Lone Survivors - GreatColtini Industries
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greatcoltiniinc.bsky.social
Lone Survivors - GreatColtini Industries
@greatcoltiniinc.bsky.social
I'm an indie developer, making a game!

Lone Survivors is a survivors-like game with meta progression, unique character classes, and one active ability!

Check it out here: https://store.steampowered.com/app/3629280/Lone_Survivors/
Thanks so much for your feedback! That means a lot!
November 24, 2025 at 11:14 PM
This looks awesome, I love the animation (and the smoke particles to indicate the movement!)
November 24, 2025 at 5:15 PM
Huge recommendation on Landmarks - if you haven't played it and you like word association like Codenames it's a very fun take!
November 19, 2025 at 11:33 PM
HI CHRIS! (and everyone)

I'm Colton, and I've been working daily to get ready for an upcoming playtest.

I have to do performance optimizations, and it's not QUITE as interesting as adding new stuff...🐛🧐
November 19, 2025 at 6:48 PM
I'm really satisfied with the animations for it's attacks, it was a lot of fun making this!

Shoutout to my partner for the idea for the boss!

There's some skill involved with this boss, where any ability that can block projectiles sends back their vines!
November 18, 2025 at 10:22 PM
Functioning similarly to the class, we map the weapons to integer values and assign them in an array.

So steam sees this as the 'details' in their leaderboard entry:
[3, 5, 7, 0, 0, ...]
and we map these values to meaning on the front end:
3 = 'Warrior'
5 = 'Axe'
etc.
November 14, 2025 at 2:06 AM
What upgrades does it offer?

1. Increased Damage
2. Increased Size
3. Adding in a Pulse effect (RARE)
4. Adding in a DoT effect (RARE)
5. Doubling the damage and increasing the pulse rate! (LEGENDARY)
November 13, 2025 at 12:10 AM
Want to learn more about Steam's leaderboard offerings?

Check it out here:
partner.steamgames.com/doc/features...
Steam Leaderboards (Steamworks Documentation)
partner.steamgames.com
November 12, 2025 at 12:45 AM
2:
In my navigation component, I have a timer per enemy to make a navigation call to determine the optimal path to the player.

I've tried A LOT of different navigation performance optimizations, but what I have now is just increasing the wait time based on distance - father = longer time to call.
November 9, 2025 at 7:43 PM
Specifically, for 1:

Take the below worm scene for example and compare it against the crawler.

I've begun taking steps to reduce the number of components my merging the drops together - it reduces readability but will save on instancing 3 nodes per scene per enemy (imagine 300 enemies).
November 9, 2025 at 7:43 PM