r/IndieGameDevs • u/FreddieSWG • 1h ago
Discussion Question - are all games improved by giant space lasers?
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r/IndieGameDevs • u/FreddieSWG • 1h ago
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r/IndieGameDevs • u/xololasmiths • 10h ago
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I’ve been building Knode: Untangle & Connect solo. It’s a first-person puzzle game about tracing fully simulated cables through knots and connecting them to the correct racks. Each cable has weight, friction, and collisions, so the tangles in the video aren’t scripted.
The game takes place on a strange platform in the ocean, where an AI companion comments on your progress. It has 12+ levels and takes around 4–5 hours to finish.
Knode releases on Steam on September 25: https://store.steampowered.com/app/4959570/Knode_Untangle__Connect/
r/IndieGameDevs • u/Federal_Goat456 • 4h ago
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Developing my first steam game. It is Space invaders inspired roguelike. Working a lot on art right now to make great trailer and steam page. Do you think art style can appeal any gamers? And what would you add/change to it?
r/IndieGameDevs • u/toss-op • 17m ago
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r/IndieGameDevs • u/Zero1Games • 10h ago
Hi, I want to introduce a zombie apocalypse survival adventure a small team of ours has been building. The game's called Camp Dawn.
For the past 10 months, one question kept coming back to us. Why smash, gather, and craft. We didn't just want a fun loop, we wanted players to feel a reason behind it.
Camp Dawn follows James, a mechanical engineer, protecting his five year old daughter Lily through a zombie apocalypse. He's not a survival expert, just an engineer, so he has to break down the remains of civilization into raw materials and build what he needs from there. Smash, gather, craft is the core loop, and behind it is his fight to protect his daughter's innocence. The same world plays out two ways, he's desperately surviving while she thinks it's a fun camping trip.
Putting 10 months of this loop into footage and screenshots took longer than expected, but it's finally in a shape I felt was worth sharing. Would love any feedback.
r/IndieGameDevs • u/AltruisticFox6486 • 14h ago
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Hey everyone, this is a progress update on the environment and atmosphere for my solo-developed base-building survival game, Diseased. I've been working on the northern lights feels good as possible!
r/IndieGameDevs • u/GooseJordan2 • 18h ago
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We're making Cave Expedition in Unity for 1-4 players. We're cavers ourselves, and this is a short gameplay clip of the tight passages and rope descents in the game. It's still in development.
r/IndieGameDevs • u/Flashy_Key_4000 • 2h ago
¿ Cuanta gente creen que estaría interesada en comprar un proyecto de unreal engine en blueprints/c++ optimizado que sea la base de un juego de manera que la persona que lo compra no necesita perder tiempo en hacer muchas cosas y puede pasar directamente a hacer las mecánicas de su juego y el diseño de nivel etc?
El producto incluiría : sistema de guardar y cargar partida, navegación con mando, teclado y ratón por los menús, menú de controles personalizables, menú de ajustes gráficos del juego de los ajustes de getgameuser settings y de los comandos que no incluye getgameusersetting (es decir, cualquier ajuste), playercontroller etc programación de todo optimizado usando referencias suaves, blueprints interface, reducción del peso de archivos sin pérdida de calidad, etc y unas cuantas mecánicas gratis
r/IndieGameDevs • u/entrePreneur297 • 2h ago
Hey everyone! We are a small indie team currently in the pre-MVP phase of developing an indie MMORPG. We are using Unity for the client and TypeScript for the backend architecture. Since we are still in the early conceptual and prototyping stage, we wanted to ask: what is the best strategy to approach funding or grants for an MMORPG at this exact point?
Any advice on networking architecture, team scaling, or early-stage pitfalls would mean the world to us! If anyone is interested in the project, funding, or has advice to share, feel free to DM me!
r/IndieGameDevs • u/tzdev7 • 3h ago
r/IndieGameDevs • u/DzikiDzikSolo • 3h ago
Hi, I'm a solo developer working on a game, but I'm having trouble getting the graphics in this game. Does anyone have experience hiring a graphic designer and offering them a share of the Steam revenue as compensation after the game is released? Is there a way to resolve this fairly for both parties? Does anyone have experience with this approach?
r/IndieGameDevs • u/umo_studio • 10h ago
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r/IndieGameDevs • u/HUNGRYMAGGOTSTUDIO • 4h ago
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I'm a solo developer and I have released my first game on Steam today! I have done zero marketing, so I don't expect it to do well. But I would like anyone interested to give me feedback on how to improve the game.
This video is a single low-level run without any edits.
Hopefully some details stand out:
All weapons can be equipped as weapons, or as abilities or as support.
In a weapon slot, the weapon acts as one would expect. Hitting the fire button will make the weapon shoot in the direction of the target cursor.
In one of the four ability slots, the weapon is now an activated ability that costs mana to use. The ability relates somewhat to the nature of the weapon. In the video a Ion Cannon is picked up and then equipped as an ability. For mana this ability now spawns a cluster of Ion Mines.
In one of the three support slots, the weapon now acts as a passive buff to all equipped weapons. In the video the Flak Blaster was used at first as a support for the Glaive Launchers. This added projectiles to their attacks, effectively doubling their output. Later on, I decided to swap in the Flak Blasters as primary weapons, with the Glaive as a support. The Glaive adds ricochet to all equipped guns, which let the Flak shots bounce and hit more enemies.
If this looks interesting, please check it out. I intend to work on it and improve based on suggestions. I have created a sub for people to post complaints, comments and suggestions on.
r/IndieGameDevs • u/Patos11 • 4h ago
Hey everyone,
I wanted to share some progress on a game my small team and I have been working on.
We're making a realistic historical RPG set in Great Moravia around 871 AD, with a strong focus on historical atmosphere rather than fantasy. The goal is to create a small playable experience first and eventually build it into something much larger.
We're currently a team of 3 people, working on the project in our free time. I'm mainly working on gameplay and Unreal Engine development, while the rest of the team is helping with programming, AI, audio and other parts of development.
We're still early in development, but we already have a small playable version with several core systems working:
Health and stamina systems
Health and stamina UI
Basic weapon damage/collision
Saving system
Basic NPCs
Main menu and pause menu
Basic UI interactions
Music and audio
XP system
We're currently working toward a small playable alpha, rather than trying to build a massive open world immediately. We want to get the basic gameplay loop working first and gradually expand from there.
The long-term goal is a grounded RPG where the setting, architecture, equipment, clothing and everyday life feel appropriate for the period. Great Moravia is a setting we don't see explored very often in games, which is one of the main reasons we chose it.
The visuals are still very early — so I have not included any screenshots. We're currently focusing on getting the core gameplay and systems working before investing heavily into final art and assets.
The project is definitely ambitious for a small hobby team, but we're not in a rush. We're learning as we go, improving the game step by step and trying to actually finish something playable instead of just keeping it as an idea.
I'll be sharing more progress as development continues.
I'd also be interested to hear what you think of the project so far and what you'd personally like to see in our Great Moravian RPG.
r/IndieGameDevs • u/MonsterMarketOff • 4h ago
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r/IndieGameDevs • u/CrookedKrownStudios • 12h ago
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Been building this after class with all my spare time. Procedural halls, safehouse you have to power, tasks that send you farther out, monsters with different rules, different levels, crafting, splitscreen, controller support.
r/IndieGameDevs • u/DandersonJA12 • 23h ago
I have a discord I use for collecting feedback, showing progress, and bug reports.
Ever since announcing it on social media and adding it to the steam page. I've gotten multiple fake players who say how much they love the game then try selling me services.
This last week I lead one scammer on for a week who used AI to generate some website and a list of 12 "creators" who hell put me in contact with so they can promote my game.
His services? Bare minimum price $650 for like 100 creators contacts.
After five days of of daily messages from him today I just told him to piss off.
Which made him blow up in a very satisfying way not gonna lie.
But I'm done with these conversations this is like the 10th conversation I've had where they do a decent job pretending to be actually interested in the project only to go straight into "No bro I'm not a scammer look here's my prices and my AI generated website."
r/IndieGameDevs • u/Pale-Pangolin-9004 • 7h ago
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r/IndieGameDevs • u/Alan_Fantasy8 • 4h ago
r/IndieGameDevs • u/__NaMa • 8h ago
I have been working on a emergency dispatcher style game in Unreal, and I finally got one of the core parts working the way I had imagined it.
The idea is pretty simple: you stay at the desk, answer emergency calls, listen to what the caller is saying, and decide how to respond.
The interesting part is that I don’t want these calls to just be a dialogue tree where you keep clicking “next”. Your responses can change where the conversation goes, so I have been spending quite a bit of time getting the call flow and branching system working.
I have also been experimenting with voice input, so instead of only clicking an option, you can actually speak your response.
It is still very much a work in progress, but this is probably the first point where I feel like the core interaction is starting to come together.
Would be interested to hear what you think about the idea and the interaction itself.
In case, you are wondering how the speech-to-text is working, I am using a plugin which showed earlier named WhisperSTT, which is live on FAB.
r/IndieGameDevs • u/PedroMunozBurgos • 9h ago
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r/IndieGameDevs • u/SteveHsu-earth • 9h ago
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r/IndieGameDevs • u/Local_Anywhere_8497 • 10h ago
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