9Bit Dev (@9_bitdev) header
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Indie game dev (Unity, 5 yrs) explaining gaming news & patents 🎮 How it works, from someone who builds games. Making Glow Maze & Hockey League Star

Pune, India
Joined August 2020
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9Bit Dev retweeted
Microsoft filed a patent for a game that reads your face. Laugh at a character → it writes him a backstory. Get attached → it learns he's your weakness. Then it uses that against you. (Patent application. Face reading is optional, with permission. No game announced yet.) Would you play it? A = thrilled, B = disturbed 👇 #IndieGameDev
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9Bit Dev retweeted
I lead product for Claude subscriptions. Today we're renaming our Max plans, and I want to explain why. When we launched our top plan in April 2025, it had a single limit: 5 hours. It gave you 20x Pro's limit, so we called it Max 20x. When we added weekly limits to Max 20x, we set them to 10x Pro's (the 5-hour limit stayed at 20x). I get that some new users assumed 20x applied to both limits. We could have done better here, and I'm sorry. The Ultra plan keeps the weekly limit (10x Pro), but we're removing the 5-hour limit so you can keep building without getting blocked mid-session. This starts today and rolls out in stages. To help prevent fraud and abuse, a temporary limit applies until we've verified your account. You'll get an email when your limit is removed. We've got more cooking and can't wait to share it. Thanks for building with Claude 🙏
We’re renaming our Max plans: Max 5x → Max Max 20x → Ultra Max is still $100/month, and Ultra is still $200. If you’re a subscriber, there’s nothing you need to do. We’re also removing the 5-hour limit for verified Ultra accounts, starting today with most existing subscribers. Newer accounts keep a temporary limit until they’re verified, which helps us prevent fraud and abuse. You'll get an email when it's removed. Weekly limits remain unchanged. View our plans here: claude.com/pricing
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9Bit Dev retweeted
Arc Raiders now bans cheaters FOREVER. One strike. No warning. Make a new account? It remembers your copy of the game. Too harsh, or about time? 👇
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9Bit Dev retweeted
Your finger only presses halfway… and the game does nothing. Sony just patented an AI that finishes the press for you. 🎮 Helpful accessibility tool, or cheating? 👇
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Hey #gamedev!! It's #screenshotsaturaday!! What're you working on? Drop your #indiegame here! 👇
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9Bit Dev retweeted
Here is my gameplay trailer for my mobile game; if you want to try it out, here is the link: Android: play.google.com/store/apps/d…. It is currently under review for Apple. 🥲
Drop your trailer.📢 Let's see what you've been working on, devs. Show me your indie games in the replies below and let's hype them up! 🚀🎮 #TrailerTuesday #IndieGames #IndieGameDev
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ゲーム開発は20〜30%ぐらいまでの開発が一番楽しくて、今だったらAIでなにか作る時もそう。 言い換えると、プロト版ができるまでが楽しくて、「一旦動くもの」が出来上がった時はテンション上がります。でも、そこからはしんどいが続くんです。 ・動きはするけどゲームになってない ・ゲームとしての「面白さ」を評価できない ・アウトゲームとかオプション周りスカスカ ・言い出したらキリないから、これで終わりたい みたいな感じですね。 要するに試作品な訳ですが、料理みたいに他の人にすぐ試すこともできない。 ここから先は、いわばチーム開発だろうが個人開発だろうが、孤独に開発・修正する期間が続きます。 つまり、ここから先の「製品」にしていく工程を乗り越えられるか、これがアマとプロの分水嶺なのかもしれません。 どんなタイミングでも諦めることはできる。 でも、諦めたらそこで試合終了。 とはいえ、時間的に諦めが肝心な時もある。 どこまでいっても最後は時間と精神力の勝負だと思います。
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9Bit Dev retweeted
Depois de testar quase todos os pipelines de criação de 3d character com rigging e animação, cheguei na melhor conclusão: Tripo 2P → Codex Sol 5.6 → Unity CLI (FTW)
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9Bit Dev retweeted
AI Tools Ranked by Learning Curve 🟢 ChatGPT — Very Easy 🟢 Gemini — Very Easy 🟢 Claude — Easy 🟢 Perplexity — Easy 🟢 GitHub Copilot — Easy 🔵 Cursor — Medium 🔵 Lovable — Medium 🔵 Replit — Medium 🔵 v0 — Medium 🔵 Bolt — Medium 🟠 LangChain — Hard 🟠 LlamaIndex — Hard 🟠 CrewAI — Hard 🟠 AutoGen — Hard 🟠 RAG Systems — Hard 🔴 AI Agents — Very Hard 🔴 Model Fine Tuning — Very Hard 🔴 LLM Training — Very Hard 🔴 Inference Optimization — Very Hard 🔴 Building Foundation Models — Very Hard Where would you place yourself 👀??
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9Bit Dev retweeted
I ditched Unreal for AI. Kaiju Engine is a completely AI written replacement. To prove it was ready for production, I tested it by recreating and porting my old game, Firefall, into Kaiju, purely from the Steam download, no source. And it worked. Real game code is messy, full of difficult details and compromises. If our engine could handle a commercially released game, it proves you can ship a game with it. We're developing 2 orders of magnitude faster (93x) by lines of code and features. We have fewer bugs, and iteration is super fast. Build times have gone from 30 mins (Unreal) to 36 seconds. Feature rate is through the roof, days instead of months. Our original engine for Firefall took 2-3 years and cost over 5M to build (adjusted). Our new engine was written in 5 months for a couple grand. We built only what we needed, with none of the Unreal bloat. And we added some features: - Modern meshlet based rendering with PBR. - Vis Buffer/Forward+ with clustered lighting. - Id Tech 5 style megatexture streaming. - Planetary sized renderer (entire solar systems possible). - Seamless flight from ground to orbit and space. - No loading screens. - Procedural planet generation with plate simulation. - Client/Server at all times. - Ozz for animation. Jolt for Physics. - Companion Blender plug-in for AI directed asset exports. - 140fps currently, 200-300 projected after optimizations. You can see Firefall's assets and levels ported over into our engine in the video. Texture resolution and pop-in are limitations of the original game (high rez CDN based textures were lost when game went offline, fog hid the original's pop-in). Our meshlet renderer will be able to do much better with LOD and already supports high rez textures. I used Grok/Codex/Claude to tag team the code. This is not just a boon for indie games, it's a real game changer for game preservation. The reaction to seeing this 10 year old discontinued game revived is very emotional for Firefall fans. But we're not just preserving Firefall, we're going beyond, creating an original game that is the spiritual successor, Em-8ER. Gliding, jumpjets... it's all coming back. Moving past Unreal let us move much faster, without the bloat, and with better performance. If you want to signup to follow news on the game, sign up is free at em8er.com
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Spline Lightning - here we go! 🙌 The generator can now follow a path. Opens some interesting VFX authoring potential. Any ideas? 🤔 #unity3d #gamedev
Depth of field is now working! The mesh is opaque, and uses dithering to simulate transparency. Performance is massively improved under the hood. ✨ #unity3d #gamedev #vfx
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A slider controls styling, which can be used to adjust the neon-tube light look. Not a realistic feature, but really pretty and fun to generate. 💡⚡️ Quantization + displacement. #unity3d #gamedev #vfxfriday #realtimevfx
Spline Lightning - here we go! 🙌 The generator can now follow a path. Opens some interesting VFX authoring potential. Any ideas? 🤔 #unity3d #gamedev
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9Bit Dev retweeted
🎁We've just reached 500+ 3D models! ⏩Building at a rate of 100+ a week. Join now and own all of them plus all what's made in the future. 🎛️These aren't only meshes. They're programs They all ship with knobs: drag a slider, the geometry rebuilds. - @threejs, one import, no loader - Also compatible with Unity, Godot, Blender, etc - One material, one draw call polyfork.dev
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Surface Blend | Free Blender addon Blend any asset's material into your surface,automatically and in real-time! Surfaceurface Blend is a FREE Blender addon that seamlessly blends materials into the ground or landscape based on proximity. superhivemarket.com/products…… #b3d #blender3d #UnrealEngine #SubstancePainter #gamedev #3dart
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9Bit Dev retweeted
The waterfall's power... #pixelart #gamedev
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Say goodbye to slow hierarchies! The new Scene Hierarchy handles millions of objects efficiently while introducing customizable columns, visual GameObject indicators, and horizontal scrolling 🎮 🔗 Watch the full Unity Engine Roadmap session: on.unity.com/UniteSeoul26_Ro…
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Almost 2x faster (1.1ms -> 0.6ms) by allowing multiple parallel_for jobs run in parallel. Now recording all draw streams in parallel. Backend draw call submission still serial (WebGPU doesn't support parallel command buffer recording). teapawt.net/SebAaltonen/status/208…
Testing multiple different threading architectures. This Tracy capture clearly shows the biggest problem with parallel_for + barrier approach. There's a lot of fluctuation even if you evenly split the work. Thread launch fluctuation and caches are unpredictable.
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9Bit Dev retweeted
Oh, snap. 🔴 I can build an easy, one-click 'Record' button directly into the game view tool bar in Unity.
💾 Building features I *wish* Unity had, > directly into the Unity editor/interface :) v1.1 - adds save to disk: instantly capture a screenshot from Unity's game view @ whatever resolution is actually being rendered (not just what's on the screen). -- Easy 4k, and ~any aspect.
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9Bit Dev retweeted
Made this 3d bmx game today, fully built on Crayon Pro with Opus 5! you can just build beautiful and fun games 🤷 #indiegame #gamedev #threejs
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