Snoutbreakers
@snoutbreakers
A game development blog for Snoutbreakers, a game about punching furries! Also did narrative, system design, and QA for Settlemoon and some small misc things in Dreams of Aether. discord.gg/akzEsuX Personal posts over at @dumbanteater.bsky.social
Today's #screenshotsaturday is less a screenshot and more a timelapse showing the making of Coach holding the punching bag from Snoutbreaker's tutorial. A lot of time and skill goes into designing and hand-animating all of our fighters, each one takes a solid two months of work on average.
It's been a while since I posted some Snoutbreakers footage! For a (late) #screenshotsaturday this week, have a short clip. Our wizard's magical robe is capable of absorbing hits for them, so wait-and-punish counterattacks won't work well unless you stay on the offensive.
Holy cannoli that's a whole lot of new followers all at once. Hi! Hello! Thanks for following us here at Snoutbreakers! We're generally pretty slow posting here (everyone who contributes to our game does so part-time) but welcome all the same!
It's been a pretty good month for Snoutbreakers development- been hard at work on that new fighter we teased before. They've been coming together great and they've got quite the pair of claws!
today in Snoutbreakers development: accidentally put Coach in the torment nexus trying to make sparklies for da wizard
It's been a while since I last posted some gameplay, so for today's snoutbreakers #screenshotsaturday have a very tiny snippet of that WIP wizard character I showed a WIP of back on boxing day. He's missing audio and some FX still but he's got some swanky shader magic from @archytas.bsky.social
But for realsies, thanks for sticking with us, folks. I know that we can be quiet here for long periods of time, but we're still cookin'. I appreciate all the kind comments and reviews that people left for the demo, it helps us keep motivated during the long bouts where we don't have much to share.
Even still, we're only getting better at putting together the opposing fighters and we've got some momentum. I'd like to try and maybe pick up the pace of development in 2026, but it's slightly out of my hands. We'll see how things go, but I'm hopeful!
I just passed 1000 followers! Truly, this is a blessed boxing day indeed.
Merry Christmas, all, and a happy early boxing day! To celebrate, have a small, very early sneak peak at the next enemy that we've been working on for Snoutbreakers. They're still very work-in-progress, but they've been very fun to use as a testing grounds for mechanics.
Bonus: Here's the original 'design doc' for the menu that I provided to Pixel before the original version was properly functional. Wish I'd found this again before starting this thread but better late than never. Basically everything originally planned here ended up making it into the modern menu.
and now, 2025. Caught up to the present version of the main menu as it was in the demo.
Later 2022. All MS-paint placeholders *finally* out of the main menu, although new in-style placeholders have replaced them. A good number of assets already close to the more 'final' versions used in the demo release.
2022. Project spun its wheels for a couple of years due to a certain pandemic and then Trout joined as new lead artist, so the main menu had to be rebuilt again in the game's new artstyle. Still a couple of ancient MS-paint placeholders hanging on but the overall vibe established.
2019. The build date on the main menu is wrong in this one, it was recorded 04/12/19. Main menu starts taking more shape with the help of Pixelbutts, who was then the project's lead artist.
I see a lotta discussion about placeholders and concept art and I'd like to remind everyone that you don't need AI to block stuff out. Even the scrunkliest placeholders work when it comes to building games and other kinds of art. Have a thread on the evolution of Snoutbreaker's main menu. 2018.
Snowed last night. Got up and out of my nice warm and cozy bed only to immediately be hit with the cold air of my room like
I keep seeing a lot of talk and discussion about placeholders in my feed today, so have an actual placeholder from the fighter we're working on right now. Seeing stuff about devs claiming AI-generated garbage in their final games were supposed to be placeholder is a horrible excuse.
A very small preview. Working on the first Snoutbreakers enemy to have their own custom shader but right now the results aren't entirely photogenic.
Stuck in BK mode in a group archipelago randomizer but it's all good because I get to watch a friend struggle through a hell graveyard in dark souls 3 enemy randomizer. This random dude floating motionless against the sky has big 'YOU CAN DO IT' 'BELIEVE IN YOURSELF' motivational poster energy.
As one last goodie, have my personal best developer time for Tonfa. If you've been struggling against her, may you get a little bit of catharsis from it. The rapid attack supers are really, really good. Use them, don't just sit on the meter!
As for what we're working on in the future, even before the demo released we'd already begun working on the fighters in the game's second circuit. We're still in the design phases for most of them, so don't expect to see major new announcements on that front for a while yet.
...As for the GOAT in the room, she's also performed about where I've expected her to be. I don't expect for her to receive super significant changes unless she ends up being a difficulty outlier after designing the fights around her. Right now she's on a difficulty island out in the endgame.
As for things like fighter balance, most of them seem to be really in the ballpark of where I was trying to get them. Fwiffy is a slight outlier- She has some slight readability issues for some players that could be improved and she's doing ever so slightly too much damage but is otherwise fine.
...where there's animal people so we can't simply skate by on things like crude stereotypes to try and illustrate things like character personalities. They've gotta, like actually have personality both in how they talk but also how they move and fight.
Okay, so, There's been a little bit of time since SAGE ended and I've gained a boatload of new followers since SAGE started, so let's talk about SAGE, do a brief postmortem on how the demo went, and talk about the future.
SAGE2025 has begun and the Snoutbreakers alpha demo is now out! Go download and play it, we put a lot of work into it! sonicfangameshq.com/forums/showc...
I've been working on Snoutbreakers, a fast-paced action game about furries in an underground fighting circuit.