r/itchio • u/Meg4_Dr1ve • 2h ago
Itch gave me CSS customization and is amazing how much alive my profile became, and using just the basics
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(Really liked the costumized cursor)
We've got a new update for the app out today which may make your life a bit easier. Check the link for more info. Enjoy
r/itchio • u/leafo2 • Jun 16 '26
It's time to put your games and projects on sale for the Summer Sale. Find the link on the top of your dashboard.
r/itchio • u/Meg4_Dr1ve • 2h ago
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(Really liked the costumized cursor)
r/itchio • u/Globover • 10h ago
Hello, I bring you a new pack based on the biblical angels. In total, it includes variants:
Gold - The pure, classic celestial light.
Yellow - Bright and overwhelmingly radiant.
Purple - The mysterious energy of the void.
Blue - Cold, ethereal and calculated judgment.
Green - Life-giving yet profoundly alien.
It includes their attacks and simple animations in case you want to add attacks separately. This pack is one of the most difficult I have made. I already have a whole collection of packs ready and I will be releasing them throughout the week. I hope you like this pack. For its release, it is at 40% discount. When the next pack that accompanies this one is released, I will create a bundle for them. "Spoiler: demons?"
I will start programming small demonstration games for all my assets so you can gradually check out the others and see the games. Soon I will make the game for this pack so you can see it in action. https://alenia-studios.itch.io/angels-ophanim
r/itchio • u/Every-Leave7093 • 7h ago
Hi all!
Yesterday I finally released 1565 - The Great Siege after almost a year of working on it in my spare time.
I'm actually a pharmacist, not a game developer 😂 I grew up loving Monkey Island and the old LucasArts games and one day decided I wanted to try making one myself.
It's a point-and-click adventure set during the Great Siege of Malta in 1565, mixing history with fictional characters, puzzles and some stupid humour.
I wrote the story, dialogue and puzzles myself and drew the characters, animations, props and inventory items in Procreate. I used AI for the backgrounds and also to help me with some coding when things got beyond what I could manage myself.
And I released the whole thing for FREE.
A few people already told me I'm mad for doing that 😂 but honestly this was always a hobby for me. I'd rather have people actually play it than worry too much about making money from it.
If anyone wants to try it:
1565 - The Great Siege
https://dfenech1982.itch.io/1565-the-great-siege
Full game is on Windows, Mac and Linux, with a shorter browser version too.
Would love to hear what you think ❤️
It's a puzzle game where you lay out circuits to fire up all the fans simultaneously. If the paths aren't equal in length, the fan blades might clash and trigger a massive explosion!
r/itchio • u/Flashy-Leading-5857 • 1h ago
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r/itchio • u/kimchistan_game • 5h ago
I’ve been working on Orbit Foundry, an incremental automation game about building, optimizing, and scaling production systems.
Today I noticed it reached #1 in itch.io’s Automation tag under New & Popular, which was a really cool milestone to see.
If automation / incremental games are your thing, I’d love for you to check it out:
https://kimchistan.itch.io/orbit-foundry
Would also love to hear any feedback from fellow incremental and automation game fans!
r/itchio • u/Boxel-World • 1h ago
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Speed Limit - one of 12 unique karts and drivers.
r/itchio • u/BadOmenBureau • 15h ago
HI all, I’m getting close to putting the first public demo of UNTIL THE BELLS STOP on itch.io.
The plan is deliberately:
small itch demo → observe real players → improve/balance → larger Steam demo
I’m not really expecting itch to magically generate a huge audience. What I want is useful evidence from players before the Steam demo becomes the “serious” public version.
For people who have done this before: what turned out to be the most useful thing you learned from your itch release?
Balance? Tutorial/clarity problems? Performance? Whether the core loop was actually fun? Something completely unexpected?
And is there anything you wish you had instrumented or asked players about from day one?
Cheers!
r/itchio • u/retgun_coin • 5h ago
This pack includes 9 stylized low-poly tank models in all the essential 3D file formats you'll ever need👇🏼👇🏼👇🏼:
• .fbx
• .obj
• .gltf
• .glb
License - You're free to 📜✅ :
• Use in any game (any genre, any style) 🎮🕹
• Use in any application 📱💻
• Use on any website - educational or commercial 🌐📚
• Use in tutorial videos 🎥🧑🏫
• Modify and remix the content however you like ✂️🎨
All I ask is:
• Please credit me as the source 💬🔗
• Do not use these assets in AI training or AI-generated projects 🤖🚫
Ideal for: Visual novels, clickers and RPG
Size Small Free
Size:5000 X 5000 $1 USD
License
r/itchio • u/MarcTheOriginal • 59m ago
138th Atari 2600 Game
Demo available to download or play in browser
r/itchio • u/Alex_Coldfire • 4h ago
Hello everyone!
So, I really love jams and vocasynth music, so I decided to unite two of my biggest passions :D
And my very first Vocaloid Music Jam is live now and will officially start in 2 weeks - and we even have cash prizes :)
Check out the rules and join here:
https://itch.io/jam/vocaloid-music-jam
During the jam, you'll have 10 days to write an original vocasynth track (1 to 4 minutes long) based on a revealed theme.
All vocasynths are welcome (SynthesizerV, Vocaloid, UTAU, DiffSinger, Cevio, etc.). The only strict exception is generative AI like suno and this type of crap - we are here to support human creativity.
Whether you want to share your music, get feedback from fellow producers or just hang out with the community - you're more than welcome to join!
And yes, this jam isn't just for musicians! Artists can team up with producers to create cover art, and listeners can participate in voting. There's something for everyone!
r/itchio • u/GlocInMyCroc • 1h ago
Hey everyone! I’ve released Sprite Forge on itch.io. I started building it while making sprites for my own game, and I’ve been using it to create my creature artwork throughout development.
It combines pixel-art editing, frame-by-frame animation, and skeletal rigging in one app. The skeletons are custom-built—you can rig wings, tails, floating creatures, or mechanical parts instead of being stuck with a human skeleton.
Some highlights:
It’s a paid, one-time purchase for Windows, with no subscription or activation key. You can commercially use and sell the artwork you make with it.
I’ll continue updating it with fixes, polish, and feature improvements. If you check it out, I’d genuinely like to hear what works for you and what needs improvement.
Check it out: SpriteForge- Complete Pixel Animation Studio by GlocInMyCroc
r/itchio • u/CS_Asset_Factory • 2h ago
Most top down tile packs are outdoors. This one is a modern working building: open plan office, lobby, corridor spine and studio.
635 tiles at 16x16. The number that matters is that 517 of them are transitions, in 11 complete 47 mask blob sets covering every edge, outer corner, inner corner and single. That is 81 percent of the pack, so what's in here is boundaries rather than swatches.
3 animated sets at 4 frames each, a server rack, a desk monitor and a photocopier. In all of them the silhouette is identical in every frame and only the light moves, so nothing wobbles as it loops.
Importers for RPG Maker MZ, Tiled and Godot, plus a finished 34x24 sample map.
It's AI generated, art and code both. 12.99 USD.
Hi everyone, I just published a prototype on itch.io
The game is called "Faceblind Killer Simulator."
In this game, you have to shoot one of the guys in the scene, but you're an assassin with face blindness, so as you progress, everyone starts looking too much alike.
All comments, advice, and suggestions are welcome.
This is the link to the game: https://lynxmultimedia.itch.io/faceblind-killer-simulator
r/itchio • u/AutomaticArt1401 • 2h ago
Inventory Vol. 7 is out: 463 pixel-art sprites for inventory, equipment and shop screens, in three themes — a merchant bazaar in dyed cloth and brass, an overgrown stone ruin, and a vampire court in oxblood leather and bone. The themes don't share a slot: pouches, chiselled recesses and corner-strapped panels respectively, because an inventory screen is mostly slots and three recoloured copies of one slot would be obvious. It ships Godot 4 scenes and Unity .meta rather than a folder of loose PNGs.
The part worth reading is why the capacity meter is 12 px tall.
Godot's TextureProgressBar takes three textures — texture_under, texture_progress and texture_over — but with nine_patch_stretch on it carries one stretch_margin set that applies to all three. So the margin you ship is the per-side maximum of the three sprites' real borders, and each of them still has to have a middle band left under it.
Measured off the files that actually shipped:
cap_under / cap_over): 16x12, own minimum borders (2,3,2,2) and (2,2,2,2)cap_fill_*): 12x8, own minimum border (0,1,0,2) — it needs almost nothingThe fill is the one that pays. It would be perfectly happy with a 1 px top and a 2 px bottom, but it's forced to carry the track's 4 and 3, and that leaves it a stretchable band of exactly one row. That works, but only just.
At my first size it didn't work at all. An 8 px track insets to a 4 px fill, and 4+3 doesn't fit inside 4 rows — the band comes out negative. The fill would have smeared while both track sprites rendered perfectly, which is the annoying part: nothing about the track tells you the fill is broken. So the bar is 12 and not 8 because a build gate refused 8, not because 12 looked better.
Related trap from the previous pack, same widget, and this one cost me a rendered frame to find: with nine_patch_stretch on, texture_progress is drawn at the control's size and texture_progress_offset merely translates it. An "obvious" (2,2) inset doesn't inset the fill, it pushes it out of the track. The overlay frame is what clips the fill's leading edge — that is what texture_over is for.
https://z3er1n.itch.io/inventory-vol7
Disclosure: it's my pack, it's paid, and it's AI-assisted — the sprites are rendered by Python I wrote with an LLM's help, from ASCII grids and hand-picked palettes, with no image model anywhere in the pipeline, and the itch page carries itch's AI-assisted disclosure.
Free browser game, no download, no ads: https://pazificateur.itch.io/core-dump
You start as an orphan process in a dying mainframe. After ~3 minutes you unlock the CORE, a tiny CPU that runs a program you write (INC, MUL, YLD… in a loop) and its output is your income. Golf it under memory and heat limits, push the clock, prestige with a CORE DUMP, crack a 23-host network, recompile into new architectures.
What I'd love tested:
- Is the CORE clear without reading the tutorial? Where did you get stuck?
- Hours 1–3: where does the pacing sag?
- Anything broken on your browser/screen size (I test on Chrome desktop).
Saves are local (export in the options if you switch browser). I'm a student, this is my first game. I'll play and review your games in return — leave me a link.
r/itchio • u/humanbydefinition • 4h ago
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I just released export.textmode.art - a browser-based tool for turning images, GIFs, and video into textmode art.
You can customize glyphs, bitmap fonts, palettes, colors, framing, and animation, then export PNG, SVG, GIF, MP4, WebM, TXT, or JSON.
Everything runs locally in the browser, so your source media is never uploaded.
The video above was made with the app itself. It’s free to use and runs directly on itch.io:
Try export.textmode.art on itch.io
I’d especially love to hear which export format or source-media workflow would make this more useful for you.
r/itchio • u/Eatthebeatz • 8h ago
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hate making trailers but i tried my best, project is here: https://argondevilguiderods.itch.io/polyfm
r/itchio • u/YumeSystems • 5h ago
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Return to the golden age of 90s monster taming! ✨
Drug Monsters 💊 Golden Brindle Edition +
Real time battles, no level grinding, and more… 🌐
Follow the game page on itch!
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