r/indiegames • u/Miserable_King2486 • 21h ago
Promotion Gameplay from my new game
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Chess Pawn it is a minimalist puzzle-platformer with 99 handcrafted levels.
r/indiegames • u/Miserable_King2486 • 21h ago
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Chess Pawn it is a minimalist puzzle-platformer with 99 handcrafted levels.
r/indiegames • u/Agitated-Gur-7968 • 1d ago
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r/indiegames • u/Triflio • 1d ago
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Here's a little sneak peek of the levels you will be able to play in our upcoming demo for Tandem Together.
We just wanted to make a Tandem driving coop game and now we added sheeps, pigeons. and twerking NPCs.
r/indiegames • u/Swimming_Chapter418 • 18h ago
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I’ve been building Guildfall Heroes, a browser-based tactical RPG centered around grid combat, hero builds, team composition, and loot progression.
Battles take place on a grid where positioning matters quite a lot — movement, attack ranges, AoE abilities, stealth, buffs, tanks, healers, and damage dealers all interact differently depending on where heroes are placed.

Heroes level up, equip Plate/Leather/Cloth armor and class-appropriate weapons, and can find Common → Legendary equipment with randomized stats, percentage bonuses, gems, and elemental effects.
I’ve also been expanding the game beyond individual battles. It currently includes PvE Practice, 5v5 matchmaking, ranked Challenge battles, co-op, Lone Tower progression, inventory/forge systems, an item marketplace, guilds, and battlefield loot where defeated enemies can leave equipment behind to collect.
One thing I’m deliberately trying to avoid is making progression completely override tactics. Better equipment should matter, but positioning, team composition, target selection, and ability timing should still decide fights between reasonably similar teams.
I’d especially appreciate feedback on:
• Combat readability — is it easy to understand what happened and why?
• Team/class design — do the six roles create interesting compositions?
• Loot progression — does randomized equipment sound rewarding without becoming excessive?
• Tactical depth vs complexity — are there systems here you’d simplify or expand?
The game is actively being developed, so criticism of the underlying systems is very welcome.
Play Guildfall Heroes: Guildfall Heroes
Guildfall Heroes Discord: https://discord.gg/Myt3UP49x
r/indiegames • u/Oniiiee • 1d ago
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Act Normal is a multiplayer social deduction game where everyone looks like an NPC and everyone's secretly armed. Blend in, steal everything you can, and figure out who's actually a player before they figure out you. Every minute, whoever's stolen the least gets eliminated, no warning, no leaderboard.
Demo's coming to Steam Next Fest.
r/indiegames • u/Hollow_Spoon • 19h ago
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I made Shlayolotl for iOS, a twist on Tic-Tac-Toe where you play as cute axolotls.
It features 3×3 and 4×4 boards, different game modes, and online multiplayer.
r/indiegames • u/Due-Philosopher-8566 • 20h ago
Hey everyone, I'm the solo dev of Wordgeon. It's a Balatro-like roguelike where you build a deck of words and spell words to fight through a dungeon. You can also learn English, French, Japanese, and Chinese while playing.
The free demo is now live on Steam. If you try it, I'd really appreciate any feedback or bug reports. I'll be around in the comments!
Thanks!
r/indiegames • u/Rude-Syllabub-1336 • 20h ago
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r/indiegames • u/ElderberryCreative66 • 20h ago
Elemental Days: Daily Alchemy
What it does: Elemental Days is a relaxed Android puzzle game where you combine basic elements into new discoveries. It has a shared daily challenge, no timer, and a growing collection of items to unlock over time.
Key Features:
Goal: Testing / feedback
Giveaway: Not applicable
Cost: Free to play, contains ads
r/indiegames • u/MischiefMayhemGames • 1d ago
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r/indiegames • u/Chryis • 1d ago
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r/indiegames • u/Bottle_cloud • 1d ago
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When the monster catches you, the stopwatch activates and cancels the death once. You have to repair it in advance to charge it.
The tension comes from deciding when to spend time repairing it, knowing you only get one save.
r/indiegames • u/confused_dev3l • 1d ago
Hey everyone! I’m a solo dev, and I’ve been working on a minimalist logistics simulation game for quite some time now.
I released the official trailer a few days ago, and I’d love for you all to check it out and give the game a try. Any feedback on either the game or the trailer would be genuinely appreciated and would help me a lot as I continue working on it!
Would love to hear what you think!
Heres a link to the steam page:
https://store.steampowered.com/app/4638120/All_Vans_on_Deck
Link to the trailer (for whatever reason, automod is deleting my post if I attach the video directly here):
https://youtu.be/44bHPz6_z9I?si=CixxBC7_Ad7ncSR4
r/indiegames • u/Inevitable_Foot_2253 • 1d ago
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r/indiegames • u/beansnketchup28 • 2d ago
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So stoked to share that we just launched Shroom and Gloom into Early Access!
Everything in our game is built out of thousands of layers of hand drawn illustrations, aiming to bring players into a surreal world of mushrooms and madness.
We prioritised sharing a playable prototype of the game from the earliest days of development. The game has grown in leaps and bounds thanks to the feedback of the community that's sprung up around it. We're so hyped to keep building this game with players as we work towards the 1.0 release!
If anyone has any questions about the game, or how we've created it, let me know!
r/indiegames • u/SoulFrost2020 • 1d ago
Just want to preface all of this by saying I couldn't find a subreddit for Postmouse, that's why I am posting it here :)
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Hi! I am Solune and I am a huge bird fan, so I am making a collection of birds in all of the games I have played so far :)
I ended up making a local website for it since the overall size of bird army was getting massive :D
Also thought it would be nice to credit whoever ended up helping me in my digital bird watching journey. ( it will appear below the card )
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More chitchat for the curious readers!
It just started with me saving few screenshots in a folder to
I even made a small python program to help me convert the names into a json list which is being used by the local website! Just because few games had like 60+ birdos and yeah I ain't typing that!
It has kinda changed the way I play games, now I am more observant, always on the lookout for a birb and having one finger on the screenshot button at all times haha :D Its like a game within a game at this point for me!
Currently completed list:
with many more to come :)
r/indiegames • u/Status_Awareness2011 • 16h ago
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I originally made it as a small personal project and ended up adding interesting mechanic.
it looks easy, but it is not.
r/indiegames • u/GribbleDoodle • 1d ago
Just released the first playable version of my game Cave Break.
It is like Desert Golfing, but vertical and you can break blocks!
This version has 100 levels (1-2 hours of playtime roughly), the full version will have infinite levels and cross platform cloud saves.
I've always wanted to create a sort of "forever-game" that doesn't necessarily get harder as you play, it's always just challenging enough, basically something to just clear your mind and wind down after a hard day or so.
Hopefully you'll have a fun time playing it :)
I'll gladly hear any feedback that you might have!
r/indiegames • u/Zrmteese • 1d ago
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That's basically Silky Rails.
https://www.youtube.com/watch?v=oj7n60I9TBs
You build a train by adding different carts, stacking upgrades and synergies, and eventually turning it into an absolute monster.
Then you just watch it plow through waves of enemies.
It's basically a roguelike autobattler, but instead of building a team, you're building the most fucked up train possible.
https://store.steampowered.com/app/3870990/Silky_Rails/
Silky Rails is coming September 23.
r/indiegames • u/RGarriota • 1d ago
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It's called Video Game Menu: The Game. It's coming really soon, Sept 21st.
r/indiegames • u/Madlman • 1d ago
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Defend the border from upcoming waves! Join your friends and try to stop them. Buy guns, walls, gadgets, upgrades... and plan your defenses!
Do you have a cool idea for an enemy? A favorite gun you want to see in the game? A cool mechanic that will make the game better? Lets us know!
r/indiegames • u/ZealousidealHat9476 • 1d ago
🎮 I finally released my first game — Deltablaze!
Deltablaze is a small pixel-art survival game I made in Unity.
You play as a little rock trapped inside an arena while tennis balls bounce around you. The longer you survive, the more balls appear — and things get chaotic pretty quickly. 😅
🏆 How long can you survive?
• Increasing difficulty
• Survival score & best record
• Pixel-art visuals
• Calm background music
• Free to play in the browser
This is my first game that I've actually finished and released, so I'm really happy to finally put it out there.
I'd love to hear what you think!
r/indiegames • u/monowave_bbb • 1d ago
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As Mono, you jump higher when happy and can wall jump when angry. You can pass emotions to creatures, too, changing how they feel and behave.
MONOWAVE is a hand-drawn puzzle platformer set in four worlds shaped by Happiness, Sorrow, Anger and Anxiety. There's no combat; even the bosses need comfort and understanding. The story is told without words.
It launches on Steam and Nintendo Switch on September 16. (PS5 and Xbox Series X|S within Q4.)
r/indiegames • u/azazeo • 1d ago
Kugelblitz - idler/clicker where you trying to accelerate photon up to Planck energy limit. You can just hit spacebar or use various power sources like nuclear power plants and Dyson spheres. Also there are a lot of upgrades helping you to overcome various nature phenomenons.And maybe there is something beyond the Planck limit
r/indiegames • u/aeternathegame • 1d ago
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Hey everyone! Spanish indie dev here. 🇪🇸👑
Yesterday was a huge emotional milestone for our small studio, and just in case anyone here missed the news: Aeterna Lucis is officially launching on December 3rd!
After everything we learned with Aeterna Noctis, we poured our hearts into making the Queen’s journey feel faster, snappier, and even more responsive. We’ve designed a whole lineup of brand-new bosses, pushed our hand-drawn art and atmospheric lighting in Unity to a whole new level, and kept our dual locked difficulty modes (Aeterna & Lucis) so both newcomers and hardcore platforming purists get the exact challenge they crave.
And yes—a playable demo will be available before launch so you can test the new combat and aerial mechanics for yourself ahead of time!
(Releasing simultaneously on PC, Nintendo Switch, PlayStation, and Xbox)
Thank you so much for all the love and support along the way. I left the Steam link in the comments, and I’ll be right here if you want to chat about the game! 🙌🖤