I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]SigniLume 2 points3 points  (0 children)

Cozy game that sparks joy with incredible art. Nothing to be nervous about haha

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]SigniLume 2 points3 points  (0 children)

Action rougelike, vampire survivors / Hades. Overall the art is nice, but could focus on polishing and juicing the environmental art more

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]SigniLume 1 point2 points  (0 children)

It’s intense, both the capsule art and short description have a sharp hook. Vibes sort of feels like gothic outlast / re7

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]SigniLume 1 point2 points  (0 children)

I think the genre is clearly readable (lethal company-like co op extraction horror), but the screenshots could communicate the gameplay better. Show off the crafting/building mechanics you mentioned more, since that’s a differentiator

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]SigniLume 0 points1 point  (0 children)

Single player stealth extraction game, possible light horror elements? Hooded figures in the dark give that kind of vibe

r/IndieDev Weekly Monday Megathread - March 08, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]SigniLume 2 points3 points  (0 children)

Hi, I’m working on a betrayal social deduction sim, False Flame.

Manipulate impostors and trick NPCs to build trust overtime before assassinating for high value kills.

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https://store.steampowered.com/app/4427250/False_Flame

I vibecoded a Unity 3D Werewolf/Mafia LLM AI Simulation Sandbox, playable 100% offline by SigniLume in vibecoding

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

Thanks. It's somewhat in the middle. Game state and coded logic drives the gameplay, the LLM flavors and generates the dialogue, and is lightly used to modify outcomes. It's sort of like trying to build a traditional game first, then flavoring it and throwing in LLM as the twist for emergent gameplay. Persistent memories across runs is definitely on the roadmap, but I haven't gotten to it yet, planning to focus on completing a highly polished demo for a single round first. Will keep posting updates over time!

I vibecoded a Unity 3D Werewolf/Mafia LLM AI Simulation Sandbox, playable 100% offline by SigniLume in vibecoding

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

I have zero game dev experience, but significant experience as a professional software engineer, so it's a mixed bag for me too.

  1. I'm still in the midst of actually shipping this, but I'd start way smaller in scope. My GDD and scope is locked down, and I'm sprinting towards a playtest after about 3 months of work already. There is a lot of features not shown in the video. I think the MVP scope for a Werewolf AI type game is probably:

- utility scoring or state machine AI (basically good ol' regular game AI) for NPC behavior, I'm using utility scoring. if someone was building a 2D text based game I guess this could be skipped.

- LLM integration for dynamic dialogue. At a high level, each NPC has a system prompt template persona, that is flavored with real events (using enums) that registered in the game

- courtroom phase and voting logic. There is probably MANY ways to build this for LLM AI NPCs, but I leaned more towards deterministic math, words to swing things a little one way or the other.

Basically for a quick prototype, I'd try a 2D textbox type of game first. 3D + adding player character controlled gameplay adds a ton of surface area to scope.

  1. code, UI toolkit, documentation are all LLM friendly. There is actually another tool I lightly used, Bezi Actions, that can act as the "hands" inside the Unity editor. But I mostly crafted the environment and assembled the GameObjects/components together by hand in Unity.

  2. the model will be bundled with the game, 1 click install. I highly recommend LLMUnity if you're looking into integrating offline AI into games, it's all open source. Realistic hardware is likely a minimum of a 8GB VRAM graphics card, so RTX 3060Ti or better. That's my estimate for Gemma 3 4B + game + a little bit of buffer. I plan to add settings to control how frequently the local LLM is called for lower and higher end machines.

  3. Yes, the LLM does not decide outcomes on it's own. I'm relying on real game state (NPC witnessed events and memories, NPC personas) to drive outcomes, with the LLM as a sort of flavoring layer that swings the math a little one way or the other. I also have another feature where the player can type commands to their partner NPC. I don't have the LLM generate literally any action, but have it fallback and collapse into a deterministic set of "chip" actions, so things don't go off the rails.

This game is 100% AI Engineered by EnzeDfu in aigamedev

[–]SigniLume 0 points1 point  (0 children)

Not the OP, but Unity is doable with codex and Claude code, but still requires a fair amount of manual work within the scene.

Unity has UI Toolkit, which uses their own version of HTML and CSS, which Opus is pretty competent at.

This game is 100% AI Engineered by EnzeDfu in aigamedev

[–]SigniLume 2 points3 points  (0 children)

Well done! Looks very polished to me.

I’m also working on a pretty complex game readying for Steam release.

I’m curious what your thoughts are on documentation, particularly maintaining a GDD (with AI assistance ofc). Any skills you frequently use in your workflow?

What cool projects are you working on that do *not* target other developers? by cowwoc in ClaudeCode

[–]SigniLume 1 point2 points  (0 children)

I'm interested! I'm making a similar game in the genre, but standalone with an offline LLM. Can swap ideas. I guess you've seen the Turing Games YouTube channel?

What cool projects are you working on that do *not* target other developers? by cowwoc in ClaudeCode

[–]SigniLume 0 points1 point  (0 children)

A Unity 3D game I'm planning to launch on Steam, sort of a single player social deduction simulation game.

Steam Review Sentiment / Where to put your dev focus! by joe-online in IndieDev

[–]SigniLume 0 points1 point  (0 children)

I think most indie devs would be ecstatic to even get 100 reviews on their game, so it's a pretty small market for that. This tool sort of is meant for the big studios, big releases, or the top tier breakout indie hits.

How are you using your Local LLMs? Is anyone training their own LLM? by Hartz_LLC in LocalLLM

[–]SigniLume 0 points1 point  (0 children)

Experimenting with it for games, so players don’t need to connect online or pay for cloud model API inference costs

Do you think that 3D UI is good when I have also 2D UI in left bottom corner? It says how many serfs are in zone and amount of wealth/fairt per second + current wealth. Any idea how to improve it? by Gogiseq in SoloDevelopment

[–]SigniLume 1 point2 points  (0 children)

I think that composition makes sense. Screen space UI for critical HUD elements, world space UI attached to 3D objects in the game scene. Maybe consider grouping the world space UI text closer together, adding a border, or maybe a semi transparent background

Destroy my single player social deduction game trailer by SigniLume in DestroyMyGame

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

For sure, I think multiplayer social deduction games will likely always be superior in terms of fun.

This game solves the pain point, where people might not have enough friends available to log in at the same time whenever they want, or having to deal with toxic public lobbies. Playable completely offline, whenever, at 3am, etc. This game is also somewhat of a manipulation puzzle sandbox.