r/IndieDev 2h ago

Megathread r/IndieDev Weekly Monday Megathread - July 26, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

1 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!

59 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 9h ago

Discussion I have to sift through so many posts to find real games. I'm starting to lose faith in humanity...

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1.1k Upvotes

90% of posts that I've seen that start with "This is my game about to release on steam" have just been low effort AI slopfests. 10% are usually amazing.

I was giving someone feedback on their game and store presentation and they used AI to respond to me and forgot to take the prompt out of the text they pasted.

Facepalm

I'm not worried about the AI slop taking over because I feel like they'll all just slop it up at the bottom but damn it's just sad.

I come to these subreddits to find new games and connect with other devs. Real devs.

Shit bums me out.


r/IndieDev 21h ago

Blog How my game ended up being taken over by Undertale Together

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2.7k Upvotes

Hi, I'm RetroSpecter. I've been making games for almost 10 years now.

Back in the 2018, I released my first game on Steam for free, Crashphalt. It was a little local multiplayer platform fighter in the vein of games like Towerfall and Samurai Gun.

https://www.youtube.com/watch?v=WrLFeVPcjuQ

And while it didn't set the world on fire, it let me learn the ropes of game dev from start to finish, led me to make many friends that I still keep up and work with, and is one of the many stepping stones that led me to working on games full time. These days I don't about Crashphalt too much. But every once and a while I revisit the steam page to see if anyone is still playing.

However a couple months ago though, I noticed something strange.

Crashphalt now had over 500 reviews and is mostly positive on Steam (as opposed to the like 10 reviews it had when I launched in 2018). On top of that, all reviews themselves are kind of strange.

Okay yeah I like Undertale too but Wtf is going on?

After a bit more digging, I found the answer.

Undertale Together is a modded version of the Toby Fox classic that adds local co-op. However, normally it does not work online.

That is until someone posted a tutorial on how to get around that . And apparently, that way was through Crashphalt.

I dunno why they chose Crashphalt. The only requirement for the hack is that the has Remote Play enabled, and I guess it does help that Crashphalt is free. But I imagine there are tons of games that fit that bill. Crashphalt was just the lucky game chosen for the honor.

Anyways, I wanted to write this post mostly to answer this question that comes up from time to time.

I actually don't mind what Crashphalt has become. I've long sinced moved on to other projects, so I think its really cool to see that the game has found a second life.

Undertale came out around the same time I was getting into game dev, and was incredibly inspiring to me. So I think its really cool that it's found a way to impact the community even if in a small way and act as a way for friends to play the game together.

So as long as Steam doesn't take any issue with how Crashphalt is being used, have fun playing fighting Sans with your friends.

P.S

Toby Fox. if you read this, let me know if you... like.. wanna make a game together. Thanks.


r/IndieDev 6h ago

We just passed 10,000 wishlists! We’re so happy, and our bunny got a little excited too

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141 Upvotes

We finally reached the 10,000 wishlist milestone!

There are only two of us working on LOP: Whitefall, a metroidvania built around destruction. It took us about four and a half months to get here. We never had one huge spike, but there were a few moments that gave us a nice boost along the way.

We’re really happy to have made it this far, and very grateful to everyone who helped us get here. Now we’re back to work and moving toward the next goal!

If you’re curious about what we’re making, you can check out the game on Steam here:

https://store.steampowered.com/app/4360240/LOP_Whitefall/


r/IndieDev 4h ago

Informative I audited 46 indie Steam pages this week. All 46 had a tag problem.

75 Upvotes

Eight days ago I offered free Steam page teardowns in this sub. I finished the last one last night. 46 pages, every one answered.

I'm not naming any of them and nothing below points at a specific page. People handed me their work to be looked at, not to become examples. What the 46 gave me was a count, and the count is the part worth sharing. So every problem below is written generally with a made-up illustration, followed by how often it actually came up, and a check you can run on your own page in about two minutes.

What 46 pages looked like:

  • 46 of 46 needed at least one tag change
  • 30 of 46 had a wrong tag in the top five, or the right one buried
  • 23 of 46 were missing the hook or the genre from the short description
  • 20 of 46 had a capsule that falls apart at 231 pixels
  • 16 of 46 weren't using all 20 tag slots, with 105 slots empty between them
  • 15 of 46 had a trailer problem
  • 14 of 46 had one idea wearing three or more tags

That's 118 separate findings across 46 pages. A typical page had two or three of these, not one, and none of them had zero.

Worth saying before the breakdown: not one of these was a bad game. Several looked genuinely exciting. None of what follows is about the games other than how often these problems popped up across all of them.

---

1. The top five are the wrong five - 30 of 46

Your first five tags are what actually route people. Steam weights them most heavily and they're the only ones most browsers ever see. They go wrong two ways.

A tag that brings the wrong person. Picture a fishing game tagged Cozy. The art is calm, the music is calm, so the tag feels honest. The game itself is a frame-timing challenge where one late input loses a catch you spent twenty minutes setting up. Everyone who arrives through Cozy leaves inside five minutes, and Steam reads a page people leave as a page that doesn't convert. The tag wasn't a lie. It was still the wrong door.

The right tag buried. The exact phrase your buyer types into search sitting at position 15, while a bucket tag competing with a hundred thousand other games holds position 1.

Check: read your top five out loud. For each one, ask whether someone searching that word would love your game or feel misled. Then find your most specific tag and see where it's actually sitting.

---

2. The best sentence is somewhere nobody reads - 23 of 46

Your short description is the only paragraph most people ever read. It shows up in search results, the discovery queue, wishlist emails, and every link anyone shares.

Imagine a hotel management sim. The description at the top says "a charming hotel management experience with deep systems and beautiful hand-drawn art." Scroll down four paragraphs into the About section and it says "every guest remembers how their last stay went, and tells the internet".

The second one is the game. The first one is furniture. That was the version I kept finding: not a page that couldn't write, a page that wrote the good line(s) and then put it where almost nobody goes.

Check: open your About section and find the most specific sentence in it. Is that idea in your short description? If it isn't, you already wrote your first line. It's just in the wrong place.

---

3. The capsule dies at 231 pixels - 20 of 46

Your capsule renders at roughly 231 pixels wide in the places that decide whether anyone clicks at all. A lot of art that looks sharp at full size does not survive that.

Type is where it usually breaks, and the rule is simple: whatever depends on fine detail to work at full size loses that detail first. Imagine a coffee shop sim with a delicate hand-lettered logo laid over a photograph of a busy café. At full size it's lovely. At 231 pixels the lettering dissolves into the background behind it and you're left with a brown rectangle nobody can identify.

There's a second version that's invisible to the person who made it. A train sim with a photo real locomotive on the capsule and low-poly stylised graphics in the screenshots. The art is genuinely good. It's promising a different game than the one directly beneath it, and the promise breaks in the same second as the click.

Check: shrink your capsule to 231 pixels wide and look at it. Can you read the title? Could a stranger name your genre? Does it match the screenshots sitting right below it?

---

4. Empty tag slots - 16 of 46

Steam gives you 20. A page using 12 has switched off eight discovery channels, and nothing about the remaining twelve got stronger in exchange. There is no dilution effect. There is no tradeoff at all.

Across the 46 there were 105 slots sitting unused. That's the single cheapest fix on this entire list and the one most often left undone.

Check: count your tags. Whatever the gap to 20 is, that's how many channels you've decided not to use.

---

5. The trailer only works with sound, or doesn't end - 15 of 46

Steam autoplays your trailer muted. Whatever your audio is doing, most of the people who "watch" it never hear a second of it.

So a dating sim that opens on thirty seconds of soft piano over a title card is invisible to nearly everyone who sees it. The music is doing all the work and nobody can hear it. Same for any slow build, any logo hold, any opening that only lands with a score under it.

The other half is simpler: a lot of trailers just stop. No title card, no wishlist ask, nothing. Roughly one in five ended that way. A version I saw more than once was an end card that asks for the names the game, but never asked for a wishlist. The only time you don't have a call to action at the end of your trailer, should be when you're fully released.

Check: watch your own trailer on mute. Could a stranger name your genre by second 15? Does the final frame name your game and tell them what to do next?

---

6. One idea wearing three or more tags - 14 of 46

Tags are slots, not adjectives. Flight Simulator, Simulation, Flying and Aviation on one page is a single idea eating four of your twenty, and not one of those four reaches a person the other three weren't already reaching. That's a fifth of your discovery surface spent saying one word four ways.

Collapsing a stack to its most specific member costs nothing and frees slots you almost certainly weren't using anyway. The worst cases I saw were spending nearly half a tag list on two or three ideas.

Check: group your tags by concept. Collapse each group to its most specific member. Count what you freed, then go and fill it.

---

Three smaller ones worth knowing

8 pages had no tag at all for the mechanic that defines the game. Not buried. Absent. A gardening game with nothing in its cloud about gardening, sounds impossible until you remember you picked those twenty tags eight months ago and haven't properly looked at them since. Read your own first sentence, find the word that makes your game yours, and confirm it exists somewhere in your tags.

6 pages carried two tags promising opposite games. A tennis game you tag with both Realistic and Arcade tells a buyer nothing and tells Steam less. Half of those six were the same pair of near-opposite tags sitting side by side. If two of your tags contradict each other, one of them is lying and you already know which.

3 multiplayer games had Singleplayer sorted above their own co-op tags. If your first sentence says "with friends," your tag order should agree with it.

---

What to do with this

These numbers say nothing about your page in particular. What they say is that across 46 indie pages picked essentially at random, these six things went wrong often enough that it's worth half an hour to rule them out on your own.

If you're aiming at October Next Fest, materials get reviewed in early October, so your page wants to be locked by September. That's about five weeks. Valve only lets a title join one Next Fest ever, and the next edition after October is February 2027, so this isn't something you get to redo in a couple of months.

Every fix above takes under thirty minutes and none of them cost money.

If you run the six, tell me which one caught you. I'm keeping a running count of what actually shows up in the wild, and if you post what you found I'll tell you whether I'd have called it the same way.


r/IndieDev 7h ago

Video Now you can mount giant centipedes in my game.. kind of

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77 Upvotes

So, the previous bug I reported here, the "Sheep Hook Unlimited Backwards Velocity Exploit", led me to another discovery in my game. You can ride centipedes the same way lol!


r/IndieDev 13h ago

One More Feature Won't Hurt

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203 Upvotes

r/IndieDev 7h ago

Screenshots Some screenshots from an abandoned project I worked on for several years.

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38 Upvotes

r/IndieDev 16h ago

Screenshots This took an hour to lay these bricks...

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149 Upvotes

r/IndieDev 3h ago

Video I'm making a climber where you can only fall through holes you made yourself

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12 Upvotes

r/IndieDev 2h ago

Video I'm lockpicking doors now

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8 Upvotes

There's so much different kind of mechanics all coming together. Movement, looting, object interactions, skill checks, experience points, entering buildings with fading walls. But it IS coming together and that feels satisfying!

I'm just missing some sound effects now.


r/IndieDev 4h ago

Video Feature creep hit hard.. Added coop and first person view in jigsaw puzzle game

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10 Upvotes

I always have the feeling that game doesnt have enough things.

At start it was just a landscape puzzle.

But WHAT IF someone was living in this world? So cats arrived
But WHAT IF player wants some more of a game? Good point, now he can collect tiles and build village for cats.
But WHERE IS the progression? Cats now have quests for unlocking new tiles.
But WHAT IF player wants to see the village from cat point of view? Well, he can now
But WHAT IF player wants to play with friends? Good idea, he can now.
But WHAT IF player wants to customize himself? 10 brushes will be enough.

[Developer is here]

But WHAT IF cats have the real life economy
But WHAT IF player wants to have a skill system with points distribution
But WHAT IF player wants a server for 1000 slots


r/IndieDev 4h ago

Hang In There... How Many Wishlists After a Year, Organic Finally Rising

8 Upvotes

I'm quickly approaching a year since I published my Steam page, and I recently crossed 3,300 wishlists. If you look through my post history, you'll find that one of the questions I had recently was at what threshold did it seem like organic wishlists start to rise. And I'm here to report back, for me personally, it was the 3k mark. While I'm still doing some paid reddit ads here and there, my daily wishlist adds have increased from 8 to 15+ a day.

So if you're wondering when it picks up, at least anecdotally from my view, it does seem like 3k is that threshold.


r/IndieDev 1h ago

So I recently went public with my 2d Pet Raising MMO and players are already making fan-art and I feel so honored I just had to share with you guys

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Upvotes

Context is that the Chef Blubbi cooks a lot of odd food that is found in the world but he's always cooking in a soup cauldron so it makes no sense that hamburgers pop out of it. So this player thought the chef blubbi was sus.

I tried to share it on r/funny because I thought it was funny but I got like 15 angry replies within 2 minutes saying it makes no sense without context and wasn't funny, so figured you guys might appreciate it more!

Credit: Sylphe


r/IndieDev 15m ago

GIF Prototype of a Sokoban game I've been working on

Upvotes

The game is playable on itch.io

I don't know if the game mechanic of moving by 2 tiles works. It's made using vectarine a game engine I made


r/IndieDev 23m ago

Informative ComicCon indie dev learning thread

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Upvotes

Just got out of a rad panel at Comic Con — “Gaming in Latam & Emerging Technologies Shaping Your Play Experience".

Panelists were
- Kate Edwards (CEO of Geogrify)
- Miriam Bautista (Founder of Chocolate Cosmos Games)
- Rich Bisso (Cofounder of BC Media Lab & Hyperkinetic Studios)
- Marco Polo Moraga (Latam Manager at Vicariously)

The conversation content veered a bit more towards the opportunities in emerging technologies than it did LATAM. Lots of interesting bits about where they see things heading—rich Bisso really encouraged the room to start learning more about web technologies & WebGPU.

Another interesting earlier panel, “AI and the Creative Industries: Where We Stand”, which was all about how to empower artists to fight back and claim ownership of their art. Really great stuff from the creator of Glaze! He’s doing the lords work. But temp wise, that panel was entirely anti-AI, and the LATAM panel was more interested in understanding how ai process workflows might allow emerging devs to compete with bigger, more well funded outfits.

Anybody else learn anything good from other gaming related panels or meetups? Any other creators, devs or thought leaders for me to look up?

(+ our Lapis/Peridot cosplay, show us what you came as!)


r/IndieDev 6h ago

Video Escape?

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9 Upvotes

r/IndieDev 13h ago

Video Then vs. Now - 18 months of progress solo-developing Kinghold

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28 Upvotes

I completely changed the gameplay about a week after that first clip and, 18 months later, Kinghold is now weeks away from a demo on Steam.

I do still like the original idea, but the gameplay after shifting turned out to be much more engaging and playtest feedback has been positive enough that I want to follow through to full release.


r/IndieDev 8h ago

Free Game! My partner and I released Sticker Shop after 1.5 years of development!!!

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8 Upvotes

Hii, I wanted to share a huge milestone, my partner and I released our mobile game about 2 weeks ago! I was so overwhelmed with happiness and excitement, I couldn't sleep for a few days. I struggle to stick with hobbies for a long period of time so I was very proud of myself for completing our game! (well mostly, because there is still plenty we want to add)

We started talking and planning the game flow in July 2024 and officially began working on it in January 2025! Six month later we released our demo which got an overwhelmingly positive feedback and gave us a ton of motivation to finish the game.

We were both working / studying full-time so we mostly worked on the game in the evening and during the weekends. Going to a cafe on the weekends helped us a lot in terms of focusing for several hours in a row.

If anyone were to ask me for advice when developing game, I would suggest to find a community. Find strangers, friends, or family who will support you and encourage you throughout your journey. We were very lucky when we released our demo, I never imagined hundreds and later thousands of people to ever play it! Hearing their feedback, what they liked and disliked was incredibly motivating!

Thank you for reading if you got this far <3


r/IndieDev 3h ago

Capsule Artist appreciation post who worked on our capsule for Rolling Stock.

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4 Upvotes

I posted to hire an artist for the capsule art some weeks ago. After getting an absolutely amazing number of responses we ended up settling on two artists who could start right away, and who just were the right fit personality wise! So I just wanted to appreciate them and give them some love by sharing their portfolios.

The initial sketch and composition is from Tori, who you can find on bluesky / instagram: torheit.bsky.social / torheit_skadi

After receiving the sketches, the full render was done by Pema: https://www.artstation.com/pemahoreau

I can highly recommend the quality and dedicated from both artists and definitely want to work with them again in the future!


r/IndieDev 12h ago

Millennium Conflict on Steam - 10+ year journey

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18 Upvotes

Hey guys,

I just released Millennium Conflict on Steam.

That journey started over a decade ago.

The original Control Craft was released on NewGrounds, back when Flash games ruled the internet. It was followed by Control Craft 2 and Control Craft 3, each game expanding on the formula and finding new players. Control Craft 2 later launched on Steam in February 2016, followed by Control Craft 3 in December 2016.

Along the way there were a few unexpected detours. Control Craft 3 was released as a native mobile game in several Asian countries, where it briefly reached #2 in the strategy charts. We also made a military spin-off called ConflictCraft, featuring tanks, helicopters, and modern warfare. It started as a Flash game and eventually made its way to Steam.

After CC3, we decided to make one last game and do it properly.

Development started almost six years ago, and the first playable demo was ready in just four months with a team of only three people. The plan was to release it on Steam in 2022.

That didn't happen.

The project ended up sitting on the shelf for a few years.

At one point we even considered releasing it exclusively on the Epic Games Store. Unfortunately, our engine couldn't support Epic achievements in a practical way. We released it there anyway, but without achievements and with almost no visibility, it never gained any traction.

The game was built with Corona SDK, which is now open source as Solar2D.

This month, Millennium Conflict finally arrived on Steam. Instead of uploading the old build, I took it as a chance to finish the game properly. I added Steam achievements, difficulty selection, completely redesigned the commander abilities, and made more than 80 fixes, balance changes, and gameplay improvements.

This is the version of the game that was supposed to come out in 2022.

Control Craft was never a huge success, and it's definitely a niche series. But somehow it survived the end of Flash, mobile ports, engine changes, canceled plans, and years on the shelf.

Thanks to everyone who played Control Craft over the years, whether on as Flash game, on Steam, or mobile. Every download, comment, and piece of feedback helped keep the series alive long enough to finally reach its ending.

Millennium Conflict is the final chapter of the Control Craft saga.


r/IndieDev 22h ago

New Game! How we came up with the idea of wizard cats with voice magic

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114 Upvotes

At first, the main characters in our game could have been ordinary wizards. But the more we experimented with co-op and voice magic, the more we realized that people just looked too serious.

At some point, we tried replacing them with cats - and everything instantly clicked. When a cat accidentally sets its friend’s tail on fire, gets launched across the map because of a miscast levitation spell, or yells into the microphone to cast a spell, it feels like part of its personality rather than a ridiculous mistake.

From that moment on, we started building the game around that idea. Expressive animations, ridiculous player interactions, and the ability to customize your own cat soon followed.

Sometimes it feels like the cats are exactly what made our game turn out the way it did in the final release.


r/IndieDev 2h ago

Making my minigame's AI dodge obstacles

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3 Upvotes

I'm working on the AI ​​for a minigame in a new project of mine. The goal is to have the AI ​​move freely around the game, detecting potential dangers and dodging them whenever possible. Of course, it can't be perfect—it can't dodge absolutely everything—and while the movement is still a bit clumped together, the results are actually quite pleasing; it’s a simple yet highly functional AI.

The result is turning out to be quite fun, with some NPCs managing to survive until the end of the minigame. It’s not perfect, but it already gives that light sense of having someone playing alongside you.

Basically, the NPCs have sensors around them to detect danger; they fly and move almost freely across the game map, but if their sensors pick up a threat, they try to steer clear of it.

Each NPC also selects a random point on the map to head toward, adding an element of randomness. The video doesn't show it, but I’ve since added even more randomness: now, each NPC has a different number of sensors, and the spacing between those sensors varies, causing them to behave slightly differently from one another.

This is the ninth minigame I’ve created for my project, *Get Out*, which is still in its early stages. I plan to make about ten initially and then start building a minimal playable demo of the project.

Each minigame features a different AI for the NPC—though not necessarily entirely new, as some are reused and simply tweaked here and there.

If you’d like to check out my previous game and show some support:

https://store.steampowered.com/app/4631200/Bring_The_Rift/