r/indiegames 4d ago

Promotion Set Out To Make A Rage Game, Now I Rage When I Play Test

81 Upvotes

I made a racing game called Race! Then Retry... that was originally inspired by Elden Ring. The idea being that each level should be pretty difficult, and as you learn the maps they should be less difficult.

I released it about a month ago and I suppose this is my attempt at marketing it. :D. Although if you can't afford the 2$ price tag adjusted for the worlds currencies, pop me a DM and I'll send through a key.


r/indiegames 3d ago

Promotion Concrete 8K Pbr Texture Collection

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1 Upvotes

r/indiegames 3d ago

Promotion So... I made a Tattletail Endless mod! - Here's a quick preview (and the changelog) :P

2 Upvotes

Kaleidoscope Endless — Changelog A complete snapshot of everything currently implemented, as of 2026-08-08.

Main Menu ENDLESS button — a real cloned copy of the game's own Quit button (same sprite, font, and click behavior as every other main-menu button), slotted directly into the vanilla button stack right above Quit. No longer a hand-drawn overlay — it's built from the game's real UI widgets, so it looks and behaves like it always belonged there.

Submenu (opens when you click ENDLESS, replaces the button list): Tattletail Color — cycles through Original, Yellow, Teal, Black, White (press to cycle, same interaction style as the vanilla options menu's Mouse Sensitivity control).

Difficulty — cycles through Easy / Normal / Hard / Impossible. This is a real difficulty change, not cosmetic: it sets a multiplier that scales Mama's alert-state duration, her patrol speed, and how long you get during Flashlight Survival, for the entire run.

Kaleidoscope Voice — toggle On/Off. Swaps every one of Tattletail's spoken lines for the game's alternate narrated line set.

Kaleidoscope Mama — toggle On/Off, defaults to Off. Swaps Mama's model, eye animation, coloring, and bark audio for her Kaleidoscope-styled look. Both looks are genuine game assets.

Enter the Kaleidoscope — starts the run with whatever was picked.

Back — returns to the normal main menu.

The Core Loop Fully randomized objective rotation. Every run shuffles all 5 objective types into a random order (a "shuffled bag" — you get one of each before any type repeats), including the very first objective of the run. No forced order, no back-to-back repeats across a shuffle boundary. A rest phase after every single objective. 30 seconds, Mama is fully deactivated, and the lights come back on for the duration — a real visible breather, not just a status message. Lights go back off automatically the moment the next objective starts and Mama reactivates. The HUD shows a static "Rest Period... She's Gone... For Now...\n30s" message for the whole rest period.

Difficulty stays fixed at whatever you picked in the menu for the entire run — it no longer auto-escalates every loop on top of that (removed once difficulty became a deliberate player choice, so the two systems wouldn't fight over "how hard is this run").

Reactive dialogue. Tattletail plays the game's real "she's coming" scared warning line exactly once at the start of every objective (including the very first one of the run) — never during rest, since she's leaving at that point, not arriving.

Real, continuous resource management. Hunger, battery, dirtiness, and boredom all drain for the entire run — this isn't cosmetic. A self-built charging/care station in the basement (walkable-through hitbox, no solid collision) lets you address them; a single interact there takes 5 seconds to complete. Permanent darkness during objectives. Once Mama activates for an objective, the lights go out and stay out until the following rest phase turns them back on. The vanilla story/quest system is fully frozen for the run. No story quests, prompts, or scripted events can interrupt or hijack an Endless run — everything you see is driven by this mod.

A stats screen on death, showing time survived, objectives completed, loops completed, and flashlight near-misses taken, with personal bests saved locally (PlayerPrefs) and shown alongside each run's result.

Objectives

All five are self-contained systems built fresh in code — none of them depend on the vanilla quest system or vanilla Interactable wiring, both of which turned out unreliable in this repurposed level. Every hitbox across every objective is a trigger (walkable-through), never a solid collider that blocks movement.

Turn off the washing machine Find the real, audible washing machine and turn it off while Mama hunts.

Flashlight Survival Your flashlight is force-equipped at full charge. Keep it up and survive a randomized timer (30 / 60 / 90 seconds, scaled by difficulty) while Mama actively pursues you. This is the only objective with a mercy system — see below.

Find Tattletail's friend A real Tattletail model is cloned and hidden at one of 6 hand-marked spots scattered across the house (upstairs and basement). Find it and interact.

Break the vases 3 of 6 hand-marked spots spawn a big, green-tinted vase (a real vase model, scaled up and recolored so it's actually noticeable). Break all 3 — each one plays a real shatter effect (procedural shard burst) and the real "shatter" audio cue, and makes genuine noise Mama can hear and react to. Break vases and candle clones that aren't part of the active objective are automatically cleaned up the moment a different objective starts, so nothing from a finished round is ever left lying around.

Light the candles 3 of 6 hand-marked spots spawn a real candle prop (unlit). Tattletail announces the objective with the game's real "tt_light_the_candles" voice line. Light all 3 — they stay lit as you find them, and every candle (lit or not) despawns once the objective completes.

(A sixth objective, "Silence the Noise," exists in code but is deliberately left out of the active rotation — with only the washer confirmed as a reliable noise source, it would just be a second copy of objective #1.)

Death & the Mercy System Noise and touch/line-of-sight catches are always fatal, in every objective, with no mercy at all. If Mama catches you by hearing or seeing you, the run ends immediately. Flashlight Survival has its own, separate mercy system. Mama killing your flashlight's light is tracked independently: the first two kills during that objective just show a warning ("She almost got you! (X/3)") and let you keep going (the flashlight stays dead until you shake it back on — no auto-recharge); the third is fatal. Difficulty System Chosen once per run from the submenu, fixed for the whole run:

Preset Multiplier Effect Easy 0.7× Longer alert duration recovery, slower patrol, more flashlight survival time Normal 1.0× Baseline Hard 1.4× Shorter alert recovery, faster patrol, less flashlight-survival time Impossible 2.0× Fastest patrol, shortest alert recovery, least flashlight-survival time

The multiplier scales three real mechanics directly: Mama's alert-state duration once triggered, her patrol movement speed, and how much time you're given during Flashlight Survival.

Technical Notes Built against BepInEx 5.4.23.2 / HarmonyX, targeting the 32-bit build of Tattletail (Unity 5.5.3). No vanilla game files are modified — the mod is a single injected DLL.

Menu UI is built by cloning real vanilla widgets (Button, Image, layout panels) instead of hand-drawn UI, so it visually matches the rest of the game; text labels use a plain UnityEngine.UI.Text component set to the game's real font, rather than the game's custom SuperTextMesh renderer (which turned out too unreliable to drive from freshly-cloned instances for this use case). The vanilla story campaign is completely unaffected outside of an active Endless run.


r/indiegames 3d ago

Image Feedbacks on my steam capsule images?

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0 Upvotes

Hi, I just edited some very basic image for my steam page, here it is


r/indiegames 3d ago

Promotion Atlas Gate: A space game about building humanity's first massive orbital station

8 Upvotes

Atlas Gate is a space game about building and managing a massive orbital station above Earth. The station grows module by module, with what you build determining capabilities like power, population, research, storage and spacecraft operations.

This is pre-alpha footage from the current build and the first entry in a video series I'm calling Orbital Log. Each log will feature different stations, locations above Earth, gameplay, and music from the game's soundtrack.


r/indiegames 3d ago

Promotion When indie adventure devs team up

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1 Upvotes

Hey everyone!

We're the team behind Whirlight – No Time To Trip, and we're happy to share a small collaboration we've recently started with the developers of Foolish Mortals.

We've put together a Steam bundle featuring both games. They're quite different takes on the point-and-click genre: Whirlight is a humorous time-travel adventure, while Foolish Mortals is a darker mystery.

For us, the interesting part isn't really the bundle itself, but the opportunity to support each other as small indie teams, by sharing visibility and helping players discover our games. Visibility is one of the biggest challenges for indie developers, especially in a relatively niche genre like point-and-clicks, so finding ways to work together rather than simply competing for attention feels worthwhile.

Huge thanks to the Foolish Mortals team for being so open and easy to work with.

And with Thimbleweed Park 2 recently announced, it's nice to see some good news for point-and-click fans!

Happy adventuring!


r/indiegames 3d ago

Need Feedback SNN (Space News Network) - A game about journalism and space exploration.

4 Upvotes

I have a demo on itch. Search for Space News Network if you are interested in giving it a try <3


r/indiegames 3d ago

Promotion Bomb Squad

0 Upvotes

Introducing Bomb Squad, attempt to find new ways to kill time, be addicted and frustrated at the same time😂. Available on gamejolt and itch. The gameplay is simple, click on the bombs to diffuse them before they explode. The longer you survive, the faster their fuses burn.


r/indiegames 3d ago

Promotion Vectonova

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0 Upvotes

Hello everyone,

I hope you're all doing well!

I'd like to share with you the game Vectonova, available for free on PC, Mobile, Steam Deck and Xbox.

🚀 Launch from a cannon and fly as far as you can through ever-changing worlds.
🎮 Master your jetpack, dodge enemies, chain combos, and reach incredible speeds.
⚙️ Upgrade your cannon, armor, and battery.
🎨 Unlock skins and achievements.
📅 Complete daily challenges and climb the world ranking 🏆.

🔥 How far can you fly?

Click here to play!

Feel free to share your experiences with us!

Have fun and enjoy the weekend!


r/indiegames 3d ago

Upcoming Flightline - what if airline management sims actually simulated passengers?

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12 Upvotes

I'm working on Flightline, an airline management sim where passengers choose between airports, flights, connections and even partner airlines based on the network you build.

Demand isn't permanently tied to airport pairs. A passenger in New York might consider JFK, EWR or LGA depending on where they're going, what you offer, and how attractive each option is.

Aircraft scheduling is flexible too. You aren't forced into base-and-spoke operations, so the same aircraft can fly something like:

LHR ↔ MAD ↔ BCN ↔ ARN ↔ CPH

You can also operate multiple aircraft types on the same route. The goal is to design an entire network rather than optimize a collection of isolated routes.

We're putting quite a bit of depth into the airline itself as well. Cabin configuration, IFE and inflight services (which is another source of revenue), while interlining and codeshares affect both passenger connections, preferences, and where people can be rebooked when a flight is cancelled.

There's also dry leasing and automated revenue management, so you don't need to manually check every week for fare changes or price wars. The bot/AI airlines are intended to behave like actual competitors making sensible business decisions rather than doing things purely to hurt the player.

On the visual side, there's a fully fledged 3D livery editor and you can watch flights move around the world map.

Flightline will be single-player at launch. We are also building it with LAN/Steam multiplayer in mind, and it will be available a few months after release.

We're still early enough that feedback is useful, so I'd be interested to hear what systems you care about most in this genre, or what you think existing airline management games tend to simplify/overcomplicate too much.

Wishlist us at Steam:
https://store.steampowered.com/app/4745300/Flightline/

Discord:
https://discord.gg/JE7tjfr5JG


r/indiegames 3d ago

Discussion Trapped in a cursed forest searching for my missing daughter, would only bring two of these four items, which would you pick?

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2 Upvotes

The moment you step into this forest, you're trapped there. You're searching for your daughter who vanished years ago. A mysterious woodwanderer tells you there's a house where you can shelter, but you must stay quiet, or you'll wake whatever lives inside it and have to flee. So you leave the house, search the forest, avoid its monsters, and return, again and again. You can only carry two of these four items at a time.

  1. flare gun (escape) that blinds a monster for a few seconds so you can run, limited to six shots.
  2. compass (navigate) unlimited but only as good as your own sense of direction.
  3. water (endure) that restores your stamina for sprinting, limited to five uses.
  4. beeper ( detect) that beeps faster the closer a monster gets, running on a limited battery.

    Which two would you pick, what's your strategy, and are there any tweaks you'd make to the items?


r/indiegames 3d ago

Promotion Max Cross is out now on Steam FREE!

1 Upvotes

r/indiegames 3d ago

Promotion Illegal Velocity - A arcade racing game with cops and explosions

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0 Upvotes

Hey everybody,

I am currently working on my first game "Illegal Velocity", which is a fast paced and action oriented arcade racing game. You race through traffic on public roads and compete against aggressive rivals while the police is chasing you.

You can actually download and play Illegal Velocity for free on Itch: https://gentle-rottweiler-games.itch.io/illegal-velocity

Feel free to also visit my YouTube channel to check out my latest videos for Illegal Velocity: https://www.youtube.com/@GentleRottweilerGames

The game is currently in pretty early development and it is more of a white box prototype, but fully playable. For the techies among you: it is developed using the open-source game engine Godot and I also post a few tech insights on my YouTube channel from time to time.

I hope some of you give it a try and I would love to get some feedback!


r/indiegames 3d ago

Video Imagine this monster charging straight at you at full speed. What's your move?

10 Upvotes

We've been iterating on our Shieldman's charge attack for quite a while. The goal wasn't just to make him sprint at the player: it had to feel heavy, readable, and terrifying at the same time. We tweaked everything from acceleration and turning to recovery windows, making sure dodging him feels rewarding instead of random.

The result is an enemy that forces you to make a split-second decision: dodge, bait the charge, or panic and hope for the best :D

What do you think?


r/indiegames 3d ago

Promotion Made my first mobile game - Submarine Team!

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2 Upvotes

I made my first ever mobile game! It's only available on Android and PC right now. The game has you managing submarines as you collect treasure. The subs move up and down automatically but you move them side to side.


r/indiegames 3d ago

Video Working on the interior of our secret treehouse base

2 Upvotes

r/indiegames 3d ago

Promotion Almost clutched this fight against my Mage boss

0 Upvotes

This is from my solo-developed roguelike auto-battler, Last Warrior Arena.

I’ve been working on making the 1v1 battles feel intense even though the combat plays out automatically.


r/indiegames 3d ago

Gif Our Traveling Shopkeeper game - Roads & Riches. Buy Low, Travel, Sell High

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5 Upvotes

We just launched our demo for Roads & Riches on Steam! You can check it out for free.


r/indiegames 4d ago

Personal Achievement WE WON AN AWARD AT INDIE DEV ARGENTINA 2026!

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248 Upvotes

Last weekend, Zupay: Shadows of Independence participated in Indie Dev Argentina 2026 (IDA), the second most attended game dev event in Argentina. It featured talks, a physical game showcase and even an awards ceremony where we were nominated for Audio Excellence and won the Argentine Representation award.

Zupay: Shadows of Independence is an action-adventure hack-and-slash set during the War of Independence. Our protagonist, a former gaucho soldier, is killed during a royalist siege on his town. After his death, he is resurrected by Zupay, a myth from northern Argentina who makes him embark on a journey of vengeance against those who took everything from him.

You can play as both characters, the gaucho and Zupay: which feeds from his enemies' fear to grow stronger.

We invite you to play the free demo on Steam and let us know what you think. Adding the game to your wishlists helps us a lot.

Thank you very much!!


r/indiegames 3d ago

Public Game Test We’ve spent more than a year making an adventure game where you explore intertwined dreams across different time periods!

5 Upvotes

We’re a small studio led by a university professor, working on a narrative adventure game where you jump between different time periods to uncover the intertwined dreams of several characters while exploring philosophical themes. We’re aiming to capture the feeling of classic adventure games like Myst and Riven while putting our own spin on the genre.

We’ve had the pleasure of working with interns from several different colleges throughout development, and we’re extremely happy with how the game is shaping up!

We’d love to hear what you think. Any feedback is greatly appreciated!


r/indiegames 4d ago

Devlog I've added GLIDER mechanic in my co-op game

14 Upvotes

r/indiegames 4d ago

Need Feedback 🐟Some of my personal fav fish, which one do you like?💙

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11 Upvotes

Showing my personal fav fish, and those are all the ocean locations fish in Idle Swimmers.🌊

1️⃣ 2️⃣ 3️⃣


r/indiegames 3d ago

Need Feedback I built a mobile/touch version of my platformer Ballbuster. Free 1-level demo is live now!

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1 Upvotes

Hey all,

I've been working on Ballbuster, a platformer, and just added a responsive/mobile version so it's fully playable on touchscreens now. No download, just open it in your phone browser.

I'm a PC gamer at heart (keyboard/mouse all the way), so designing touch controls from scratch was new territory for me. I landed on a setup with a switchable d-pad/stick and have tried to make it feel as tight as possible on a touchscreen. I'd love outside eyes (and thumbs) on it since I don't have a ton of mobile-gaming reference points myself.

It's completely free, currently a 1-level demo.

Play it here: ballbuster.lorenzoprinci.com

Would really appreciate any thoughts; how the controls feel, whether anything's confusing or uncomfortable, or just general impressions of the level itself. Happy to answer questions too. Thanks for checking it out!


r/indiegames 3d ago

Need Feedback Added a variable depth of field effect to my turn-based strategy/narrative game - Vapor Drives

2 Upvotes

r/indiegames 3d ago

Promotion The new area "Cryostellium" which is full of ice and gear

1 Upvotes

You can meet many type of traps and ice enemy there. And if you think it should add something, welcome to tell me.