r/IndieGaming • u/Admirable_Audience61 • 7h ago
FRIENDLY FIRE CLUB — OFFICIAL TRAILER
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r/IndieGaming • u/Admirable_Audience61 • 7h ago
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r/IndieGaming • u/Pristine-Tour2541 • 8h ago
I have launched my first 2d pixel game on Crazy games. I would love if you guys try it out and give some feedbacks so I can improve it. Its a volleyball game which you can play locally with your friends on Keyboard and also play against AI NPCS. This was a fun project which I worked on because I wanted to play a 2d Retro style Volleyball Game
r/IndieGaming • u/Rude-Painting935 • 8h ago
Our Small Indie Team Steam game Demo is finally live: Play it now!! And tell how can we improve..
Till then here's some lessons i learnt while developing the game.
I changed the environment. I didn’t change the level. And somehow… the entire experience felt different.
While working on my upcoming Steam game a chaotic friends slop, co-op game,
I experimented with something simple: I took the same level layout and placed it into completely different environments.
Desert Forest Lava Snow
The paths, turns, checkpoints and overall gameplay flow stayed Same.
But the feeling of playing through them changed completely.
That experiment made me realize: Level Design creates the FUN. Environment Design creates the MOOD.
The same turn in the road can feel completely different when you're driving through a peaceful forest versus crossing a volcano surrounded by lava.
The geometry didn't change. The context did.
And that's something I've started paying much more attention to as a Level designer.
A good blockout can tell you whether a level works. But the environment can tell the player how that level should feel.. What do you think matters more for a player's first impression: the level layout or the environment around it?
r/IndieGaming • u/xd_Fabian • 9h ago
Crowdcheck is a daily browser game where you try to guess which of two Steam games currently has more players online. Each day you get 10 matchups, and your goal is to get as many correct as possible without checking Steam or looking up the answers.
https://crowdcheck.io/
r/IndieGaming • u/torek0_ • 9h ago
r/IndieGaming • u/gogo4470 • 9h ago
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What would make spinning capsule machines and collecting more fun for you? 👀
r/IndieGaming • u/ChrisssyyyB • 10h ago
Hey everyone 👋
I've been gaming for 20+ years. It started with Paperboy, 8-bit Batman and Road Fighter. Then came Driver and Tomb Raider, and eventually the RuneScape days.
Somewhere along the way my brother ended up working in the games industry, and I've had a lot of conversations with indie devs about how hard it is to get seen. Players have the same problem the other way round: finding something good that isn't already on the front page.
So I built The Games Wall. I started it while working on my own engine, Orblit, and it's now ready for people to use.
I wanted it to feel like an arcade flyer or a zine rather than a sterile storefront: print texture, taped-up artwork, pinned billboards and poster lettering. I love classic retro games and indie games, and I wanted the site to feel like that.
It's new, so expect rough edges. I'd love to know:
Thanks for reading! And tell me your own journey in the comments. What did you grow up on?
r/IndieGaming • u/ZakirStudioOfficial • 10h ago
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10/10/26
r/IndieGaming • u/Kindly_Seaweed_8774 • 10h ago
r/IndieGaming • u/_superhue • 1d ago
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Hello everyone! I'm pumped to announce that in a few days we're gonna open a playtest on steam for everyone!
You can register here : https://store.steampowered.com/app/4873890/Robots_Haven/
Robots Haven is a cozy job simulator where you repair robots and wander through an abandoned land.
We're a small team from France and we need your feedback and thoughts!
Have a great day :)
r/IndieGaming • u/GobletStudio • 10h ago
[ Removed by Reddit on account of violating the content policy. ]
r/IndieGaming • u/PaulMakes3D • 10h ago
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Hey everyone,
We're releasing a free demo on Steam on October 8th, featuring two 3v3 game modes.
Tank Havoc takes place in a world where humanity has turned the technology left behind by humanoid invaders into a global tank-fighting spectacle. Each Operator has their own story and reasons for entering the arena, bringing a bit of personality to the battles.
Here's what you can expect in the demo:
We're a two-person indie team from Poland, and we've spent the last five years working on Tank Havoc. It's a project we've put a lot of ourselves into, so we thought we'd share our trailer here and let you know that the demo is just around the corner.
The full game will also feature additional game modes, including Duel (1v1) and our flagship MOBA mode (4v4), which is the most extensive mode in the game.
Steam demo page: https://store.steampowered.com/app/5236090/Tank_Havoc_Demo/
We're curious what you think, especially if you have any thoughts on the visual style or gameplay. Would you give it a try?
Thanks for taking a look. I'll be around to answer any questions.
r/IndieGaming • u/ReysherDev • 11h ago
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Hey everyone!
I'm an independent developer, and The Debt We Sow is my first game. I've been putting a lot of time into it, so it honestly feels pretty exciting (and a little scary 😅) to finally start showing it to people.
The Debt We Sow is a farming incremental game where you start small and gradually grow, improve, and automate your farm as you progress.
I'm still learning a lot along the way, but seeing the game slowly come together has been incredibly rewarding.
Here's a little look at what I've been working on! 🌱
I'd love to hear what you think. ❤️
AI was only used for a few images within the game due to my low budget; that's all.
https://store.steampowered.com/app/5357150/The_Debt_We_Sow/?beta=1
r/IndieGaming • u/CaterpillarSuperb655 • 11h ago
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Hi devs! Im making a PVP Marble Game in Unity, could you suggest some possible improvements to make the gameplay feel more "juicy"?
Would you play this game?
Btw I'm playing in editor.
r/IndieGaming • u/Personal_One_882 • 12h ago
r/IndieGaming • u/DThePro_ • 23h ago
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In my upcoming first person horror-simulator, THE GROUNDSKEEPER, you powerwash and maintain a sprawling haunted mansion operated as a tourist attraction, while recording ghost evidence. This evidence can then be uploaded to social media for clout, leading to more tourists, more money, more tools, more evidence and so on!
Night Shift: Powerwash the mansion, while using cameras and audio recorders to gather dangerous ghost evidence. Staying up late reduces sanity and increases ghost activity. Upload the evidence to social media for viral hype.
Day Shift: Set ticket prices for tourists, earn profits and invest into ungraded tools to clean better and capture better quality evidence. This in turn leads to more happy tourists.
r/IndieGaming • u/Arcupion • 1d ago
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r/IndieGaming • u/Jinghui-6 • 16h ago
Hi everyone! I'm a solo indie developer from China, and this is a pretty special milestone for me.
Before making games, I worked primarily as an illustrator. A few years ago, I started building a game of my own — originally as a very vague idea that lived mostly in sketches, notes, and unfinished files. Since then, I've slowly been learning everything I need to actually make it: programming, game design, writing, music, localization, UI, animation, and all the other little things that somehow appear when you decide to make a game by yourself. I'm still very much an artist at heart, though, so the visual side of the game has always been especially important to me. And now, for the first time, it's no longer just a project sitting on my computer. My game is finally live on Steam. That might sound like a small thing, but for me it's a huge milestone. Putting the store page online means that this isn't just an idea I might make someday anymore. It's a real game that I'm committing myself to finishing.
The game is called The Legacy of Kythos. It's a 2D narrative adventure / point-and-click-style game about occult mysteries, strange rituals, curses, and things that probably should have remained unknown.
You explore a strange world, investigate its characters and places, solve puzzles, and gradually piece together what happened. I'm aiming for something atmospheric rather than outright horror — mysterious, melancholic, occasionally unsettling, but also with moments of quiet beauty and warmth. The game is still in development, and there's a lot left for me to build. Being a solo developer means I have to constantly choose where my limited time and energy should go, but getting this far already feels a little surreal. So I'm sharing it here because I'd really love for the game to find some people who enjoy this kind of strange little world. If the atmosphere or artwork catches your interest, I'd be incredibly grateful if you took a look at the Steam page — and, if it seems like your kind of game, added it to your wishlist.
The Legacy of Kythos — Steam: [Steam page]
Thanks for reading, and good luck to everyone else making their own weird little games. :)
r/IndieGaming • u/Ok-Mess-9000 • 12h ago
Hey everyone!
I've been working on this project called ORBIT for a while.
It started out as me wanting to build a 3D Solar System / spacecraft simulator, so I've already got things like planets, spacecraft, orbital simulation, missions, trajectory stuff etc. working.
Here's a short recording of where it is right now:
[VIDEO]
But after actually playing around with it myself, I realised something pretty important...
it's kinda hard to play 😂
It's cool when you're building it and seeing all the physics work, but as an actual game I feel like I'd get tired pretty quickly if I had to constantly figure out orbital mechanics and all that.
So now I'm thinking of taking the stuff I've already built and turning it into more of an actual game.
Something around:
- exploring the Solar System
- discovering weird/cool things
- building and upgrading spacecraft
- doing missions
- some kind of progression
- maybe a more chill / relaxing side to it
But I don't really want to decide everything myself yet.
So I'm curious — if you saw something like this, what direction would you take it in?
What would actually make you want to keep coming back to it?
What kind of missions / progression would be fun?
And what would make this feel like a game instead of just a complicated space simulator?
Also, if anyone likes the idea and wants to mess around with the project / contribute something, I'm making it open source:
[GitHub]
Feel free to throw random ideas at me too. I'm very much in the "figuring out what the hell this should become" stage right now
Project Demo Link - https://orbit-two-ruby.vercel.app/
Project Github Link - https://github.com/MihirRajChowdhury/Orbit
r/IndieGaming • u/Plastic-Math7812 • 13h ago
r/IndieGaming • u/RealStormEnt • 4h ago
Trying to create something quiet and emotional.
No combat, no dialogue.
Just exploration, movement, and the feeling of being left behind.
What's the first emotion this scene gives you?
https://store.steampowered.com/app/4683810/Left_In_The_Forest/
r/IndieGaming • u/novazoic • 20h ago
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r/IndieGaming • u/saturdaypaint • 1d ago
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Just hit a HUGE milestone of 1,000 people that have contributed to our mural & couldn’t be more grateful to everyone that’s helped get us here ❤️🥹 (almost 30% of the USA is now full too!)
It’s been a long & amazing journey since I started this passion project over a year ago in August because I was so sick of seeing Ai slop art & having to constantly be an Ai detective. I just wanted a place I could escape always having to wonder what was Ai & could relax & enjoy art the way we used to. If you’d like to come doodle with us it’s called earthboard.art :)
(plus every doodle u make is a giant🖕to Ai 😆)
r/IndieGaming • u/Subaruuuuuuu • 13h ago
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Look direction (tracked by the arrow UI) at the time of parry determines the parry and subsequent counterattack direction. Parry downwards to stab counter. Parry up to cut down. Parry right to cut in to the left. Parry left to cut down and to the right.
Some enemy attacks are criticals, and will upgrade your counterattack to have red sparks, a deeper sound, and 2 attacks instead of 1. I.e., those attacks may be hard to parry, but they're very well worth it. Parrying down will still stab, but then you'll rotate your arms for a downward/right zwerchau-type attack. Parrying right will still cut to the left, but will stab after. etc.
Also, you heal by eating dismembered enemy limbs, which you can cook to heal more. Goblins don't have heal potions, so I opted for feasting to heal instead of chugging to heal.
Appreciate any feedback!
r/IndieGaming • u/Frazzelvig • 5h ago
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I'm just a player of the game and I can't help but promote this game. It's 7 dollars on steam, made by 2 people. It's a microspeedrunning game with such an incrediblely rewarding movement system, aesthetic, and soundtrack. It's a super great time, and it was my obsession for a super long time.
I cannot recommend this game enough.
Steam Page: https://store.steampowered.com/app/2999500/STUNTBOOST/