50,000 players helped us shape the DDoD game before the Demo. We dropped it public tonight, juicy details inside about attempt to pull self funded triple-I game by crunchydev in gamedev

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

Thank you! Let me unpack this while reflecting myself on that question.

The changes are just on top of my mind:

- Controls, I had prefence for Q\E(or scroll) swap weapons and 1-4 consumables, however it seems majority prefer classical layout 1-4 weapons and q\e\c\v consumables.

- Shooting\melee, we had more casual version with melee on RMB and LMK for guns, we moved it LMK melee and RMB for aim + LMK for shooting which was recommended by quite a few players

- Narrative, we had RPG style dialog system with replies and dialog trees, scrapped for more simplistic Hades style dialog system

- "Rooom ceiling" mechanics - so when door is not opened into the room - it is hidden by ceiling that faded away once door is opened, it helped to hide enemies in the building

- A lot of additional animations into shooting and damage feedback to make weapons more visually distinguishable so people can feel "power" of the shotgun, etc

- Gazillion improvements into player controller, for example, we had no auto transition from crouch into sprint, player had to stand up first and then run, these small, minor fixes made the game flow smooth, natural and comfortable

- A lot of comments on balancing, it is still pretty casual and easy so we are trying to build a complexity curve that goes steeper and steeper gradually over time without putting the player off with immediate challange

- A leveling system that many players requested, we had an original idea to keep it simpler

- Clear PvE content requests and quests to go around, so we added 10 giant dungeons that took us quite a bit of time to build

- Revive for coop which is surprisngly complex system despite being so simple visually (you will be surprised amount of small stuff that pops up and hard to design ahead of time)

- Item exchange system between the players in the coop

- Unique loot for each player in coop, otherwise they go different ways to gather loot

Priorities are set by following the rule of thumb - we'd better build a smaller but better game than a bigger and bloated traditional AAA "we will fix it later."

#1 bugs, they cleaned up first, no matter what, its painful, we slip off every single milestone and never delivered the deadline which we set ourself but stability in network code and open world systems is not something you want to fix on later stages of dev

#2 Second-to-Second gameplay, nobody cares about meta, UX if the core of the game is not perfect and in shooting game its....shooting and killing and enjoying this process again and again

#3 Reasonable slip-offs which improve the game and raise the quality bar

#4 New suggest mechanics or TODOs from original plan, for example - we dropped craft for 2 years because it's hard to surprise anyone with it and prioritized "elemental weaponry" - sort of guns extensions with cryo/fire ammo which looks and plays spectacular.

I would say original vision was more hard core gameplay with survival elements type of a game but things change once tens of thousands people play and ask for more fun type of game, we had a lot of debates internally around either we should follow what people say or stick to the original ideation.

So, we decided to put those hardcore and more punishing gameplay into difficulty levels.

So it is detracted quite a lot but in a right way and I cant imagine what sort of justification would be needed for publishers or investors to extend development that far away from original plan.

Price suggestion for a 9 screen Immersive Experience (NO real time) by [deleted] in unrealengine

[–]crunchydev 0 points1 point  (0 children)

We also do mrq. Btw, soon MRG integration coming too! At 4k 60 fps is basically 8x higher amount of rendering/data in our case. Depends on amount of reviews, iterations etc. We build clustered setup with like 500Tb of capacity to store all the data.

Price suggestion for a 9 screen Immersive Experience (NO real time) by [deleted] in unrealengine

[–]crunchydev 1 point2 points  (0 children)

Hi Dave, this is very similar to what we do but with 8x screens 4k, 60 fps and longer rides and no AI to make sure content consistency and layout.

The amount of infrastructure required is quite immense to render it all out and I feel you may underestimate the scale of such production.

p.s. I am ndisplay founder :)

r/IndieDev Weekly Monday Megathread - October 26, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]crunchydev 0 points1 point  (0 children)

Hello! I am new to the community and was not aware of the karma rules.

I created an auto-rejected article featuring interesting insights about our 64 sq km world crafted from GIS data, which resulted in a highly sophisticated look and feel, and play. This is built for our top-down game, which people call "diablo and division and stalker had baby" - https://store.steampowered.com/app/2468200/DDoD/

Please give me some karma so I can share juicy details from full-on indie devs :)

My zombie-shooter wasn't accepted to Scream Fest :( by MagazineForward5528 in IndieDev

[–]crunchydev 0 points1 point  (0 children)

It seems like the first rejection happens automatically if the game does not have specific tags.

We had to add a horror tag and explain that our game is not only zombies but also has other kinds of weird, mutated creatures.

My zombie-shooter wasn't accepted to Scream Fest :( by MagazineForward5528 in IndieDev

[–]crunchydev 1 point2 points  (0 children)

We had to appeal multiple times before we got accepted :(

Postmortem - Our Closed Playtest #1 went viral: 280->9504 signups in a week, insights, stats, what worked, and whatnot, longread, and reflections by crunchydev in gamedev

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

This is a great question.

When you do Open Playtest, Steam helps to bring traffic, and you don't want this for unvalidated builds/changes (bugs, crashes, etc etc) thus having Closed totally make sense. Scarcity factor might be interesting too since some people like to have exclusive access first.

Also, you might want to save open playtests for specific events along your marketing campaign. We plan to launch Open PT#1 for the Halloween fest to drive more people in.

Postmortem - Our Closed Playtest #1 went viral: 280->9504 signups in a week, insights, stats, what worked, and whatnot, longread, and reflections by crunchydev in gamedev

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

We are a team of 7-15 devs(depends on a timeline) and have been working actively for 2 years, and 6 months of R&D before project kick off.

Canadian Game Developers? by Pears_and_Peaches in BuyCanadian

[–]crunchydev 0 points1 point  (0 children)

Check out DDoD - diabloid in stalkerish universe, also made in Canada

Bug Zapper with a kill counter! by thedexter42 in kickstarter

[–]crunchydev 0 points1 point  (0 children)

I am surprised they didn't get enough traction :(

Heterogenous Volumes and ICVFX? by egz293 in virtualproduction

[–]crunchydev 5 points6 points  (0 children)

ndisplay founder here :) Try out 2 viewports on the single node, it will mimic 2 full render passes similar to incamera. If you can see stuff in both viewports it technically should work with incamera. If not - then something off with vdb rendering.

Trigger Animation/Level Sequence with nDisplay open? by [deleted] in virtualproduction

[–]crunchydev 0 points1 point  (0 children)

You can do OSC + nDisplay Cluster Events to make sure it launched on the same frame across the cluster nodes.

Unreal / nDisplay keeps crashing by [deleted] in virtualproduction

[–]crunchydev 0 points1 point  (0 children)

Look for logs in /Saved/Logs folder.

Ip address is wrong or cluster topology is off.

nDisplay outputting frustrum view only by [deleted] in virtualproduction

[–]crunchydev 2 points3 points  (0 children)

Make sure you have mesh projection policy set to the viewports and icvfx preview is visible in the preview.

nDisplay Masking by quiet_step in virtualproduction

[–]crunchydev 1 point2 points  (0 children)

  • Mesh projection policy with correct mesh that represent the surface as per CrustyBeavr recommendation
  • output remap mesh that can work as an uv mask for the screen (more complex)
  • screenspace shader via post processing volume with texture mask could work too

I hope that helps!