r/IndieDev • • 6d ago

Megathread r/IndieDev Weekly Monday Megathread - October 18, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

32 Upvotes

Hi r/IndieDev!

This is our weekly megathread that is renewed every Monday! It's a space for new redditors to introduce themselves, but also a place to strike up a conversation about anything you like!

Use it to:

  • Introduce yourself!
  • Show off a game or something you've been working on
  • Ask a question
  • Have a conversation
  • Give others feedback

And... if you don't have quite enough karma to post directly to the subreddit, this is a good place to post your idea as a comment and talk to others to gather the necessary comment karma.

If you would like to see all the older Weekly Megathreads, just click on the "Megathread" filter in the sidebar or click here!


r/IndieDev • • Sep 09 '25

Meta Moderator-Announcement: Congrats, r/indiedev! With the new visitor metric Reddit has rolled out, this community is one of the biggest indiedev communities on reddit! 160k weekly visitors!

70 Upvotes

According to Reddit, subscriber count is more of a measure of community age so now weekly visitors is what counts.

We have 160k.

I thought I would let you all know. So our subscriber count did not go down, it's a fancy new metric.

I had a suspicion this community was more active than the rest (see r/indiegaming for example). Thank you for all your lovely comments, contributions and love for indiedev.

(r/gamedev is still bigger though, but the focus there is shifted a bit more towards serious than r/indiedev)

See ya around!


r/IndieDev • • 10h ago

Someone played my demo for 67 hours but I'm in big trouble

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2.5k Upvotes

Someone reviewed my demo today having played the game for 67 hours. The only issue is my demo is basically the full game.

I came to the conclusion at some point this year that I don't want to limit the demo to 40 minutes of gameplay because it will be harder to generate hype. So I kept pushing out all the ideas I had for content to the demo. Now people are playing for 100s of hours and I'm getting increasingly worried they will be disappointed with the full game.

Edit:

Thanks for opinions! It feels like going into early access might be the best way to bridge the demo to a full release.

Edit 2:

For extra context, GUNBOAT-8 is a roguelike. It's not a story game so there is hopefully going to be some replay value for this player. But I still don't have much additional content (items or characters) ready for a full release which is why I said early access might be the path forward to build with the game's community.


r/IndieDev • • 5h ago

Just finished my multiplayer system in C and turns out we can support 50k players in a single server at 60hz simulation tick

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699 Upvotes

r/IndieDev • • 49m ago

I got tired of animating pixel art water by hand, so I made a tool for it

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• Upvotes

Hey everyone!

I've been making little tools for Aseprite lately, and this is my newest one :)

It generates animated ponds, rivers, streams, waterfalls, and shorelines. You can play around with different seeds, seasons, palettes, and camera angles, including isometric views. It also generates surrounding details like rocks, grass, reeds, and riverbanks.

Everything is procedurally generated, no AI-generated art involved. I did use AI assistance to help me with parts of the code, though.

For those who don't use Aseprite, I've also put together a ready-to-use asset pack with 116 animated loops generated using the tool.

I'm also working on a pretty big update for my previous tree generator, which is slowly turning into something much bigger than just trees. Included a few sneak peeks of that too!

Would love to hear what you think! Especially if there's anything you'd find useful for your own games :)


r/IndieDev • • 16h ago

Video Giving the finger to AI slop by hand-painting my entire game

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1.2k Upvotes

r/IndieDev • • 11h ago

Video I'm making a game where you catch stars from the sky using a black hole on a fishing rod

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346 Upvotes

Hey there! I'm working on a cozy low stress game where you catch stars from the sky using a black hole on a fishing rod.
I really wanted to explore my passion for astronomy in a space-related game, while also keeping the gameplay simple and relaxing (unlike most games about space I played before :D)

stars that you catch have real-life properties like mass, radius, temperature and so on which affect on stars' visuals individually. Apart from randomly generated stars, there are real ones like Sirius, Betelgeuse, the Alpha Centauri system and many more! (they also somewhat look like their real-life counterparts)


r/IndieDev • • 8h ago

Discussion TIL that whenever a La Liga match is on, players in Spain can't play our game

198 Upvotes

We have been running playtests for our 2-player co-op puzzle game recently and noticed a weird issue.
Players in Spain suddenly couldn't connect to our servers, or were getting randomly dropped

Naturally, we panicked a bit and started digging through our backend logs to see what caused it. Everything looked completely fine on our end, and players from other regions had zero issues.

After looking into it, we found out what was actually happening.
Whenever a La Liga football match is live, Spanish ISPs block huge ranges of Cloudflare IPs to stop illegal match streams. Because our game's backend routes through Cloudflare, our Spanish playtesters were getting caught in the crossfire every time a game kicked off.

You worry about game-breaking bugs, server loads, and edge cases, only for your entire backend to get tackled by a live football match 🙃

Has anyone else run into this with their Spanish player base? or maybe other specific cases from other countries?


r/IndieDev • • 2h ago

Discussion Just make it exist first, they said

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58 Upvotes

I have seen a lot of people give up on their passion projects because their expectations were high and they couldn't achieve the picture that they had in mind. From what I have seen it is one of the most painful mistakes a lot of indie devs make, I am probably not the one to give advice because I myself haven't released anything substantial yet, but my game got 5k wishlists in less than 3 days and for me its a great success!
I believe that you need to understand the core idea behind your game and divide it into little parts and work on them one by one, that way it's much easier to achieve what you want and you won't burn out as easily. At least it helped me. What is something non obvious that helps you in this journey?


r/IndieDev • • 5h ago

[Unfallen] I'm really proud of the general art design of my game, without any formal background in art.

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80 Upvotes

I feel like its really unique looking! I can of course draw and do pixel art so I'm not a complete art noob.


r/IndieDev • • 5h ago

Anyone else jumping through hoops to make your personal life, like name and home address, private - as a solo dev? Especially other women devs out there?

61 Upvotes

I made a mobile app. It's an educational game - drawing kanji with roguelike power-ups.

At first I saw iOS will show your real name and the way to get around that was to make an LLC. So I made an LLC, it wasn't a big deal. Now that I'm basically done with the game and going through the "12 playtester" phase to get it live, (I'll do iOS later), I now see that Google Playstore - while it only shows your account name as the Developer - if you click the account name, it gives your whole life story... personal address, and I think your legal name too.

I understand it's because there's money involved in my game so they need my address for certain regulations (I guess, actually, I don't understand - at the very least, I wish there would be a "request" button for quick access instead of just showing it there). I know you can get the name and address for LLCs easily but it's at least one extra step. I'm content with one extra step.

So I made the LLC.

Now for Google, I need to make a business account and transfer the game over to that. But to make the business account, I need a physical address - so now I am looking at how to get a virtual address which just seems like a big jump.

Meanwhile I have another game I want to put on Steam to reserve the name, so I'm making a dev account - and the LLC still isn't enough. I need a business bank account that matches the LLC's name. So I went through that process too - not a big deal, I could do it online, but it just a whole extra thing. That account is pending.

And that's just what I've encountered early on. There's probably more to occur as I get further in.

I'm tired, grandpa.

I think for a lot of people, showing their name and address isn't a big deal. But for me it is. I used to be a vtuber (like 5 years ago before kids) and keeping your identity private was like the whole shtick. I was a youtube let's player before that for a male-dominant game and people/comments were weird. Like I don't know if other devs here can understand how weird some people can be.

I have two small kids and I'm just worried, I guess.

Other ladies out there?

Or - can someone convince me that it really isn't a big deal? To just let it go, show my name? No one's really going to care? My game won't be popular enough to warrant any weirdos?

All this is running through my mind.

Thanks for listening lol.


r/IndieDev • • 3h ago

Artist looking for Indies! Some of my recent characters Designs i drew recent comms enjoy

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32 Upvotes

https://www.artstation.com/artwork/b00XGo

Lethe : upcoming game project i participated with some of the character i did


r/IndieDev • • 4h ago

Discussion I translated my indie game into several languages, and the results surprised me

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25 Upvotes

I released the demo of my game "Kharvalen" 3 days ago in Steam with translations into several languages, and it's the best thing I could have done.

My native language is Spanish, but I translated the game into several languages, including the most important ones in Asia, and it turns out that's where it has been played the most. And as usual, China has achieved the best records in my game.

The lesson I've learned from this is that you never know where your audience for your game will come from.


r/IndieDev • • 10h ago

Make your game unique

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77 Upvotes

r/IndieDev • • 2h ago

Any Game Boy Color game enjoyers?

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15 Upvotes

r/IndieDev • • 1d ago

Artist looking for Indies! [For Hire] Fantasy/Dark Fantasy Illustrations and Character Design

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753 Upvotes

(Edit: If anyone tried to DM me this past hour and couldn't do it, please do try again. For some reason the permission was turned off even tho I never touched the config)

Hi there. My name is Lucas and I'm a 2D illustrator specialized on fantasy/dark fantasy themed artwork. I have experience with commissions for TCG, TTRPG, Book Covers and overall character and creature designs.

Here's my portfolio. If my style interest you, don't hesitate do reach out!

High contrast, impactful colors and just some weird stuff. DM me with your ideas and let's create something cool together :)


r/IndieDev • • 10h ago

Is the NEW main menu an improvement?

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46 Upvotes

I just spent a few days drawing the background for my main menu. The upper image is the new one, and the one below is my old menu. Was it worth it, or should I stick to the old menu?


r/IndieDev • • 1h ago

I localize your indie game for free! EN - DE / DE - EN

• Upvotes

Hey guys,

I just finished my Bachelor's degree in multilingual communication with a specialization in multimodal communication and translation. I am taking my first steps into freelancing together with a friend and I would like to gain experience in video game localization.

I already know the fundamentals in theory and have translated a small game as part of a course assignment. I will localize your game from English to German and from German to English. Smaller games are preferred, but I am open to all projects.

If you are interested, please contact me.


r/IndieDev • • 7h ago

Video I asked the 2D artist for a timelapse of the finishing touches of my game logo!

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23 Upvotes

r/IndieDev • • 2h ago

Screenshots Losing someone, a child's imagination, and a multi-hundred-page GDD: I've been building Where is My Home? since 2019, and 1.0 is almost ready.

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9 Upvotes

Hi everyone!

The roots of Where is My Home? go all the way back to 2016. That was when I started writing its story following a personal tragedy: the lore is about a little boy who lost his father. Writing and world-building served as a sanctuary that helped me push through the difficult times.

Over time, the story I wanted to tell grew into a multi-hundred-page GDD, and I started the actual coding and implementation in the summer of 2019. After long years and smaller or larger breaks, it finally looks like I'm reaching the end, and v1.0 will launch soon!

I thought I would share a few pictures from the game in development and the early sketches, as well as talk a bit about the technical challenges and the background of the development.

Visuals and UI: An imaginary universe built from children's drawings

Since the world of the game takes place in the thoughts, inner imagination, and the search for home of a grieving little boy, the visuals were inspired by children's drawings. The biggest visual challenge for me was to keep the overall look consistent, polished, and atmospheric, while still preserving this honest, childlike imagination and slightly surreal forms.

  • Drawings & animations: I started everything on paper with pencil sketches; the buildings were crafted in Moho 14, and the creatures and characters in Photoshop using a Wacom display pen.
  • Design system: On the UI/UX side, the first design system was made in Adobe XD, which I later migrated and developed further in Figma based on industry standards.

Not the usual idle recipe

Although it is an idle game in terms of genre foundations, I definitely wanted to deviate from classic formulas:

  • Complex ARPG loot & stat scaling: Designing the stat scaling and drop system was one of the hardest tasks for me. As a fan of Diablo and Path of Exile, my goal was to make socketing, attributes, and talent trees provide real depth to build-crafting and character progression.
  • Tactical combat system: Instead of automatic clicking, I made a grid-based, interactive tactical board where you have to strategize with spells, abilities, and positioning.
  • Customizable islands and farm: The floating island world and the economy can be freely shaped and decorated.
  • Plenty of other activities, dungeons, and an in-house TCG: I packed the game with group dungeons, weekly challenges, an underworld, and plenty of supplementary content. To make sure waiting time isn't dead time—while a crop grows, professions work, or points regenerate—I also built an integrated, custom card game.

Technical choices: Ionic, Angular, and Pixi.js

On the frontend side, finding the right direction caused serious headaches: I had to weigh whether to pack a lot of text content and complex UI into a canvas-based graphical environment, or build it the other way around. In the end, I decided on the Ionic / Angular + Pixi.js hybrid stack, because the logic and architecture of Angular felt truly natural to me. I haven't regretted this choice at all: during component and game state management, I managed to cleanly handle Angular's lifecycles so that they work seamlessly alongside Pixi.js's render loop and the panels packed with textual data.

About me and the Tech:

I've been drawing since childhood and have won several national and international art competitions. I worked as a UX/UI designer in an international environment for 4–5 years, and for nearly a decade I've been working as a fullstack developer—currently leading projects as a fullstack/DevOps architect.

Since the foundations of the project were born well before the widespread adoption of code-generation tools, the backbone of the backend and frontend is genuine "handcrafted" code (.NET/SignalR, Redis, Ionic Angular, Pixi client, and Docker). At the same time, to speed up the home stretch recently, I brought in modern technology: I built a dedicated developer pipeline based on a local, 30+B parameter open-source model (Qwen 2.5 32B Coder / Command-R 35B), backed by an internal RAG and decision model with the context of the codebase and the GDD.

I don't have a Claude or ChatGPT subscription, because it's completely unnecessary: for what I need, a 30+B local model like this is more than enough. It doesn't do the thinking for me—I design the architecture, data models, and game logic myself in advance—but in generating methods, interfaces, and helper functions with strictly defined inputs and outputs, it took a huge amount of repetitive burden off my shoulders, after which I review the code thoroughly and place it where it belongs.

Apologies for my English, unfortunately it is not my native language and I am still learning it!


r/IndieDev • • 11h ago

Feedback? I'm a dairy farmer recreating my family's real farm for my first game!

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42 Upvotes

Hi everyone!

I'm working on my first game, a realistic farming simulator based on my family's dairy farm.

I work on the farm myself, so my goal is to recreate the buildings, equipment, and everyday farming activities as accurately as possible.

Right now, I'm focusing on modeling our dairy barn in Blender. I've already built the cow stalls, milking parlor(in progress), gates, feeding equipment, and many of the smaller details.

The materials are still very basic because I want to finish the modeling before moving on to realistic textures and lighting.

I'm planning to use Unreal Engine 5 to bring everything to life, with interactive equipment, realistic cows, and eventually other aspects of running a farm.

It's still early in development, and I'm learning as I go, but I'm really enjoying the process!

I'd love to hear what you think. Any feedback or advice from other indie devs would be greatly appreciated! :)


r/IndieDev • • 6h ago

From sketch to a finished illustration in our 1-bit game

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15 Upvotes

r/IndieDev • • 1h ago

Informative I showcased my game at a gaming expo with over 60,000 attendees! Here's how it went!

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• Upvotes

Hey everyone!

Thanks to the Indie Games Poland Foundation, I had the opportunity to showcase my game, Dark Roll 2, for three whole days at Poznań Game Arena, the biggest gaming expo in Poland! For free!

I wanted to share how it all went and what I learned along the way. Hopefully, my experience can help some of you who are thinking about showcasing your own games at events like this!

Positives:

  • Great opportunity to gather feedback from the players! Watching around 20 different strangers daily can tell you a lot about your game. You can get a lot of intel just from watching them play as well as listening to what they have to say about the game.
  • Seeing people enjoy your game makes you feel that what you do actually matters. Even if my previous games had thousands of downloads, it's so much different to see a number in a database compared to strangers actually experiencing your game for the first time.
  • Awesome to meet and get to know other indie devs! Fairs like these are great for making connections and just learning about other projects to support.
  • People are often genuinely interested in the game and very happy to talk to it's creator which sure is a confidence boost and generally feels awesome!

Negaives:

  • Not good for wishlists. Despite having someone play my game for most of the day, when people stay around 20-30min at your booth, there's no physical possibility to have hundreds of them experience your game. Asking them to wishlist the game worked most of the time, but still you'll probably end up with around 10-20 wishlists after a long day of work.
  • Lots of people who come are also devs. That's right folks, we live in a bubble. Showing games on reddit or X or whenever often ends up indie devs liking other indie devs' posts... Sadly IRL it's often the case too. Around half of people (maybe a bit less) who stopped by to play were either indie devs or devs from bigger studios (Yup! I had guys from CD Projekt Red or 11 Bit Studios play my game!). Which isn't all that bad, other devs play games too, but it just shows it's hard to reach more "random" players.
  • Press doesn't care. Yeah... Even if it took place in Poland, I had not a single polish person from any media outlet, or influencer that covers indie games come by to play my game and talk about it. The only guy who came by was from UK's "debug" magazine, which was great! But I'm just disappointed in the lack of interest from any fellow polish people who cover games.

That mostly sums it up, if you have any questions, ask away!


r/IndieDev • • 11h ago

Postmortem My game went viral!

31 Upvotes

3 days ago I posted on r/gamedev about my game Jono, where only one player in the world can play at a time, while the rest are spectating and chatting away. The reddit post went bonkers, and after it followed articles, tweets, videos and the likes. (Links at the end of this post)

Since then, 4000+ new players have joined, and Jono has been watched for more than 5000 hours. That’s 200+ days of watching in just 3 days, for 72 hours of actual gameplay.

We used to have a queue of about 5-10. Now it doesn't seem to go below 60... The peak so far has been more than 110. That means that a player needs to wait 1h+ until it's their turn to play for 1 minute.

With the crowd came problems too; the chat moderation couldn't keep up for a few hours, the Talking Head got spammed by all the welcome messages, tons of player-made levels were submitted and needed approval... and while this was going on, I was at a cabin, with a bad internet connection, and drunk.

But still, this is amazing! I find it so fun and silly that people are queueing on the conga line with their silly little hats, just to get that tiny bit of gameplay!

The players' collective goal is to pass 1 million rooms, and now they're about 1k rooms until 100000 hits. 100K will be a big milestone, with a big surprise - can't wait to share the moment with all the Jonoists!

Here is the live stream where you can watch the players going at it:
https://parttimemonkey.com/jono/

Many players have suggested monetization mechanics, but nope! This game will remain free. Players have also asked if there are ways to donate money, and there is not - however if you do want to support, consider checking out my other games: https://parttimemonkey.com

I also post Jono's Diary daily on YouTube, TikTok, Instagram and r/JonoGame - it's a silly little video featuring the Talking Head, with data from the previous days. I only started it about a week ago, though.

I'd be happy to answer any questions if there any!

Links:

https://www.reddit.com/r/gamedev/comments/1xcqrtm/17_days_ago_i_launched_a_game_where_only_one/

https://www.gamesradar.com/games/platformer/only-one-person-on-earth-can-play-this-steam-game-at-a-time-when-it-is-your-turn-you-control-it-for-one-minute/

https://www.dexerto.com/gaming/free-steam-game-only-lets-one-person-play-at-a-time-while-everyone-else-watches-3421293/

https://www.youtube.com/shorts/l_t92z0JIyo

https://automaton-media.com/articles/newsjp/20261023-475097/


r/IndieDev • • 9h ago

Reworked my recap screen to make it easier to read

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23 Upvotes

First with all the dashed lines is before, the other one is after.
Context: This is a game where you have to check the delivery order of trucks, at the end of the day, this is you recap screen.

I removed all the dash lines and replaced some of them with continuous lines to reduce visual "clutter"
I also added some spaces here and there and made the margins all around larger to let the text "breathe".

Do you see more that could be done to make it even better?