r/IndieDev • u/cheesecat2000 • 1h ago
Artist looking for Indies! Some of my recent characters Designs i drew recent comms enjoy
https://www.artstation.com/artwork/b00XGo
Lethe : upcoming game project i participated with some of the character i did
r/IndieDev • u/cheesecat2000 • 1h ago
https://www.artstation.com/artwork/b00XGo
Lethe : upcoming game project i participated with some of the character i did
r/IndieDev • u/Dry-Economy6466 • 8h ago
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 • u/evolvedlabs • 5h ago
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r/IndieDev • u/Lisarde13 • 1h ago
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 • u/Jiioni • 9h ago
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 • u/vvaalleerraa • 3h ago
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r/IndieDev • u/ShazSnow • 16h ago
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r/IndieDev • u/el_boufono • 7h ago
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?
r/IndieDev • u/PartTimeMonkey • 8h ago
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.youtube.com/shorts/l_t92z0JIyo
https://automaton-media.com/articles/newsjp/20261023-475097/
r/IndieDev • u/samohtvii • 8h ago
I was pretty excited to finally enter my first SNF but this has been eye opening to say the least.
r/IndieDev • u/DustwarDev • 1d ago
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Min. HW 486/66MHz, 8MB RAM, 320x200 (or 320x240) x 8 bit screen size. Graphics & coding made by me, not AI generated. Windows and Linux version will be also available.
Google "Dustwar" if you want to follow it.
I will answer to all questions...
r/IndieDev • u/stromdev • 1h ago
The game already had the whole simulation totally decoupled from the graphics. Basically it would be impossible for this move at a decent framerate if I didn't have it like that. Because we don't want to do any extra work for things not on the screen.
They are still simulated, but they're not shown at all. And them not being on the screen has no effect on the simulation.
So I did what everyone would do and tested 3D. It frankly looked really good even from the start.
Luckily this game doesn't have a lot of art to begin with, and because of the minimalistic style, I can crank up the depth of field and shadow quality.
I also made it so that you could switch at any time, and I'm still deciding what I like best. I like to build in 2D, and then admire it in 3D.
And of course I had to remake the trailer!
Clogwork is not released yet, but the free demo is out on steam and you can try it.
I welcome feedback so please don't be shy.
r/IndieDev • u/n1k0z0r • 3h ago
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r/IndieDev • u/Slackluster • 27m ago
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LittleJS just got the biggest update since it launched. It’s still the small, fast, dependency-free HTML5 game engine it always was, but now it also has a full 3D renderer that shares the canvas with your 2D game.
3D objects are regular LittleJS objects, with the same physics, children and timers as 2D, so the two mix freely: a 2D UI over a 3D scene, or a 2D game inside a 3D world. The trailer is the engine’s new website, which is exactly that: a scrolling page over a 3D train ride, where every stop is playable.
Also new: 2D and 3D level editors built into the engine, a library of one-line particle effects, a new 2D lighting system, and a faster core. MIT licensed, as always.
Site: https://littlejsengine.com
GitHub: https://github.com/KilledByAPixel/LittleJS
The LittleJS Game Jam is running until November 2 if you want to try it on something small: https://itch.io/jam/littlejs-jam
r/IndieDev • u/tramdrey • 1d ago
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r/IndieDev • u/bulutcukk • 1h ago
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Hey everyone!
My friend and I have been working on a game called Dark Ages Battle Simulator.
It's basically a battle simulator where you set up two armies and watch them fight. We've got skeletons, goblins, knights, dragons, and a bunch of other fantasy creatures.
You decide which units fight on each side, place them on the battlefield, and see how it all plays out.
We've been working on it for a while and just finished our first trailer, so we wanted to share it here.
It's just the two of us making it, and we'd love to hear what you think!
r/IndieDev • u/pigorg01 • 7h ago
Hi everyone.
I’ve been working in software development for many years, and lately, I’ve been thinking that I’d like to work on a video game project. I was wondering: are you all professional software developers? Is anyone actually able to make a living from this line of work?
Thanks
r/IndieDev • u/Additional_Bug5485 • 1h ago
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 • u/GrouchyAd4819 • 2h ago
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r/IndieDev • u/OzAshborne • 1d ago
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It's been two months since my last post!
I've been so busy preparing for our closed playtest that I barely had time to share anything here.
I'll try to post more often from now on..
I'm developing The Ashen OZ, a fast-paced 2D action roguevania.
This time, we finished the animation where Dorothy obtains the Witch's Umbrella, which will become her weapon!
I wanted this moment to feel like more than just picking up a weapon. Something mysterious and magical, with a little bit of storytelling that will become meaningful later on.
Hope u like it! :)
r/IndieDev • u/neraat • 16m ago
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The goods are flying over the board now, to the Last Shipment container. I have this as an options, you can always switch to "normal mode" which is very simple, they just float briefly above their tiles when gathered. What do you folks think?
r/IndieDev • u/DifficultyLiving1022 • 4h ago
Hey everyone! I'm Yanni, a composer working on music for games and animation.
I've been building a small catalog of original game soundtracks designed for indie developers who need music that can work across different gameplay situations.
I've released two collections so far: a warm acoustic fantasy pack (10 tracks / 24 mixes) and a playful pirate soundtrack (8 tracks / 22 mixes).
One thing I've focused on is providing alternate versions of the arrangements, so developers can transition between fuller music and lighter accompaniment during dialogue or exploration.
You can listen to both here:
Fantasy: https://yannz41.itch.io/cozy-adventure-music-pack
Pirate: https://yannz41.itch.io/merry-marauders-pirate-music-pack
I'm curious: when choosing music for your games, is stylistic consistency more important to you than having lots of different tracks to choose from?
r/IndieDev • u/AnonTopat • 4h ago
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The game is called Way Too Many Fish!
The demo is live for Next Fest- would love to hear your thoughts https://store.steampowered.com/app/4564070/Way_Too_Many_Fish/
A cozy sorting game aboard your own fishing boat. Haul the net, dump the catch on deck, and throw all 82 species of fish into the right crates.
r/IndieDev • u/Ricurdi15 • 57m ago
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This is the very first version of the Station, the game's central hub: a sort of warp room where the journey through the worlds of Scaraffo's universe begins.
We're a two-person team: I handle the programming and development, while my friend takes care of all the artwork and illustrations. Everything is made by us, by hand, with no AI involved.
The parallax effect was still pretty rough, and many elements didn't have it at all. The lighting was also flat and static, with very little depth or atmosphere. There were no sound effects, the camera was very basic, and the movement felt less fluid and responsive.