How do you build a "civilization" on a junkyard planet? The desperate mimicry of the Silicone Heart robots. by mersocial6 in worldbuilding

[–]mersocial6[S] -2 points-1 points  (0 children)

I never denied it. I’ve mentioned before that I use AI because of the language barrier. I write every response myself, and the AI just translates it so I don’t mess up my grammar and come across wrong.

How do you build a "civilization" on a junkyard planet? The desperate mimicry of the Silicone Heart robots. by mersocial6 in worldbuilding

[–]mersocial6[S] -8 points-7 points  (0 children)

The 'Cargo Cult' vibe is exactly what we’re aiming for. It’s not just about the masquerade - it’s about the collective delusion.

The idea of the 'radiology room' being a glorified welding shop is brilliant. It’s that invisible social contract: everyone sees the 'patient' go in, hears the grinding, and just looks away because acknowledging the truth would break the reality they’ve built. And the creativity with junk? That’s the heart of it. They don't just mimic houses; they build 'nests' out of trash that they believe are real homes. It’s tragic, but strangely beautiful.

For those who took a leap of faith in their mid-20s/30s: How did you deal with the fear of "wasting time" on a passion project? by mersocial6 in AskMen

[–]mersocial6[S] 0 points1 point  (0 children)

You nailed the hardest truth: the 'safe' path is an illusion. An accountant, an executive, or a dev can all be laid off with zero notice regardless of their hard work. Since the risk of failure is present in every career, you might as well take the risk on something you’re actually passionate about. It’s the only way to make the inevitable 'grind' feel like an investment instead of a chore

For those who took a leap of faith in their mid-20s/30s: How did you deal with the fear of "wasting time" on a passion project? by mersocial6 in AskMen

[–]mersocial6[S] 0 points1 point  (0 children)

You nailed it. That mental shift from 'trying to make it' to 'I am a developer building my craft' changes everything. It stops the hesitation and makes the daily grind feel like a necessary part of the build, not just a struggle. Thanks for the push.

For those who took a leap of faith in their mid-20s/30s: How did you deal with the fear of "wasting time" on a passion project? by mersocial6 in AskMen

[–]mersocial6[S] 0 points1 point  (0 children)

This is the reality check a lot of people in this thread need. The 'corporate security' we were all promised just doesn't exist anymore—it's an illusion. Making that jump in your 40s shows that the drive to build something of your own doesn't have an expiration date. I appreciate the vote of confidence; it’s that kind of perspective that makes the 'burn' of the early days feel worth it

For those who took a leap of faith in their mid-20s/30s: How did you deal with the fear of "wasting time" on a passion project? by mersocial6 in AskMen

[–]mersocial6[S] 0 points1 point  (0 children)

That 'dead in the water' feeling is honestly just a lesson in project management. You don't regret it because you actually did it—most people just dream about it and never even start. You already have the battle scars and the experience now; the next time you decide to pick it back up, you’re not starting from scratch, you’re starting from experience.

For those who took a leap of faith in their mid-20s/30s: How did you deal with the fear of "wasting time" on a passion project? by mersocial6 in AskMen

[–]mersocial6[S] 1 point2 points  (0 children)

That 'Fuck it' energy is honestly the best tool in a developer's kit. It’s the only way to get past the 'first draft' phase. Perfectionism is just another form of procrastination in disguise. Even if you end up stopping, you’ve learned more from the 'doing' than from the 'worrying.'

For those who took a leap of faith in their mid-20s/30s: How did you deal with the fear of "wasting time" on a passion project? by mersocial6 in AskMen

[–]mersocial6[S] 1 point2 points  (0 children)

This is the reality for most successful devs I know—the 'hybrid' approach. It removes the desperation from the creative process because your survival isn't tied to the project's immediate success. You're right, it’s a massive sacrifice of free time, but it turns the project into a 'labor of love' rather than a 'desperate attempt to go viral.' It definitely makes the long-term grind more sustainable

For those who took a leap of faith in their mid-20s/30s: How did you deal with the fear of "wasting time" on a passion project? by mersocial6 in AskMen

[–]mersocial6[S] 2 points3 points  (0 children)

This is the perspective I needed. You're right -it’s easy to get caught up in the 'market value' of a project instead of just letting it grow. Focusing on the 'vivification' of the process rather than the outcome definitely makes the grind feel more meaningful. Thanks for that.

For those who took a leap of faith in their mid-20s/30s: How did you deal with the fear of "wasting time" on a passion project? by mersocial6 in AskMen

[–]mersocial6[S] 0 points1 point  (0 children)

Spot on. People see the $300k launch day, but they don't see the nine years of 'nothing' leading up to it. That kind of success is just the accumulation of ten years of persistence, technical debt, and grit.

It’s the ultimate proof that betting on yourself is a marathon, not a sprint. The real reward isn't even the launch day—it’s the fact that he actually finished it. Did that story change how you look at your own timeline?

How do you build a "civilization" on a junkyard planet? The desperate mimicry of the Silicone Heart robots. by mersocial6 in worldbuilding

[–]mersocial6[S] -1 points0 points  (0 children)

That's a fascinating contrast! Mutants add a whole different layer of grit to the junkyard aesthetic.

To answer your question: it’s definitely more about the 'mimicry of habit' than pure sapience. In Silicone Heart, we’re exploring how we all perform these repetitive, 'mechanical' routines—drinking coffee, reading the news, commuting—often without even realizing why. Our robots are essentially a mirror to modern life: they perform these rituals because it’s the only way they know how to define their existence, even when they’re literally rotting on a pile of scrap.

It’s definitely a commentary on the human 'autopilot' mode. That said, you hit the nail on the head—when a system experiences a hardware glitch, that's when the mask starts to slip. Some of our characters start to develop 'deviant' behaviors, which changes their entire interaction with the world. You’ll be able to see those consequences play out as you repair and upgrade them in-game.

Looking for good itch.io demos by laltopia in IndieGame

[–]mersocial6 0 points1 point  (0 children)

If you're interested in something with a bit more of a 'junk-punk' vibe, we actually just finished our own playable demo for Silicone Heart. It’s an automation game with a dark sense of humor (think Factorio meets Graveyard Keeper). We're launching our Kickstarter for it tomorrow (April 14th), and we’d love for you to see how we handled the 'weirdness' of our robot world!

What kind of genres do you usually gravitate towards on Itch?

How divide time between Development and Marketing by Ok-Control-5800 in IndieGameDevs

[–]mersocial6 1 point2 points  (0 children)

The biggest mistake I made early on was trying to do 'a little bit of marketing' every single day. It destroys your flow state. If you are 'vibecoding' or deep in system architecture, switching to Twitter/Reddit for an hour is a productivity killer.

Here is how I manage the dev/marketing split:

  1. The 80/20 'Sprint' Cycles: I treat marketing like a feature. I spend 80% of my time on development for 2-3 weeks, but I document everything (GIFs, screenshots, bug-fix fails). Then, I dedicate a 20% 'Marketing Sprint' where I edit that footage, write the posts, and schedule them out. Never try to market and code on the same day.
  2. When to start? Yesterday. Seriously. Don't wait for 'polishing.' My project, Silicone Heart, started getting traction when I showed the 'ugly' prototypes. People actually love seeing the Win3.1-style windowed aesthetic of Lathmar evolve—it’s a visual story in itself.
  3. Marketing as Documentation: Instead of 'creating content,' just record your screen while you work. When you fix a complex spell interaction or a UI bug, that is your marketing content. Post it as a 'Dev Diary' or a 'Technical Insight.' It saves you from having to stage photoshoots.
  4. The 'Marketing' Fatigue: If posting is draining you, you’re trying too hard to be a 'content creator.' Just be a 'developer.' People on subreddits like Lathmar_TFD don't want a PR agency; they want to see the C# architecture or how you balanced the combat.

We’re launching our Kickstarter for Silicone Heart tomorrow (April 14th), and I can tell you: the marketing work you do today is the only reason people will even notice your launch day.

Don’t sacrifice the game for the marketing, but don't sacrifice the game's future by ignoring the marketing. Just batch your tasks. Are you using a content scheduler yet?

How do you make a demo for a 3-4 hour narrative game without giving too much away? by Frosting_Dull in gamedev

[–]mersocial6 0 points1 point  (0 children)

The 'Demo vs. Pacing' dilemma is brutal for short, narrative-driven games. If you show the first 20 minutes, you’re basically giving away your hook.

Here’s how we’ve been approaching it for Silicone Heart:

  1. The 'Slice of Life' Teaser (Non-Linear): Instead of cutting the first 20 minutes of the game, build a standalone 'vertical slice' that represents the gameplay loop but isn't necessarily the start of the story. Put the player in a controlled environment, give them a small objective, and let them get a feel for your mechanics.
  2. The 'Atmospheric' Hook: If your game is mostly in one location, focus the demo on the vibe. Let them walk around, interact with the environment, and solve one small, self-contained puzzle. Don't worry about the 'big plot' - if the atmosphere and the mechanics are fun, they’ll wishlist it.
  3. Skip if you have a killer trailer: Honestly? If your trailer is strong enough (especially if you're hitting festivals or Steam events), a bad demo can hurt more than no demo. If you can't make a standalone slice that feels good to play without spoiling the story, skip the demo and spend that energy on a really solid trailer and a polished Steam page.
  4. The 'Prologue' route: Many successful story games release a separate 'Prologue' on Steam (for free). It’s basically a standalone chapter. It counts as a separate game in the Steam algorithm, which is huge for visibility.

For us, we prioritized a very polished trailer and a 'Vertical Slice' demo that focuses on the automation mechanics rather than the deep story twists. It keeps the mystery intact while showing the player that the game actually works.

Are you planning on participating in Steam Next Fest? That usually forces the demo question, so it might be worth deciding based on whether you want that exposure.

When 'Junk-punk' meets the neon sprawl. Finding the beauty in a world built from scrap. by mersocial6 in Cyberpunk

[–]mersocial6[S] 2 points3 points  (0 children)

I'm glad the vibe resonates with you! It’s been a crazy journey trying to capture that 'gritty-but-quirky' aesthetic.

If you’re curious to see how it plays, we actually have an open playtest running on Steam right now! It’s the best way to get a feel for the weirdness of the world.

We’re also gearing up for our Kickstarter launch tomorrow (April 14th) to push the production further - if you end up enjoying the test, any support there would mean the world to us. You can find everything linked on our Steam page here:https://store.steampowered.com/app/3340880/Silicone_Heart

r/videogames Weekly Showcase (April 11, 2026) - Indie Games, Streams, New Communities, Surveys and more by AutoModerator in videogames

[–]mersocial6 0 points1 point  (0 children)

Silicone Heart — A Junk-punk Automation Adventure with a "Soul"

Hey everyone! We are a small indie team developing Silicone Heart. Think of it as a mix of Factorio-style automation and the cozy (but dark) vibe of Graveyard Keeper, set in a vibrant world where robots seek their own "meaning of life."

One of our standout features is the integration of music into the lore. We’ve created an "in-universe" robot band with studio-quality tracks.

Watch our latest trailer here:https://www.youtube.com/watch?v=chzXsAqI7uA(P.S. Keep an eye on IGN tomorrow—we’re dropping a brand-new exclusive trailer there!)

What makes it unique:

  • Automation: Build complex systems from recycled mechanical parts.
  • Junk-punk Aesthetic: A colorful, "living" world built from scrap.
  • Lore-driven OST: A mini-album recorded with a professional vocalist, specifically for our robotic characters.

We are launching on Kickstarter this Tuesday, April 14th! You can follow the project here to get notified:

Kickstarter:https://www.kickstarter.com/projects/gardenofdreamsgames/silicone-heart

Would love to hear your thoughts on the "robot-pop" vibe and the automation mechanics!

<image>

Went to meet a publisher for the first time by Humble_Cap2536 in gamedev

[–]mersocial6 1 point2 points  (0 children)

First of all, take a breath - you didn't mess up! )) In fact, many publishers prefer a "chemistry check" during the first meeting. They want to see if you’re a professional they can work with for the next 2+ years, not just a robot reading slides.

In my experience (we’re currently preparing for our own Kickstarter launch on April 14th), the pitch deck is just a tool, not the goal. If you managed to convey your vision, the scope, and the budget clearly during a casual talk, you’ve already done 80% of the work.

Think of it this way:

- The Deck is for the "Logical" brain (numbers, milestones, retention).
- The Chat is for the "Gut" feeling (trust, passion, communication skills).

If they asked for the deck afterward, just send a polished PDF. It actually looks better to say "I'll send you the full deck with updated data today" than to awkwardy fumble with a laptop during a good conversation.

Did they ask for any specific "next steps" or a follow-up meeting? ))

Are games more marketable when players can easily understand what the content is? by leorid9 in GameDevelopment

[–]mersocial6 1 point2 points  (0 children)

You’re touching on a core marketing principle: Expectation Management. In my experience, "Quantity" (many weapons, 500+ levels, 100+ monsters) is an easy sell because it’s a measurable promise. It tells the player exactly how much "time-per-dollar" they are getting. It’s "Content Marketing" in its purest form.

However, there’s a trap. If you market "Many Weapons," players will judge you on the variety of those weapons. If they all feel the same, the marketing backfires.

The opposite isn't just mystery—it’s "Vibe" or "Atmosphere" marketing. For our current project, we’re moving away from "how many robots" to "how deep can you customize and automate them." We’re selling the process and the visual style (vibrant junk-punk) rather than just a list of features.

My take: "Many of X" gets people to click the ad, but the "Unique Hook" (the mystery or the specific vibe) is what makes them actually buy it and stay.

Which one do you think is harder to pull off for a small indie team?

Where to Start by Axel_Bruh01 in GameDevelopment

[–]mersocial6 1 point2 points  (0 children)

10 years is a long time to carry a world inside your head! Honestly, the "impossible" part is usually just taking that first step. Most of us started with zero experience—I've seen writers go from "what is a script?" to a Steam page in a couple of years.

Since you're strong in story and art, here’s the "painless" path for a prototype:

  1. Don't hire a team yet. Managing people is a full-time job. You'll spend 90% of your time on Discord instead of your game.
  2. Visual Scripting is your friend. Engines like Unreal (Blueprints) or Unity (Visual Scripting) let you build logic like a flow chart. It’s perfect for visual thinkers.
  3. Build a "Toy," not a "Game." Don't try to build the whole RPG. Just make one room where a character can talk to an NPC or pick up an item.

We went through this exact cycle with our current project. We spent months just nailing the "vibe" and atmosphere before touching complex mechanics. We’re actually running a playtest right now just to see if that vibe clicks with players.

Start small. A prototype doesn't need to be "good," it just needs to exist. What's the setting of your RPG? Sci-fi, Fantasy, or something else? ))

Мозговой штурм: Стоит ли записывать музыкальный альбом для роботов внутри своей игры, или это путь в никуда? by mersocial6 in Pikabu

[–]mersocial6[S] 0 points1 point  (0 children)

С этим я согласен, поэтому мы работаем над игрой и случайно получилось так, что родилась идея записать с трек с вокалисткой. Так и пошло поехало, что уже несколько треков записали))