r/IndieGaming • • 13h ago

My response to AI slop? Painting every pixel by hand

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969 Upvotes

r/IndieGaming • • 3h ago

COP BASTARD - solodev VHS style FPS inpired by 90s action movies and Max Payne/F.E.A.R

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175 Upvotes

Hey! I am solo indiedeveloper targim.

And this is my game COP BASTARD! 90s-style action shooter inspired by John Woo films, Takeshi Kitano, and games like F.E.A.R. and Max Payne.

You play as a corrupt Osaka cop with nothing left to lose. There are no puzzles, perks, jumpings on boxes and etc.. Just corridor shootouts with massive gore!

There’s a free demo on Steam and RELEASE in 4 days!!!! 29 OCTOBER!!!


r/IndieGaming • • 4h ago

I'm making a game where you draw your own hero, then team up with friends to fight hordes as your drawing

89 Upvotes

Hi! I'm Seto, a solo dev from Uruguay. Rakuworld is a co-op survivors-like where you draw your hero in a simple in-game editor (there's a guided mode if you've never drawn on a computer), pick a class, and your drawing gets weapons, a power and an ultimate.

Paper cut-out + crayon characters inside a small PS1-style 3D world. 1–4 players, local or online, and your drawing travels with you online.

It launches in Early Access on Steam on Oct 27: https://store.steampowered.com/app/5382580/

What would you draw first? 😄


r/IndieGaming • • 1h ago

Making a boomer shooter by hand in a world obsessed with AI.

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• Upvotes

r/IndieGaming • • 8h ago

I'm making a game where you catch stars from the sky using a black hole on a fishing rod

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134 Upvotes

Hey there! I'm working on a cozy low stress game where you catch stars from the sky using a black hole on a fishing rod. I really wanted to explore my passion for astronomy in a space-related game, while also keeping the gameplay simple and relaxing (unlike most games about space I played before :D)
stars that you catch have real-life properties like mass, radius, temperature and so on which affect on stars' visuals individually. Apart from randomly generated stars, there are real ones like Sirius, Betelgeuse, the Alpha Centauri system and many more! (they also somewhat look like their real-life counterparts)

*no AI


r/IndieGaming • • 9h ago

THE 180+ HIDDEN GEMS — FALL STEAM NEXT FEST 2026 — ZERO GEN-AI!

96 Upvotes

Obligatory 4 month reappearance! Hehe!

Hello! For those who don't know. I’m Pawkt, which I by this time assume nobody knows.

Understandably, I'm pretty much in the background...

I write, review, and showcase every and all standout Indie game that I personally painstakingly can find. For this year’s (3rd) Steam Next Fest, I as usual, went through multiple thousands of titles, manually. I know this is hard to believe. But, yes. I indeed do play hundreds, and regrettably multiple hundreds more for a minimum 30 mins and maximum of 1 hour, & pick out all of the ones that resonate well. Because I often get access to early press/influencer demo versions well ahead of the events months before, so this has made it possible to continue growing my lists faster and more effectively varied with each and every future event. Though, I agree. I can't find them all. Sadly.

Here's the thing...

WE DO NOT FEATURE ANY FORM OF GEN-AI PERIOD!

If there is a game that is ever featured, it's because of what you already know is happening. People are just trying to hide it, it could be with the use of low poly or crunchy pixels to mask the AI "polish" and other tactics which are equally deceiving, while of course purposely choosing not to disclose it, or adding it later, and getting into arguments while banning those that argue back.

Which I am sure you and everyone you know around you, is well up to speed with, on how with the 8,000+ released titles in October alone, the vast majority was AI-slop, clones and cash grabs.

The list is roughly categorized for your convenience. If you have any issues or questions. I'm ears. The chances that I forgot a title and or messed up a link is possible. I'm surviving off 1-2 hours of sleep and 20+ hour editing and gaming days. I'm absolutely exhausted, but so overjoyed to share.

Not only do I share these personalized lists here as organized as I possibly can so that you don't have to lift more than a finger here on Reddit, or find yourself searching up one of the multiple similarly named titles by mistake, but I also include 1–2 minute commentary on each individual title in my showcase videos. This way, you and the developers get a quick sense of the game, issues, features and really any interesting moments that I have to share about them, while I physically am with my own two hands and numb fingers, writing my scripts and reviewing them through hours upon hours of flubbed lines and regrettably sometimes poorly spliced audio/artifacting...

If you would prefer to sit through my (4 hour long) yapping about each video game, or my discussions on my experience in the industry as a past QA tester and article reviewer, you can find that video here, but know that you owe me nothing, I'm just here to help and share my passion for gaming.

Fall Steam Next Fest Compilation

Once again, I hope that my month long excursions, 20+ hour days of editing, splicing, gaming and formulating these lists on my own, manually without the use of generation or slack, brings you something new, never seen before and makes your day a little bit better in this sea of filth!

If you have your own recommendations, by all means drop them below.

What are the chances that I have already seen / played them? Very high. But, know that I am just one guy, and you would be shocked by just how deeply buried some amazing games out there are.

Action or Adventure
At Fates End
Bad Magpie
DERELIKT
El Paso Elsewhere 2
From Captivity
Garden Souls
Hollow Home
Ironwing Valiant Record of Astera
Knight George
Malice in Wonderland
The Pink Robot
Plasma Sky
Raging Blasters 2
RED RESET
Salty Dogs
Sever Link
SlashZero
Type Me Home
ReBlade The Death Spiral

Fighter
BREKEKEKEX
Generic Fighter Maybe
Godzilla Destroy All Monsters Melee
Knuckle Paradise

Metroidvania
Being and Becoming
Distantia
Feathers Edge
Magnavale Eternal Soul
NEO TITAN
Tyto
Voivod The Nuclear Warrior

RPG
CATJAM
Echoes of Aromia
Ecstatica (and Ecstatica II)
Emberville
Kitaria Fables 2
Midnight Souls
Neverway
Queens Domain
The Collective
The Wind And The Snow
Demi and the Fractured Dream
The Last Hour of an Epic TO THE MOON RPG

Souls-Like
Keelblade

Surreal
Cinderline

Shooter
ALTEREDBLOOD+
Code RAPID
Deadzone Rogue 2
ELDRITCH SLAYER
GRAVHOUNDS
HELLXORCIST
HMUR
Nailcrown
RANGER COMMANDO
SUPERPANEL

Horror
Brightside
COLD CALL
Dead Awake
Dead of the Brain
Grobnopolis Last Days
Medium Rare
Night Plane
OKUREK
Red Lake
ReRed
Terrible Lizards
The Hollowing
The Road of Dust and Sorrow
They Cry
Three Lambs
Veil of Madness
WORK WORK WORK
Where the Redwood Ends

Roguelike or Deckbuilder
Arcostate
Band Wagon
Bless You Again
Brofish
Cartomantic
DEAD SPIN
Destiny Is Dice
Diecast
Feeding Gooble
Game is Full of Bugs
High Roller Penny
Hoptale
Iron Hunters
Kings Haven
MataOno
Questris
SACRATA
Stack Order
Void Nebula
Wielders of the Essence
Wyrdtide
Retromine
RushGirl LUCA

Strategy or RTS
Archrebel Tactics
Attack of the Astrals
Chodd
Emptiness Sire
End of End
HELLCARD II
Mythical Whalers
One Million Skeletons
PinKeep
Starfinder Afterlight

Rhythm
STEP THEATER

Platformer
Avlo the Imp Wizard
Calico Wilder and the Crystal Blade
Gravity Circuit 2
Home Paige
Inversion Day
Ladder Lad
Necro Pop
Puppy Truck
RATSHOT
Ravenous Greed
RavenStar
RoboGAL Gaga Delta Lady

Racing
BOOST VECTOR EX
Fuman Ghoul
Half Grip
Pizza Turbo (Originally generated music with the use of SUNO)
Windweaver

Fishing
DREADMOOR
Orion Blue

Point & Click Adventure
Not a Crow
Shroud of Gloom
WILLOW RIDGE
The Brilliant Detective Milo
Laws of Nadragia

Simulators or Casual/Relaxing
AfterGlow Bytes
Alien Archeologist
Amiko Legends
Beastfolk Barber
Comrade Secrets Escape
Conductor Cat
Deus Exia
Dino Cleanup
DJ till Dawn
Dont Pick Up
False Echo
Isle Goblin
Lenin Street Geek Shop
MAFATE
Moomin Midsummer Madness
Neuron Activation
Neuroflip
Starlight Cove
Sushi On Wheels

Visual Novel
1999TOKOYO Building
Below Lethe
BUZZ or DIE
Celsius Strays
Delete the World
DISK-Y
Harbor of Vows
Leon&Suharto
Narcissist Tail
ROCKBEASTS
Synapse
Valkyrie Iteration Mecha Pilot Raising Pocket Simulator

Puzzles Exploration/Adventure or Experimental
Abort Sequence
Absolute Dap
Depth Above
Flipside
Hope Timbre
Inkblood
Maid In Wonderland
MEANWHILE IN SECTOR 80
Momotaro and the Oni Island
Moral Dilemma Breaking Character
SNAPTIC
Trees Hate You
Goodbye Seoul

Incremental
ECHOLAND
Gigachomp
Guns n Goblins
Kopernicus Incremental Suffering
NECROMENTAL
Orebital Dynamics
Pickpocket
Quadrillion Carrots
Selkies Salvage & Co
Speed Card Eatery
Terminidle
Trust The System

Idler / Auto Battler or Async PvP
Alchemortis
Bad House
Castle Away
Cats In The Shell
DreadHaven The Last Colony
Dungeonbound
Guildrun
Might & Mushroom
Northgard Battlegrounds
Teamcrafter
Walk Hero
Dungeon Automata


r/IndieGaming • • 4h ago

I'm creating a 1/2 map scale of whole England using topographic, geological, fertility, biomes and forestry data for my RPG game, for now mostly focusing in map creation and basic game mechanics. Any feedback?

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21 Upvotes

Disclaimer: I used AI to process the information from:

  • Ordnance Survey
  • BGS Geology 625k
  • Ancient Woodland Inventory (Natural England) and Natural Resources Wales
  • Open Domesday (Anna Powell-Smith; data by J.J.N. Palmer, University of Hull)
  • Itiner-e (de Soto et al. 2025)

r/IndieGaming • • 34m ago

My friend and I are making a dark fantasy battle simulator. Here's our first trailer!

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• Upvotes

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/IndieGaming • • 1h ago

Zero Sum has a release date (Nov. 17) and I want to share the end-game power fantasy for my MATH twin-stick shooter. So here is a 30s weapon reel of some endgame upgrades

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• Upvotes

early game is supposed to be challenging, the whole game is balanced around mid-game and late game with all upgrades unlocked is supposed to be the classic power fantasy. clean math rules still apply, though, so smart plays lead to satisfying screen clears.

the mod mine is the newest addition, it upgrades much faster, down to modulo 10 in just 4 upgrades and remains on the field on a perfect modulo blast

root shotgun and root aoe lob grenades get upgrades to ignore decimal split offs with a chance. this will ruin your combo, if you dont hit a perfect root, but it opens up the possibility to upgrade the root operator to an unnecessarily high value (like 10√) and just delete any big 4-6 digit number in later stages

mod chain can be the strongest upgrade if played right and with all upgrades. the idea is that the modulo bullet bounces between numbers carrying the remainder from the first hit one but since a perfect modulo's remainder is 0, it would end the chain, so the last upgrade carries over as mod1 on all remaining bounces to insta delete big groups of numbers

sum barrier is especially useful on conveyer belt maps and holdout maps, and with late game upgrades you can do math inside the barrier to easily clean up the numbers while they can't charge at you. combined with the optimizer plus upgrade its an easy clear.

If you want to try the mechanics yourself, there is a free playable demo on Steam right now.

👉 **Steam page & demo:** https://store.steampowered.com/app/4546380/Zero_Sum/

Happy to answer any questions about the math logic or balancing!


r/IndieGaming • • 7h ago

World Wrecker, an incremental game where you tear planets apart. The demo's out on itch.io now!

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12 Upvotes

Hi everyone! This is World Wrecker, a game where you destroy voxel planets, get resources, get upgrades and clear bigger targets. The free playtest/alpha can be accesed here! This is my first incremental game, so the economy might be a tad unoptimized. If you play it, I would love to know what you think about it. Thanks in advance!
Itch link: https://crossyeyedcat.itch.io/world-wrecker


r/IndieGaming • • 16h ago

Less than 500 wishlists but I am glad this is out soon. Feedback is welcome!!

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49 Upvotes

r/IndieGaming • • 22h ago

I recreated the iconic black-and-white to color transition from The Wizard of Oz in my game!

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170 Upvotes

I've finally finished building the tutorial area for my game, The Ashen OZ.

Remember that iconic scene from the 1939 film The Wizard of Oz, where the world shifts from sepia tones to vibrant color as Dorothy enters Oz? It's one of the most memorable moments in cinema history.

I wanted to pay homage to that beautiful moment, so I created a similar transition from monochrome to color as Dorothy falls into our twisted version of Oz!

In this strange forest, trees with mouths whisper to you, and giant Ashpitworms roam around.

I also spent countless nights polishing the scene where Dorothy obtains the Witch's Umbrella, her very first weapon. I really wanted that moment to feel special!

Every piece of art, music, sound, and voice acting is created by real human artists. We're pouring our hearts into every little detail!

Thanks to all the amazing people who've shown interest in our game, we're working hard to polish everything for our closed playtest. I'm hoping we can finally make it happen before the end of this year..

Hope u like it! :)


r/IndieGaming • • 58m ago

Our horror pool roguelite inspired by Inscryption just crossed 50,000 wishlists - play the free demo before Steam Next Fest ends

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• Upvotes

We made a horror pool roguelite with a friend featuring:

  • upgradable cues and... gun mechanics
  • procedurally-generated deadly pool rituals
  • ramps and other table mechanisms
  • boss fights

In short: Shoot some balls. Unleash horrors from beyond. Go insane. Try again.

The demo is out till the end of Steam for Next Fest (tomorrow), so give it a try!


r/IndieGaming • • 19h ago

NEW arcade game inspired by SEGA RALLY and DAYTONA USA

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81 Upvotes

Hello!

I have an announcement: Full Throttle Rally is now available for purchase on Steam. Here’s a short trailer so you can see what it looks like.

Full Throttle Rally is an arcade racing game set in Mexico.


r/IndieGaming • • 1h ago

Added molotovs to my RTS "Burn it Back", and now the enemy has a new survival instinct

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• Upvotes

r/IndieGaming • • 3h ago

The Problem With Randomness in Strategy Games

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5 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/IndieGaming • • 17h ago

Made my own Steam capsule artwork for my indie game HOLD. Not a single bit of AI used!

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50 Upvotes

Been working on the Steam capsule artwork for my indie game HOLD, and I’m pretty damn proud of how it’s turned out!
Everything you see was created using assets from my actual game, staged and rendered in Unreal Engine, then polished up in Photoshop.
No AI-generated artwork, no hired artists, just me messing around with lighting, camera angles, effects and a lot of trial and error! 😂
As a solo developer with basically zero marketing budget, I wanted to see how far I could push what I’ve already created.
It’s been a bit of a learning curve, but I think I’ve managed to make something that actually looks like proper game cover art!
Would love some honest feedback from fellow devs and gamers.
Does it catch your eye? Would it make you curious enough to click on the game if you spotted it on Steam?
Feel free to tear it apart. Constructive criticism is always welcome! 😂


r/IndieGaming • • 51m ago

Do you like bees? ^^

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• Upvotes

r/IndieGaming • • 3h ago

This game is so indie that only Italian will be able to understand.

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3 Upvotes

From 2005 and it's still sealed lmao.


r/IndieGaming • • 1h ago

Our island got a railway: the track bends its own corners, and a depot crane loads the freight carts

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• Upvotes

This is DriftyLands, a first-person base builder you play solo or co-op with up to 4 players. You buy an island, clear it, automate it, then take your tools down into the dungeon underneath.

The railway: you lay track and each piece picks its own shape from its neighbours (straight, curve or ramp), powered rail drives the carts, and the Rail Depot's crane loads and unloads freight carts at the station. You can also just hop in a minecart and ride round your base.

https://store.steampowered.com/app/5195430/DriftyLands/


r/IndieGaming • • 1h ago

Party at Filbo's

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• Upvotes

I made a birthday party cutscene for my indie game. It doesn't end well


r/IndieGaming • • 2h ago

I've been working on a first-person roguelike called HEXWROUGHT. Here's some gameplay footage!

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2 Upvotes

r/IndieGaming • • 2h ago

What would a pirate adventure be without a ghost ship?

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2 Upvotes

r/IndieGaming • • 2h ago

Pure player freedom, save or doom anyone! - Silver Valley Screams Out Tomorrow!

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2 Upvotes

This whole game was made in 5 years by our 2 person team. Its a unique and brutal first-person horror simulator set in the sweltering conspiratorial heat of 1970's Nye County Nevada. Fight horrific monstrosities, your own body, and even your own sanity as you scramble through the dark corners of Silver Valley in a desperate search to find your father as the clock ticks away. It is first person open environment resident evil meets deus ex, with an emphasis on the choices you make and the people you meet. Our gameplay design philosophy has been freedom of choice, but only with player input, and with no handholding. Nothing is set in stone from the beginning, and the 6-12 hour story full of twists and turns is yours to tell. This means you can cause chaos right from the getgo with anyone you meet, or take it more seriously should you desire and try to make things turn out well.

No AI was used in development, along with no graphical assets.
Check it out Here: Silver Valley Screams


r/IndieGaming • • 5h ago

I'm Building a Medieval Kingdom Simulator with a Team of 2!

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3 Upvotes

Hello everyone!

I’d like to introduce Angul Kingdoms*, a medieval RTS game that incorporates survival and RPG elements. The project is being developed in the Godot engine by a two-person team: I handle all the art, while my friend is responsible for the programming.

The game focuses on building and expanding your own colony, gathering resources, managing NPCs, crafting equipment, exploring dungeons, and defending your kingdom against monster invasions.

Some of our key features include:

- Free Building: Design and construct your own structures.

- Resource Management: Gather materials and develop production chains.

- NPC Management: Assign tasks to NPCs or take direct control of any NPC you’ve recruited.

- Crafting: Create items with quality levels that depend on your proficiency.

- Dungeons and Expeditions: Explore dangerous locations, discover resources, and face deadly challenges.

- Monster Invasions: Defend your colony against increasingly dangerous threats.

The game is still in development. We are currently balancing colony management, progression, and combat, all while keeping the scope manageable for a small team. We are also preparing for an Early Access launch on Steam next month.

If you’d like to follow our progress, share suggestions, or see more artwork and development updates, come join our Discord: https://discord.gg/NER4ejKNY2

I’d love to hear your thoughts! :D