Czech solo indie game developer working on Dungeon Ward. A mix of Diablo and Dungeon Master mobile game for 7 years. Download at: dungeonward.com

Joined May 2018
338 Photos and videos
What if #diablo was made as a classic (grid-based) #dungeoncrawler?⚔️ After 5 years of a solo effort, DUNGEON WARD now launches on #ios! 🚀🚀🚀 On #android it has over 230K downloads in just 1 year. RT appreciated. ⬇️Link⬇️ #screenshotsaturday #gamedev #indiedev
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Dungeon Ward (Download in bio) retweeted
So my game flopped after 3 years of work...😢 Since its release on May 26th, I've sold 77 copies... Streamers and curious gamers loved it. I have 2800 wishlists, 800 of which are from the release date.... What do you think? Be honest.🙏 store.steampowered.com/app/3…
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Rád bych popsal pár skutečností ohledně systému FSD Supervised FSD Supervised je asistenční systém využívající umělou inteligenci a neuronové sítě. Není navržen pouze pro provozní podmínky v Nizozemsku. Systém byl vyvíjen a trénován na datech z celé Evropy a v současnosti je schválen nejen v Nizozemsku, ale také v Litvě, Estonsku a Dánsku. V ostatních členských státech EU funguje také v rámci demo jízd FSD ride-along na speciálních značkách výrobce, a to včetně Česka, kde se řídí pravidly silničního provozu. Systém FSD Supervised před prvním spuštěním provede řidiče kurzem tak, aby nemohlo být pochyb o řidičově roli a aby věděl jak systém používat správně a bezpečně. FSD Supervised po celou dobu kontroluje řidiče zda se věnuje řízení a dává pozor. Jelikož se jedná o asistenční systém levelu 2, nemůže dojít k žádné oslabení právní jistoty při řešení nehod, neboť řidič je za vůz odpovědný úplně stejně jako když má zapnutý například adaptivní tempomat. @min_dopravy dále uvádí že se systém FSD Supervised se v Česku týká momentálně méně než 300 aut, tato informace je ovšem zcela nesprávná. Jenom za rok 2025 se v České republice zaregistrovalo 1943 nových vozidel Tesla, která umožňují systém FSD Supervised pouhou aktualizací softwaru a další vozidla přibývají na denní bázi. @min_dopravy může přijmout systém FSD Supervised bez dalšího posuzování stejně jako učinilo Estonsko, Litva a Dánsko na základě 18 měsíčního testování orgánu RDW v Nizozemsku, všechny tyto země se shodují že užívání systému FSD Supervised má pozitivní vliv na bezpečnost provozu Data z Nizozemska za poslední měsíce ukázala že systém je bezpečnější než průměrný řidič Ministerstvo dopravy opakovaně uvádí, že nebrání zavádění nových technologií. Přesto v případě FSD Supervised odmítá pokračovat bez celoevropského hlasování a to i přes fakt, že RDW a silniční úřady v Estonsku, Litvě i Dánsku vytvořili jasný precedens a považují FSD Supervised za zlepšení bezpečnosti provozu. Otázkou proto zůstává, jaký je skutečný důvod dalšího odkládání schválení technologie, která má potenciál zvýšit bezpečnost silničního provozu a snížit počet lidských chyb, které jsou příčinou většiny dopravních nehod. Za like či retweet budu rád.
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Dungeon Ward (Download in bio) retweeted
Driving a @Tesla in Europe is fun and works well (will be even better with FSD) … BUT, there is one very common and annoying issue that really needs to be addressed. Crossing country borders, especially for those who live close to the borders is extremely annoying because connectivity is often lost and can only be regained quickly by doing a two-button reset on the move. This is really a big issue because you also lose navigation while the connection is lost and happens so frequently this is becoming the unofficial standard practice. I’ve heard from many European @Tesla owners that they really wish there was a better solution and it would make ownership and driving a much better experience. Hopefully @teslaeurope and @Tesla can figure out and offer some kind of software update to eliminate this frequent customer complaint issue!
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Dungeon Ward (Download in bio) retweeted
Most indie devs either have a full time job or crush side gigs just to survive while building their game. It’s a massive financial and mental balancing act that doesn’t get talked about enough
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Dungeon Ward (Download in bio) retweeted
マウスを動かすだけで森が生まれ、その中を動物たちが動き始める。もちろん、作った森の中で散歩もできちゃう。 癒しの森を作って、その中を散歩するゲーム『Cozy Country』。 子供・親子向けゲームだけど、この手のツールを10年作っているProtopop作のなので普通にやりたい。
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Dungeon Ward (Download in bio) retweeted
We’re still a bit overwhelmed. Thank you. Truly. ❤️ The support in the last 24 hours - the messages, shares, and purchases - has been heartwarming. Because of you we’ll be able to handle most of the fine costs and keep the studio going. We’re not out of the danger zone yet, but we’re much closer thanks to this wave of support. Fully switched to Blender now and excited for what’s next. From two very grateful indie devs - thank you! #IndieDev #SupportIndies #IndieGame #Blender
Autodesk’s fine has bankrupted our small studio. A few months ago, we made a serious mistake - we bought a Maya license from a fraudulent third-party seller. Autodesk hit us with a massive fine, far larger than the original error. Even after we explained our situation as a two-person indie team, they still enforced it in full. This has been incredibly tough and made us question everything. But after 7 years of hard work, we’re not ready to give up! To keep our studio going and fund the next game, we’re running our biggest discount ever: 87% off Wigmund. If you’ve wishlisted us, enjoyed our unique mouse-as-sword combat, or want to support a passionate two-person indie team, your help right now would mean the world to us. Thank you from the bottom of our hearts. → Grab Wigmund at 87% off #Wigmund #IndieGame #IndieDev #SupportIndies #SteamSale
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Dungeon Ward (Download in bio) retweeted
Autodesk’s fine has bankrupted our small studio. A few months ago, we made a serious mistake - we bought a Maya license from a fraudulent third-party seller. Autodesk hit us with a massive fine, far larger than the original error. Even after we explained our situation as a two-person indie team, they still enforced it in full. This has been incredibly tough and made us question everything. But after 7 years of hard work, we’re not ready to give up! To keep our studio going and fund the next game, we’re running our biggest discount ever: 87% off Wigmund. If you’ve wishlisted us, enjoyed our unique mouse-as-sword combat, or want to support a passionate two-person indie team, your help right now would mean the world to us. Thank you from the bottom of our hearts. → Grab Wigmund at 87% off #Wigmund #IndieGame #IndieDev #SupportIndies #SteamSale
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Finally! I see so many #gamedev guys posting such huge wishlists that 1K is nothing for them. It took a long time, so not really a big win but I'll take it.
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Dungeon Ward (Download in bio) retweeted
Why Phonopolis is the city to visit this weekend: 🏭 Fascinating cardboard architecture 😊 Zero complaints from residents 📣 24/7 motivational broadcasts
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Now that I more eyes on me than usual, let me point them on something dear to me. @Amanita_Design just released Phonopolis, and you should absolutely take a look. @JakubAmanita and team are once again proving that games can be strange, beautiful, meaningful, handmade pieces of art. Also, Czech games are on fire lately. So check it out, and tell Amanita I said hi!
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Dungeon Ward (Download in bio) retweeted
Je to venku! 📣📣📣📣📣📣📣📣📣
Phonopolis is out NOW on Steam, GOG, and Epic Games Store 📣 We hope you have fun playing with the cardboard city!
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Cardboard is trending! 📣
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Phonopolis is out NOW on Steam, GOG, and Epic Games Store 📣 We hope you have fun playing with the cardboard city!
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Remember, game dev is easy to everyone who has never attempted to make a game. If you're struggling right now, you're already doing what most people only ever talk about. Keep going, keep learning. ❤️
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Dungeon Ward (Download in bio) retweeted
I'm the developer of this game, I've played it thousands of times, written the code for everything in it. When I was coding the behavior of the drones in the Erra: Exordium, drones exploding outside my window in reality. I wanted to add a lot to the game, but I was afraid that if I died tomorrow, the world would never see this game. So, I had to abandon some plot parts, some scenes, characters, animations, a lot of things..., a third of the game was never released. I really regret it, but our reality and our world are a madhouse. I'm currently working on a game that's completely different. I want to create a little world of peace, energy, mystery, and puzzles. I hope I can do that, because the world has become even more idiotic.
Erra: Exordium dieselpunk pixelart game from Ukraine. This world is uniquely hand-drawn. There is a 50% discount now, hurry up and buy it, write a positive review, it will give us strength store.steampowered.com/app/1… #ScreenshotSaturday #retrogaming #pixelart #steamdeck #ドット絵
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Dungeon Ward (Download in bio) retweeted
Finally 👏👏👏
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Software horror: litellm PyPI supply chain attack. Simple `pip install litellm` was enough to exfiltrate SSH keys, AWS/GCP/Azure creds, Kubernetes configs, git credentials, env vars (all your API keys), shell history, crypto wallets, SSL private keys, CI/CD secrets, database passwords. LiteLLM itself has 97 million downloads per month which is already terrible, but much worse, the contagion spreads to any project that depends on litellm. For example, if you did `pip install dspy` (which depended on litellm>=1.64.0), you'd also be pwnd. Same for any other large project that depended on litellm. Afaict the poisoned version was up for only less than ~1 hour. The attack had a bug which led to its discovery - Callum McMahon was using an MCP plugin inside Cursor that pulled in litellm as a transitive dependency. When litellm 1.82.8 installed, their machine ran out of RAM and crashed. So if the attacker didn't vibe code this attack it could have been undetected for many days or weeks. Supply chain attacks like this are basically the scariest thing imaginable in modern software. Every time you install any depedency you could be pulling in a poisoned package anywhere deep inside its entire depedency tree. This is especially risky with large projects that might have lots and lots of dependencies. The credentials that do get stolen in each attack can then be used to take over more accounts and compromise more packages. Classical software engineering would have you believe that dependencies are good (we're building pyramids from bricks), but imo this has to be re-evaluated, and it's why I've been so growingly averse to them, preferring to use LLMs to "yoink" functionality when it's simple enough and possible.
LiteLLM HAS BEEN COMPROMISED, DO NOT UPDATE. We just discovered that LiteLLM pypi release 1.82.8. It has been compromised, it contains litellm_init.pth with base64 encoded instructions to send all the credentials it can find to remote server self-replicate. link below
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Dungeon Ward (Download in bio) retweeted
I have a confession. I'm always scared to share footage from my game. 5 years solo dev will do that i guess... So to fight this fear, here’s 5 minutes of raw gameplay from one of the first levels. No edits. No hiding!! The game's called Blood And Mead, you can wishlist it on steam ( Link in reply⬇️) #gamedev #indiegame
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There’s a pattern we should talk about that has quietly killed a lot of great games over the years. It usually pans out like so: 1) Developers listen to players and think they do them a favor by giving them exactly what they asked for. 2) Players love it - at first. 3) After that, for some 'mysterious' reason, players lose interest and the game slowly dies and nobody is quite sure why that happened. The truth is that players will always push for fewer restrictions. They'll always argue for endless farming, easy power creep, never getting locked out of any content, making things more convenient, removing any sort of gates, etc. etc. And usually, even if you give in to things that will hurt a game in the long run, you get applause, at first. But you also just removed some of the very things that made the game special. Magic in games often comes from limitations. Scarcity, anticipation, effort, friction... all of these things have meaning. And if you remove those out of the equation, you logically remove meaning. Christmas is magical exactly because it happens once a year. If you had Christmas every day, you wouldn’t make it better - you’d destroy what made it special. As a parent, I know how excited my boys are when December hits and they start dreaming about how amazing Christmas will be. They start talking about which awesome presents they'll receive and every day they come up with new things. The parents challenge is then to intently listen and to understand what your kid really wishes for - and after thoughtful deliberation, you turn THAT into their present. You don't give them everything they wanted, you give them what they deep down truly wished for. And that's what makes it magical for them, because you actually spent the time and were thoughtful enough to truly understand who they are. And the same is true for games. When everything is always available, then: - Nothing feels special - Nothing is worth planning for - Nothing creates stories anymore You’ve optimized the fun out of the system. We’ve seen this over and over: You remove keys, costs, or gates and players gleefully cheer you on. But suddenly: - The gameplay loop breaks - The economy collapses - The sense of progression disappears Another example: social friction. The magic of early World of Warcraft was that it was basically the first social network. You had to actively talk to people, organize raids, build relationships and in the process a lot of people created life-long friends. Then players kept asking for features like LFG and developers caved in with the argument that removing friction is good. But suddenly, your friends didn't need you anymore. You weren't seen as an important part of their group anymore, you became an annoying obstacle that could be side-tracked. And losing your friends is a horrible feeling, as it should be. Here’s the uncomfortable truth: Players are very good at optimizing for short-term satisfaction. But they are incredibly bad at protecting long-term fun. THAT is the developer’s job. Sometimes you have to stand your ground and say no. Not to frustrate players, but to protect their experience. Because if you give players everything they want… You might be taking away the reason they loved your game in the first place.
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Dungeon Ward (Download in bio) retweeted
“Kids I have good news. Daddy is out of Claude tokens until 3PM. He has time to play with you now.”
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