Joined March 2021
After months of grinding, playtesting, and jumping from one bug to another, it's finally time to release... 💀THE FLICK DEMO💀 This demo consists of the first three rooms of the main game (minus a few key story elements) and generally takes between 15-20 minutes to complete. If you dig what you play here, tell your friends and don't forget to wishlist! A million and one thanks to everyone who playtested this experience and gave amazing feedback. Without you, we'd have a totally different game on our hands. For the folks who played the playtest - the Demo is largely the same experience, with some new spooky events thrown in to keep things spicy and a bit more lore sprinkled around (as well as some QOL changes to make everything flow better). Much love everybody. Keep those eyes open.
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In case you didn't know, I made a FREE addon to help you animate way faster. extensions.blender.org/add-o…
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Update time for your Blender LTS! 🔶 Blender 5.2.2 LTS → 37 fixes 🔹 Blender 4.5.14 LTS → 1 fix Download and read the changelog at blender.org/lts #b3d #DevFund
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SILF retweeted
⭐️ Free Tool for Blender Animators ⭐️ It's been a while since I've been thinking about making something like this for Blender, so I could have an easier time animating in this software. It's a set of 16 sliders from my Maya Animo toolset.
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The awesome FREE* and open source 3D Substance-like texturing app ArmorPaint just hit a massive milestone - ArmorPaint 1.0! *It's free if you build it yourself, and in the video we walk step by step through the build process too. gamefromscratch.com/armorpai… #gamedev #indiedev
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My horror game is all about maintaining a tenuous control of reality using a light switch to change your surroundings. But what happens when that control is lost? A broken switch, a shorted wire, or something else...unnatural? Then all bets are off.
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So, I got rejected from the new Original Content Creator Program tonight. And yeah, it's a bit of a kick in the stomach. For anyone new here, I started this whole Indie Game Joe journey back in March. And what a ride it's been since then! The growth has honestly been unbelievable. In just a few months this has gone from me posting games on my own to a community of over 80,000 of you on X. Along the way I've shared hundreds of indie games, written in-depth articles on how to market your game, posted marketing threads and tips whenever I've had something useful to say, and I've been pretty open about the not-so-glamorous side too, my vulnerabilities, my doubts, the things most people keep offline, because I think that helps people. I don't hide behind an avatar, I let you all into my life, and I try to help indie devs at the same time. That's what my account is about, that's Indie Game Joe - I really want this to be the "place" on X for indie devs, I want to advocate for you guys and help as much as I can. So to be told, essentially, that what I do isn't original content with meaningful input... that one hurt haha Many of you know what I do when I post indie games. It takes me hours to find these games. I dig through them, work out what makes each one special, write every word of the copy myself, and re-cut the trailer so it leads with the best moment. I don't copy and paste and then just walk away. I really cannot overstate how much time and effort goes into each post. And it works! So many of you have told me since March that you found games you love because of this account, and I've been able to help a heck of a lot of indie devs along the way. That's the part that means the most to me. And it isn't just indie devs who've noticed. Geoff Keighley followed me and messaged to say he loves the content. Cliff Bleszinski, the man who created Gears of War, said I'm his new favourite account to follow. The official X Gaming account has reposted my posts, and so has Hideo Kojima himself. Like, I still can't quite believe that last one lol But, the point is, it feels like I've been told "you don't bring value here". And I've tried so hard to be the opposite of that. I don't think I've missed a single day of sharing games and talking with you guys since I started. Now, I do get that someone could say "but you're posting other people's games". And yes, I am. But X's own guidelines say commentary that adds your own perspective, expertise and context counts as original. And that's exactly what I feel I do, you know? I use everything I've learnt as a video game marketer and releasing my own games to present these games in the best possible light, in my own words, and that takes, again... hours. (I've also written some pretty personal long-form pieces (videos too) on here that only I could have written, and I'd like to think those count too.) One other thing I'll mention, because it's been frustrating too. A handful of my posts have been auto-flagged as "sensitive content", and it's literally horror games, or games with hardly any gore in them at all. In fairness, X Premium support have been great about it and they've removed the filter on posts before. But it's not something I can control, it's a few posts out of hundreds, and if that played any part in the decision, it'd be a real shame, because they're indie horror games. To be clear here as well, this isn't about the money. Most of you know I make my living making games with my friends, and I'm fortunate enough not to rely on other sources of income. But... the X revenue was still helpful, because it let me give back. When I paid to replace that dev's stolen hardware at gamescom, that came straight out of what X paid me. I've used the payouts to help so many devs - including replacing someone's broken Steam Deck. So yeah, it sucks that I can't do things like that as much anymore (I still want to keep doing that, but you get what I'm saying). And I feel like I've been one of the loudest voices telling indie devs to get on X and share their games, because I do think it's still the best platform for an indie game to get discovered. I still believe that. This doesn't change it. Something else I was thinking about on my walk earlier. I know many of you rely on X as your main income, and I always say don't put all your eggs in one basket, but I do get the upset and frustration so many of you are feeling right now. So I want to remind you of something. No platform and no algorithm gets to tell you what your worth is. And what I mean by that is, yes, there are pure slop accounts out there, I get that. But if you're trying hard and posting good stuff and you still got rejected? Maybe there are things you can improve. Maybe it makes you think differently about what you make/post. And by the time you reapply, you might have learned loads and start producing even better content! So keep posting good stuff and I really do think you'll be fine :) Anyway. I've appealed, and I'd really appreciate all your support on this one. Not sure if it'll help in any way, but I'd be very grateful! I also hope what I do has and does bring value to many of you, I genuinely do. Thanks for reading if you got this far Best, Joe @XCreators
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>be me >Realize in 2014 that GPUs are insanely powerful as is >Have the motto if it ain't realtime it ain't shit >Have most people believe that realtime fluid simulations are not possible >assemble a cracked team to build the best VFX tools based on my naivety >Work as hard as possible to build the world's fastest pyro tools that are ready for production use >Team codes almost everything from scratch >Take the hardest paths possible for future stability and control of code base and ownership >By 2021 we're in a large amount of game studios >Try hard to be a force for good with a focus on artists experiences in tools >See machine learning for upscaling volumes is popular and invest in R&D > Learn that GPUs are the bottle neck and give up after no success and a lot of money spent >Investments in our tools pay off by 2022, company is crushing it >AI starts to make serious waves, and seemingly are going after our small niche, VFX/games/film >Video game industry starts to collapse in 2023/2024 due to embracer fumbling the ball >Orange cheeto is elected for a second time and our growth immediately plateus due to worldwide aftershocks (we literally have data to prove this) >Get Crohn's disease and be sick for 2 years >Congress enacts OBBB and forces amortization of foreign software expenditures over 15 years >Now have to pay taxes on software dev costs even if we have no profit for a given tax year >AI is now the global phenomenon but our industry is the epicenter of anti-AI sentiment (rightfully so imo) >Get hospitalized due to Crohn's and stress >Economy is crashing and yet stonks are still high >Crime becomes legal >We release a new tool called illugen that I think is going to be our next flagship >Sidefx releases COPS within a few weeks before our launch which is basically the same thing as illugen, with a worse UI, but has houdini level power, so it's awesome as fuck >Indie sales are taking a big hit >More massive layoffs back to back >Permanently instate our layoff assistance program >Health is 100% again >Need a hail Mary and illugen seems to be pulling it's weight, record q1 in 2026 >People start trying to One-Shot code our tools, with some moderate success >We try Claude and see that it is unfortunately quite good >Become disillusioned in what to do next >All things appear to be against our survival >Pay the government over $200k for new taxes we shouldn't need to owe as it's robbery >Face potential company mortality realities >Continue building and double down and hire more >Economic pressure finally imploding and most Americans are affected, yet stonks are still high, crime is legal and rewarded >Revenues going down, senators ignore my pleas for them to realize that the power to tax implies the power to destroy >Taxes will be due in 2 quarters >Not know what the future holds for us >Somehow still muster up the strength to carry on and desire to keep innovating without resorting to generative AI >Wonder if I'm stupid >Unusually depressed and burnt out
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In today's news: two corrective releases for Blender LTS you won't want to miss! 🚀 🔶 Blender 5.2.1 LTS → 143 bugs fixed (!) 🔹 Blender 4.5.13 LTS → 3 bugs fixed ⬇️ Download and read the full changelog: blender.org/download/lts/ #b3d #DevFund
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Have you ever dreamed of painterly shadows for stylized 3D scenes? With Simon's setup for OVERGROWN, it is now a reality. Read more about the technique and try it in your own projects: studio.blender.org/blog/pain… #b3d #OpenMovie #BlenderStudio
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Patterned Glass Compositor for Blender 5.2 is out! 100% FREE for personal and commercial use. consider donating to the Blender Development Fund to keep Blender free for everyone! ❤️ Download: ko-fi.com/s/e80e3df6e9 #blender #compositor #eevee #cycles #ltmlabs
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A new tutorial dropped 🚨 It's one of these more compact ones. Rigging a folding chair might seem easy but there can be some challenges😉 Thanks to @rileyb3d for his nice chair model. Check out his modeling tutorial too! 🔗 below #b3d #blender #blender3d #rigging #tutorial
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Anyone want it ? Yeah it is free🙂 #b3d kushiro.gumroad.com/l/rotate…
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🚀 VFX Toolkit 1.0 is now available! #b3d 100+ VFX assets & presets all in one add-on, including hand-drawn animated effects, procedural VFX, and compositor effects for Blender. Check it out! 👉superhivemarket.com/products…
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3Dプリント用にモデルに改変できる無料アドオン cgbox.jp/2026/07/31/news-add… 【主な特徴】 ・モデル上に線を描いて、直感的に分割カットできる ・カット面のサイズに合わせてコネクタを自動調整できる ・3Dプリント用のクリアランス、個数、余白、テーパー角を調整可能 #b3d
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SILF retweeted
Skyboxes now available ✨ totally free for everyone, for anything (CC0, public domain). Includes 5 skies with instructions on how to use them! kenney.nl/assets/skyboxes Please share with your friends 🙇‍♂️
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Happy Blender 5.2 LTS release day! Let's celebrate by following these three steps: 1. ⬇️ Download Blender 5.2 LTS: blender.org/download/ #b3d
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地形生成ソフト「Gaea」を開発するQuad Spinnerに所属するMaarten Nauta氏が、Blender向け道路生成アドオン「MRoadGen」を無料公開! Gaeaなどで作成した地形データ上に沿って自然な道路を生成できます。手作業では手間のかかる盛土や交差点の処理もプロシージャルに行うことができます。 詳細はこちら👇 cginterest.com/2026/07/14/bl… #Blender #b3d
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