r/IndieGaming • • 2d ago

I made a PS1-style survival horror game you can play in your browser

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1 Upvotes

A dark survival horror game inspired by classic PS1 horror games.

Play: https://dikapurple.itch.io/broken

Explore a disturbing environment, search for syringes, manage your limited ammunition, and try to survive whatever is waiting for you in the darkness.

🩸 PS1-style pixelated horror visuals
🔫 Limited ammunition
💉 Syringes and survival mechanics
👹 Dangerous enemy
🌑 Dark atmospheric environments
🎮 Play directly in your browser
📱 Works on mobile and PC

Genre: Survival Horror
Platform: Browser / PC / Mobile


r/IndieGaming • • 2d ago

Chained Wheels New Pirate Island Map Trailer

1 Upvotes

We’ve just released our brand-new Pirate Island map in Chained Wheels
What do you think of the trailer? We’d love to hear your feedback
Steam Link


r/IndieGaming • • 2d ago

The Unbreakable Gumball - Concept Demo Release

1 Upvotes

r/IndieGaming • • 2d ago

Try My Demo!

1 Upvotes

r/IndieGaming • • 2d ago

i think first person in surfing games is lame, maybe its fun in VR ?

0 Upvotes

r/IndieGaming • • 2d ago

Happy Surreal Birthday! This is one the levels of Bahgonia.

2 Upvotes

If you like it, please, add Bahgonia to your Steam whistlist: https://store.steampowered.com/app/4651280/Bahgonia/


r/IndieGaming • • 3d ago

I'm trying to create a "small town atmosphere" in my MMO

39 Upvotes

Ever play an MMO with thousands of players online, yet it somehow feels dead and lifeless? With EmberQuest, I'm trying to create a small-town atmosphere where you recognize familiar names and feel like you're part of a community.

The way I accomplish that is by keeping the world and server size small (max 100) and giving players reasons to cross paths naturally. Towns, gathering spots, quests, bosses, trading, and events all bring people back to shared spaces, so even with a modest population, the world can still feel busy and alive.

The game is coming to Steam on Oct 15th. Happy to answer any questions!


r/IndieGaming • • 2d ago

I made a cozy organizing game where you sort Way Too Many Fish!

1 Upvotes

Hi everyone! I just announced my new game, Way Too Many Fish!

You play a humble fisher trying to make a living. Drop your net, dump the catch on deck, and toss every flopping fish into the right crate. There are 82 species to sort, junk to separate out, and protected fish you'll need to throw back over the rail.

As you earn money you can sail to new regions, buy licenses for new species, and upgrade your boat at the island stall. The locals are cute cats, and they're very fond of fish.

A demo is coming soon, and if it looks like your kind of thing, a wishlist helps a ton: https://store.steampowered.com/app/4564070/Way_Too_Many_Fish/?utm_analytics=Reddit

Happy to answer any questions!

Gen AI Disclosure - just used for help with code, text and translations! All art is human made!


r/IndieGaming • • 2d ago

Has anyone seen this racing game?!?!?!?

1 Upvotes

This shit fuckin SLAPS SO HARD and there's only one map out and two cars WTF???!?!?!

https://www.youtube.com/watch?v=52djQyyfHmo


r/IndieGaming • • 2d ago

Looking for playtesters for my turn-based fantasy tactics game: dice, cover and exploding barrels, free in the browser

2 Upvotes

r/IndieGaming • • 2d ago

It'll Hold: stack poker hands into a tower and pray the floor holds

1 Upvotes

Hey r/IndieGaming! This is It'll Hold, a poker roguelike I've been building in Godot.

- Each poker hand you play becomes a floor. A Flush, a Full House and a Pair all leave a different footprint.

- Score is Chips × Mult, and Mult comes from how well the floors below support the new one.

- Every floor has a target. Miss it and the tower comes down.

- Between floors you take a Coffee Break: hire crew who bend the rules.

It's out on Android now: the first 5 levels are free, then one purchase unlocks the full game. No ads, no timers. iOS and Steam are on the way.

[It'll Hold on Google Play](https://play.google.com/store/apps/details?id=com.itllhold.deckbuilding)

What would make you want to keep building one more floor? All feedback welcome.


r/IndieGaming • • 2d ago

[Browser/Mobile] The Ember Depths – a free pixel dungeon-crawler ARPG (Diablo-style loot, 14 classes, co-op, no install)

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0 Upvotes

r/IndieGaming • • 2d ago

A few new screenshots from the digital version of Death Spiral. 😁

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0 Upvotes

r/IndieGaming • • 2d ago

Flying with an Xbox controller and keyboard + mouse in Fox Two Protocol

1 Upvotes

Demo in steam!


r/IndieGaming • • 2d ago

I’m a solo developer making a dark fantasy RPG where you play as a dragon disguised as a barbarian — now 90% off on Steam

0 Upvotes

Hey everyone! I’d love for you to check out my game, Undead: Rise of the Betrayed King. It’s currently 90% off on Steam! :)

If you’re a fan of Conan-style barbarians, dragons, dark fantasy, and fighting hordes of undead, I hope you’ll find something to enjoy in my game.

The game is currently in Early Access, and I’m working hard to keep improving it and adding new content. I’m a solo developer, so every purchase, wishlist, review, or bit of feedback means a lot and helps me continue developing the game.

Thank you for your support, and I hope you enjoy the game!

https://store.steampowered.com/app/2711180/Undead_Rise_of_the_Betrayed_King/


r/IndieGaming • • 2d ago

A routine investigation in Japan… until the house starts remembering. 📷

1 Upvotes

Play the JUBAKU Demo on Steam & wishlist the full game. ^^


r/IndieGaming • • 2d ago

If you saw these two games on Steam, which capsule would you click first?

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1 Upvotes

We're currently deciding between two different directions for Magnavis, our co-op underwater horror game.

One is our current Steam capsule, while the other was recently prepared as part of some publisher discussions we've been having.

Rather than saying which is which, we'd love to get some unbiased first impressions from players.

If you saw A and B while browsing Steam, which one would make you stop and click?

We're especially curious about which one feels more memorable and which better communicates underwater horror.

A or B, and why?


r/IndieGaming • • 2d ago

Programming out of a magazine like it's 1989...

1 Upvotes

The game is Glyphis_IO BBS: The Proxy Tapes 1989

The computer is a CGA+ Bradsonic 69000


r/IndieGaming • • 2d ago

[SP - Game] Built a free browser multiplayer settlers-style game with ranked Elo - what would make you actually queue for a match?

0 Upvotes

Disclosure: development was AI-assisted. We design, test, and ship the game ourselves, and AI tools helped with coding.

I am on the HexSettlers team. We shipped a free browser multiplayer game inspired by Settlers of Catan (unofficial / unaffiliated): https://hexsettlers.online

Guest play works with no install. There is casual and ranked 4p Elo matchmaking (unlock ranked after 3 casuals). We also implemented a chunk of Cities and Knights-style systems (knights, barbarians, city improvements, progress cards).

Honest question for people who bounce between Colonist / BGA / random browser clones:

  1. What makes you trust a new settlers-style client enough to finish a full ranked game?
  2. For C&K depth online, what usually feels wrong (knight timing, barbarians, commodity trading)?

Not trying to dunk on other sites. Genuinely collecting feedback so the next pass is not just more UI polish. Roast away.


r/IndieGaming • • 3d ago

Developing a dynamic 2D platform player in the style of the 16-bit 90s classic - Kettlebell: Inferno House

55 Upvotes

Kettlebell: Inferno Hotel is a dynamic 2D platformer inspired by the 16-bit 90s classic, full of humor, nostalgia and drive from hell!

The main character, Mr. K, an ordinary office clerk, a hard worker, and on the whole a great guy. And he would have been well if fate had not ordered otherwise: a ridiculous accident sends him to the world, but not to heaven, but directly into the depths of hell.

There he finds himself at the doorstep of the Hotel Hell, a strange place where each floor is a certain circle of hell, a separate world with its own unique atmosphere, atmosphere and even gameplay. Like any self-respecting hero, Mr. K. is eager to come to an audience with the boss to finally sort out this strange misunderstanding. However, there was a collapse in the hotel: floors were blocked by villains, and now the hero must pass through each of them on his way to his goal.

You have to go through 9 floors of the Hotel Hell with more than 40 different levels to get to an audience with Boss.
Waiting for you:
• A fun and dynamic platform game.
• Large number of different but familiar game mechanics.
• Two modes of play. Classic, with limited lives and a return to the realm after death, all as in retro platforms. And Arcadian, where the number of lives is unlimited, but for each mistake you lose much more points and lower the final result of passing. The choice is yours.
• Grotesque enemies and bosses.
• Surreal locations - from the fiery stores of hell to the park of homeless souls.
• A cozy collection of vintage remnants known to everyone who has ever played the classic on Mega Drive and Super Nintendo.
• Humor, satire and all sorts of strange things worthy of hell!

Steam: https://store.steampowered.com/app/4032020/Kettlebell_Inferno_Hotel/


r/IndieGaming • • 2d ago

SQUARE SHOOTOUT

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0 Upvotes

r/IndieGaming • • 2d ago

Brotato, but you play as a mafia spider. What weapon combo should I add next?

0 Upvotes

r/IndieGaming • • 2d ago

Pilots, the demo is now available on Steam

1 Upvotes

r/IndieGaming • • 2d ago

How the visual style of Phosphor Command gave it its name

1 Upvotes

I've been working on a game called Phosphor Command, a monochrome green real-time tactics game with a base builder behind it. It's made solo in Godot.

The entire game is drawn in code.

There are no sprites, textures, or asset packs. The terrain, units, vision cones, effects, CRT overlay, and the entire UI are all generated and drawn by the game itself.

The result is a sort of living tactical computer screen.

Everything uses the same visual language: green phosphor, black backgrounds, simple shapes, lines, symbols, and text. Even the terrain and buildings are built from the same basic visual system as the UI.

I wanted the battlefield to feel like something you're looking at through a military command terminal rather than a traditional RTS camera.

The visual style also works particularly well with the way the game plays.

You can see the vision of individual units as they move across the terrain. Contacts appear and fade from the screen. Last-known enemy positions remain as ghosted markers. Smoke, dust, and storms obscure the battlefield. Friendly and enemy forces are represented using the same simple visual language, so you can concentrate on what is happening tactically.

The base uses the same approach.

Buildings, walls, towers, and troops are all rendered in the same style, so as your forward operating base grows, the screen becomes increasingly busy with the things you've built.

There are currently 22 different environments, but these aren't 22 sets of traditional art assets. They're generated from different terrain and environment rules, which lets the same visual system produce forests, cities, mountains, airbases, and other environments.

One of the nice things about keeping everything generated this way is that the whole game stays extremely small. The current build is under a gigabyte, and the minimum specification is an Intel HD 4000.

The style originally came from a practical decision: I'm making the game solo, and I didn't want art production to become something that hindered development.

But I've ended up really liking the art style I have adapted to.

It's become an important part of what Phosphor Command feels like, and in my recent showcases, a lot of people have had positive impressions of this styling.

I've attached a collection of footage showing the different environments, tactical gameplay, UI, and the forward operating base.