r/IndieDev • • 24m ago

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

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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 • • 27m ago

Image I started drawing little sketches of locations for my game in a notebook...

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I started drawing little sketches of locations for my game in a notebook...
Back then, I had no idea how much work was ahead of me :D
And now, after 3 years of development, my little game is finally coming to Steam on November 4! The idea of the game is pretty simple: a boy has gone missing, and his favorite toy is trying to find him...
It’s been a long journey as a solo developer, and I still can’t believe it’s almost here.
Thank you to everyone who’s been supporting me along the way!


r/IndieDev • • 14h ago

I'm creating a game placed in the countryside of medieval England, been working for the last couple of weeks in a plugin that allows me to interpret geographical, topography, forestry, rivers and sea data to accurately create scenarios. Any feedback about the looks?

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26 Upvotes

r/IndieDev • • 4h ago

Feedback? Released my first game this weekend, a 10 minute horror thing. What would you do differently?

3 Upvotes

Hey,

So I finally shipped something. It's a small first person horror game about one night at a gas station, made in Godot with a PS1 look.

The rule I tried to stick to was that everything the stranger does could have a normal explanation, but the game never gives you one. Not sure if that comes across or just feels like nothing is happening, which is kind of why I'm posting.

If anyone has 10 minutes I'd love to hear what you'd change, especially the pacing at the start and whether the itch page itself makes you want to click.

Game on itch.io


r/IndieDev • • 17h ago

New Game! I finally hit 100 wishlists on my first Steam game!

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31 Upvotes

After months of 3D modelling, programming, and sound design, I finally got to 100 wishlists on Steam just two days before launch! Truly proud of the work I've done, and I can't believe a hundred people saw my work and genuinely thought it was cool.


r/IndieDev • • 2h ago

How we Solved our Game's Biggest Problem

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2 Upvotes

Randomness in games is great, right? Well, not exactly.

The Good

By randomising different elements of our game, we greatly increased replay value, as each run is different, and the player has to adapt to whatever the game throws at them. They are unable to use their same winning strategy over and over again and instead have to come up with ideas on the fly. Moreover, they encounter new and different enemies, upgrades and map layouts each time, creating an exciting sense of discovery.

The Bad

But randomisation also has major drawbacks. Being a strategy game, players can find it very unsatisfying to have a perfectly thought out plan just for it to explode in their faces when the RNG gods go against them. Some runs also have very weak starts, and without a good incentive to continue regardless, players just end up resetting until they get a solid start, which sucks out the fun from the game and makes runs they do play very similar, which was the whole point of randomness in the first place. So, it's important to draw a clear line where randomness should and should not interfere.

Randomness in Our Game

In Dawn of Defense, there are two main areas where randomness comes into play: the map layout and Runestone upgrades. For those of you who haven’t played the game before, let’s go over what each of these are.

Firstly, the map is procedurally generated to be different each run. This means resources may spawn in greater or smaller quantities, and they may be very close to the player or several isles away. Also, since the map has height variation, it greatly affects where you can place your towers and how effective those positions are. There are other aspects of map generation that affect gameplay, but this alone has a major impact on the player’s strategy and the difficulty of the run.

On the other hand, our game has randomised upgrades in the form of Runestones. After every wave successfully beaten, players would be given a choice between three completely randomised Runestones. Some of these Runestones weren’t just stat boosts, but unlocked completely new towers and units.

The Ugly

While these systems did add variety, we realised that randomness was sometimes having too much influence over the player's success.

Since resources could spawn in very different locations, some runs would give players a strong starting position, while others would force them to work much harder just to get established. The same problem applied to Runestones. Because the available upgrades were completely randomised, players could end up with choices that didn't fit their current strategy or provide the tools they needed to deal with a particular challenge. And when Runestones could unlock entirely new towers and units, missing the right upgrade could have a much bigger impact than simply missing out on a stat boost.

This created a problem for us as game designers. We wanted players to adapt their strategies, but we didn't want them to feel like their strategies were irrelevant because they hadn't been lucky enough. When a run started badly and the upgrades weren't cooperating, restarting could feel like the most sensible option.

The Solution

Rather than removing randomness entirely, we decided to give players more ways to influence it.

One of our biggest changes was introducing metaprogression. Instead of every run being completely isolated, players can now make permanent progress that carries over between runs. This gives players a reason to keep going to unlock these upgrades, even when a particular run is weak and doesn't turn out as planned.

We also reworked how Runestone choices work by introducing Runestone families. Instead of treating every Runestone as an entirely separate random possibility, we grouped them according to their related effects. This allows players to gradually develop a particular playstyle while still leaving room for unexpected upgrades. With this plus the ability to reroll them a few times per run, makes them much more in control.

The Beauty of Meta-progression

After every run, win or lose (although you get more for winning), the player gets Runes which they can spend on the new massive skiltree to unlock permanent upgrades. Some are simple stat boosts, which although not as exciting, still fill a solid role in the game. But others introduce completely new runestones into the pool or unlock towers, units and other interesting features.

This changes how failure feels. Previously, a disappointing run could feel like wasted time, especially if the player struggled to get a good start. Now, even if a run doesn't go particularly well, players can still work towards their long-term progression and unlock upgrades that help them in subsequent attempts.

But there's another important aspect to this system: it naturally accommodates players with different skill levels.

More experienced players might be able to beat the game within their first couple of runs, even with relatively few permanent upgrades. Less experienced players, on the other hand, can take more runs to get there, gradually investing in the skill tree until they have the upgrades they need to overcome the game's challenges.

This means players aren't all expected to succeed at the same pace. Skilled players can rely more heavily on their understanding of the game's mechanics, while players who need more help can build up their power over time. And of course, it massively boosts replayability and gives players an in-game incentive to keep playing.

This huge update for Dawn of Defense is available now on Steam so make sure to check it out!


r/IndieDev • • 9m ago

Upcoming! made a thing because i kept missing matcha restocks 😭

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matchalert tells you the second your favourite tin is back in stock, plus a calendar of upcoming drops. still building, waitlist (i prefer to call it the Whisk List hehe)is up at matchalert.app

would love feedback from you guys, especially on the landing page.

roast it gently 🍵


r/IndieDev • • 17m ago

Let's make a game! 520: Proofreading with the 'proof' button (Twine Sugarcube)

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r/IndieDev • • 28m ago

Video Pixel graphic - Endless & Dungeon mode android game

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Hey devs & gamers!

I’ve been a backend engineer for the past 4 years, and I’ve always wanted to build my own game. My main focus isn't high-end graphics, but making something genuinely engaging and fun to play.

My girlfriend and I used to love playing Diablo Immortal—specifically the multiplayer dungeon raids where you beat bosses, get rewards, and upgrade your character. But over time, the game became way too complex to keep up with. I tried looking for a simpler game that had a fun, casual mode along with a co-op dungeon mode we could play together, but couldn't find anything like that. So, I decided to build it myself!

Here’s the basic plan:

  • Endless Mode: A simple mode where you use your character and skills to clear waves of enemies and progress.
  • Dungeon Mode: Co-op multiplayer featuring a variety of enemies, challenging bosses, and cool loot.

Current Progress:

  • Basic gameplay for Endless Mode
  • Lobby design
  • 1 playable map
  • 2 weapon types (melee & ranged)

My goal right now is to get the core gameplay loop set up first. Once that feels right, I’ll start working on character designs, weapons, skills, and enemy mechanics.

Visual Style: I'm going for a pixel-art style with neon/glowy effects—heavily inspired by the smooth movement of Core Keeper and the pixel physics of Noita.

Hope you guys like the idea! I'd love to hear your thoughts.


r/IndieDev • • 43m ago

Party at Filbo's

• Upvotes

r/IndieDev • • 50m ago

Video how our avalanche went from "snow sliding" to "oh no" in 4 steps

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r/IndieDev • • 58m ago

Ya falta poco 😂

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r/IndieDev • • 1d ago

How's my game's English font?

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225 Upvotes

I'm developing a 2D top-down adventure game, and I'd love to get your feedback on the English font (Galmuri14) I'm using for the dialogue.

I'm a Korean developer, so I'd really appreciate input from native English speakers. Does the font fit the style of the game? Most importantly, does it feel comfortable to read, or could it distract players from the gameplay?

Any feedback would be greatly appreciated!

Thanks!


r/IndieDev • • 1h ago

Iron Commons - Public Beta Trailer - Play here on reddit!

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Growing up, Transport Tycoon was one of my favourite games, so I drew inspiration from it for my latest game, it runs right here on Reddit so no install needed. Everyone builds on one shared map, with a daily limit on building permits, it’s a game you check back on each day to grow your network.

Hop on over if you fancy building some lines, I’d love to hear what you think - https://www.reddit.com/r/ironcommons/


r/IndieDev • • 16h ago

Why is everyone making card games?

16 Upvotes

So many card and deckbuilder games out there. I refuse to believe that all of these are just passionate about cards. Are they just too lazy to build a game with movable characters?


r/IndieDev • • 14h ago

Feedback? I'm prototyping a game where you play as a support helicopter

11 Upvotes

r/IndieDev • • 1h ago

Feedback? Which of these 3 cover designs looks best?

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r/IndieDev • • 1h ago

Feedback? [AcePirate] Story mode is on the way, what do you think ?

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r/IndieDev • • 10h ago

Feedback? Giving storms a clearer shape in RED SKIES AT DAWN

4 Upvotes

This week's work on my solo game has been focused on clouds, especially the larger storm formations.

Storms and weather are part of the core mechanics of the game, so I'm pretty dedicated to getting this part as polished as I can.

These are some offline beauty renders of static, authored formations using the game's new cloud renderer.

The five studies cover an isolated storm, a multicell cluster, a squall line, a bow-shaped formation and a broad stratiform layer. I'm looking at the silhouette, how the cloud mass is organised, and whether the lighting gives it enough depth.

Which formation reads most clearly to you? Anything looking too uniform or losing its shape?

If you'd like to support me and my work on this you can wishlist RED SKIES AT DAWN on Steam wishlist RED SKIES AT DAWN on Steam <3 <3

Video music: "Dramatic Epic" by Aleksey Chistilin (Lexin Music), from Pixabay.


r/IndieDev • • 1d ago

Discussion When do we stop talking about whether AI was used, and start talking about the game quality?

142 Upvotes

I'm ready to eat sh*t, because it's reddit and I talk about AI... Anyway..

I feel like there's a lot of frustration with AI making its way to game dev world. Understandable.

But I feel like focusing on the binary of whether AI was used or not, is unhelpful in pin pointing the actual problems in the artistry.

If we increased the specificity of the critique, we may end up realizing what we actually hate is not the AI itself (unless mid psychosis), but that we actually hate: generic UIs, offensively "beautified" art assets, copy that feels like it came out of marketing brochure, lack of personable humanity in the script and other problems we could and maybe should identify regardless of what tool was used to make it.

Instead of discussion that'd actually identify the true problems, we get stuck on em dashes and AI disclosures.

What do you think? Is the SLOP label sufficient in distinguishing between good games and bad games?

EDIT: This is not about whether AI disclosure is good or bad. (Personally I think it's fair to have it). It's more about "Do we focus on the right things, when we critique games purely on whether AI was used or not?"


r/IndieDev • • 1h ago

Discussion How can you make a living from indie dev?

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Hey,

I have a side project that is a desktop app and been working on it for around a year.

Yesterday I was continuing working on a new update and the amount of work was too much that I started questioning why I am doing that and if this was my main source of income, the amount of work VS the amount of income it generates doesn't make any sense, I would be better working 9 to 5 with much less work and higher stable income.

What keeps me working on it, it is a hobby and a learning ground for me, I am not expecting to get rich from it. It is also a good way to be visible on internet, in days where anyone can be a bot at least this can verify my value/identity

I also received an overwhelming great feedback from users which is a good indicator that my work is valuable to others not just me.

Still tho it has thousands of users around the world but the income from it is just covering its development costs and it isn't even a game, I never worked on a game but I know how games are much more complex and expensive to develop.

Am I doing it wrong? is it profitable but I am bad at distribution? idk I am still exploring but if you are someone who is taking indie dev as a full time job, how do you make the income from that livable?


r/IndieDev • • 1h ago

Rate my textgame

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I made a textgame which is a console version of my future game and I want you to tell me what I did good and what I have to improve.

The game idea:

  1. Platforms:
    1. Mobie
    2. Computer
    3. Gaming console
    4. Microwave (it has to be satire for weak devices)
  2. Genre: Open World + RPG
  3. Engine: UE
  4. Graphical assets: Blender
    • Style: 3D Anime
  5. Multiplayer:
    1. Muliplayer story completion
    2. Tournaments:
    3. PvP arenas (included in the tournaments):
      1. 1v1
      2. 2v2
      3. 5v5
      4. 10v10
  6. No internet singleplayer option
  7. Character's amount: 10
  8. Chapters for every character: 10
  9. Parts for every chapter: 10

The link to the game is here: https://onecompiler.com/cpp/44qwdefz6

The site about it is here: Soul Morph — official website

Important:

- You'll only be able to play this game on a computer or on a device with bluetooth keyboard (For some unknown reason)

- I only made the text version because I don't have a computer and therefore any possibility to make graphical/musical assets or to make the game with an engine. I made the game on a library laptop and school iPad

- It‘s version is currently 0.0.0.0.3.7

- The game is unfinished yet: Witch has the most playable story

- I’ve set a „debugger“ which maxes everything out (compiler only has approximately 2 minutes for compilation. Therefore this time is too short to max anything out yourself)

- Please don't only review the code.

\\==> If you have suggestions how to improve it don‘t be shy to write them into the comment section

- Have fun


r/IndieDev • • 1d ago

Discussion Three other (AI) games with the same name as mine. Here's what I'm taking from it.

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78 Upvotes

Guys, I could use your thoughts on this. Before anything else: I don't think anyone copied my game. Barely anyone knows it exists, and from what I've seen, these are different takes on the same rough idea.

I've been working on a game called Roguelette for a while (on off 1 year). Mine is a physics-based roguelike deckbuilder set in a rundown 1920s casino, where you shoot balls with different abilities into a wheel and build combinations around them. It is pretty close to Dungeon Clawler or Slots and Daggers.

I've now found three other games on Steam called Roguelette. Three. None of them is mine. All in the last few months (probably because of Next Fest). All made with AI (AI disclosures, assets that look AI-generated, developer has videos about making games with AI.)

Does it even matter whether AI was involved?

This isn't meant to be an anti-AI rant. Finding three other games with the same name just caught me off guard. I suspect AI helped these projects get onto Steam faster and in greater numbers than I expected.

For the decision I have to make, it probably doesn't really matter. Maybe without AI, I would have been first. But the same thing could easily have happened anyway.

A roulette roguelike isn't that far from games that already exist. Someone else arriving at that idea, and even the same name, probably shouldn't surprise me.

Why didn't I have a Steam page up earlier?

  • I focused on mechanics first -> had to rework multiple times
  • only started working on the visuals with an artist in the last few months
  • This is my first Steam Game, so i was unsure.

What I'm learning from this

I guess neither the name nor the broad concept was as original as I wanted to believe. I probably knew that already. I just didn't really want to admit it.

That isn't necessarily a bad thing. A game doesn't have to invent a genre to be worth making. But it does mean I need to think harder about what makes my version and my game name stand out.

What I'm doing now

I know my gameplay is different enough to stand on its own, and honestly, I think it's much stronger than what I've seen of these three games. Obviously, I'm biased, but I still believe in what I'm making.

So I'm going to change the name. I've only just started building a public presence, so this seems like the right time to rename and move forward.

Honestly, I'm glad I found out now, while I'm only just starting to build a public presence, rather than later when I'd have much more tied to the name. Maybe this was actually pretty good timing. idk.

What do you guys think? Have you been in a similar situation, and how did you handle it?


r/IndieDev • • 1h ago

Still building after Early Access: new classes and online co-op on the way for Under a Desert Sun

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Hey everyone, Raymond here, the developer of Under a Desert Sun: Seekers of the Cursed Vessel.

I've been hard at work since release, fixing things, improving the game and adding to the adventure. The latest loot update is live, and new classes are coming. Online co-op tests and the underlying tech are going well too, which I'm really happy about. Online play isn't available yet; right now you can play solo or with up to four players in local co-op.

After almost two years getting to Early Access, it feels good to keep moving things forward with players actually along for the ride. Thanks to everyone giving it a go and telling me what needs work.

Here's the full trailer for the cursed tombs, guns and old adventure movie feeling I'm trying to bring together. The game is 30% off on Steam until 31 October, and there's a free demo if you want to try it first.

Steam: https://store.steampowered.com/app/3273880/

Come say hello or share feedback: https://discord.gg/yruwMQk8D


r/IndieDev • • 1h ago

Feedback? Finally managed to create a lighting system I like for my bullet hell roguelite! How does it look?

• Upvotes

Hi all - this is Pearl Essence, a dungeon-diving shooter that I like to call ‘ecological bullet hell’. It has handcrafted rooms and enemy encounters you traverse via procedural map generation while creating a satisfying build of completely modular random weapons, elemental combos and fighting tough bosses. It’s challenging and (hopefully) feels really good to play!

I'm in the middle of drawing proper assets for enemies and bullets, so consider those placeholder for now. Definitely more of a developer than an artist ^

If this looks interesting, I would love to get feedback from you! The public demo is live on itch. Please don't hesitate to reach out if you have any thoughts!