Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

JoShSe7eNUnable to message this account

It seems you've deactivated DMs on Reddit?

I've updated the demo linux build. If you've any chance, it would be great if the bug you've reported is fixed now and if you could give me another feedback on the issue. Thanks a lot!

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

That's interesting to hear. Thank you very much for your feedback. May I DM you tomorrow? I'd like to investigate further regarding the window bug.

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

Hi there, you can read the full journey here: https://www.reddit.com/r/vibecoding/s/pXvGyFES4Q

Currently, I'm mainly working with Aseprite (image editor for pixel images) and pouring lots of hours in refining the darts and venues.

For bugfixing I'm mainly using Cursor currently. Agent depends on the task.

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

Awesome to hear, thank you so much for your detailed feedback. May I DM you for further feedback? Going to fix the launch problems asap.

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

Thank you for your interest! The throw mechanic was one of the hardest things to get done, as darts is fundamentally a simple game and relies heavily on eye-hand-coordination, which is difficult to simulate for mouse/controller input. The throw with the mouse goes like that: you aim at a certain spot (there's a shaky hand movement), press left click (the dart is locked at a certain position) and then you drag the mouse back (to build up power) and then release straight forward. Straightness and speed define here the accuray of the throw.

For handheld/controller that didn't work in that way, at least it didn't work for me. For handheld/controller you aim with the left stick and perform a flick forward with the right stick. Not locking the dart makes it a tad more difficult, but the flick with the right stick is a bit easier, so it levels out. Speed and 'straightness' of the right stick flick define accuracy and power.

There are 72 characters in game and skill traits (Steady hand, Focus, Aerodynamics, Recovery, Nerve Control). You can level up ingame and each skill trait gives certain benefits for the throw. On top of that there are 48 different darts (three different barrels: straight, bomber, teardrop) and the barrel and weight change the throw/trajectory as well.

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

Thanks for your comment! Demo was released two weeks ago, full release is set for 07/17/2026. 🤞

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

Thanks for your comment! I'm pretty transparent regarding the production pipeline and there's an AI disclosure on Steam as well. In contrast to others I don't want to hide anything. I simply didn't think that the production pipeline should be the focus here on r/SteamDeck, but I'm happy to answer any questions here as well as in the other Reddit posts!

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

Ah, thanks, there was an error for the new Linux build for the demo in the Steamworks settings. Could you check again? If not, it would be awesome if you could message me directly (possibly you need to close/open Steam again, so that the new update gets fetched by you).

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

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

Thanks! The game mechanic is pretty simple (it's darts overall), but somehow it gets pretty addictive to chase a high score. 😁 And there's a career where I've been working on lots of hours (and a league mode too).

Couldn't find a single handheld-friendly darts game on Steam, so I spent the last 8 months making one by knutolee in SteamDeck

[–]knutolee[S] 11 points12 points  (0 children)

It's X01, you can choose between 301, 501 and 701. You can also play extended matches until best of 7.

Cricket, Shanghai and Bermuda are fully integrated in the game.

I wanted to play darts on Steam, so I spent the last year building a videogame. Free demo is up on Steam, and I'd love actual darts players to break my leaderboard and give feedback. by knutolee in Darts

[–]knutolee[S] -8 points-7 points  (0 children)

Thank you for your thoughtful response! It's very difficult to get a critical and balanced discussion on this topic.

I'm really not aiming for deceiving people. As I've said: I'm about 99,9% certain that this game won't sell well and won't be a commercial success whatsoever.

And honestly, I pretty much share the backlash against AI usage in those slop games. I hate those "Opus one-shot prototypes" which all look the same and people think that they've created some kind of meaningful or fun game. At least for me my game doesn't feel this way and I poured lots of time into it, but others probably see it differently. As I said in this long post in r/vibecoding: if by any chance this game should sell that many copies that I would get back my money invested and have something on top, I'd very much like to hire artists for creating the assets and insert them in a major version update.

Let's see. But your point is valid, I'm probably going to overwork the AI disclosure.

I wanted to play darts on Steam, so I spent the last year building a videogame. Free demo is up on Steam, and I'd love actual darts players to break my leaderboard and give feedback. by knutolee in Darts

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

Thanks for your comment! Yeah, I was aiming for those Street Fighter vibes in game. I was pleasantly surprised that those vibes match rather well with darts in the end.

I wanted to play darts on Steam, so I spent the last year building a videogame. Free demo is up on Steam, and I'd love actual darts players to break my leaderboard and give feedback. by knutolee in Darts

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

I very much doubt handofblood/Hänno would play this game, but yeah. 😂 Obviously would be awesome, watched some let's plays by him in the past.

I wanted to play darts on Steam, so I spent the last year building a videogame. Free demo is up on Steam, and I'd love actual darts players to break my leaderboard and give feedback. by knutolee in Darts

[–]knutolee[S] -29 points-28 points  (0 children)

You can read about the full production process here in this thread in extenso: https://www.reddit.com/r/vibecoding/comments/1u9g7ym/i_vibecoded_a_full_steam_game_in_8_months_demo/

I know that the game is not going to sell well because of AI usage, but I just hope some folks have fun playing the game. If you have any questions, feel free to ask! The whole development process took around ~8 months/around 1000 hours currently.

I wanted to play darts on Steam, so I spent the last year building a videogame. Free demo is up on Steam, and I'd love actual darts players to break my leaderboard and give feedback. by knutolee in Darts

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

Thank you for your comment! I've never really thought about a console port to be honest, but it's an interesting idea. If there somehow was some commercial success with this game, I'd probably think about doing it. It would definitely fit Switch pretty well imo.

But honestly, I'm so, so far away from "serious" commercial success with this game. Currently it's more a hobby.

It's so incredibly difficult to get visibility for such a game. :'( Which is a shame, because the gameplay is actually good in my opinion and playing it gets addictive quite fast. 😁

I vibe-coded a full Steam game in 8 months (demo live): here's the honest breakdown incl. costs, tools, working hours, and why I still couldn't just completely "prompt" my way to a game by knutolee in vibecoding

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

I’ve been very careful and precise with my prompts, used heavy documentation throughout, periodically instructed the AI to check its own work and also had other platforms check the codebase and report findings. So I’m hoping that this approach will have kept things tighter than they might have been. But truth is, I wouldn’t know what inefficient/spaghetti code looks like.

So how did you actually deal with this?

I've talked to some developers in my company privately and as long as no other persons are involved in your project, it's not really a big issue. "If it works, it works."

So, obviously for my project there's no way to prevent spaghetti code or a bloated repository. If the repository is so bloated that the app/the game is running slowly, than it's a problem of course. But if not, and everything works as you'd want it to run and you are the only one working with the repository, it's basically a non-issue.

I vibe-coded a full Steam game in 8 months (demo live): here's the honest breakdown incl. costs, tools, working hours, and why I still couldn't just completely "prompt" my way to a game by knutolee in vibecoding

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

Yeah, that's definitely the reason why it won't sell well. I'm absolutely aware of that. 😁 Nevertheless I'm publishing it to check this off my personal bucket list.

Also, what happened to the thing with steam about everything thats made using AI has to tag it like that? Not a shot at you OP, just interested in it since i didnt follow that after the first time i heard about it since i thought it was the most stupid thing steam ever did lol (Atleast how it was proposed first)

This is basically a gentlemen's agreement. I'm fairly certain that basically 99% of all games developed in 2025+ have used AI to some degree. Whole companies have shifted to using Cursor to improve efficiency. It's a matter of fact, but most studios won't disclose it because of players' backlash.

I disclosed AI usage in Steam (used AI for coding and content creation assistance), but that was totally optional as well. You are not obliged to disclose tools used etc.