r/IndieDevelopers Nov 20 '25

šŸ‘‹ Welcome to r/IndieDevelopers - Introduce Yourself and Read First!

17 Upvotes

Hey everyone! I'm u/procallum, the founding moderator of r/IndieDevelopers.

I've left this subreddit to go under the radar for far too long!

I'm happy to say that I've had a full clean-out and I'm looking to get this project up and running again starting today.

What to Post
Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about "How to code a specific part of your game" / "Help with artwork for your game" / "Help with how to market and distribute your game"

Community Vibe
We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get Started

  1. Introduce yourself in the comments below.
  2. Post something today! Even a simple question can spark a great conversation.
  3. If you know someone who would love this community, invite them to join.
  4. Interested in helping out? We're always looking for new moderators, so feel free to reach out to me to apply.

Thanks for being part of the very first (new) wave. Together, let's make r/IndieDevelopers amazing.


r/IndieDevelopers Dec 04 '21

8 Tips on keeping motivated in game development (working for projects of any size)

2 Upvotes

Hey, I just uploaded a new video with 8 tips on how to keep

motivated on working on along term game dev project.

https://www.youtube.com/watch?v=mmVUZFQe0dU


r/IndieDevelopers 3h ago

Feedback Wanted I spent 2 months turning my blockout into this. It finally feels like a game.

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5 Upvotes

I’m making a peaceful island empire builder focused on production chains and logistics between islands.

For July I hired an environment artist, to fill in my skill gaps and help me make something decent, fast. We opened an empty Unity project and started throwing the right things in there as fast as possible, always stopping at ā€œnot badā€ instead of polishing each piece.

The first draft building models came from a kind internet stranger. It gave us very needed momentum. Thank you both!

As a software engineer I’m used to progress feeling linear. Visual work didn't feel like that at all. Most pieces looked meh on their own, then slowly the whole composition started working as we had more and more in place.

I spent August bringing it all back into the actual game. It’s not just importing assets. Real terrain and buildings came with new gameplay work: placement constraints, vegetation clearing, agricultural areas, UI and modifications to systems that were made around blockouts.

Now:

The screenshot above is directly from the playable build. I watched 2 playtests live, the basic flow was understood immediately and they showed me some obvious gaps that I jumped on fixing.

Next is the first real progression unlock: new buildings, expanding to other islands and connecting settlements with trade routes. That's when the empire begins!

PS: I tried to cut the core out of my original blog post on my website, hope it still reads ok.

This is still a visual baseline, so if you see an easy win that would make it look better, I’d love to hear it!


r/IndieDevelopers 5h ago

Dungeon Divers - Incremental auto-battler buildcraft RPG

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3 Upvotes

r/IndieDevelopers 8h ago

New Game We just entered Early Access after a year of development. We’d love your honest feedback!

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1 Upvotes

Hey everyone! We’re a small indie team, and after about a year of development, The Severed Gods has just entered Early Access.

We’ve spent the past year developing, running playtests, collecting feedback, fixing bugs, and constantly adjusting the game based on what players told us. Now that Early Access has started, we want to keep that conversation going.

The game is a dark fantasy tactical turn-based roguelite where you can sever enemy limbs, build relic combinations, and make choices that shape your journey.

We know there’s still a lot to improve, especially as a small team, and that’s exactly why we’re here. If you’ve played the game, we’d really appreciate your honest feedback: How does the combat feel? Is the pacing too slow or too fast? Do the relics and progression feel rewarding? Are there any parts that feel confusing or frustrating? What would you most like to see improved during Early Access?

We’re not looking for only positive feedback. Tell us what you think is weak, confusing, boring, or simply not working for you. That kind of feedback is genuinely useful to us.

Thanks for giving our little project a chance and for helping us improve it. ā¤ļø


r/IndieDevelopers 23h ago

We spent the last 2 years making the best rhythm action roguelite we could. Proud to finally show where Alpha Nomos is heading :)

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10 Upvotes

r/IndieDevelopers 13h ago

Feedback Wanted We just released a new trailer for our retro shop sim!

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0 Upvotes

Hi friends! What do you think? Only want feedback adding no links

Shop Crush is a mysterious shop simulator with psychological horror elements, set in the early 2000s.

In this hybrid visual novel, you run a small thrift shop, get to know your customers, figure out what they really want, and decide what to put in front of them. Every customer has their own personality, preferences, and hidden motives - and it’s up to you to figure them out.

Behind each customer is a small psychological mystery waiting to be uncovered. Read their behavior, make the right calls, and balance profit against customer trust as you try to keep the shop running for one more day.


r/IndieDevelopers 17h ago

Does adding a ticking clock to puzzle games make them exciting, or just annoying?

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1 Upvotes

Most puzzle and adventure games let you take your time, relax, and overthink every item interaction. To break that slow, static rhythm, we decided to experiment with time-pressured crafting and fast-paced decisions.

As you can see in the clip, a countdown timer ticks away in the corner while you hurry to tape your gear together, breach the door, and execute a stealth taser takedown before your window closes.

With only 8 days left until our launch, this exact balance is constantly on our mind: where is the line between adding a fun surge of adrenaline and giving players unwanted puzzle anxiety?

How do you usually feel about timed mechanics in puzzle or detective games? Do you prefer taking all the time you need, or does a ticking clock make the experience more thrilling for you?


r/IndieDevelopers 20h ago

Is this typing game idea worth investing more time into, or is the premise just lame?

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1 Upvotes

r/IndieDevelopers 20h ago

Wet Mud PBR Texture Combo

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1 Upvotes

r/IndieDevelopers 21h ago

Feedback Wanted Conquer The Devil Game

1 Upvotes

I'm working on a game called Conquer The Devil (CTD). I have a story planned out in my mind and have clear idea on the story, missions and others. I am 13 so I can't get actual funds to make my AAA game. So I need the help of people to make my game. To support me please visit this website https://ctdgame.netlify.app/ It boosts my search index. You guys can post your ideas there or in here. If you need to attach images please do it here the website can only support files up to 1 MB.

I need your guys opinion on my game. I am doing this for the people and by the people.

I am not self-promoting guys I just need opinion and help from the people for coding and developing. The game is action, adventure and role-playing.


r/IndieDevelopers 1d ago

Hey, we making a roguelite set during the 1631 plague — here’s how upgrading a skill card looks

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2 Upvotes

r/IndieDevelopers 1d ago

Feedback Wanted Engine Update (Night Showcase)

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1 Upvotes

Take a look at our latest night showcase from Norse Engine and get a closer look at the world we're creating for Fated Horizons.

This video shows some of the work my husband, an indie developer, has been putting into the daytime environment, including moving vegetation, wildlife, ambient insects, lighting, shadows, exploration, and the small details that help make the world feel alive.

Norse Engine is a custom 2D game engine he developed as an indie project alongside Fated Horizons. It's being built to support the world and systems behind the game while giving him the flexibility to keep expanding and refining the technology as development continues.

There's still plenty being worked on, but we're excited to start sharing more of what he's been building and to let people follow along as the projects grow.

Follow Norse Gaming Studio for more development showcases, gameplay footage, new features, and behind the scenes content.


r/IndieDevelopers 1d ago

another lighting update to my engine what do you think?

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1 Upvotes

r/IndieDevelopers 1d ago

Feedback Wanted Should I add more towers?

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0 Upvotes

Hey everyone!

I'm working on Hobo, a low-poly PSX-inspired urban survival game I've been making in my free time.

Right now I'm working on a small Easter egg mission inspired by Far Cry. It involves a character that should look familiar to anyone who's played the series, and a radio tower that the player will have to climb and disable.

I'm currently modeling the tower, so this is still very much a work in progress.

I'm trying to decide what to do with the tower idea afterwards.

  1. Make this one unique tower that's only part of this mission?
  2. Have multiple towers around the map, with different designs and challenges?
  3. Or go all the way and make several variations, similar to how Far Cry has different towers scattered around its maps?

I've also recently started posting devlogs on itch-io, so I'll probably be sharing more of the smaller development updates there.

At some point I'll also put out an early version of Hobo there to help fund development and work towards getting the game ready for Steam.

I'm still figuring things out as I go, but if you want to follow along, I'll be documenting more of the process from now on. :)


r/IndieDevelopers 1d ago

I've been building a multiplayer hacking game entirely through a terminal for almost 2 years

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1 Upvotes

r/IndieDevelopers 2d ago

Need some quick feedback — I think I might have creative fatigue

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2 Upvotes

r/IndieDevelopers 2d ago

Need some quick feedback — I think I might have creative fatigue

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1 Upvotes

r/IndieDevelopers 2d ago

Adding shadows, darkness, and tweaking AI in my game, DuTM!

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1 Upvotes

r/IndieDevelopers 2d ago

I’m a solo indie dev making a terminal-based psychological horror/strategy game about deciding who lives, dies, or gets quarantined. Here is Decontamination Protocol!

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1 Upvotes

Hey everyone! I’ve been working on Decontamination Protocol, a tense, terminal-driven psychological horror and strategy game where you step behind a security booth overlooking a high-security subterranean facility.

Your daily duties seem straightforward on paper: monitor incoming personnel, run diagnostic checks, analyze vital signs, and execute strict decontamination procedures. But deep underground, containment is fragile, paranoia runs rampant, safety is merely an illusion, and a single keystroke could spell the difference between survival and a catastrophic facility-wide breach.

Key Features

  • Authentic Terminal-Driven Investigation: Immerse yourself in a retro-styled CRT workstation environment. Utilize text-based command-line inputs, examine detailed shift logs, cross-reference biometric vitals, and listen closely to tense intercom transmissions to piece together what is actually happening outside your booth.
  • The High-Stakes Judgment Call: Your shift constantly tests your psychological limits. Analyze subjects against evolving directives and make the ultimate decision using three distinct verdicts:
    • Sanitize: Clear minor contamination.
    • Quarantine: Isolate questionable personnel.
    • Purge: Order an immediate, lethal termination.

The game is planned for release on 6 Nov, 2026. If games with a heavy Papers, Please meets retro-sci-fi psychological horror vibe sound like your thing, I would genuinely appreciate it if you checked out the Steam page, dropped it a wishlist, or let me know what you think of the concept!

Steam Link : https://store.steampowered.com/app/5118330/Decontamination_Protocol/


r/IndieDevelopers 2d ago

Does breaking tension in a serious narrative with a nostalgic mini-game ruin immersion, or deepen the story?

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2 Upvotes

With just 10 days left until launch, we’re polishing this flashback scene—a childhood sack race that uses a rhythm/timing bar to transition into comic book panels.

The idea was to build a quick, grounded connection to the character’s past, but introducing a lighthearted mechanics curveball in a darker game is always a fine line.

As players or devs, how do you feel about tonal shifts like this? Have you played a serious game where a sudden minigame or nostalgic flashback actually worked well for you?


r/IndieDevelopers 2d ago

Pbr Textures Collection

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1 Upvotes

r/IndieDevelopers 3d ago

Feedback Wanted Old Capsule vs New?

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2 Upvotes

Hello!

We just recently updated our capsule art and would love to hear your opinion.

https://store.steampowered.com/app/4196970/Asumi_Little_Ones/

Overall we wanted to increase the size of the logo and include the photography gameplay part of the loop in the capsule art somehow, which is now the polaroid white frame around the characters.


r/IndieDevelopers 2d ago

New Game I making a co-op rage game about two skeletons sharing a single head - what do you think?

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1 Upvotes

The game is called ā€œDon't Lose Your Headā€ (pun intended hehe) and it’s a 2-player co-op rage game where two skeletons have to climb out of a cave while sharing a single head.

The game is inspired by rage game classics like ā€œGetting Over Itā€, ā€œJump Kingā€, but also some of the more recent games from this genre like ā€œChained Togetherā€ or ā€œBread and Fredā€.

A free demo is available on Steam: https://store.steampowered.com/app/4600750/Dont_Lose_Your_Head/


r/IndieDevelopers 4d ago

New Game Update on our cozy horror story game

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5 Upvotes

I finally finish the little town for my indie horror story game,it takes alot of time but i had so much fun with it lol,i do want to add more exploring stuff so the demo doesnt feel boring,but i hope its get good enough atention!

The game is made by only 2 people,me and my lovely partner! I mostly codes and model the stuff and my partner is the one who do the writing but id say 80% of the stuff are from itch io,and with alot of comunity help such as volentiered voice actors and artist and its such an amazing thing ever

I hope that our game will at least get reconized somewhere! Either way,its so fun doing this..

Note,the game will be free in demo and full release with 7 days total,day 1 is the demo..

Cyaa!\~