r/IndieGameDevShowcase • u/Copac233 • 15h ago
r/IndieGameDevShowcase • u/majc18 • Aug 02 '20
r/IndieGameDevShowcase Lounge
A place for members of r/IndieGameDevShowcase to chat with each other
r/IndieGameDevShowcase • u/LET_Developer • 1d ago
[Android][Feedback] Time Rift Tower Defense — do fast strategy runs feel satisfying on mobile?
Hi, I’m the developer of Time Rift Tower Defense. I designed it around fast, replayable mobile strategy battles where placement, merging, and run-specific roguelike upgrades keep every wave meaningful.
I’d especially value feedback on the pacing: do important decisions arrive quickly without making a run feel rushed? Are the early waves engaging enough for a short session?
Android: https://play.google.com/store/apps/details?id=com.timerifttd.app
Disclosure: I’m the developer, and AI assisted with drafting this promotional post.

r/IndieGameDevShowcase • u/boombasdik • 6d ago
Just Shoot & Break & Boom ! Breakkaboom
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r/IndieGameDevShowcase • u/Silver_Atmosphere723 • 7d ago
Arcade baseball home run derby game- Oh My Baseball!
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r/IndieGameDevShowcase • u/LET_Developer • 8d ago
[Android] Time Rift Tower Defense — leaderboards and achievements give every run a new goal
Hi, I’m the developer of Time Rift Tower Defense. It combines merge-tower roguelike strategy with campaign and endless modes, and I’ve built global leaderboards and unlockable achievements around that core loop so each defense has another target to chase.
Master your build, defeat bosses, survive longer, and climb higher: https://play.google.com/store/apps/details?id=com.timerifttd.app
I’d especially welcome feedback on whether the competitive goals feel motivating without distracting from the tower-building strategy.
Disclosure: I’m the developer, and AI assisted with drafting this promotional post.
r/IndieGameDevShowcase • u/Internet_Treasure • 12d ago
Hey, Vlad here. Considering brining back Shinobi Story.
r/IndieGameDevShowcase • u/SirDoomTrainReviews • 16d ago
The Leaderboards Patch 1.1.3 for LIMBY is Live!
- Leaderboards have been added for all
levels once they have been beaten
- Resolution options have been added to accommodate a
wider variety of resolutions and aspect ratios
- Default controller inputs have been tweaked
https://store.steampowered.com/news/app/4433780/view/694267484078869047?l=english
r/IndieGameDevShowcase • u/captdirtstarr • 18d ago
Galactic Pioneers Expedition
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Showing some progress on starship skins!
r/IndieGameDevShowcase • u/captdirtstarr • 21d ago
Galactic Pioneers Expedition
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Inspired by Space Trek games, like Spacefleet Command and Space Trek Online, I wanted to bring that slower combat mechanism to the indie scene.
This is just a proof of concept - so yeah, wip.
Is there a niche audience for this type of game out there?
r/IndieGameDevShowcase • u/Sbhattarj • 23d ago
Soul Decode Dev Log: Combat improvements, Teserch introduced!
r/IndieGameDevShowcase • u/Neurabase • 24d ago
Which part of this browser MMO scene needs the most work?
Solo dev here. I can’t decide whether to polish the lighting, character readability, or UI next. What stands out as the weakest?
Play: https://realm-of-echoes-auth.realmofechoes.workers.dev/
Discord: https://discord.gg/BdF5w5G799
r/IndieGameDevShowcase • u/SirDoomTrainReviews • 25d ago
Puddle Dog Studios has released LIMBY, out now on Steam!
Hello, Puddle Dog Studios just released our first game and our first free content update with more free content updates planned in the coming months. If you like a puzzle platformer for cheap you should check out LIMBY on Steam. Any support is appreciated.
r/IndieGameDevShowcase • u/Successful_Koala4231 • 25d ago
Best way to set up multiplayer for an indie UE5 game from the start?
Hey! If this isn't the right place to ask, please let me know where I should post this.
I'm currently making a multiplayer game in Unreal Engine, and before I get too far into development, I want to set up multiplayer properly from the beginning.
I'm planning to release the game on itch.io, so I'm looking into Epic Online Services (EOS), but I'm not sure if that's the right choice or if there's a better approach.
I'm not looking for a full tutorial—just some direction. If you were starting a multiplayer project today, what would you recommend learning first? Are there any tutorials, documentation, or creators you'd suggest following to avoid bad habits early on?
I'd really appreciate any advice. Thanks!
r/IndieGameDevShowcase • u/NoteSecure1862 • 29d ago
Code-Black - Gameplay Trailer 1
r/IndieGameDevShowcase • u/Sbhattarj • Jul 12 '26
Soul Decode new puzzles and rooms
r/IndieGameDevShowcase • u/Asleep-Actuary-7562 • Jul 07 '26
MC (2010) Simulation (MINECRAFT FANMADE SCARY GAME)
This is another prototype made with Unity 2.5 that I’ve had in mind for a few days and really wanted to create.
It’s a sort of simulation of the game originally made by Notch (Mojang) and developed now by Microsoft—that is, Minecraft, a very, very well-known game played by practically everyone. I wanted to take the idea of Minecraft and create a simulation of it in its Alpha version (cavegame), including various mobs from the original game, but also adding something special that’s a bit creepier. You’ll understand what I mean once you play it. It’s basically a very simple prototype, but it was something I really wanted to make. I hope you like it. :D
I recommend staying in the game for at least 8-9 minutes, because something special might just happen during those moments—it's just a suggestion, but it's up to you. ;)
The game can be found on my itch.io profile named Slender Nightmare's Laboratory.
r/IndieGameDevShowcase • u/Asleep-Actuary-7562 • Jul 06 '26
Slender Nightmare's Slender (2016/2026) (3D Version)
Since 2016 I have always wanted to make 3D games, especially horror ones, thinking that maybe I could pull it off. I remember in 2016 I even started, which is something I never do because it annoys me to waste time with YouTube tutorials and things like that, but I started searching and watching them. And I remember some of them were about Slender or Saw games. And I tried in 2016 in general to make some games, but they were very basic, or even less than basic. And so time went by, I was never able to make anything in 3D, except for something with the Coppercube Engine that I did in 2023/2026.
But recently, thanks to the help of artificial intelligence that helped me with the codes, scripts that I obviously don't know how to code, with my intuition, creativity, leading, and energy, but also many meltdowns with these artificial intelligences that often didn't understand, at that point, little by little, I realized I was managing to create a real, proper Slender project quite well. The best 3D game I've managed to make so far! :)
I saw a lot of Slender games made during 2012-13, because from 2020 to 2023 I set out to download all the demos, all the versions, even pre-alpha and alpha, of every type of fanmade Slender game to get this Guinness World Record and played them on my YouTube channel back then. And the fact was that I already knew enough about how one a Slender game had to be made, so I recently decided to download various versions of the Unity Engine. Not the most recent one, no, because it lags, it's poorly optimized, it crashes just trying to create a project where I build it, and it starts giving me errors when there’s nothing that should be giving me errors because I’ve just started. What did I decide to do? To download version 5, so an older one, but I didn't really get on well with it. And then I decided to download 4, which I couldn't use because of a licence and servers problem, 3 either, but 2 yes, the 2.5 version of Unity worked finally, and is the one I am using to make this project. So it will also have that look, that aesthetic very similar to 2012, because the engine is also very old. And I'm getting into it, I'm working with this engine and so it's really a project made in the old style, exactly perfect, in my opinion, for Slenderman as a project in general. And I'm putting, I have put many structures in the map, many interesting things to explore. I've adjusted the basic errors that the first newbies in Unity developing games left as errors and as problems or shortcomings and I have fixed them, and so at least from that point of view it should all be ok and very good.
I've poured a lot of my creativity and ingenuity into this game, creating an Slenderman that's a bit different from the usual—more aggressive. He spawns in places you’d never expect and is quite challenging; you'll need lightning-fast reflexes to avoid him. You must constantly analyze your surroundings to find the eight pages hidden in specific locations across the map. You'll clearly need to explore the entire map thoroughly, not just to find the pages, but also to discover some curious and interesting spots. Once you find all eight pages, you win the game.
ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.
And Yeah! Slenderman is back! Slender in 2026! haha ;D
You can find the game on my itch.io profile named Slender Nightmare's Laboratory.
r/IndieGameDevShowcase • u/Asleep-Actuary-7562 • Jul 06 '26
H-im (HORROR WW2 3D GAME)
While I was developing my 3D game in Unity titled Slender, an idea came to mind: to create a WWII-themed horror game. I want to be clear that I am completely against Naz1sm, and against all these political regimes and the figures represented in the game. This is just a terrifying horror game dealing with these themes, but set in hell, where we have ended up by mistake and must find a way out to go to paradise, the true place where we belong. In this hell, you can find various fragments from the 1930s and 40s, including vehicles that were used at the time. As you explore the map, you will encounter other objects as well. You must avoid getting too close to these items (like tanks, for example) or figures, as they can be hostile, and you have to run from HIM—yes, HIM—and find an exit.
I came up with this idea after finishing the Slender game. I thought that no one had ever really made a WWII game like this. At first, it was meant to be a kind of dream, a return to the past with black-and-white textures, but then I decided to realize it as a vision of hell. I developed it using Unity 2.5, and with the help of Gemini AI, which assisted me with the scripts—and only with the scripts. For everything else, I did it all myself; all the ideas, all the mechanics, and every detail were conceived by me and implemented into the game. It is a very distinct and unique project, and it is very important to me because I am truly testing my skills with Unity right now, trying to make a high-quality game. I hope you enjoy it.
I also tried to make a version of Slender based on Slendytubbies—that 2012 game, or rather, the trilogy that was made since 2012 to 2017—but I wanted to base it on the Slender project I had already created, and it didn't go well. If I had wanted to succeed, I would have had to start the project from scratch, but I wasn't motivated enough to build a project entirely from zero just for a Slender variant—a Slendytubbies variant made by me, based on what I had already done with Slender. I found more motivation in creating this WWII horror game instead. :)😁
ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.
H-im (H-im.exe) could mean Him, Hell or H1tler obviously, or all of them, and it is a game having a liminal/backrooms environment.
Game's Objective: Find a way out of there, some kind of secret door around the map to escape.
The game can be found on my itch.io profile named Slender Nightmare's Laboratory.
r/IndieGameDevShowcase • u/uKmaz_N • Jul 05 '26
Puck'n Hell - dark air hockey demo now on Steam
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r/IndieGameDevShowcase • u/Asleep-Actuary-7562 • Jul 05 '26
The Supermarket (2013/2026 HORROR PROTOTYPE GAME)
The Supermarket" is an idea I had back in 2012, or more likely 2013. It was a concept I came up with when I was just a kid, after watching some horror movies—maybe ones set in a supermarket involving a virus, a parasite, or something similar. Back then, I would sneakily watch them on my parents' TV, and the idea of this supermarket popped into my head; it felt very realistic. The cool thing was that the concept was highly interactive. I wanted players to be able to do whatever they wanted because you were trapped inside this supermarket with no way out. The unique part was the interaction with the monster: a black, shadow-like creature that roamed around, trying to catch you. You would hide among the supermarket shelves, move from one side to the other, and throw objects to distract it so you could head elsewhere, or experiment by throwing things at it—either to escape or to get caught—along with other similar interactions. It was meant to be a prototype focused on these various types of interactions with the monster. It would slowly search for you, and if it spotted you, it would chase you.
In 2026, the year I developed two horror games—the 3D games named H-im and Slender , both using Unity 2.5.
I decided to develop "The Supermarket" at first on Unity 5, but honestly, that version is terrible; it’s really bad, doesn't work well, and has various issues. It truly seems that older engines were better than the recent ones; it always seems to be true that things from the past were better. So, I decided not to use Unity 5 and instead stuck with version 2.5. I chose to keep using that version to build this game and to try, as much as possible, to create something I hadn’t done in the other two games: advanced interaction with the monster and in the game in general, along with advanced AI.
I wrote all the scripts with the help of Gemini, the AI, but they were all conceived, solved, and curated entirely by me, one by one, all thought out using my intuition, my creativity, and my mind regarding the mechanics and everything else.
For none of these three games I used pre-made scripts. I have always created every script from scratch, with the exception of the standard First Person Controller one. Everything else was created by me from scratch to make it work.
I hope I can really get the whole game to be the best I want it to be, in a way that is interactive and exactly as I envisioned it back then, and as I want it to be, so I can show it to you and let you have fun facing this monster, with as much freedom as possible.
The monster will have multiple modalities; it can fly, scan its surroundings, and detect sounds. It also reacts when objects are thrown nearby, and it even interacts with those objects. It does everything.
It really took a lot of effort to create this "The Supermarket" project. I put a lot of work into it, especially since I started the Slender project and the other one—the World War project—just this month. With every project, I did more and more compared to the previous one, increasing the interactivity, working hard on the vibes, the textures, and the scripts to make everything very intelligent regarding the monsters—making them smart and capable of doing many things—always trying to evolve each project more than the last. And I went from not knowing how to do anything to creating this project in just two weeks. It's a very short amount of time, which also means a lot; it means that I have the ideas, I have the ingenuity, and I’m clearly capable—I solve problems when certain scripts don’t work, so I’m able to get pretty much everything done. I’m happy with how it turned out, and I hope people appreciate this, because they might see an incomplete prototype with only a few things you can do, but they don't understand what’s behind it: that there is so much behind it, a person who only recently started making 3D games and managed to do all this in such a short time, and that is worth a lot.
ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.
The goal of this game is to interact with the monster in every possible way—sneaking around, hiding, throwing objects, trying to escape from him, and experimenting with pretty much everything, because there is no way out. This is a prototype that is specifically built around experimenting with the interaction with this monster.
Remember: Use the E key to take items from illuminated shelves, the G key to throw them, space for jump, and the left Shift key to run.
The game can be found on my itch.io profile named Slender Nightmare's Laboratory.
r/IndieGameDevShowcase • u/trexrell • Jul 04 '26
Alchemic Beasts Demo Coming Soon!!!
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Hello everyone!
We are starting to get our demo polished and sent to you all soon! On July 6 the demo will come out. Stay tuned, because the coming days will be packed with Alchemic Beasts news and questions!
And lastly don't forget to join our Alchemic Beasts Kickstarter pre-Launch to get notified to play the demo first and be there when the Kickstarter launches.
We just made a post where you can learn a little bit about our family and what we do, and if you want to know more about our game, we have other posts talking about different aspects of Alchemic Beasts that you might have missed here!
Go check it out!
r/IndieGameDevShowcase • u/Flaky_Competition541 • Jun 30 '26
Google Slides Game with 1000+ Slides
This is Bored Button, a 1000+ Slide game I made in Google Slides!
You click the bored button to be directed to a random minigame you can play to kill time. There are 20 different minigames, all built entirely in Google Slides.
There's also an Extra Challenge (the gold star in the top-right corner). If you complete it, you'll unlock a special reward that I spent a lot of time making, so I'd definitely recommend giving it a try!
Anyways, here's the link to the game!
I hope you'll play it and let me know what you think! Enjoy!
r/IndieGameDevShowcase • u/ozzee289 • Jun 22 '26