Be a bastion of all that's good in the games industry or crunch like there is no tomorrow. Play as a game developer in an exciting new turn-based combat and narrative game. But beware, your colleagues will fight your decisions every step of the way.
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8 user reviews - Need more user reviews to generate a score
Release Date:
Apr 10, 2020

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Game development is a sometimes enriching and sometimes utterly frustrating journey. We love playing and making games, but we wanted to make a game about what really goes on behind the scenes when making games.

Gamedev Beatdown is our attempt at making a game that highlights those stories packaged with lots of action and the ability to influence the direction the game goes in. To allow the player to discover situations that they might end up in with seemingly insignificant decisions, and as developers to laugh at events that happened to themselves at some point in their careers as well.

We are a small team of 2 developers. We took our experiences along with those of our friends from the industry and some who quit the industry. We are very close to the game and certain functionalities of the game are hard to balance or prioritize without player input. We are from the generation of developers for whom the game is never finished and is improved upon continuously even after launching.

We aim for early access to bring us close to our actual players. To take feedback from them and make Gamedev Beatdown the best version of itself that it can be.”

Approximately how long will this game be in Early Access?

“We plan to spend as long as it takes in early access to do justice to the games potential. We have several rogue-lite elements that we want to refine before we launch the full version. Our pipeline for adding events, items, and combat is very stable. We can easily add more content after launch. Before we get there, we want to make sure the difficulty and strategic depth in combat is balanced out in the initial phases of early access.”

How is the full version planned to differ from the Early Access version?

“We will add many more unique events for each location and game project. We are also planning to add more items and abilities, enemy types and boss battles and gameplay variations for the veteran section of the game.

We have experimented with mini-games and combat variations for different acts that we want to include based on community feedback. The complete narrative segment driven by our procedural event system will be polished and balanced for the full version for a very engaging single-player campaign. Allowing players to add their own events is also being tested.”

What is the current state of the Early Access version?

“We have over 9 locations, 25 items, 30 projects, and 300 events as part of the game that provides several hours of gameplay. A single run through the acts can be completed in 3 hours at speed but will cover only about a third to a fourth of the projects. To see all the events and make all the games will need several more hours of playtime.

Combat needs more abilities, buffs/debuffs and boss battles. Events need more branching and depth.”

Will the game be priced differently during and after Early Access?

“We don't plan to increase the price. The game is at the launch price for similar games and the amount of content that it contains. Plus as indies who want to do justice to the possibilities of this game, this price point will help us fulfill that goal.
The only scenario where we envision a price increase is if we spend a significant amount of time in early access, and the game is much larger on launch. If players want and we add complete new game modes or new acts to the game, we might consider a price raise on launch.”

How are you planning on involving the Community in your development process?

“We have made some significant changes to the game, where we completely changed the core combat system over time from feedback from our early players and alpha testers. We are available on all social media channels and discord and take player feedback very seriously. We have added experiences from other game developers as events and are always open to people suggesting events and ideas from their own experience!”
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About This Game

Live through the life of a developer in Gamedev Beatdown.

Have you ever wondered what goes behind the scenes of games that you love or whose names you never got to hear?

Have you ever been in a meeting that felt more like a war room? With the loudest voice winning arguments and deciding what decision gets implemented?

Play as a member of a team, making some hard and some not so hard decisions. If you win, your choices get implemented. Lose, and your game and studio might head in a direction you did not sign up for.

Work your way up from arcade-style games to full-fledged AAA releases. Once you start your journey as an Indie developer, move to new studio locations and hire the right people as you work your way up in the industry. There's a lot to handle, but you've got this. It was your dream, after all.

Did we tell you how Game Development wasn't easy?

  • Decision Making - Back decisions of different departments on day to day issues.
  • Management - Manage Employee Happiness and tactical Crunch times for maximized productivity.
  • Procedural rogue-lite progression.
  • Deep Combat (Allegedly) - Persistent stress tolerance (health) between projects. Think long term instead of battle to battle.
  • Exotic Locations - Move to different locations that unlock some unique games to develop.
  • Choices and Consequences - Fight over real, real-adjacent, and a few entirely fabricated day-to-day problems game developers face.
  • Evolving Mini-games - Play the games you release as mini-games that look better and/or unlock functionality with higher stats on release.

System Requirements

Mac OS X
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core 2 Duo E4500 @ 2.2GHz or AMD Athlon 64 X2 5600+ @ 2.8 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce 240 GT or Radeon HD 6570 – 1024 MB (1 gig)
    • Storage: 1 GB available space
    • Requires a 64-bit processor and operating system
    • Memory: 4 GB RAM
    • Requires a 64-bit processor and operating system
    • OS: MacOS 11
    • Memory: 4 GB RAM
    • Storage: 2 GB available space
    • Requires a 64-bit processor and operating system
    • OS: MacOS 11
    • Memory: 8 GB RAM
    • Storage: 2 GB available space

What Curators Say

6 Curators have reviewed this product. Click here to see them.

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