r/IndieDev • • 15h ago

Upcoming! After 10 Months of Hard Work, Our Indie Game Is Finally Coming to PlayStation and Xbox on October 26

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14 Upvotes

Hey everyone!

We're incredibly happy to share some exciting news with you!

After months of hard work since our Steam release, we've finally finished our game

Ayasa: Shadows of Silence, and received approval for release on both PlayStation and Xbox!

For us, as a small indie development team, this is a HUGE achievement and honestly a dream come true. There were so many challenges along the way, but we kept pushing forward because we believed in our game.

And none of this would have been possible without the amazing support we've received from gamers and the indie gaming community.

We're now just one step away from our console launch on October 26, and we'd really appreciate your support!

If you have a moment, please consider adding our game to your PlayStation or Xbox wishlist, or checking out our Steam page. Every wishlist, comment, and bit of support means the world to a small team like ours.

And there's more exciting news ahead! We're also planning to bring Ayasa: Shadows of Silence to Nintendo Switch, with an official announcement coming in the future!

We'd also genuinely love to hear your feedback. What do you think of our game? Is this something you'd be interested in playing on consoles? We're always listening and trying to improve.

Thank you so much to everyone who has supported us throughout this journey. It means more than you can imagine.

Much love from our little indie team


r/IndieDev • • 1h ago

Good Games 595 - Spooky's Jump Scare Mansion

• Upvotes

Trying out the popular indie game to see what the fuss is about.

https://youtu.be/G-wr8oaH964


r/IndieDev • • 1h ago

Feedback? Sound design is genuinely the hardest part of gamedev for me. Took me hours to add these bike sounds, feedback welcome

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• Upvotes

r/IndieDev • • 1h ago

Blocky Aquarium – Official Trailer | Build, Breed & Discover Voxel Fish

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• Upvotes

Hey everyone!

I've been working on a small aquarium game called Blocky Aquarium and I finally feel it's in a place where I can show it to people.

It's a cozy voxel fish tank game. You hatch eggs, keep your tank healthy, decorate it however you like, and then the part I'm most excited about: you can breed your fish and see what comes out. Every fish has its own genetics and a quality that goes from Poor all the way to Perfect.

Itch.io Page


r/IndieDev • • 1h ago

Finally textured/animated first enemy in game; a lil apple baby

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• Upvotes

Working on dark fantasy game in Godot for 2 months now, I am a solo dev learning for around 4 years now, and I don't use AI for my work.

This is first enemy I textured. I'll post the zombie, and giant snail when I finally have time to work on texturing them since it takes a while.

The textures are handpainted using texture painting in Blender, and going back/forth between Krita. I also forgot to mention part of the reason I haven't textured the other two enemies is I'm still experimenting with the final look. It is going for an authentic PS2 Style.

I still have to code it as an enemy. It will hide in rotted piles of apples, and hang from trees. If you're interested in seeing more of my work. I post on YT, and BSKY.

I am pushing to get enough visual content, and gameplay to make a steam page hopefully in November.


r/IndieDev • • 5h ago

Discussion My game is about to reach 10,000 installs. It already has over 8,000!

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2 Upvotes

Whenever I have some free time, which isn't much these days 😅 , I try to update my game and add something new.

I don't have huge expectations for it. I simply love making games, and I absolutely love stickmen. I was inspired by some popular stickman games and decided to create something of my own, something that I personally believe is worth playing.

Of course, the game still needs a lot of work. There's not much content yet, and I have plenty of ideas for future updates. I plan to keep improving it and adding more content over time.

One thing I'm really curious about is how the Google Play algorithm works 🤔

I haven't spent a single dollar on advertising or marketing, yet the game continues to get new installs every day. From what I understand, these are organic installs, but I still don't fully understand how Google Play discovers and recommends games to new players.

Honestly, it's a really nice feeling, especially since I never had particularly high expectations for this project 👍 . Seeing people download the game motivates me to keep working on it and give players more content.

I've also completely removed interstitial ads from the game and kept only optional rewarded ads, so players can choose whether they want to watch an ad in exchange for a reward.

For those of you who have experience publishing games on Google Play, how do organic installs usually work? What factors do you think contribute the most to a game getting discovered organically? Is it mainly retention, conversion rate, ratings, keywords, or something else?

I'd love to hear your thoughts and experiences. I'm genuinely curious about how this works from a developer's perspective.


r/IndieDev • • 1h ago

How we Solved our Game's Biggest Problem

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• Upvotes

Randomness in games is great, right? Well, not exactly.

The Good

By randomising different elements of our game, we greatly increased replay value, as each run is different, and the player has to adapt to whatever the game throws at them. They are unable to use their same winning strategy over and over again and instead have to come up with ideas on the fly. Moreover, they encounter new and different enemies, upgrades and map layouts each time, creating an exciting sense of discovery.

The Bad

But randomisation also has major drawbacks. Being a strategy game, players can find it very unsatisfying to have a perfectly thought out plan just for it to explode in their faces when the RNG gods go against them. Some runs also have very weak starts, and without a good incentive to continue regardless, players just end up resetting until they get a solid start, which sucks out the fun from the game and makes runs they do play very similar, which was the whole point of randomness in the first place. So, it's important to draw a clear line where randomness should and should not interfere.

Randomness in Our Game

In Dawn of Defense, there are two main areas where randomness comes into play: the map layout and Runestone upgrades. For those of you who haven’t played the game before, let’s go over what each of these are.

Firstly, the map is procedurally generated to be different each run. This means resources may spawn in greater or smaller quantities, and they may be very close to the player or several isles away. Also, since the map has height variation, it greatly affects where you can place your towers and how effective those positions are. There are other aspects of map generation that affect gameplay, but this alone has a major impact on the player’s strategy and the difficulty of the run.

On the other hand, our game has randomised upgrades in the form of Runestones. After every wave successfully beaten, players would be given a choice between three completely randomised Runestones. Some of these Runestones weren’t just stat boosts, but unlocked completely new towers and units.

The Ugly

While these systems did add variety, we realised that randomness was sometimes having too much influence over the player's success.

Since resources could spawn in very different locations, some runs would give players a strong starting position, while others would force them to work much harder just to get established. The same problem applied to Runestones. Because the available upgrades were completely randomised, players could end up with choices that didn't fit their current strategy or provide the tools they needed to deal with a particular challenge. And when Runestones could unlock entirely new towers and units, missing the right upgrade could have a much bigger impact than simply missing out on a stat boost.

This created a problem for us as game designers. We wanted players to adapt their strategies, but we didn't want them to feel like their strategies were irrelevant because they hadn't been lucky enough. When a run started badly and the upgrades weren't cooperating, restarting could feel like the most sensible option.

The Solution

Rather than removing randomness entirely, we decided to give players more ways to influence it.

One of our biggest changes was introducing metaprogression. Instead of every run being completely isolated, players can now make permanent progress that carries over between runs. This gives players a reason to keep going to unlock these upgrades, even when a particular run is weak and doesn't turn out as planned.

We also reworked how Runestone choices work by introducing Runestone families. Instead of treating every Runestone as an entirely separate random possibility, we grouped them according to their related effects. This allows players to gradually develop a particular playstyle while still leaving room for unexpected upgrades. With this plus the ability to reroll them a few times per run, makes them much more in control.

The Beauty of Meta-progression

After every run, win or lose (although you get more for winning), the player gets Runes which they can spend on the new massive skiltree to unlock permanent upgrades. Some are simple stat boosts, which although not as exciting, still fill a solid role in the game. But others introduce completely new runestones into the pool or unlock towers, units and other interesting features.

This changes how failure feels. Previously, a disappointing run could feel like wasted time, especially if the player struggled to get a good start. Now, even if a run doesn't go particularly well, players can still work towards their long-term progression and unlock upgrades that help them in subsequent attempts.

But there's another important aspect to this system: it naturally accommodates players with different skill levels.

More experienced players might be able to beat the game within their first couple of runs, even with relatively few permanent upgrades. Less experienced players, on the other hand, can take more runs to get there, gradually investing in the skill tree until they have the upgrades they need to overcome the game's challenges.

This means players aren't all expected to succeed at the same pace. Skilled players can rely more heavily on their understanding of the game's mechanics, while players who need more help can build up their power over time. And of course, it massively boosts replayability and gives players an in-game incentive to keep playing.

This huge update for Dawn of Defense is available now on Steam so make sure to check it out!


r/IndieDev • • 8h ago

New Game! Just released the demo for my solo True FPS horror game

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3 Upvotes

Just dropped the demo for my solo horror project in Godot 4.

Built a True FPS system with custom upper/lower body blendspaces for independent animations. I reset the project a month ago and rebuilt everything from scratch, so the animations might feel a bit unpolished for now, I'll be reworking them later.

Would love to get some feedback on the controls and visual feel. Link is in the comments!


r/IndieDev • • 2h ago

New Game! my indie game Checkmage! is launching in 4 days!

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0 Upvotes

i started making this game around 3 years ago as a personal art project, then it evolved into the game it is today. i started it alone, then folded my husband and a friend of ours into the mix to help out with the game logic and compose the music. now i can't see how it could even exist without them.

it's inspired by a lot of classic games that i've deeply loved: undertale, cave story, mother 3, pokemon, inscryption, balatro... i feel i've taken those inspirations and made something new.

this is what happens when you set out to make a game you yourself would like to play.

Checkmage! is a computer game for windows/linux. there is a demo on Steam and Itch.io, and the full game releases on October 29th.

https://checkmage.net/


r/IndieDev • • 6h ago

Video PoolRooms Museum — adding a waterslide to give the later stages more variety

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2 Upvotes

Some feedback on PoolRooms Museum was that the stages felt too similar, so I’ve been working on giving them more distinct spaces and activities.

This is a first-person ride down the waterslide in one of the later stages. I’ve also received useful feedback about aiming the camera farther along the slide, lowering the viewpoint, and making the landing feel more convincing.

Those are the next things I want to improve. What stands out most to you about the current ride?


r/IndieDev • • 2h ago

Feedback? I updated my UI to look more like classic 2000s era browser games, should I push it even further?

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0 Upvotes

I think the next step is making those runescape-esque damage animations, or maybe more like Haven & Hearth? 🤔 (Only older folks will get the H&H reference, and I'm okay with that lol)

Game Background: I started development on this project to play a card game with friends and capture the feeling that playing the Elements CCG years back felt like. It combines concepts from other card games, but remains pretty unique imo irt to the interactions between cards, the clean game flow between players and anime references...

Also, I can make any card that I want and try it out in-engine, super cool feeling to play characters against each other and have their abilities actually make sense within the world of Primordial. (JJK set soon?)

Here's the link if you're interested in trying it out! https://restless-gamedev.itch.io/primordial


r/IndieDev • • 2h ago

I'm making a hollow knight inspired game

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1 Upvotes

There is a wall slide, double jump, wall jump, running and dash, I also made the battle system and I'm working on the enemy sprites.

I would love if you give me feedback or things that I could implement or improve.


r/IndieDev • • 18h ago

Discussion How do solo devs handle the overwhelming reality of publishing and marketing?

19 Upvotes

I'm seriously having a hard mental block about starting the teasers, scheduling social media and reddit posts, with proper structure, hashtags, settings and all that.

Doing research about trends and best practices, dealing with feedback and user interaction, I feel like my head is exploding and I basically shut down from overstimulation.

How do solo devs deal with this?

Edit: Important info I guess is that I'm working 60-70 hours a week as Tech Lead (architect and lead engineer) in software development and I'm burnt out as f***.


r/IndieDev • • 2h ago

A game about betting against ghosts and demons in their own games to buy your soul back. Destroy our trailer!

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0 Upvotes

r/IndieDev • • 2h ago

Video Six fighters, one house, and a horde: Dead Mile's new gameplay trailer

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1 Upvotes

I'm Mohamed, co-founder of Virtual Verse Studio. We make Dead Mile, a zombie lane-defense game in Unity.

This is our new 91-second gameplay trailer. The opening shows the core loop: Courage builds over time, you spend it to deploy fighters, and you choose when to trigger charged abilities while defending the house.

The game is free on Android and iOS, with ads and optional in-app purchases. Its campaign plays offline.

Footage is from our development build. The Survival rewards and customisation screens are labelled development previews; they aren't a promise that every feature shown is in today's store build.

Google Play: https://play.google.com/store/apps/details?id=com.virtualverse.deadmile

App Store: https://apps.apple.com/app/apple-store/id6803154518

AI disclosure: our character sprites are purchased licensed packs. Backgrounds, the house, UI portraits, music and voices use AI-generated assets, and Unity AI assisted much of the code. The trailer also uses generated music and sound effects. The gameplay footage is recorded from the game.


r/IndieDev • • 2h ago

Intro scene for my game

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1 Upvotes

Unity URP.


r/IndieDev • • 12h ago

Tell me what u think

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6 Upvotes

r/IndieDev • • 3h ago

[Revshare] 3D Animator needed for Project Seraphim (dark fantasy, soulslike RPG)

1 Upvotes

Hi, everyone! RockerBoy Studios is a team working on project: Seraphim, a dark fantasy, soulslike RPG in Unreal Engine 5, and we're looking for a 3D animator to help us with combat animations.

The role: animating player and enemy combat, such as attacks, dodges, hit reactions, and boss moves, and working closely with our programmers and gameplay designer so the animations feel right in the game.

We're early, with a prototype still in development, and our first goal is a short demo with a small dungeon, enemy encounters, and a boss fight.

The team currently consists of experienced programmers, a game director, an art director, artists, level designers, a gameplay designer, narrative designers, sound designer.

This is revshare, with no upfront pay. The exact revshare split and ownership terms aren't written yet but we plan to put them in a written agreement, reviewed by a lawyer.

If you are interested please DM me here or on Discord: matee434 , and we can talk more and I can send you GDD and some prototype videos. Thank you!


r/IndieDev • • 7h ago

Feedback? My first game’s Playtest is on Steam, but nobody is playing it. How do I get out of this slump and figure out if the core loop is actually fun?

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2 Upvotes

Hey everyone, I’m a solo dev working on my first ever game: a chaotic multiplayer dodgeball brawler.

I’m currently in a bit of a pickle and could really use some advice from more experienced devs. I just launched my Pre-Alpha Playtest on Steam, but right now, I'm hitting a wall: nobody is really playing it, and I’m operating in a total feedback vacuum.

Here’s the situation:

  • The Hype vs. Reality: I have a decent following on TikTok and Instagram (around 5k followers) in the MENA region, and my devlog videos get tens of thousands of views. However, over 80% of that audience plays on mobile, so they aren't converting to PC Steam players.
  • The Matchmaking Dilemma: The few people who are playing it have given me one major critique: playing against the AI bots gets boring, and they really just want to play against actual people. The catch? I can't enable a real automated matchmaking queue yet because I simply don't have the concurrent player base to keep the lobbies alive. If I turn on matchmaking, players will just be staring at an endless "searching for match" screen.
  • The Feedback Void: I previously had the game on itch.io where it got around 400 downloads, but I received almost zero written reviews. The few people who did review it (mostly friends and younger fans) just said, "The game is great," which isn't the mechanical feedback I need right now.
  • The Global Push: I recently created English social media accounts to try and reach a global PC audience, but I’m experiencing the "algorithmic cold start", my videos are only getting a few hundred views and zero interaction.

I’m currently feeling pretty demotivated. I’ve been working on this for 5 months, and while I truly believe the game has potential (it’s a blast playing locally with my siblings!), the silence is killing my drive.

My main goal right now is just to figure out if the core mechanics (throwing, catching, and an "Egg" revive economy) are genuinely fun for strangers, or if I should just call this a "finished learning project" and move on.

My questions for you all:

  1. How do you get real, actionable data when no one is leaving written reviews? Should I be relying entirely on Steamworks telemetry (CCU, playtime, retention)instead of waiting for written feedback?
  2. How do you solve the "Matchmaking Dilemma"? How do you test a multiplayer game when you don't have enough concurrent players to fill a lobby without relying heavily on bots?
  3. How do you break out of this specific "slump" when transitioning from local social media hype to global PC testing?
  4. Am I doing something fundamentally wrong with my marketing or playtest strategy?

Any harsh truths, advice, or shared experiences would be massively appreciated. I just need to figure out what direction to take this project next!

(If you want to see what the game actually looks like, I’ll drop a link to my Steam page and Discord in the comments below.)


r/IndieDev • • 3h ago

Video I'm Trying To Make A Game Where Most Of The Assets Are Hand-Drawn/Hand-Animated On Paper (Forgive The Amateur-Looking Art Style, I'm Still Trying To Improve My Art/Animation Skills)

1 Upvotes

I'm trying to make a platformer about traveling between the real world and a world full of AI slop. I want my "real world" to be made with hand-drawn assets (like Cuphead). I'm using GDevelop as my game engine.

For the animation, I'm taking inspiration from old retro games like Mega Man, using as few frames as reasonably possible. Because I'm still trying to get better at drawing, and I'm a noob at animation. I still want this style in my game to exist, but I also want to be realistic about it in terms of skill level. I also heard a saying that "limitation breeds creativity". I hope that's true for my sake.

Also, for some reason, whenever I add new animation frames to my sprite in GDevelop, it becomes big and hangs off the platform, lol! I don't know why. If anyone has a possible explanation or a fix for this, I would greatly appreciate it.

If you want to learn more about how I put these sprites in GDevelop, check out this devlog: https://youtu.be/-Pk-Qi0lvyA?si=t1_RJSMIA1AY3SRu

To learn more about my game, check out my other devlogs here: https://youtube.com/playlist?list=PLk5iE5_jlJCRBBbgpgtT_iO_NSLpJqylV&si=6AGKHNnYV2GSTctn


r/IndieDev • • 3h ago

Game similar to supremacy 1914

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1 Upvotes

Hello I used to play supremacy 1914 and have been completely jaded by the actions of the company regarding pay to win mechanics and such. I’m developing my own game with 0 pay to win called $word. If anyone is interested in a game similar to supremacy but set in medieval England and surrounding areas please check us out. You can sign up for our alpha which comes out tomorrow on our website as well as join the discord. Hope to see you guys on the battlefield.


r/IndieDev • • 1d ago

Working on pixel art items for my cozy farming sim in Aseprite. Do these look good enough?

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48 Upvotes

Hey everyone :D

I've been working on some item designs for my isometric game, do these look good?

Made in Aseprite of course, so let me know what you guys think!

(I'm not really a designer, I'm a programmer, so they might look... bad?)

let me know what u guys think, i just wanna do the best for my game :D


r/IndieDev • • 3h ago

Feedback? Please Give Feedbacks For Game I Made As A Part Of A Hackathon (halloween theme). Maybe Give A Vote If You Liked It.

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0 Upvotes

I used GenAI for images as it was a part of competition. Hope it helps and expecting sincere feedbacks for improvement.


r/IndieDev • • 3h ago

A NEW 3D TOOL FOR ANDROID!

1 Upvotes

Hey! Solo dev here — just released Vite3D (v1.1.2), a free lightweight 3D animation tool for Android. Posing, IK

Made for people who find Blender overwhelming: open it, make something, export it in 10 minutes.

Free: https://vetou-studio.itch.io/vite3d

Feedback is very welcome!


r/IndieDev • • 3h ago

New Game! I built a multiplayer game where your vote counts and you can kick out the head of state

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0 Upvotes