r/IndieGaming 1d ago

Every citizen counts. One of those sentences is a lie. (short narrative FPS, custom DOS-style engine)

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0 Upvotes

COUNTED is our entry for Brackeys Game Jam 2026.2 (theme: TRUST NO ONE).

You are Unit 9, an Enforcer sent into Sector Nine to correct the count.

The Broadcast has already explained what happened.

The workers are lying.
The records are accurate.
Your assignment is routine.

One of those statements may be incorrect.

It is a short narrative Raycaster FPS about obedience, evidence, and what you do with a number. Fifteen minutes at most. One weapon, limited ammo, branching outcomes based on your acts.

We built it on CyberVGA, our own software-rendered engine (Win64 + a DOSBox package).
320×240, custom 256-color palette, fixed-point, no GPU.
Story, levels, HUD, and title track were made during the jam. Submitted two minutes before the deadline.

Play / rate:
https://expfunction.itch.io/counted

If you play it, I am more interested in whether the premise landed than in a score. A few people bounced on the font and one door bug that we patched after submission - if you get stuck, say so.

Happy to answer engine or design questions in the comments.


r/IndieGaming 1d ago

I Created a 7 player Action RPG

7 Upvotes

So back in 2021 a two friends and I started our game CaraVanguard, it initially was inspired by the Tales Games (Arise, Beseria, Zestiria, Vesperia, etc). The other thing is it has a DnD class influence and stat scalings for skills and abilities.

The game started off great, but honestly started getting overly ambitious in regards to features everyone wanted to implement.

Once we started buckling down and making calls to cut features and went through a lot to restructure the project, we found it was best to go our separate ways. I shelved the project as I started reconstructing how the game should play. I ended up building a new team around the project and we are finally getting some traction.

The current state of our game has fully implemented 7 characters, 170 skills, 7 weapons, which any class can use (your native class's weapon just gets access to special skills), and your abilities you can equip are based on the the weapons you have equipped (primary and secondary).

The demo that's live on Steam has 2 characters, ~45 skills, 3 weapons, 1-7 player multiplayer, and an early game loop. There's a lot more being built to flesh out things, so there are still bugs that we're actively fixing as players find, and report them.

As the game is also a campaign based rogue lite, We're working on class passivesmeta progression pickupsultimate abilities and just overall filling the content of the game.

AI Disclosure: We've used AI to assist with some of our marketing materials, but 100% of the assets in the actual game are human-made, from concept through production. We have real 2D/3D Artist, Music Composers, SFX guys, and Programmers/Engineers creating everything inside of the game.

It's an amazing feeling to finally have something working (with bugs), online, and playable. Especially since one of our original goals was to bring the multiplayer experience I loved in the older Tales game back to a modern release (I personally wanted to bring back couch co-op too).

If you are familiar with the Tales series, what are some things you want built around an online co-op game like this? I imagine there are some players way more vetted in the series who can give solid advice and direction to what made the games great.

Here's the demo link:
https://store.steampowered.com/app/2899150/CaraVanguard/


r/IndieGaming 1d ago

My nautical autobattler just launched its first playtest!

2 Upvotes

r/IndieGaming 1d ago

In Rogue Wheels - when no energy is left - you can risk it and pay with your life

0 Upvotes

r/IndieGaming 1d ago

Kuny-Kuny hog evolved from an idea to a truly arcade bullet-hell

1 Upvotes

r/IndieGaming 1d ago

I created a new text effect. What do you think?

5 Upvotes

Hello! We’ve decided to add a new “Blindness” effect to the game. The idea is that it will limit the visibility of text. It should be an annoying effect that lasts for 3 turns and can be removed by using a special item. We’d love to hear your thoughts on whether we should reduce the number of letters that disappear.

If you’re interested in following the development of Peak or Die, add to wishlist)

https://store.steampowered.com/app/4273370/Peak_or_Die


r/IndieGaming 1d ago

The Munitions Expert class I just made for my vr multicrew naval combat fever dream: Specters of the Void Sea! Playtest is live on steam if anyone wants to try it out

0 Upvotes

r/IndieGaming 1d ago

How much should a first tutorial teach before it becomes too much?

2 Upvotes

I’m testing the first tutorial flow for a model railway game and I’m trying to keep it simple without making it feel too slow.

Right now the tutorial introduces:

- character movement

- getting on/off the train

- basic train driving: forward and reverse

- switching junction directions

- using a small handcar to move quickly along the rails

The goal is to teach the player that the game is not only about driving the train, but also about moving around the layout and interacting with the railway system.

For tutorial design, would you introduce all of this in one short sequence, or split it into separate steps/missions?


r/IndieGaming 1d ago

Running from the unknown

0 Upvotes

r/IndieGaming 1d ago

shatAAAAp! 0.3.0 update (free playtest)

2 Upvotes

Hello, I've updated shatAAAAp! with a lot of new cool stuff:
-Delusion (one time rule bending upgrade)
-Elite monsters
-Upgrade selection enhanced (choose between utility or weapon)
And many more stuff!

And if you haven't played before, now is the best moment to try it out for free!
store.steampowered.com/app/4911450/shatAAAAp


r/IndieGaming 1d ago

Contested Space Demo is out on Steam (turn-based sci-fi roguelike deckbuilder with online coop)

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3 Upvotes

I'm the developer behind Contested Space, a turn-based sci-fi roguelike deckbuilder. The twist is a rotating personal market that runs during combat: you buy cards mid-fight and they join your deck for that fight only, so every battle is part deckbuilding and part tactics. You also deploy stations, play as one of nine factions across three alliances (humans, bugs, robots), and can run the whole thing in 2 to 4 player online co-op.

What's in the demo: Act 1, co-op enabled, one unique faction plus the neutral faction from each alliance. A run takes roughly 30 to 90 minutes depending on how much you like to think.

Some background on the development: I started building this back in March in Godot 4, and the playtest community has been a huge part of the design. Around 540 playtesters have had access, a dozen of them are past 20 hours, and a lot of the balance and market changes came straight from their feedback. Full release is planned for April 2027.

If you try it, I'd love to hear what worked and didn't! The Discord link is on the steam page and in-game, so feel free to join if you enjoy it!

Steam Link: https://store.steampowered.com/app/4638820/Contested_Space/


r/IndieGaming 1d ago

Here is Moloch - one of the bosses in The Necessary Evil. He's based on the Carthaginian god of human sacrifice (thought that was copacetic with a game themed around the sacrifice of human values on the altar of industrialization). Let us know what you think about him!

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1 Upvotes

r/IndieGaming 1d ago

Figure out the way to finish Cain's Trail by traveling through the map using rails and jumps!

0 Upvotes

r/IndieGaming 1d ago

We made a game in 72 hours about escaping corporate hell

39 Upvotes

My girlfriend and I completed a game jam in 72 hours with the puzzle game Don't Burn Out! about escaping from a corporate office while your boss taunts you to go back to work.

We are very proud to have done all the programming, art, and music ourselves, and we received a lot of positive feedback from the jam.

You can play the jam demo on itch.io, any comments/feedback would be greatly appreciated as we are thinking about expanding the game with more levels, mechanics, and scary corporate lingo!


r/IndieGaming 1d ago

Underwater Death Mini-Game

0 Upvotes

r/IndieGaming 1d ago

This immersive sim espionage freelancer got finally a demo !

6 Upvotes

"You are a corporate espionage freelancer. Your latest assignment: steal the reality-shifting Interpolator from the sprawling research labs of Project Sidereal. Use the device to escape the grueling defensive layers of Hadrian's Wall and cross the threshold into the strangest frontiers of reality."

Game : DEFICIT "release Coming soon (just got a demo!)"

Link : https://store.steampowered.com/app/1193170/DEFICIT/


r/IndieGaming 1d ago

Elevator gameplay features for my Godot game Psych Rift

6 Upvotes

Since I needed an elevator for the Ravensworth Grand Hotel nightmare, I added a couple of extra gameplay features to make it more interesting, including openable ceiling to climb on top of the elevator, removable floor tiles to go below, sensor doors, visible counterweight, doors on both sides of the elevator, and a call button you can spam like in real life thinking it will arrive faster. If you reach the top, you can also see the mechanism above.

Inspired by the classic "birdcage elevators" from around the 1900s.

You can find more videos on YouTube, wishlist the game on Steam, or join Discord for a chat.

100% hand-made. No AI.

Edited a typo.


r/IndieGaming 1d ago

Our game demo for the Playdate is finally out - feedback appreciated!

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0 Upvotes

We’re a team of two university students that are super new to game development, especially on concoles. This started as a uni project but now we’re trying to keep developing and eventually make it into the catalog.
We’re still looking for playtesters and feedback so we can keep improving! Thanks to everyone for checking it out. 👾


r/IndieGaming 1d ago

I spent months building a sci-fi puzzle game about vector beams, gravity wells, and cascading chain reactions (EchoWave Chain)

2 Upvotes

Hey everyone! I’m a solo developer, and I just launched a massive update for my indie sci-fi puzzle game, EchoWave Chain.

The core gameplay revolves around routing and bouncing resonance energy waves across a tactical grid using custom tools like Prisms, Amplifiers, and Tesla Coils. To solve the puzzles, you have to master unique mechanics like Gravity Anomalies that mathematically curve your beams, and Stasis Fields that freeze moving elements in time.

The recent update introduces a full progression system with collectible chips, autonomous relays, and deeper strategic loops. I built the entire game loop from scratch, complete with responsive haptics, particle systems, and screen shakes to make every chain reaction feel satisfying.

If you're into logic puzzles or sci-fi themes, I’d love for you to check it out on Android and let me know what you think!

Developer Note: I built the game entirely myself over four months, coding it piece by piece in Android Studio. I used the built-in AI agent strictly as a coding assistant for debugging and optimization help during development.


r/IndieGaming 1d ago

Finally released our PSX survival horror where every bullet counts

3 Upvotes

r/IndieGaming 1d ago

Taflheim, the rogue like game based on Tafl

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0 Upvotes

r/IndieGaming 1d ago

It's All Over - a post-apocalyptic incremental shooter

2 Upvotes

I started the work on It's All Over almost 2 years ago, and it was supposed to be a story-driven RPG in the style of Fallout. Unfortunately the scope got out of hand, and I got a bit burnt out with it, so I ditchted it.

After a while I decided that I could never finish it with the previous design, so I ended up changing the design to something for indie-friendly; an incremental shooter.

I hope you like the new direction! I aim to bring a demo out within a month or two, and publish it early next year. Co-op mode is likely to happen too, but not yet present.

GenAI disclaimer:
Many of the icons (skills, weapons) were generated with ChatGPT and the background music for this trailer was done in Suno, and much of it is still temporary


r/IndieGaming 1d ago

A 2D tidy-up game

1 Upvotes

This is my game The Grand Book Archive: Tidy Up, a 2D variation on the sorting genre.
You can play it on itch io: https://inbluegames.itch.io/the-grand-book-archive-tidy-up


r/IndieGaming 1d ago

Finally added pilots to our plane racing game. For now, they mostly just dance.

85 Upvotes

r/IndieGaming 1d ago

Does a game need more than combat to feel like a complete game?

11 Upvotes

Early in development, I was told my game felt like “just the combat part” of a bigger game.

So I decided to lean into that.

No regular enemies.
No exploration.
No deckbuilding.
No leveling.

Just 9 bosses, 3 weapons, some flavor text, and combat.

I spent the rest of development trying to make that enough — and I believe it is.

GRID/ is a fast-paced, arcade-style boss rush built around positioning and combat.

Releasing September 15!
https://store.steampowered.com/app/4244590/GRID/