From The Rogue Prince of Persia to MyDear.exe: Falling Leaves Studio Goes Small
Lucie Dewagnier and Jolan Reynaud discuss leaving larger productions, forming Falling Leaves Studio, early playtesting, and the personal story behind MyDear.exe.
Indie Game News, Reviews and Developer Interviews
Lucie Dewagnier and Jolan Reynaud discuss leaving larger productions, forming Falling Leaves Studio, early playtesting, and the personal story behind MyDear.exe.
Andelis Studio explains why Stelline’s Android version runs the same Swift puzzle engine as the iPhone release, and what it took to make that work.
Nerial, the studio behind Reigns, Card Shark and The Crush House, is ending development after 13 years. The decision was made with Devolver Digital, and the team will seek new opportunities.
Fix Gaming Channel compared the installed Tunnelborn and Flarebound demos and found strong technical project continuity, raising new questions about their AI disclosure history.
Travis shares what it means to build software, game-development tools, and AI-assisted projects while living and working from a 2006 Nissan Pathfinder.
From Quake and Half-Life mapping to Guerrilla, GRIP and Speed Freeks, Simen “Nemi” Stroek talks about building Pulse Drive largely by himself, the cost of solo development, optimization, and finally making a game that is truly his own.
Solo developer Mert Eker shares what AI-assisted coding genuinely enabled while building Futbolle, and how the same workflow introduced failures that looked finished but were wrong.
Rainwormhole packs 19 portal-puzzle rooms, code-drawn art and synthesized audio into a current 12,804-byte browser-game archive.
A Nintendo e-Reader printing problem helped shape Eridin, a fantasy strategy game Matt Greer is building for GBA/e-Reader hardware and PC from a shared codebase.
Seonyeop Jang of Mongma Studio shares how player feedback reshaped boss rewards, progression, readability, and build choices in Revenant Survivors.
Together After Dark development has ended. We look at RedForge’s candid final update, the game’s long history of difficulty changes, and why its challenge was not always about the monsters.
Different playtesters uncover different problems. This practical guide explains when to use cold testers, genre fans, newcomers, input specialists, experienced reviewers, or a larger testing group.
AI is already in phones, cameras, writing tools, design apps, music software, game engines, store pages, and probably half the tools people use without even thinking about it. So maybe the real question is not whether AI touched the work, but whether the final work is honest.
Red Rover Interactive has confirmed that Enginefall is moving to 2027, with 22 people affected by layoffs as the studio continues development after Steam Next Fest feedback.
Global Game Jam has announced GGJ Micro-Missions, a new pilot program backed by the Endless Foundation that will support indie studios and emerging game talent through paid short-form projects in art, audio, and QA.