Alessandro Capriolo
@alessandrocapriolo.bsky.social
100 followers 31 following 78 posts
Game Creator / Nixxes PlayStation / Worked on Spider-Man, Ratchet&Clank, Helldivers2, CutTheRope / Solo Dev of Citizen Pain.
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alessandrocapriolo.bsky.social
Today, Citizen Pain is officially on Steam!
My dream of releasing my own action game is finally coming true.

I’ve been working hard on the trailer over the past month, I hope you like it!

🎮 Wishlist it now on Steam:
store.steampowered.com/app/3752240/...

#CitizenPain #gamedev #indiegame
alessandrocapriolo.bsky.social
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Keep in mind, this is a hardcore action experience with semi-permadeath runs: when you die, you restart the level.
So get ready for a real challenge!
alessandrocapriolo.bsky.social
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Citizen Pain will join the Steam Next Fest!
The demo is already out, and you can play it right now!

Free demo on Steam: store.steampowered.com/app/3990220/...

#CitizenPain #indiegame #indiedev #IndieGameDev #actiongame #SteamNextFest #unrealengine
alessandrocapriolo.bsky.social
Excited to announce that #CitizenPain demo is available now on Steam! Created by me in my spare time on almost no budget. If you enjoy it, feel free to repost and wishlist. Thanks for your support!

#indiegame #indiedev #IndieGameDev #actiongame #SteamNextFest #unrealengine
alessandrocapriolo.bsky.social
I’m truly grateful for the opportunity to have worked on Saros as part of the Game Design team at Nixxes. It has been a great pleasure collaborating closely with the talented team at Housemarque.
playstation.com
Revealed in State of Play: Saros launches March 20, 2026 on PS5.

Housemarque details its upcoming sci-fi shooter and an extended first look at gameplay: play.st/4mEue97
alessandrocapriolo.bsky.social
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Also improved potion feedback with new hand animation + VFX, and added polish like new menus, tutorial windows, and intro/outro sequences that expand the story. Lots of small touches I hope you’ll enjoy in the Steam Next Fest demo.
alessandrocapriolo.bsky.social
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This clip is a bit longer than usual, but I’ve managed to get a lot done these past two weeks. Added an area hit after takedown for risk-reward combat + new impact VFX to make it more satisfying.

#CitizenPain #gamedevelopment #gamedev #indiedev #unrealengine #UE5 #indiegame
alessandrocapriolo.bsky.social
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I’m a bit worried since the major bugs left take time to fix, and there are still some small ones here and there that make the game feel a bit rough. Still, I believe the core gameplay is solid, and I hope that shines through despite these issues.
alessandrocapriolo.bsky.social
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I’m still grinding through bug fixes for the demo build for Steam Next Fest.

I finally replaced the Main Menu with a new UI and in-game sequence, which is also useful for tweaking the graphics settings.

#CitizenPain #gamedev #indiedev #unrealengine #UE5 #indiegame
alessandrocapriolo.bsky.social
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I’ve also introduced a hit stop effect when performing a parry, not only to emphasize the impact, but also to give clear feedback and allow the player a brief moment to plan their next move.
alessandrocapriolo.bsky.social
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I'm still working on bug fixing for the demo, but I’ve also added a couple of new features. One of them is a hit counter, since the number of hits contributes to the stage rank.

#CitizenPain #gamedevelopment #gamedev #indiedev #unrealengine #UE5 #indiegame #indiegamedev
alessandrocapriolo.bsky.social
Thanks a lot! Glad you like it!
alessandrocapriolo.bsky.social
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On top of that, I added a combo counter (not in this video yet), which I’m excited to show soon!

In this video you’ll still notice some meshes flying around, I’m aware of it and plan to fix that soon.
alessandrocapriolo.bsky.social
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This week has been all about polishing for the demo. I added a new objective marker UI, fixed the issue where music wasn’t playing, and implemented more options in the settings menu.

#CitizenPain #gamedevelopment #gamedev #indiedev #unrealengine #UE5 #indiegame #indiegamedev
alessandrocapriolo.bsky.social
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Unfortunately, I’ll have to leave out some gameplay ideas I wanted to add (like a couple of special moves) so I can focus on making the game feel as polished as possible.
alessandrocapriolo.bsky.social
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These days I’ve been focusing on bug fixing to get the demo ready for the Steam Next Fest this October. My main priority is polishing and fixing the bugs in the demo.

#CitizenPain #action #gamedevelopment #gamedev #indiedev #unrealengine #UE5 #indiegame #indiegamedev
alessandrocapriolo.bsky.social
Thanks! Optimization is pretty solid so far, it runs on my laptop with an RTX 3060, DLSS on Quality, all graphics settings maxed, at 60fps in 1080p.
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I still need to tweak the enemy lighting in this stage, but they’re already fairly visible.
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I’ve been doing a lot of bug fixing, things like adding the ability to skip cutscenes, fixing broken UI, and dealing with enemies getting stuck, so not much new content to show.

#CitizenPain #gamedevelopment #gamedev #indiedev #unrealengine #indiegame #indiegamedev
alessandrocapriolo.bsky.social
Absolutely yes, you need to point with the mouse manually in the direction of the attack to block it.
alessandrocapriolo.bsky.social
Thanks! Sorry I'm not sure I fully understood the question, but to trigger a parry you need to block just before the enemy hits you. 🙂
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There are “super weapons” like the axe: they deal more damage than your main weapon, but break after about ten hits.

A strong tactic is to parry, which grants you a short window of invincibility. Perfect moment to land a heavy attack and hit multiple enemies at once.
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Crates can be smashed with a dash, it’s super satisfying to watch wooden pieces fly everywhere.

#CitizenPain #action #gamedevelopment #gamedev #indiedev #unrealengine #UE5 #indiegame #indiegamedev
Reposted by Alessandro Capriolo
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This week I updated the Axeman enemy by giving him a new character mesh, so he’s visually distinct from the Swordsman.

#CitizenPain #action #gamedevelopment #gamedev #indiedev #unrealengine #UE5 #indiegame #indiegamedev
alessandrocapriolo.bsky.social
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I also changed his lunge attack to strike from above, adding a bit more verticality to the action.

On the technical side, I optimized performance by converting the level to World Partition, and I fixed several bugs, including enemies shifting in front with each hit.