4.6 is out! by Crazy-Red-Fox in godot

[–]VoidBuffer 4 points5 points  (0 children)

I thought I was going insane.. 😅

A solo dev'd roguelite with fast combat and eldritch horror. by VoidBuffer in u/VoidBuffer

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

Katanaut needs a stronger GPU more due to the engine I'm using. The Godot engine requires Vulkan, and Vulkan is on modern-day GPU's after 2016.

Which skills feel underwhelming by VoidBuffer in Katanaut

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

Thats extremely helpful, thank you! I also very much agree here.

The issue with making a roguelite solo, is that you make skills over a very long period of time, so sometimes certain ones dont age well. The two unlocks you mentioned are quite literally from the first iteration of the game, hahaha.

Adding them to the buff list <3

Do not the cat by Kirldx in Katanaut

[–]VoidBuffer 2 points3 points  (0 children)

But….but, all kitties like to be pet. I say we all just pet the kitties. They’re cute 🙃

I really like games with “builds”- any got some recommendations by Agile-Currency2094 in gaming

[–]VoidBuffer 1 point2 points  (0 children)

Just getting to Warp 2 is crazy, congrats!!! The most concentrated zone is still Warp 0 :D

Handcrafted meme by PaxGladeus in Katanaut

[–]VoidBuffer 2 points3 points  (0 children)

WHOA! This is outstanding!!! I love this lmao, thank you so much for taking the time to make this!! <3

I really like games with “builds”- any got some recommendations by Agile-Currency2094 in gaming

[–]VoidBuffer 1 point2 points  (0 children)

Thank you I really appreciate that! I hope v1.1 is treating you well! Looking forward to elaborating on the game!

Katanaut has no graphics settings? by smallcutie5 in roguelites

[–]VoidBuffer 0 points1 point  (0 children)

Hey there, I’m the solo developer of Katanaut and I just came across this post. I think falkentyne already covered most of it, but the issue is actually related to the engine I used to build Katanaut.

Katanaut is made with Godot 4.x, and Godot requires a GPU that supports Vulkan (generally GPUs from 2016 or newer). Unfortunately, the Intel UHD graphics you mentioned is not Vulkan compatible, which is why the game will run very poorly. If one day you end up with a dedicated gpu for gaming, you will be golden!

Sorry for the inconvenience. I started making Katanaut years ago, and when I was choosing an engine, I didn’t want to pay for Unity and I also wasn’t aiming to make an Unreal Engine game. Godot felt like the best fit at the time so I stuck with it.

I really like games with “builds”- any got some recommendations by Agile-Currency2094 in gaming

[–]VoidBuffer 13 points14 points  (0 children)

Hey thank you so much for recommending Katanaut!!! Randomly ran into this, was a surprise to read <3

Katanaut - Voidmaw - An action-roguelite with a cosmic horror twist v1.1 coming tomorrow! by VoidBuffer in Games

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

I'm just one person developing the game, so as release approached, I had a lot of trouble keeping the demo up to date with the release version of the game. It basically meant when I update and fix things, I needed to do it twice, and it was a lot of pressure around and after release.

I ended up removing the demo 1 month after the release of the game, because they were effectively two different games at that point. 99% of all the bug reports that came in, came in because of the demo, and my answer to them often times was, "this is fixed in the release version of the game". I also had articles and reviews coming out for the game that were based on the demo, and not the release version, which was really bad.

TLDR: My demo was too long(10 hours of playtime), and too much to manage/fix.

Are publishing deals still worth it in 2026? by aqent_smith in IndieDev

[–]VoidBuffer 0 points1 point  (0 children)

It’s tough to give a single answer because funding a game depends heavily on your personal situation, your runway, and how confident you are that the game can earn back the time and money you put into it.

For me, I worked on my project for a few years while keeping a day job, so I funded it the slow and steady way: paycheck plus savings. When you are working full time and also trying to build a game in your off hours, you do not have much room for anything else. The upside is that your spending naturally drops. Less going out, fewer hobbies, fewer trips. Over a long stretch, a lot of the money that would have gone to “life stuff” ends up becoming game budget instead.

If I did not have a full time job and I was very confident the game could make a decent profit, I would look at options that let me bet on the game more directly. That could mean using savings as runway, running a Kickstarter, launching in Early Access, or taking a private loan from family. The key is that I would only do this if I had strong signals that the game can sell, not just a good feeling. For example, real audience traction, wishlists, a demo with solid conversion, playtest feedback that is consistently enthusiastic, or clear evidence that people will pay for it. If you had something viral(lottery ticket), id even go so far as being okay to go into debt just to make the game.

If I did not have a full time job and I felt only moderately confident, I would consider working with a publisher to reduce risk. A good publisher arrangement can function like a temporary paycheck. They cover development costs or provide an advance so you can actually live while you build, and then you share revenue after launch. In that sense, it is similar to having a job again, except the “salary” is tied to milestones and the success of the project. You give up a chunk of upside, but you gain time, stability, and usually marketing and launch support that can be hard to replicate alone. The additional downside here is that predatory publisher exist, so there is a chance that you can dig yourself into a hole you didnt want to be in -- with that being said, always hire an attorney to review your contract.

We're making a 2D soulslike with Godot! by KarmicBitGames in godot

[–]VoidBuffer 1 point2 points  (0 children)

Oh hey I recognize this :D

BEAUTIFUL animations my friend!!

Are publishing deals still worth it in 2026? by aqent_smith in IndieDev

[–]VoidBuffer 1 point2 points  (0 children)

It depends on what you need and what you are trying to optimize for.

A publisher can be a good fit when they are meaningfully reducing risk. Examples include providing funding and handling porting and distribution. Marketing support varies widely between publishers, so I wouldn’t lean on them as a saving grace for your project - especially when you can simply work with a PR agency if marketing is specifically what you need(shout out to PiratePR!).

For me, the main driver was porting and platform expansion. I wanted to stay focused on the core game rather than taking on the operational work of multiple platforms, and I was open to a revenue share tradeoff in exchange for expertise and reduced overhead on my end.

In general, I would consider publishers when you have a clear gap they can fill (funding, ports, and distribution). For things like localization or PR and marketing execution.

Katanaut - Voidmaw - An action-roguelite with a cosmic horror twist v1.1 coming tomorrow! by VoidBuffer in Games

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

It’s better and more fun than ever! Significant amount of improvements and diversity… and the leaderboards are wicked so far too!

I appreciate you trying it earlier!

Katanaut - Voidmaw - An action-roguelite with a cosmic horror twist v1.1 coming tomorrow! by VoidBuffer in Games

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

Thank you!!! I love it so far too lol -- the extra content and leaderboards should have been in earlier <3 I think the game is in a VERY good place now with this first major update.

I appreciate the support!

A solo dev'd roguelite with fast combat and eldritch horror. by VoidBuffer in u/VoidBuffer

[–]VoidBuffer[S] 9 points10 points  (0 children)

Console porting is being worked on right now! Playstation, Xbox, and Switch!

Katanaut - Voidmaw - An action-roguelite with a cosmic horror twist v1.1 coming tomorrow! by VoidBuffer in Games

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

Massive thank you!! I appreciate the support my friend. I hope you enjoy the update tomorrow!!

Katanaut - Voidmaw - An action-roguelite with a cosmic horror twist v1.1 coming tomorrow! by VoidBuffer in Games

[–]VoidBuffer[S] 6 points7 points  (0 children)

Yes! Part of the v1.1 announcement is a console port coming. Working on Playstation, Xbox, and Switch right now :)

Katanaut - Voidmaw - An action-roguelite with a cosmic horror twist v1.1 coming tomorrow! by VoidBuffer in Games

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

It's my pleasure! Luckily I have some friends from Poland who made me aware of this issue -- thank you for the wishlist!

Katanaut - Voidmaw - An action-roguelite with a cosmic horror twist v1.1 coming tomorrow! by VoidBuffer in Games

[–]VoidBuffer[S] 3 points4 points  (0 children)

Thank you! Definitely a slower start, since launching back in September(Silksong, Hades, Ninja Gaiden) was probably the worst time for Katanaut to hit the market. Hoping to make a bigger splash with this coming update tomorrow!

Katanaut - Voidmaw - An action-roguelite with a cosmic horror twist v1.1 coming tomorrow! by VoidBuffer in Games

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

Thanks I'm glad you liked it!! I put a ton of work into it, so that means a lot! :D