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🎉 Congrats to Treehouse Games for the demo release of Voyagers of Nera! Come play the multiplayer demo with us on Steam. 👀
We are so proud Gamebreaking Studios could help its development by implementing Unreal test automation and improving their build system capabilities!
https://lnkd.in/gqa9RY49
Soulmask's Steam debut delivers a hit-in-the-making!
The latest addition to the multiplayer survival genre is performing exceedingly well - in the first five days since its launch, Soulmask sold over 200,000 copies.
While it has some big competitors, including the popular Valheim and Rust, the game from Campfire Studio looks to be on a solid footing. The development team managed to get patches and hotfixes out quickly, but also keep the player community in the loop with Q&A sessions. Additionally, the game offers an interesting focus on realism and difficulty, even though it takes place in a magical universe. This combo seems to work well and with this game, players are expected to invest a substantial amount of time and effort to unlock the true Soulmask experience.
Clearly, many players are ready to do just that - the game saw its concurrent players all-time peak at over 38,700. Thus, the Soulmask reign in the survival multiplayer market could be just beginning.
The Warp Gate is opening…
You may now 🔥 burn 🔥 your RAM bundle to gain access to First Jump.
First Jump is THE FIRST closed beta event, which runs TODAY from Friday, May 3, 2024 12:00 PM to Tuesday, May 7, 2024 12:00 PM
Your orders are as follows:
Starting now, burn a RAM Beta Bundle on Codex.
Activate Access Code on Epic Games Store.
Kill the DARK ENTITY
Go the Farthest and Fastest to become TOP JUMPER.
For more information and FAQs around First Jump, please read the article below!
I participated in my first-ever game jam, and out of 350 entries… my game Squish is a top-ten finalist! 🏆🥳
Squish is a throwback to the 90s platformers I grew up playing with my sisters: simple yet endlessly fun games, now reimagined for the web—with modern controls and multiplayer action that connects players worldwide. 🌍🕹️
The theme of the CrazyGames jam—Everything is a Remix—was the perfect opportunity to revisit the charming chaos of Jump ‘n Bump, a platformer where bouncing on your friends quickly turns into blood-splashing hilarity. My goal? To keep the charm, modernize the gameplay, add a networking layer with Photon’s powerful Quantum solution, and create another fun experience in the Just So Games multiverse.
This was also my chance to dive deeper into WebGL development—something I’ve wanted to tackle for ages. With CrazyGames, Unity, and Photon Engine all offering amazing support and tools, this jam was the perfect fit.
Now comes the exciting part: transforming Squish from a one-week prototype into a fully-formed game accessible to millions of players worldwide. It’s going to take a mix of elbow grease, lots of polish, and a little bit of good old-fashioned fortuitous happenstance… but I’m ready for the challenge!
Squish me luck! 😂🤞🚀
Combating high latency in a listen server environment via client side authority:
#UnrealEngine#UE5#UEFN
In multiplayer games, the server often controls the simulation to accurately maintain the game's state. This structure ensures that all clients depend on the server for the truth of what happens in the game, which helps prevent cheating and maintains consistent information flow.
As an indie developer without server access, I use what's called a Listen Server, where one client also acts as the server. This setup can lead to network performance issues, and the Listen Server client experiences almost no latency compared to other clients.
I have been working to create systems that are network latency agnostic, to ensure all players experience the game similarly. A problem scenario would be that the server might detect an NPC attack on a player differently from how the client players perceived it, leading to discrepancies and potential frustration.
By allowing clients to have authority over specific aspects, I do sacrifice some anti-cheat measures, but this is acceptable since the game is neither focused on player versus player nor competitive gameplay. Below is a diagram illustrating how my client-authoritative damage system operates.
Join us and special guests Shane Sareli for a comprehensive roundtable discussion on the latest club and team mechanics in leading mobile games.
We'll explore some of the unique features and events driving engagement and revenue in Raid: Shadow Legends, Royal Match, and Monopoly GO!
In this roundtable, we'll discuss three mechanic insights that stood out in core, casual, and casino:
- First, we'll discuss the club vs. club feature in Raid: Shadow Legends, one of the most intricate club features we've encountered in an RPG app.
- Next, we explore how Royal Match drives revenue through individual progressions in club events.
- Finally, we'll look into Monopoly GO!'s first team competition, which boosted the app's revenue by 46% 5Do5D, Monopoly GO!'s most significant spike since March 2024.
This roundtable is a great opportunity to understand how different games implement club and team mechanics.
Join us to learn from these successful examples and gather insights to apply to your own game development strategies.
Thursday, August 22nd ⋅ 9:00 – 10:00 AM PST
Register Here ➡ Zoom Registration Link
https://lnkd.in/gDnAkQaV
Keighley's statements suggest not to expect title announcements for 2025/2026 releases, quite unlike expectations of Indian game developers. Although there will be some new title announcements, but nothing exciting. Gamers would need to be satisfied with just updates and enhancements of existing titles.
Could the lack of exciting title announcements be indicative of a shift in the game development industry towards long development cycles as a clutter-breaking strategy?
https://lnkd.in/gcTmW7HA
The GnomeFire Labs team are excited to announce the upcoming release of RaceTrap - Expanded Multiplayer Version, available from the RaceTrap Steam store on June 13. We have listened to valuable feedback from our player base and will be offering the following features in our expanded lobbies:
- Play with up to 8 Racers
- Play with up to 4 Trappers
- Set Win Parameters (Kills, Laps, Round Time)
- Play in Teams or Free For All (FFA)
- Create Public, Private or Friends Only Lobbies
- Invite Steam Friends
- Live Ranking in Game
If you haven't had the opportunity to play RaceTrap yet, please visit our store page to download our fun free-to-play game: https://lnkd.in/gPSwHuzs
How do you know all features of your game work even when it runs on a dedicated server with no local player?
If you don't have an answer to this, you risk to make a broken game release.
Many studios develop games in "Host mode" most of the time (local server + client).
This leads to nasty surprises at release time.
If you haven't thought about this already, it might be time to do so:
There are changes you need to do to make things work when they run on a dedicated server.
>>>>>>>>>>>>>>>>>>>>>>
P.S: I post about Multiplayer Game Development 5x/week.
Follow me for more insights, or book a call to supercharge your multiplayer game!🔔
#JustDevIt#gamedevelopment#multiplayer#gamedev#netcode
Love puzzles, love games? – try out the new Crazy Daisy ios game from the appstore. A fusion of the classic block puzzle with new and challenging game play, Crazy Daisy redefines the block puzzle genre with a floral twist. I followed my passion for puzzles and software and created this new game to be as additive as the classics, but immerse the player in a fresh and novel experience. It’s free and quick to download and the initial feedback has been super positive, so give it a try, and let me know what you think.
https://lnkd.in/gpHfFmMt#iOSGame#MobileGaming#GameDevelopment#NewGame#PuzzleGame, #IndieGame#GameLaunch#CrazyDaisy#BlockPuzzle#MobileApp#GameDesign
"Theres no glory in playing it safe"
My friend Andy Lang said that back when we were at Relic Entertainment
I still say it today.
Coming up with "unique" ideas for games or game features is really hard, but it doesnt have to be.
Here are 6, very short, easily digestible "tips" for how to come up with new game ideas for your game development toolkit.
Technical Director | Studio Operations Director @ Treehouse Games
1moGamebreaking's help was instrumental in getting us here. Thank you all!