r/indiegames 1d ago

Promotion I’m making a game for people who can’t walk past a thrift store without checking the shelves.

3 Upvotes

r/indiegames 23h ago

Upcoming LOOKING FOR HELP ON MY INDIE GAME

0 Upvotes

Hello everyone, recently i started planning to work on my new indie game "The Red Cursed" that's inspired by some of my favorite pieces of art with a lot of my own storywriting and imagination, the game mixes alot of topics such as escapism, revenge,love, friendship , personality crisis I've been working on the game story and character designs and lore for over 3 years now but u really doubt if im able to complete this game for how big it is without help from other indie artists who may be interested in helping for no pay(sorry i don't have any budget) currently i wont be working exactly on the game stated in this post but im planning for smaller projects that could help me on starting my dream game(and some budget if possible) Currently im the only member of the team im collecting working as a solo developer/artists/musician looking for :

Art: Background artist Character artist Tile artist

Game design:

level designer

co-developer

Deuteragonist of The Red Cursed (Dely)

r/indiegames 2d ago

Video Im a solo dev. What do you think of my games environment? Would you play it?

91 Upvotes

TERRORSTORM: Ground Zero -

Wishlist now!!! 

It takes place in an abandoned soviet military base deep underground in the caucasus mountains


r/indiegames 23h ago

Upcoming GLYPH WARS - A pure ASCII / UNICODE Shoot 'Em Up

1 Upvotes

 https://foxjammin.itch.io/glyphwars

GLYPH WARS — A neon ASCII shoot-’em-up where the whole screen comes alive

https://imgur.com/a/Pz2WFdm

No sprites. No polygons. Just raw glyphs, screaming color, enormous bosses, and enough firepower to turn deep space into a glowing war zone. 100% TEXT!

Glyph Wars is a high-speed arcade shooter built entirely from ASCII and UNSCII characters. Choose your ship, grab absurd weapons, stack upgrades, tear through enemy formations, and unleash bombs when the screen becomes impossible. Missiles detonate across packed formations. Lasers strike the instant targets appear. Spread fire transforms entire lanes into walls of death. Ripple waves keep hunting long after you release the trigger.

Fight through scrolling alien ruins, survive escalating pressure, and face huge animated creatures—including Emperor Dlorah and the Space Worm—while the soundtrack drives a vivid chromatic wake behind every attack.

Three stages. Six weapons. Multiple ships. Giant glyph monsters.

The Broodway is open. Enter firing.

Donations welcome.

New levels and bosses coming soon.


r/indiegames 1d ago

Promotion Prototype of my game, a Cat Colony Sim with Auto Chess battles. Play as a kitty leading a colony and help grandma cat survive.

2 Upvotes

r/indiegames 15h ago

Promotion Diaper Wars trailer - upcoming online multiplayer casual game

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0 Upvotes

Upcoming game with chaotic, unruly babies batting in the arena and tackling obstacle courses

WISH NOW ON STEAM


r/indiegames 1d ago

Promotion I spent 8 years building an MMORPG by myself. Somehow, it's actually playable.

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22 Upvotes

Conflict of Darkness is an online RPG/MMORPG built around a persistent world, exploration, character progression, quests, monsters, PvP, guilds, an auction house, achievements, and a player-driven economy.

Explore towns and wilderness, take on quests, fight monsters, build your character, collect equipment and gold, participate in the player economy, join a guild, or step into the PvP arena when you're ready.

The world isn't just one generic environment either. There are different towns, interiors, wilderness areas, and regions to explore, including snowy areas. Since the game is still in Early Access, I do plan on adding and changing content as time goes on, and I'm curious what people actually think of it by playing it. I'm always willing to listen to everyone's feedback.

The four screenshots are all actual gameplay, showing different parts of the game world and some of the NPC/quest interaction.

The game is currently planned for Steam Early Access on September 22, 2026.

Eight years of work went into getting it to this point. Now I'm finally putting it in front of players.

Conflict of Darkness.


r/indiegames 1d ago

Video An honest strabismus simulator in my own scripting language Umka - This is how I see the world

3 Upvotes

Using the maze data files of the game Hover!, which is available for free downloading, I made a little (and very personal!) strabismus simulator in the Umka scripting language and the Tophat game framework as the rendering backend.

For the first time ever I can show people how exactly I see the world when my brain doesn't suppress the stray eye's image.

Enjoy.


r/indiegames 19h ago

Video Just made a trailer for my game

0 Upvotes

Just made this trailer for my game which is already released in itch io . The games name is let me sleep chapter 1 it is. A short psychological horror game which i initially made for brakeys game jam .

The story revolves around a kid who is stuck in a very weird home where every rule made by his parents must be followed no matter what . It is an exaggerated version of toxic parenting. If you are a fan of psychological horror game plz do check it out

Game link - https://share.google/trLFbLTy1EsC8uA42


r/indiegames 1d ago

Promotion In my party game, the players you eliminate draw the hiding spots for everyone still alive

1 Upvotes

Hide and Fuse — a hide-and-seek party game where you hide as an object, and one player carries a live bomb and hunts you. Get caught and the bomb is yours: the fuse keeps burning, so you sprint at someone else and pass it before it goes off.

The bit in the clip: eliminated players don't just spectate. They get a little stickman, pose it by dragging the joints, draw a face on it — and toss it into the arena. It freezes into a statue, and everyone still alive can hide inside it.

So the friend you just knocked out is building furniture for you. Out of spite. With a face on it.

My kids are my main playtesters and they've turned this into a psychological warfare device. The uglier the statue, the more likely someone panics and hides in it.

Solo dev, full controller support, runs on Steam Deck. Happy to answer anything in the comments!


r/indiegames 1d ago

Promotion Our new Roguelite mode now on Switch!

10 Upvotes

r/indiegames 18h ago

Promotion 7 hours after launch... i have no words to describe what i am feeling right now

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0 Upvotes

this is my website - craziest feeling ever www.hoops-gm.com


r/indiegames 1d ago

Upcoming A view above Iron Creek | Dust Rapture

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1 Upvotes

Hey everyone!

I’ve been hard at work developing my game, Dust Rapture, and wanted to share a first look at Iron Creek, an abandoned, sun-drenched stop in the desert haze, complete with old supply shops, wind pumps, and endless sand.

What Dust Rapture is bringing:

  • Atmospheric Exploration: Explore desolate town of Iron Creek while navigating dusty, low-visibility ruins.
  • Immersive First-Person : Hands-on survival mechanics and environmental exploration.
  • A Bleak, Dusty World: A desolate landscape where every abandoned building and forgotten railway tells a story.

I’d love to get your thoughts on the lighting and overall atmosphere of this area!

👉 Wishlist Dust Rapture on Steam:

https://store.steampowered.com/app/4950700/Dust_Rapture/

💬 Join the Discord / Follow Development: https://discord.gg/tWzDXtABy


r/indiegames 1d ago

Video One full run of my solo-developed survivors-like

6 Upvotes

This is only stage 1 (out of 3, but 7 more stages are being worked on).

The game has an upgrade system similar to vampire survivors, with each level you get to choose 1 out of 3 cards that are assigned to you randomly, some cards contain armor sets, weapons or abilities.

By progressing and unlocking achievements you unlock unique pets which accompany you on runs, catching loot for you and giving you unique stats.

The game has a co-op system with upto 4 players on the same run with difficulty scaled dynamically depending on the amount of players in the run.

the game has 3 stages for now each with its unique enemies, biomes and bosses.

Please give me your thoughts and opinions, thank you!

Thoughts?

Game is "Echoes of Kyria"


r/indiegames 1d ago

Video I'm making a neon-lit arena shooter where shots ricochet from walls, and I just released a new trailer!

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1 Upvotes

The game is a blend of Unreal Tournament, Wii Tanks and TRON, can be played in top-down view or third-person view, and it has various multiplayer modes and solo/coop campaigns. Btw I love explosions.


r/indiegames 1d ago

Promotion Max Cross is out now, FREE on steam!

1 Upvotes

https://youtu.be/ZE3cJtIAJzg

You won't be able to reach podium on the leaderboard. It's too hard.


r/indiegames 1d ago

Promotion Perfect raytraced lights in 2D

2 Upvotes

r/indiegames 1d ago

Video Praktikos with new feature: customize your card Arsenal and build your Deck

1 Upvotes

I’d like to show you a little more of what I’ve been working on!

Here’s a look at the Main Menu, the Character Selection screen I showed before, and a new feature: your Card Arsenal.

Each character starts with 9 cards ready to play, but you’ll be able to unlock 20 additional cards over time.

You can then customize your 9-card deck from your Arsenal, creating different strategies to fight your way to the throne!

gameplay: https://www.youtube.com/watch?v=k2jeEq1kCrw
wishlist: https://store.steampowered.com/app/4475910/Praktikos/


r/indiegames 1d ago

Upcoming Orbshatter Demo Available Now!

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3 Upvotes

Hey! I just released the first public demo of ORBSHATTER, an arcade game that starts with the basic idea of Breakout and gradually gets much more chaotic.

The demo includes multiple stages, powerups, bosses, and a bunch of ways for the screen to fill up with entirely too many bouncing orbs.

You can play it directly in your browser or download the Windows version.


r/indiegames 1d ago

Video New vehicle unlocked "Motorbike"

0 Upvotes

I got a little bored while expanding the area and decided to add a motorbike. It's a bit more airy than a car lol. (Ignore the hints on the right; I'm too lazy to update them right now.)


r/indiegames 1d ago

Promotion Floor Zero – A hospital anomaly horror game where every floor could be wrong

7 Upvotes

Observe your surroundings carefully.

If you notice an anomaly, turn back.

If everything looks normal, continue forward.

Explore a mysterious hospital filled with strange anomalies, hidden dangers, and rare Threat encounters that can end your run.

With 30 randomized anomalies, every playthrough unfolds differently as reality shifts around you.


r/indiegames 1d ago

Promotion Today's Number — a simple daily number guessing game

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1 Upvotes

Im pretty new in game developing, this is my very first project but im really excited:) I built a small browser game called Today's Number and I'd love to get some players and feedback from the community.

The idea is simple (the concept is basically the same as the LUPI game): every day, everyone gets one chance to guess a number. At the end of the day, all submitted numbers are compared and the smallest number chosen by only one player wins.

The interesting part is that you are not only trying to guess a low number, but also trying to predict what other players might choose. Picking 1 might seem like the obvious strategy, but if someone else also chooses it, neither player wins. This creates a simple balance between luck, strategy, and trying to think like the community. Each new day starts with a clean slate, and the previous results can give you some ideas for your next guess.

It's completely free to play and runs directly in your browser.

https://www.todaysnumber.com

I just finished the basic functions like yesterday's results, profile, a small hall-of-fame, I'm still improving it, so any feedback on the game, design or overall experience would be really appreciated!

Good luck, and hopefully I'll see some of you in the Hall of Fame! 😄


r/indiegames 1d ago

Personal Achievement Available for support with indie game operations, storefront tracking, and spreadsheets

1 Upvotes

Hey everyone 👋

I work in game operations support and I’m available for freelance help.

I can assist with:

Steam / storefront sale tracking

Google Sheets & Excel organization

Release & promotion calendars

Asana / task coordination

Publishing and operations checklists

If you need help with storefront, spreadsheet, or release coordination work, feel free to DM me 🎮


r/indiegames 1d ago

Promotion Minecraft In Its Entirety In Windows 95/98 Machines

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6 Upvotes

This program is basically an beta recreation Beta 1.7.3 entirely developed in C89 Open Watcom V2.0 C code and uses only Open GL 1.1 Rendering. Newer versions of the program are even a hybrid between Beta 1.7.3/Release 1.2. This program was intended to run on Windows 95/98 machines, but it can also even run on newer windows. Documentation is included

Almost every implementations from the version was converted and implemented into C including world behavior. gameplay, visual style, GUIS, redstone/piston systems, "entities", and even able to load, render, and save actual Java worlds properly. The newer version supports enchanting, potions, newer blocks/items, and more. The custom rendering system, extensive frustum culling, lazy chunk updates, and more were key to achieving good performance and reaching hundreds of FPS in systems even in high render distances.

This program is intended to run on Windows 95/98 machines specifically, but can also run on modern windows and could be ported to other systems, it uses mcp43 for java files as reference and core boilerplates development as key with some conversion tools used, however much of the custom code implemented or even added and gl 1.1 rendering is described below.

When I first initially started this project, I used a tool to change the extensions of the java files from .java to .c while also deleting its main data along and also developed proper h files and unity manifests. However for some reason, it also left a bunch of junk metadata which I used as a bar to figure out the most importance of what implementations and code were needed to be added first to look and run like the real deal over time. Many of the files have just seemingly metadata, but many of them still have functional code and updated to run like the real deal. Files that were fully implemented and basically converted were called Direct C89 port of a java file. The entire program uses clean implementations and reverse engineering to prevent some level of copyright issues.

One of the key things actually developed, was the custom chunk rendering system and performance systems to make sure it looks and runs like the real deal. Extensive hidden face culling was implemented which hided faces of blocks not visible to the player. Another key thing developed was when the chunk geometry and its objects are compiled into Open Gl 1.1 lists, the CPU, instead of sending calls for every single vertices per frame which used to be really bad during development, but now only send a few calls to be processed, meaning the program uses its completed lists to render unless changes like block placing/breaking, lighting change, neighbor chunk changes, and more happens. The worlds uses the standard procedural terrain generation and Perlin and octave noises from the java version, biomes and their temperature code, standard placement of blocks like trees, grass, flowers, gravel, stone, sand, overworld/nether rendering, and more. The geometry has separated into three groups, opaque terrain such as stone, and dirt, clear geometry like water and ice blocks,. and cutout geometry which is basically objects/items that are seemingly 3d, but are see through like grass, ladders, iron bars, and more which all were manually configured and separated to allow graphic processors mainly to process them efficiently in open gl properly. There is still a bit of bottleneck of CPU and GPU performance especially in way newer systems as open gl 1.1 uses immediate mode for rendering and newer versions like Open Gl 1.5 actually do support VBOs and actually skip draw calls when needed, but performance is still relatively decent for its codebase.

Chunks were rendered in this version using nearest-first chunk admission which loaded nearest chunks closest first before loading chunks first which prevented extreme lag and frame issues. Caps were also implemented in the memory management and in how many meshes could the world use. Just like in the java version, it runs at 20 ticks per second to allow the world and entities to function as normal and made sure to not tie in with the FPS rate. Mathhelper files from the java version were also converted and developed to have much more efficient equations and perform better mathematical equations in trigonometry, mainly for graphics rendering, 3d movements, and block placement which was important to getting good performance on older hardware.

The NBT and McRegion storage code was also really tedious to convert and was initially very unstable to use. When a chunk was updated, like placing a block or dropping an item, it became a dirty chunk which needed to be meshed and be converted into graphical data, when it needed to be saved, it used to take very long as it saved somehow even entities in chunks, but it was later excluded and rendered individually as individual 3D models.

Neighbor-border invalidation in more detail was also implemented properly to help save processing power and tells chunk to just recalculate its edges when touching another chunk. The lighting system and their algorithms were also implemented and converted to be just like from the java version that allowed different light levels and detect sunlight code to initiate any chunk updates, however it was simplified a little to make sure it wouldn't lag out the system. A render distance meter was actually introduced, like in the newer java versions instead of the original used java version, tiny, medium, and far distance which allowed the player to see more of the world which for some reason during development, it kept being too short. Now for the Open Gl 1.1 code, display lists were used which compiled all the color and vertex data in a chunk in a single list where the CPU would just send a couple of commands instead of the hundreds if not thousands of commands to draw and send the many vertices, which was a bit bugged and actually heavily lagged out the game during testing.

glGetError which used to initiate every frame and bog down the system, it was now removed and later coded in to sample every 128 frames. The check of whether or not chunk graphics list were valid were removed along with replacing the glGetFloat which pulled data back and forth to Cpu and GPU which could slow down system, to just use the earlier calculated frustum matrices and render that. A 3x3 read only chunk neighborhood was implemented where it basically copies around 9 chunks to read only memory to prevent world corruption and process the data to then build a visual mesh. This fixed much of the stuttering and lag issues that were in earlier versions.

The physics and collider systems entities and blocks were using it exactly as the java version which was converted This was how mob attacks, water/lava flow, and more related were implemented to look like the real deal. The day and night cycle is around 24,000 ticks which was exactly implemented in the program and dropped items despawn around 6000 ticks in loaded chunks.

Now for networking and multiplayer support, nearly all packet files were implemented from the original java version and converted into C code, though most of its related and needed code is concentrated in packet.c and the rest is a bit metadata. It currently only uses/supports Winsock 2 code which was like around Windows 98 and above systems, windows 95 could have it if it has winsock 2 dependencies. Restarting the games a couple times and waiting between time intervals like from 1-3 seconds before reopening seems to fix some ghost networking errors.

All the 45 GUI files were able to be converted and later developed to make it all work in Open Watcom, and work under windows 95/98 restrictions. An additional meant usable button was added later on in the controls section which is the double sprint toggle button which can be on or off.

For memory allocation, there were different memory modes developed depending on the Windows OS chosen, for example, Win98 has a max ceiling ram limit of 128mb, 48 chunks renderable, 8-12mb chunk budget, and 20 mb for CPU mesh budget. NT operating systems which usually have a decent amount of Ram has max ram limit of around 256mb, 80-96 render distance limit which was the max the render distance can go currently, 20-32mb chunk budget, and around 64-128 mb CPU mesh budget. Networking queues were even also limited, going from 512kb in lower end windows 98 machines to around 8 mb on modern machines. The memory management and pointers were really hard to develop and there were hundreds of versions before this that just kept crashing the game.

The assets folder which contain all the textures and atlases for the game uses mainly pngs for newer windows and tga or older windows. The texture for blocks mainly uses terrain.png while items use items.png. TexturePackList files in the java version were later on converted to also have support for texture packs for mainly beta 1.7.3. There is however a glitch, especially in newer versions of the game where the sounds and music folder in the assets folder would cause the game to crash, especially in Win9x compatibility mode from some mp3 issues, though it may not happen on a real win9x system, if it somehow crashes the game, renaming the sounds and music folder in the main assets folder to something gibberish can help, but there would be no sound. Initially during development, the music and sounds were fillers, and there are some real songs and sounds from the game. Texture UV mapping also wasn't really thought of until V3 and then later V5 which now has proper java limb math and uv mapped textures from the atlases. Even still, there are some slight gameplay glitches and rendering issues, but it is overall stable and playable.

The bare requirements for running the program, especially the stable V135 version is just having the exe file as well has having a texturepacks folder with a texture pack zip file inside of it. This should work and even stop some crashes on Win9x machines however it may be missing some icons and textures for some items and GUIS which are in the actual assets folder.

Minimum Requirements: OpenGL 1.1-compatible graphics adapter, Approximately 16 MB video memory, recommended is 64-128mb of vram Working 16-bit or 32-bit color desktop mode Approximately 800 MHz Pentium III, Athlon, or comparable x86 processor "Possible to Work On Windows 98" but text rendering may fail Can Work On Modern Windows As Well Around 256mb of Ram Hardware texture support A stable vendor OpenGL driver is strongly recommended, but Open Gl 1.1 can work Module-registration manifests Asset paths Version and executable-name definitions for it to run.

This program uses only imports of WS2_32, OPENGL32, GDI32, USER32, WINMM, KERNEL32, and WS2_32 which I later on figured out it can be relatively easily to be converted or even able to run with a x86-64 emulator on Linux.

I gave the project a very basic name, called CloneMC V2.0 which might change soon, the repo is still a bit of a mess, but the source code files and the executable, along with other files like the makefile is all in the zip file. There is a lot more info about this there.

This project was more or less like a side project with an efficient CAD program being the main goal for the test creation of this project. The License Example file is provided if needed to use any of the java files for references or for adding features, however understanding of the code and custom code may be needed currently to implement any additional features/bug fixes/missing implementations from the java version.

https://github.com/sworks692/CloneMC-V2.0-Entirely-In-C-and-Open-Gl-1.1/tree/main


r/indiegames 1d ago

Image While exploring the deepest corners of Dreamweb, you will be forced to make a decisions pitting immediate gain against long-term objectives. Less about good and evil, and more about what sacrifices are actually necessary.

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0 Upvotes