Hi everyone! My first game came out on Steam this week, and since it’s built entirely in Godot I wanted to share it here. I made it on my own (a few testers helped), and the launch has been quiet: 21 copies so far, so any feedback from fellow Godot devs means a lot.
It’s a strategy roguelite on a bingo card: you pick balls from a tray, the marks stay between hands, and you see the exact score (CHIPS × MULT) before every play.
A few things that might be useful to other Godot devs:
- The rules live in a deterministic core with no nodes: seeded RNG and exact save/restore of the whole state.
- The score preview is computed by the same engine without touching the state, and the test suite checks simulate(a) == apply(a) across many seeds.
- The whole UI is drawn in code with _draw(). 9 languages; the Chinese and Japanese fonts are subset with pyftsubset.
- “+30 chips” in blue and “+1 MULT” in red inside plain Labels come from a tiny canvas_item shader over get_character_bounds() rects, so the text layout never changes.
- The trailer was recorded with Movie Maker by restoring real game states, so all 9 language versions share the same frames.
AI disclosure: some of the art is AI-generated (many of the joker cards, most keeper portraits and the story illustrations), and so is the music (made with ACE-Step). The texts and the 9 translations are AI-assisted, and I build the game with AI coding agents (Claude and Codex) that I direct and review. The balls, the bingo cages, the mechanical keepers and some jokers are Blender renders, the UI is drawn in code, and the sound effects are synthesized by script. Nothing is generated by AI while you play.
Steam: Save 20% on ORBIT: Bingo Roguelite on Steam
Happy to go deeper on any of it.


