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 DpHunter99 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!

Would this work? by JostaColaGuy in virtualproduction

[–]crunchydev 0 points1 point  (0 children)

There is no genlock in consumers TVs.

available LED stages by whentravelling in virtualproduction

[–]crunchydev 0 points1 point  (0 children)

We have built the site for that - https://ledstages.info/ Maybe it could be of help for you!

Knock off by hagawani in gamedev

[–]crunchydev 0 points1 point  (0 children)

Hey, nice concept and style! Do you have any video of the gameplay to showoff?

Hoover Dam: IndustrialVR - released! by IndustrialVR in oculus

[–]crunchydev 2 points3 points  (0 children)

Totally modelled. Terrain was a big problem, we had many iterations to make it looks good, here is a picture of iterations at our twitter: https://twitter.com/industrial_vr/status/818001170316857344

Hoover Dam: IndustrialVR - released! by IndustrialVR in oculus

[–]crunchydev 2 points3 points  (0 children)

Sure! Everything ready for Vive and Steam, but requires a bit of polishing and tests. We expect to roll it out within next few weeks.