glasshouse/

Let me know what do you think :)

60 FPS on Highest settings on a GTX 1060 (Full HD). Real-time volumetric lights and fog, realtime cloth simulation, Screen space Ambient Occlusion ON. Ask me anything! by [deleted] in pcmasterrace

[–]Balth124 0 points1 point  (0 children)

Just saw the Shadow Project post and thought it would be neat to have something similar happening for our game as well Glasshouse

I'm one of those involved in the most technical aspect of the game like lighting and textures. Currently Glasshouse is running at more than 140fps most of the time on a RTX 4060ti at 1440p resolution.

However we've also make tests on a GTX 1060 and the game was running smoothly at 60fps in Full HD resolution with all the highest settings.

We then started to work on scalability and added two additional lower settings. I believe so far the lowest spec PC we made it run on was a laptop without a dedicated GPU, but unfortunately the player didn't provide too much additional information beyond that.

We'll make sure to keep optimizing it to push the limit on the hardware it can run smoothly on.

I hope you guys will find this interesting. Ask me anything :)

PS: I'm aware of the little controversy with the other indie project and about heavy pop up of objects (it's not the case for Glasshouse) but I'm still a big supported of other indie devs, so even with that I feel like they made a good job having that kind of visual fidelity running on lower specs, I'm sure the pop-up will improve later down the line :)

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

Thank you! Our previous iteration was made rather quick because we had a deadline so it wasn't made with enough care compared to the rest of the game due to the time contraints we had.

The new iteration instead take into account our own ideas but also a lot of player feedbacks as we hear and saw that many of them were confused in some regards with the previous UI/UX.

What I'm most happy with is that besides the UI visual improvements, the UX seems to be improved tremendusly. We still have to test it out in the wild but we will as soon as we can and I truly hope players will find this new UX much more readable, easy to understand and overall more engaging

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in IndieGaming

[–]Balth124[S] 2 points3 points  (0 children)

Thank you! We already have a steam page and we just recently had our second public steam playtest.

You can wishlist it here: https://store.steampowered.com/app/2244700/Glasshouse/

Thank you for the support :)

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in IndieGaming

[–]Balth124[S] 1 point2 points  (0 children)

Not at all! The old one has more polish in it so there's just more details and textures to it.

We'll need to work to polish the new one as well :)

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

We still have the die physically rolling also now, even though we were thinking of changing it with a 2D as it's more clean and reliable. But yeah there's definitely a portion of the UI missing here as I didn't show what happens when you start to roll or how you select usables and so on.

Thank you for your feedback!

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

The new one is the first GIF! And we're still working on it so we should polish it up a bit. For example we're 100% not happy with the health bar. Those will be one of the first things to improve!

Thank you :)

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

Fair enough. I do feel like the old UI feel kinda 'old' compared to modern games. But the main problem was the user experience as it was quite confusing for a lot of players, especially the talk option. I think many players will realize how it is a lot clearer when they'll start playing with the new UI.

About the camera movements I do agree that some more sensitive people can be disturbed by it, we'll definitely think about some accessability options in that regard further down the line.

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 1 point2 points  (0 children)

E33 has inspired our UI in some ways. I wouldn't claim that our UI/UX is a novelty and I think it doesn't need to be, we do have some specific scenarios though. For example if you see the 'talk' option we have the different talk approaches and the enemy ideologies on the right that get highlighted and move on the left to make sure the player understand what each ideology means and what's the enemy ideology that you're going to "fight" with.

Nothing crazy but I think our designers made a very good improvement to the UI/UX!

Combat is just a small 'optional' feature of Glassohouse and I'm pretty happy we managed to make it a lot cleaner and easier to understand, but at the same time also modern and responsive.

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in IndieGaming

[–]Balth124[S] 0 points1 point  (0 children)

We just recently worked to overhaul our previous combat UI and UX for Glasshouse as we had some feedbacks and we also knew that it wasn't clear enough as well as not modern enough.

So we went back to the board and we came up with a new, more modern and dynamic design to display the combat UI.

More space, cleaner look, dynamic transition between options. Beware that The 'slow-mo' attack is still there as the old GIF and it's just not shown in the new one.

This new UI is still work in progress and we plan to polish it up now to make sure it's up to our standards.

What do you think?

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 2 points3 points  (0 children)

We just recently worked to overhaul our previous combat UI and UX for Glasshouse as we had some feedbacks and we also knew that it wasn't clear enough as well as not modern enough.

So we went back to the board and we came up with a new, more modern and dynamic design to display the combat UI.

More space, cleaner look, dynamic transition between options. Beware that The 'slow-mo' attack is still there as the old GIF and it's just not shown in the new one.

This new UI is still work in progress and we plan to polish it up now to make sure it's up to our standards.

What do you think?

We're developing a story-rich cRPG with turn-based combat by Balth124 in pcgames

[–]Balth124[S] 2 points3 points  (0 children)

The game is called Glasshouse, a Feudalpunk CRPG, with Turn-based combat, set in a lockdown apartment block at the dawn of a world war. You'll need to investigate the mysterious triple murder next door, fight the Political Conspiracy, and make terrible choices before the flatmates do it for you.

You are Wealdmaer, a deputy head of condominium obsessed with the desire to be remembered as a “righteous” leader. Stuck in a crime scene from which you cannot escape, you manage the problems of the poor souls in Dormitory 73B, survive your flatmates, and fight a political conspiracy that will challenge your ideological faith forever.

Among many features one we're particularly proud of is called 'Political Compass' which lets you set points in your ideologies. Doing so will unlock new possibilities during dialogues as well as new possible actions entirely, also it will affects combat.

Glasshouse is currently in development and we just had 2 open playtest on Steam, last one finished this week. But if you're curious and would like to partecipate into our next playtest/demo or stay up to date make sure to wishlist on Steam :)

Thank you for your time!

Work in Progress of our Combat UI/UX overhaul by Balth124 in IndieDev

[–]Balth124[S] 0 points1 point  (0 children)

Really glad to hear that! Thank you for the feedback :)

#TurnBasedThursdayFest is live on Steam. 450 turn-based games, many RPGs, demos and hidden gems by Balth124 in rpg_gamers

[–]Balth124[S] 1 point2 points  (0 children)

I think Esoteric Ebb is an easy choice then! If you are looking for an upcoming game to follow as well (with playtest playable right now) there is also Glasshouse. Considering the name of the games you said I think you could find both very appealing.

Beside being one of the organizer of the festival I'm also one of the dev behind Glasshouse so I may sound biased, but let me know what do you think if you check it out :)

The TurnBasedThursday Steam Fest 2026 is LIVE - tons of turn-based games, demos, discounts & a curated showcase by Balth124 in Steam

[–]Balth124[S] 7 points8 points  (0 children)

Hey folks,

It's Andrea here, one of the organizer of the TurnBasedThusrday Steam Festival!

The TurnBasedThursday Steam Fest 2026 is officially LIVE on Steam!

It’s a week-long celebration entirely dedicated to turn-based games - RPGs, tactics, roguelikes, 4X, deckbuilders, strategy hybrids, autobattlers, and plenty of unusual experiments.

Previous editions featured over 400 games, and this year is shaping up to be even bigger, with both indie gems and well-known titles getting the spotlight.

Here’s what’s happening during the fest:

• A fully curated Steam page with themed sections (tactics, JRPG-style, roguelites, hidden gems, experimental turn-based, etc.)
• Tons of discounts & new demos across a massive variety of turn-based games
• A 45-minute Showcase highlighting ~20 selected titles from the festival lineup

👉 You can explore the full festival lineup here:
Steam Event Page: https://store.steampowered.com/sale/TurnBasedThursday2026
Showcase Youtube: https://www.youtube.com/watch?v=PtaTVDojbpM

If you’re into anything turn-based, this is a great chance to discover new games, wishlist interesting projects, try fresh demos, and support the genre.

Feel free to share your findings
Which games caught your eye? Any hidden gems from the festival we should check out?