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Devlog Day 33 Finished the main menu and started tying everything together. It’s a small step compared to gameplay systems, but seeing the game launch into an actual menu instead of straight int
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Devlog Day 32 Finished the first plane mission. It’s now a full 15v15 aerial battle with enemy and friendly planes fighting across the map at the same time. Also started working on a save/loa
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Devlog Day 31 Finished the foundation for my plane mission. It’s now a full 10v10 aerial battle with planes fighting the player and each other at the same time. Controllers, combat, UI, and c
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Devlog Day 30 Tweaked the enemy plane AI so dogfights feel more like player vs player instead of just fighting AI. Still more to improve, but it’s already feeling a lot better. Also added some cosm
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Devlog Day 29 Added enemy plane AI to the flying mission. So far it’s just one plane, but it can chase, maneuver, and actually fight — it’s starting to feel like a real dogfight. It’s already a lot
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Devlog Day 28 Started working on a new mission where you can pilot a plane. Basic controller and camera are in, weapons are working with a heat system so you can’t just hold fire forever. Still in
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Devlog Day 27 Added a tiered bed system based on rank and resources. Lower tier beds are free but come with penalties, while better beds require payment or progression and offer fewer negatives. Al
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This isn’t a war game about winning battles. It’s about surviving them. Short Haul – Survive the Line is a survival-focused WW1 game where you manage hunger, health, morale, disease, and whatever the
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Devlog Day 26 Finished my first mission outside the main scene. Still want to add more detail and polish, but the core is done — and now I’ve got a solid foundation to build more missions from. Fee
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Devlog Day 25 Worked on side scenes for missions outside the main map. Fixed issues when leaving and returning — player stats not updating correctly and NPCs basically forgetting who you are. Also
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Devlog Day 24 Worked on scene management for missions — high risk missions can now take you outside the main map into separate areas. Made sure player stats like health and ammo carry over correctly
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Devlog Day 23 Finished the wetness system — rain now affects morale and disease, but indoor areas keep you dry and let you slowly recover. Also added trench cave-ins — each night there’s a chance pa
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About @deadinside_dev

Kevin - DeadInsideDev is a Instagram growing creator in the Video Game Designer category. With 69 followers and 12 posts, deadinside_dev's account shows a follower-to-following ratio of 2.6:1. View all content anonymously on Pictame - no login required.

deadinside_dev's engagement rate sits at 14.98%. That's 200% above what you'd typically see for accounts with 1K-10K followers (average 5%) — a sign of a genuinely connected audience.

Out of the last 12 posts, 100% are videos and 0% are photos. New posts appear roughly every 2 days — a steady, reliable rhythm. Captions lean moderate, averaging 494 characters.

14.98% engagement rate — 200% above average for 1K-10K follower accounts.
New content every 2 days — a steady rhythm.
2.6:1 follower-to-following ratio.

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deadinside_dev
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@deadinside_dev

Kevin - DeadInsideDev

PublicVideo Game Designer
Posts
12
Followers
69
Top Hashtags
#indiegamedev#gamedev#indiegame#gaming#survivalgame#ww1#unity3d

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Popular Hashtags

#photographer#sun#trend#workout#instafood#baby#follow4follow#amor#interiordesign#illustration#home#tiktok
Following
27
Avg. Likes
9
Avg. Comments
2
Engagement
15.94%

Indie game dev sharing the process. Building for passion. Learning in public. Currently developing “Short Haul – Survive...

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