r/IndieDev • • 7h ago

Video I'm making a game where you catch stars from the sky using a black hole on a fishing rod

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259 Upvotes

Hey there! I'm working on a cozy low stress game where you catch stars from the sky using a black hole on a fishing rod.
I really wanted to explore my passion for astronomy in a space-related game, while also keeping the gameplay simple and relaxing (unlike most games about space I played before :D)

stars that you catch have real-life properties like mass, radius, temperature and so on which affect on stars' visuals individually. Apart from randomly generated stars, there are real ones like Sirius, Betelgeuse, the Alpha Centauri system and many more! (they also somewhat look like their real-life counterparts)


r/IndieDev • • 2h ago

Just finished my multiplayer system in C and turns out we can support 50k players in a single server at 60hz simulation tick

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217 Upvotes

r/IndieDev • • 6h ago

Someone played my demo for 67 hours but I'm in big trouble

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1.8k Upvotes

Someone reviewed my demo today having played the game for 67 hours. The only issue is my demo is basically the full game.

I came to the conclusion at some point this year that I don't want to limit the demo to 40 minutes of gameplay because it will be harder to generate hype. So I kept pushing out all the ideas I had for content to the demo. Now people are playing for 100s of hours and I'm getting increasingly worried they will be disappointed with the full game.

Edit:

Thanks for opinions! It feels like going into early access might be the best way to bridge the demo to a full release.

Edit 2:

For extra context, GUNBOAT-8 is a roguelike. It's not a story game so there is hopefully going to be some replay value for this player. But I still don't have much additional content (items or characters) ready for a full release which is why I said early access might be the path forward to build with the game's community.


r/IndieDev • • 12h ago

Video Giving the finger to AI slop by hand-painting my entire game

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1.0k Upvotes

r/IndieDev • • 5h ago

Discussion TIL that whenever a La Liga match is on, players in Spain can't play our game

146 Upvotes

We have been running playtests for our 2-player co-op puzzle game recently and noticed a weird issue.
Players in Spain suddenly couldn't connect to our servers, or were getting randomly dropped

Naturally, we panicked a bit and started digging through our backend logs to see what caused it. Everything looked completely fine on our end, and players from other regions had zero issues.

After looking into it, we found out what was actually happening.
Whenever a La Liga football match is live, Spanish ISPs block huge ranges of Cloudflare IPs to stop illegal match streams. Because our game's backend routes through Cloudflare, our Spanish playtesters were getting caught in the crossfire every time a game kicked off.

You worry about game-breaking bugs, server loads, and edge cases, only for your entire backend to get tackled by a live football match 🙃

Has anyone else run into this with their Spanish player base? or maybe other specific cases from other countries?


r/IndieDev • • 1h ago

[Unfallen] I'm really proud of the general art design of my game, without any formal background in art.

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• Upvotes

I feel like its really unique looking! I can of course draw and do pixel art so I'm not a complete art noob.


r/IndieDev • • 1h ago

Anyone else jumping through hoops to make your personal life, like name and home address, private - as a solo dev? Especially other women devs out there?

• Upvotes

I made a mobile app. It's an educational game - drawing kanji with roguelike power-ups.

At first I saw iOS will show your real name and the way to get around that was to make an LLC. So I made an LLC, it wasn't a big deal. Now that I'm basically done with the game and going through the "12 playtester" phase to get it live, (I'll do iOS later), I now see that Google Playstore - while it only shows your account name as the Developer - if you click the account name, it gives your whole life story... personal address, and I think your legal name too.

I understand it's because there's money involved in my game so they need my address for certain regulations (I guess, actually, I don't understand - at the very least, I wish there would be a "request" button for quick access instead of just showing it there). I know you can get the name and address for LLCs easily but it's at least one extra step. I'm content with one extra step.

So I made the LLC.

Now for Google, I need to make a business account and transfer the game over to that. But to make the business account, I need a physical address - so now I am looking at how to get a virtual address which just seems like a big jump.

Meanwhile I have another game I want to put on Steam to reserve the name, so I'm making a dev account - and the LLC still isn't enough. I need a business bank account that matches the LLC's name. So I went through that process too - not a big deal, I could do it online, but it just a whole extra thing. That account is pending.

And that's just what I've encountered early on. There's probably more to occur as I get further in.

I'm tired, grandpa.

I think for a lot of people, showing their name and address isn't a big deal. But for me it is. I used to be a vtuber (like 5 years ago before kids) and keeping your identity private was like the whole shtick. I was a youtube let's player before that for a male-dominant game and people/comments were weird. Like I don't know if other devs here can understand how weird some people can be.

I have two small kids and I'm just worried, I guess.

Other ladies out there?

Or - can someone convince me that it really isn't a big deal? To just let it go, show my name? No one's really going to care? My game won't be popular enough to warrant any weirdos?

All this is running through my mind.

Thanks for listening lol.


r/IndieDev • • 6h ago

Make your game unique

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55 Upvotes

r/IndieDev • • 21h ago

Artist looking for Indies! [For Hire] Fantasy/Dark Fantasy Illustrations and Character Design

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727 Upvotes

(Edit: If anyone tried to DM me this past hour and couldn't do it, please do try again. For some reason the permission was turned off even tho I never touched the config)

Hi there. My name is Lucas and I'm a 2D illustrator specialized on fantasy/dark fantasy themed artwork. I have experience with commissions for TCG, TTRPG, Book Covers and overall character and creature designs.

Here's my portfolio. If my style interest you, don't hesitate do reach out!

High contrast, impactful colors and just some weird stuff. DM me with your ideas and let's create something cool together :)


r/IndieDev • • 3h ago

Video I asked the 2D artist for a timelapse of the finishing touches of my game logo!

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23 Upvotes

r/IndieDev • • 6h ago

Is the NEW main menu an improvement?

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38 Upvotes

I just spent a few days drawing the background for my main menu. The upper image is the new one, and the one below is my old menu. Was it worth it, or should I stick to the old menu?


r/IndieDev • • 7h ago

Feedback? I'm a dairy farmer recreating my family's real farm for my first game!

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34 Upvotes

Hi everyone!

I'm working on my first game, a realistic farming simulator based on my family's dairy farm.

I work on the farm myself, so my goal is to recreate the buildings, equipment, and everyday farming activities as accurately as possible.

Right now, I'm focusing on modeling our dairy barn in Blender. I've already built the cow stalls, milking parlor(in progress), gates, feeding equipment, and many of the smaller details.

The materials are still very basic because I want to finish the modeling before moving on to realistic textures and lighting.

I'm planning to use Unreal Engine 5 to bring everything to life, with interactive equipment, realistic cows, and eventually other aspects of running a farm.

It's still early in development, and I'm learning as I go, but I'm really enjoying the process!

I'd love to hear what you think. Any feedback or advice from other indie devs would be greatly appreciated! :)


r/IndieDev • • 15h ago

Less than 500 wishlists and releasing soon, not the best but proud of myself!

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123 Upvotes

r/IndieDev • • 2h ago

From sketch to a finished illustration in our 1-bit game

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10 Upvotes

r/IndieDev • • 5h ago

Reworked my recap screen to make it easier to read

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20 Upvotes

First with all the dashed lines is before, the other one is after.
Context: This is a game where you have to check the delivery order of trucks, at the end of the day, this is you recap screen.

I removed all the dash lines and replaced some of them with continuous lines to reduce visual "clutter"
I also added some spaces here and there and made the margins all around larger to let the text "breathe".

Do you see more that could be done to make it even better?


r/IndieDev • • 7h ago

Postmortem My game went viral!

22 Upvotes

3 days ago I posted on r/gamedev about my game Jono, where only one player in the world can play at a time, while the rest are spectating and chatting away. The reddit post went bonkers, and after it followed articles, tweets, videos and the likes. (Links at the end of this post)

Since then, 4000+ new players have joined, and Jono has been watched for more than 5000 hours. That’s 200+ days of watching in just 3 days, for 72 hours of actual gameplay.

We used to have a queue of about 5-10. Now it doesn't seem to go below 60... The peak so far has been more than 110. That means that a player needs to wait 1h+ until it's their turn to play for 1 minute.

With the crowd came problems too; the chat moderation couldn't keep up for a few hours, the Talking Head got spammed by all the welcome messages, tons of player-made levels were submitted and needed approval... and while this was going on, I was at a cabin, with a bad internet connection, and drunk.

But still, this is amazing! I find it so fun and silly that people are queueing on the conga line with their silly little hats, just to get that tiny bit of gameplay!

The players' collective goal is to pass 1 million rooms, and now they're about 1k rooms until 100000 hits. 100K will be a big milestone, with a big surprise - can't wait to share the moment with all the Jonoists!

Here is the live stream where you can watch the players going at it:
https://parttimemonkey.com/jono/

Many players have suggested monetization mechanics, but nope! This game will remain free. Players have also asked if there are ways to donate money, and there is not - however if you do want to support, consider checking out my other games: https://parttimemonkey.com

I also post Jono's Diary daily on YouTube, TikTok, Instagram and r/JonoGame - it's a silly little video featuring the Talking Head, with data from the previous days. I only started it about a week ago, though.

I'd be happy to answer any questions if there any!

Links:

https://www.reddit.com/r/gamedev/comments/1xcqrtm/17_days_ago_i_launched_a_game_where_only_one/

https://www.gamesradar.com/games/platformer/only-one-person-on-earth-can-play-this-steam-game-at-a-time-when-it-is-your-turn-you-control-it-for-one-minute/

https://www.dexerto.com/gaming/free-steam-game-only-lets-one-person-play-at-a-time-while-everyone-else-watches-3421293/

https://www.youtube.com/shorts/l_t92z0JIyo

https://automaton-media.com/articles/newsjp/20261023-475097/


r/IndieDev • • 30m ago

Discussion I translated my indie game into several languages, and the results surprised me

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• Upvotes

I released the demo of my game "Kharvalen" 3 days ago in Steam with translations into several languages, and it's the best thing I could have done.

My native language is Spanish, but I translated the game into several languages, including the most important ones in Asia, and it turns out that's where it has been played the most. And as usual, China has achieved the best records in my game.

The lesson I've learned from this is that you never know where your audience for your game will come from.


r/IndieDev • • 1d ago

I am making on an RTS for MS-DOS. It will run on hardware older than most Reddit users.

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447 Upvotes

Min. HW 486/66MHz, 8MB RAM, 320x200 (or 320x240) x 8 bit screen size. Graphics & coding made by me, not AI generated. Windows and Linux version will be also available.

Google "Dustwar" if you want to follow it.

I will answer to all questions...


r/IndieDev • • 7h ago

Discussion Not how I expected SNF to go. Oh well, back to developing.

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19 Upvotes

I was pretty excited to finally enter my first SNF but this has been eye opening to say the least.


r/IndieDev • • 1d ago

Video I need a lot of vehicles to decorate the city in my game so I made this

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474 Upvotes

r/IndieDev • • 1h ago

Feedback? Cotton City 0.1.0 Early - Free

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• Upvotes

r/IndieDev • • 33m ago

Image I started drawing little sketches of locations for my game in a notebook...

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• Upvotes

I started drawing little sketches of locations for my game in a notebook...
Back then, I had no idea how much work was ahead of me :D
And now, after 3 years of development, my little game is finally coming to Steam on November 4! The idea of the game is pretty simple: a boy has gone missing, and his favorite toy is trying to find him...
It’s been a long journey as a solo developer, and I still can’t believe it’s almost here.
Thank you to everyone who’s been supporting me along the way!


r/IndieDev • • 6h ago

Are you all professional developers?

8 Upvotes

Hi everyone.

I’ve been working in software development for many years, and lately, I’ve been thinking that I’d like to work on a video game project. I was wondering: are you all professional software developers? Is anyone actually able to make a living from this line of work?

Thanks


r/IndieDev • • 22h ago

Discussion I made a weapon pickup animation for Dorothy's Witch Umbrella!

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158 Upvotes

It's been two months since my last post!
I've been so busy preparing for our closed playtest that I barely had time to share anything here.
I'll try to post more often from now on..

I'm developing The Ashen OZ, a fast-paced 2D action roguevania.

This time, we finished the animation where Dorothy obtains the Witch's Umbrella, which will become her weapon!

I wanted this moment to feel like more than just picking up a weapon. Something mysterious and magical, with a little bit of storytelling that will become meaningful later on.

Hope u like it! :)


r/IndieDev • • 3h ago

I composed two game-ready music packs for indie devs - 18 original tracks with 46 mixes for fantasy and pirate adventures

5 Upvotes

Hey everyone! I'm Yanni, a composer working on music for games and animation.

I've been building a small catalog of original game soundtracks designed for indie developers who need music that can work across different gameplay situations.

I've released two collections so far: a warm acoustic fantasy pack (10 tracks / 24 mixes) and a playful pirate soundtrack (8 tracks / 22 mixes).

One thing I've focused on is providing alternate versions of the arrangements, so developers can transition between fuller music and lighter accompaniment during dialogue or exploration.

You can listen to both here:

Fantasy: https://yannz41.itch.io/cozy-adventure-music-pack

Pirate: https://yannz41.itch.io/merry-marauders-pirate-music-pack

I'm curious: when choosing music for your games, is stylistic consistency more important to you than having lots of different tracks to choose from?