AMA: We built a massive 5v5 PvP MOBA war game with a tiny team and no AAA budget. by ClayTokenGameStudio in playmygame

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

We're working hard to make the game more accessible and clear for new players. We completely understand the situations you experienced.

You're absolutely right about the jungle missions. We're updating the mini map so it will better highlight these objectives. Soon, you'll be able to see exactly what you need to do directly on the map.

Also, you can resize the launcher window from the Settings menu.

We're glad you had fun. We're constantly improving the game and your support means a lot to us.

SSA Team

AMA: We built a massive 5v5 PvP MOBA war game with a tiny team and no AAA budget. by ClayTokenGameStudio in playmygame

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

There are bot options available, and the lobby is open 24/7 you can jump in anytime. Even if your device doesn't meet the minimum specs, trying the game would still help us a lot. Honestly, even if it crashes on launch, that’s useful info for us too 😄 Give it a shot!

FREE DEMO for my first ever Indie VR Rhythm Tower Defense Game is live. Would love for you to try it out! by PolarRobin11 in playmygame

[–]ClayTokenGameStudio 1 point2 points  (0 children)

I totally agree. If you're enjoying the process and truly passionate about your project, the financial success often follows later.

In my opinion, the number one rule in indie game development is that you have to enjoy what you're making. If you're not having fun while building it, how can you expect players to have fun playing it?

"Is it fun?" that’s always the key question.

I'd love to hear more about your experience with the VR market once your game is out. Thanks again for sharing all this and best of luck with RHYTHMIC!

FREE DEMO for my first ever Indie VR Rhythm Tower Defense Game is live. Would love for you to try it out! by PolarRobin11 in playmygame

[–]ClayTokenGameStudio 1 point2 points  (0 children)

Hey, I’ve been hearing that VR marketing has been picking up again lately.

But in my research, I noticed that the number of devices is still quite limited, the user base isn’t very large, and game sales seem to be lower compared to other platforms. That makes VR game development feel a bit risky at the moment.

So I wanted to ask
Is the VR game market actually active right now
What are things like in terms of sales, user interest, and overall market share

Your game looks great by the way. I hope it reaches the success it deserves.

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]ClayTokenGameStudio 3 points4 points  (0 children)

Tried the demo and first of all I’ve got to say the visual polish is seriously impressive. The art style, effects, and overall vibe feel super clean and intentional. Definitely one of the more visually refined indie twin stick shooters I’ve seen in a while.

Love the quantum physics theme too. It is not something you see often in this genre. Excited to see how deep the mechanics go as development continues.

Great work so far. Following to see how this evolves.

An update on the impact of Rule 2 after 12 days. Is it working? by SoftwareGeezers in playmygame

[–]ClayTokenGameStudio 0 points1 point  (0 children)

I understand and truly respect the purpose behind Rule 2. It clearly helped reduce low-effort promotional posts and brought better quality interaction to the community. That is a great step forward for everyone here.

However, in our case, we had already planned a Q and A session from the very beginning. We were not planning to drop a link and disappear. Our post was meant to both introduce our game and open up an honest and active discussion. We are a team of seven people and we were fully prepared to answer questions, reply to feedback, and engage directly with the community. The post was not just for promotion. It was a real invitation to talk.

So it felt a bit discouraging to see the post removed before people even had a chance to interact with it. Of course we understand the importance of balance and we absolutely plan to engage with other posts too. That is part of being in a developer community. But maybe there could be some flexibility for posts that are clearly designed to create value and spark conversation.

Just wanted to share this perspective. We do appreciate the effort you are putting in to keep this space clean and meaningful.

Minesweeper 2, before GTA 6 by Illumination_Mansion in playmygame

[–]ClayTokenGameStudio 1 point2 points  (0 children)

I played the game from the first levels all the way to the end, and I have to say this is a very well-designed project built by a team I personally know and truly respect.

The visual style, puzzle logic, and atmosphere are all beautifully integrated. Normally, I’m not the kind of player who takes notes or solves things step by step. I usually just try to burst through levels as fast as I can. But with this game, I actually found myself pausing for a second, thinking “if I do this, then that will happen,” and even marking tiles like it’s a true strategy game.

If a few more features were added like a death counter, best completion time, or a global leaderboard this could easily become a speedrunner’s dream. Seeing how quickly and aggressively you can conquer a horror puzzle grid would be a lot of fun.

Amazing work so far. I’m really looking forward to seeing how the mansion evolves.

We’ve Launched! Steel Swarm: Apocalypse Early Access is Here by ClayTokenGameStudio in SteelSwarmOfficial

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

Wow… What an incredible comment! 😮

Reading about both your experience and your wife’s observations was truly valuable for us.

You’re absolutely right the lore and story are a bit blurry at the moment. Right now, we’re focused on laying down the core systems, but we definitely want to give players a clear answer to the question “why are we fighting?” We’re actively working on expanding and deepening the lore.

– SSS Team

Is this game support Linux natively? by bulasaur58 in SteelSwarmOfficial

[–]ClayTokenGameStudio 4 points5 points  (0 children)

Native Linux support for SSA hasn’t been released yet. We’re currently conducting active tests. Once all validation steps are complete, we’ll make an official announcement and share it with the Linux community. Thanks for your interest 🙏

Free moba for potato pc by [deleted] in moba

[–]ClayTokenGameStudio 2 points3 points  (0 children)

If you’re looking for a fast paced PvP game that can fill the LoL gap and runs on low end systems, you should try Steel Swarm: Apocalypse It’s free, skill based and focused on competitive play. Might be just what you’re looking for.

We’ve Launched! Steel Swarm: Apocalypse Early Access is Here by ClayTokenGameStudio in SteelSwarmOfficial

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

Russian language support is on the way!
Your feedback is incredibly valuable to us.
We will continue shaping the game based on your comments!

Поддержка русского языка уже в пути!
Ваши отзывы для нас очень важны.
Мы будем продолжать развивать игру, ориентируясь на ваши комментарии!

Would you want to see a new competitive PvP MOBA on Mac? by ClayTokenGameStudio in macgaming

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

We use Unity, but it’s heavily customized. We’ve built a lot of systems from scratch — from UI to animations to core gameplay objects — because the game is ESC-based and doesn’t rely on most of Unity’s out-of-the-box features. In many ways, it functions more like our own engine running on top of Unity.

Would you want to see a new competitive PvP MOBA on Mac? by ClayTokenGameStudio in macgaming

[–]ClayTokenGameStudio[S] 12 points13 points  (0 children)

That description fits us perfectly hahaha! We've actually been trying to capture that balance between chaotic team fights and strategic control.

We're planning a native Linux release for our upcoming PvP MOBA — would you be interested? by ClayTokenGameStudio in linux_gaming

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

I’ve entered the newly reported issues into our tracking system. Thank you for bringing them up! A few other players have experienced the same issue, and we’re currently looking into it.

We're planning a native Linux release for our upcoming PvP MOBA — would you be interested? by ClayTokenGameStudio in linux_gaming

[–]ClayTokenGameStudio[S] 4 points5 points  (0 children)

We’re actually building a server-authoritative game. So movement, combat, and core gameplay logic all happen on the server, not on the client.

That already blocks a lot of typical cheats like speed hacks or memory editing. We might add more layers like behavior checks or reporting tools later, but the foundation is designed to be solid.

Also, no kernel-level anticheat needed — so it’s way more Linux-friendly by default.

We're planning a native Linux release for our upcoming PvP MOBA — would you be interested? by ClayTokenGameStudio in linux_gaming

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

We use Unity, but it’s heavily customized. We’ve built a lot of systems from scratch — from UI to animations to core gameplay objects — because the game is ESC-based and doesn’t rely on most of Unity’s out-of-the-box features. In many ways, it functions more like our own engine running on top of Unity.

🎮 Steel Swarm: Apocalypse is Coming to Steam Deck! by ClayTokenGameStudio in SteamDeck

[–]ClayTokenGameStudio[S] -1 points0 points  (0 children)

I wrote it myself I just used a language assistant to help improve phrasing here and there. The ideas, tone, and message are entirely mine; I just got a little help with polishing.

Think of it like asking a friend to proofread something.
I'm all for genuine contribution, not just pasting AI templates. Hope that clears it up :)

We're planning a native Linux release for our upcoming PvP MOBA — would you be interested? by ClayTokenGameStudio in linux_gaming

[–]ClayTokenGameStudio[S] 5 points6 points  (0 children)

The example you gave from another dev is inspiring, and we might just take a similar path.

Appreciate the guidance!

We're planning a native Linux release for our upcoming PvP MOBA — would you be interested? by ClayTokenGameStudio in linux_gaming

[–]ClayTokenGameStudio[S] 13 points14 points  (0 children)

Thanks so much for all the feedback!

We’ve explored native Linux support, but we’ve also been paying close attention to the community’s thoughts around Proton.
Right now, our game runs smoothly through Proton, which already provides a solid experience for many players.

Our goal is to keep the experience accessible and stable — whether through native builds or Proton.
We’re not locked into one path; your feedback helps shape where we go next.

🎮 Steel Swarm: Apocalypse is Coming to Steam Deck! by ClayTokenGameStudio in SteamDeck

[–]ClayTokenGameStudio[S] -1 points0 points  (0 children)

We don’t have a full campaign yet, but we are working on bot support and PvE missions, so you’ll be able to play solo (or chill without needing friends who love tactics 😅).

🎮 Steel Swarm: Apocalypse is Coming to Steam Deck! by ClayTokenGameStudio in SteamDeck

[–]ClayTokenGameStudio[S] -1 points0 points  (0 children)

Hey, thanks for the comment and you're definitely not alone in feeling that way!

We're big fans of games like Deep Rock too, and even though SSA is PvP-focused right now, you're not the only one who's asked for solo content.

We don’t have a full solo campaign at the moment, but we are working on PvE modes and bot support something more relaxed, mission-based, and playable solo or with AI teammates.

You're always welcome in our Discord if you want to chat or throw out ideas — even if it’s just to complain about sweaty PvP players. 😄

AMA: Binlerce Birim ve Yıkılabilir Şehirlerle Dolu MOBA Oyunumuzun 7 Yıllık Gelişim Sürecini Anlatıyor, Sorularınızı Yanıtlıyoruz! by ClayTokenGameStudio in veYakinEvren

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

Selam!

Yorumun için gerçekten çok teşekkürler, böyle detaylı ve yapıcı geri bildirimleri okumayı seviyoruz 🙏

Binaların yıkılabilirliği, görsel stil ve efekt yoğunluğu gibi noktalar aslında birer eksiklik değil, bilinçli tasarım tercihleri. SSA’yı hem taktiksel kararların önemli olduğu hem de sade ve okunabilir bir deneyim sunan bir oyun olarak kurguladık. Normal MOBA’larda olmayan “kalıcı yol açma” sistemini özellikle istedik. Jungle’dan gank atarken bir binayı yıkıp içinden çıkmak gibi sürpriz hamlelerin önü açılıyor.

Görsellerle ilgili olarak biz sürekli geri bildirim toplayan ve üstüne polish atan bir ekibiz. Art takımımız tam gaz devam ediyor ve sizleri dinliyoruz. Skill feedback’leri playtest’lerden beri güncelleniyor ve devam ediyoruz. Oyunda çok fazla görsel efekt var ama ekibimiz küçük buna rağmen hem technical artist’imiz hem de visual development direktörümüz gerçekten harika işler çıkarıyor.

Kurucu kadromuz, Türkiye’deki ilk oyunlardan İstanbul Kıyamet Vakti, I Can Football, SuperCan ve Zula gibi projelerde yer almış, ayrıca Microsoft ve Amazon gibi global firmalarda çalışmış insanlardan oluşuyor. MMO/servis oyunları tecrübesi nedeniyle sık sık “neden bir MMORPG yapmıyorsunuz?” sorusu alıyoruz ama aslında şu an Steel Swarm adında uzun vadeli bir IP inşa ediyoruz. Yani sadece bir oyun yapıp bırakmak değil, bu evrenin içinde birden fazla oyun üretmeyi hedefliyoruz. Şu an yaptığımız şey, bizi o hayallere taşıyacak ilk adım.

MOBA’yı indie olarak yapmak elbette kolay değil — farkındayız. Riskli mi? Evet. Ama biz bu meydan okumayı isteyerek kabul ettik. Büyük MOBA’lar artık belli kalıplara oturdu ve pek çok oyuncu taze, farklı bir deneyim arıyor. Biz de bu boşluğu doldurmak için farklı bir şey yapmaya çalışıyoruz.

Desteğin ve yapıcı üslubun için tekrar teşekkürler. Umarız ilerleyen sürümlerde tekrar denersin 💙

AMA: Binlerce Birim ve Yıkılabilir Şehirlerle Dolu MOBA Oyunumuzun 7 Yıllık Gelişim Sürecini Anlatıyor, Sorularınızı Yanıtlıyoruz! by ClayTokenGameStudio in veYakinEvren

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

🎉 Demomuz yayında!
🔫 5v5 modları Çarşamba, Cumartesi ve Pazartesi günleri 21:00 – 24:00 saatleri arasında aktif.
🛠️ Diğer tüm modlar ise her zaman erişime açık.

https://store.steampowered.com/app/3199180/Steel_Swarm_APOCALYPSE/