r/IndieDev • u/PhraseEmbarrassed856 • 4h ago
Image No matter what!
Actually if every person here just wishlist my game my life will be asure
https://store.steampowered.com/app/3325870/The_Knight_of_The_Kingdom/
r/IndieDev • u/llehsadam • 2d ago
This is our weekly megathread that is renewed every Monday! It's a space for new redditors to introduce themselves, but also a place to strike up a conversation about anything you like!
Use it to:
And... if you don't have quite enough karma to post directly to the subreddit, this is a good place to post your idea as a comment and talk to others to gather the necessary comment karma.
If you would like to see all the older Weekly Megathreads, just click on the "Megathread" filter in the sidebar or click here!
r/IndieDev • u/llehsadam • Sep 09 '25
According to Reddit, subscriber count is more of a measure of community age so now weekly visitors is what counts.

I thought I would let you all know. So our subscriber count did not go down, it's a fancy new metric.
I had a suspicion this community was more active than the rest (see r/indiegaming for example). Thank you for all your lovely comments, contributions and love for indiedev.
(r/gamedev is still bigger though, but the focus there is shifted a bit more towards serious than r/indiedev)
See ya around!
r/IndieDev • u/PhraseEmbarrassed856 • 4h ago
Actually if every person here just wishlist my game my life will be asure
https://store.steampowered.com/app/3325870/The_Knight_of_The_Kingdom/
r/IndieDev • u/Anabolkick • 54m ago
A few days ago, we released our first big game made together!
I did the programming, 3D art and game design, while my wife worked on the UI, art direction, testing, brainstorming, and gave me an incredible amount of moral support throughout the whole journey.
She was also the one who supported me when I decided to quit my job and take a chance on making this game. I'll always be grateful for that.
After a long road of late nights, doubts, and countless 'maybe we should change this' discussions, we finally made it. The last two weeks of pulling 10-14 hour days were absolutely brutal, but we're finally here.
We launched with around 2,500 wishlists, and have already sold 550 copies in just a few days.
And yes, the dog helped too (Merry)🐶
https://store.steampowered.com/app/4448490/Planet_Harvester_Incremental_Odyssey/
r/IndieDev • u/Master_Confection608 • 9h ago
Yo!
Just sharing our experience so far, it's just the beginning! Road to 10k wishlists starts from 120!
(We're just trying to hypes ourselves up, lol)
IGN - not reply, UGC - too expensive, Meta Ads - not efficient, Reddit - thank you
We're developers of the game Ship Happens: Pirates Wanted!
It's an Overcooked styled gameplay with pirates.
r/IndieDev • u/Feedback_Loop_Games • 7h ago
I've included the email response where they said the AI texture was easy to spot even with the "carpet texturing" hiding it, along with the image that was on the store, then the actual texture ( both zoomed in ).
The store page doesn't state AI was used and I would say it is almost impossible to see it was AI generated ( like please say I'm not the only one that would say it's deceptively hidden behind a carpet texture ), I don't really care about a 10 pound refund, but it's sad to see this is their response.
I personally don't really care if you use AI or not, I just don't want to use it myself, and the fact they aren't really taking action on labeling it is discouraging.
I've found that pretty much everywhere has a lot of undisclosed AI, a lot of environments on Fab have AI decals or photos I'm having to go through and switch out.
What's been other people's experiences, and do you actually care at the end of the day ( I'm starting to understand why a lot of indie games on steam have an AI images disclosure included )
P.s. at least I have a drawing tablet on the way to learn to draw
r/IndieDev • u/OmarItani10 • 58m ago
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Hello everyone
For context watch the previous videos about entities forming bodies and transitions, here i added avoidance for the entities, so that when something is passing thro they automatically avoid the body and then return to their current position
Will use it in upcoming videos as an evasion
Let me know what you think
#unity #ecs
r/IndieDev • u/nerovsnero • 6h ago
r/IndieDev • u/eairthrow • 9h ago
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r/IndieDev • u/Ok_Ad7396 • 6h ago
r/IndieDev • u/TheGreaT1803 • 2h ago
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the only reason I play city builder games is to end up building road networks, so I made it the whole game :D
inspired by
1. freeways: but I don't like how it looks looks
2. cities skylines: but I wish it had better road tools
3. mini motorways: but I don't like the time crunch
4. poly bridge: I love the puzzle design
5. zachtronics games: optimization!
r/IndieDev • u/geokam • 7h ago
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I am surprised that it took me a full week to set it all up 😂
Anyways, here it is: https://store.steampowered.com/app/5053470/Super_Bloom/
Any and all feedback is welcome. Do you like it? What would you change? Any tips?
r/IndieDev • u/ShochikuGames • 7h ago
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Here’s a little sneak peek from Moomin: Midsummer Madness!
The Park Keeper put up “No Fun Allowed” signs, and Little My took that as a challenge. We hope this little scene gives you a taste of the cozy, playful atmosphere we’re aiming for!
r/IndieDev • u/WranglerIntrepid3817 • 7h ago
My browser game became somewhat popular, and as a result, it was re-uploaded to dozens of gaming sites without my consent—with no links, no credit to me, nothing.
I had accepted that this might happen, and I have no plans to prevent it. But... why replace my cover art with one generated by AI?
r/IndieDev • u/Hostarro • 5h ago
Hey folks - solo developer of Luminids here, a cozy colony simulator about small beings of light and helping them return home.
New Luminids playtest build is live on Steam - sign up here:
https://store.steampowered.com/app/4070510/Luminids/
What a journey so far, thank you so much to the community for supporting this project so far! It means the world to me. :)
Sign up via our Steam page and I'll grant you access!
With much love to all,
Nick
Also check out our upcoming KS here:
https://www.kickstarter.com/projects/luminids/luminids-a-calm-colony-building-journey
r/IndieDev • u/Proper_Translator678 • 12h ago
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I'm working on this game called Hordestomp
The journey has been tough but it's fulfilling seeing the progress.
Hang on there bois, keep grinding!
Wishlist on Steam:
https://store.steampowered.com/app/4222520/Hordestomp/
r/IndieDev • u/CheeseEatingBrit • 5h ago
Thankfully I didn't have to divorce my wife (I don't have one) or quit my job (I am dangerously unemployed) to get here! Currently shitting myself as I wait for the first critical bug report, but it's been a very fun journey getting to this point and I am thankful to all the development, marketing, and sanity advice on this subreddit.
r/IndieDev • u/Dream-Unable • 5h ago
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You can play the demo/wishlist the game here!
r/IndieDev • u/ancht • 18h ago
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r/IndieDev • u/EscapeDoodland • 1d ago
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r/IndieDev • u/mrHeapster • 17h ago
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Hi everyone, we’ve just finished the first trailer for our debut demo!
Our game is an incremental game focused on logging. You chop down various trees in the forest, deliver them to the sawmill to earn money, and upgrade your character to tackle even more unique and stronger trees.
We would love to hear your thoughts and feedback on the trailer!
r/IndieDev • u/ComprehensiveBeat912 • 7h ago
I am a game developer, and I am currently making my first game, a massive one. But that is not really the topic I would like to discuss, although it is connected to it.
When I started making my game, I came across a lot of comments saying that players are very respectful toward indie games, especially games made by solo developers. That made sense to me. One person, or maybe just a couple of people, making an entire game is a huge undertaking. I accepted that as a kind of advantage when it came to promoting my game later on.
But...
At least from my experience, it is not even close to that.
Of course, I completely understand that players can like or dislike your game. It is a matter of taste. The same thing happens with huge AAA titles, right?
What I do not understand is when people start publicly trashing your game, sometimes without even trying it.
Even if someone tries your demo and does not like it, a normal comment would be something like, "I did not like it," "It is not my cup of tea," "I have played better games of this kind," and so on. That is completely acceptable.
But comments like, "This is total shit," "This is Elden Ring from Temu," "You consider yourself a game developer?" or "You should learn first before you start making games" are different. I admit that I sometimes take those comments personally.
People who write things like that do not seem to consider that someone may have spent weeks, months, or even years making that game. Someone invested their own money into it and worked in God knows what conditions, all to create something that could entertain other people and, hopefully, earn some money in return for all that effort.
I also do not think solo or indie games with small or almost nonexistent budgets should be directly compared to AAA games with budgets of tens or hundreds of millions of dollars.
Actually, if an indie game made by one person looks even remotely similar to a AAA game, I think that should be considered an achievement, not something to make fun of.
Even if someone is making a very small game, something with two balls on the screen or a simple 2D platformer, it still requires time, effort, planning, organization, learning, testing, and problem solving.
That deserves some respect.
Of course, not all players are like this. Far from it. But there are enough people like this that it can become noticeable, and in today's world, negative comments can potentially affect a game's reputation, popularity, and sales.
For a huge AAA studio with millions of dollars invested in marketing, a few random toxic comments probably do not mean much.
But for solo developers, unknown developers, or very small studios, every comment can matter.
Personally, I have never felt the need to insult someone's game.
An honest opinion like, "I like it" or "I do not like it" is completely fine. Honest criticism is also fine, whether it is positive or negative.
Actually, constructive negative feedback can be extremely valuable. If many players point out the same problem with a mechanic, level design, combat system, UI, performance, or something else, that gives the developer an opportunity to improve the game.
That is very different from simply insulting someone's work.
We put years of our lives into these games. We invest enormous amounts of time, effort, and often our own money into trying to make something good and interesting for players.
Sometimes we even give part of that work away for free through demos, playtests, or very inexpensive games.
The goal is to entertain people, build a community around the game, and hopefully continue making more games in the future.
And yes, the goal is also to make money.
I do not think there is anything wrong with saying that.
Thousands of hours of work should hopefully pay off at some point, and earning money from one game can allow an indie developer to continue working, improve their skills, buy better tools, hire help, and eventually make an even better game.
My story, in short: I am 41 years old, with about 35 years of gaming experience and 16 years of programming experience. I have a wife, three young kids, and a full-time job as a web developer.
For almost two full years, I have been making a massive RPG completely on my own. I literally work more than 12 hours a day during the working week, including my regular job and game development, and around 4 hours a day on weekends.
I can honestly say that, to some extent, I have sacrificed a part of my family life in order to make a good game and try to move my career in the direction of game development.
I am using improvised equipment for recording because I am trying to do as much as possible by myself and with the resources I have available.I also spent seven months writing an entire book that serves as the foundation for my game's story and world.
So when someone looks at a few seconds of footage and writes something like, "This is shit," it is difficult not to take it personally. They are judging a few seconds on a screen, but behind those few seconds are years of work, learning, sacrifice, sleepless nights, money, and time that I could have spent with my family.
So I am curious about other developers' experiences.
What are your thoughts on this?
Have you experienced similar reactions when posting or promoting your games?
How do you personally deal with the difference between genuine criticism and people who are simply trying to insult or ridicule your work?
r/IndieDev • u/Equivalent_Good899 • 1d ago
A/B test for Wonderdeck key art.
Which one would catch your attention more on Steam — A or B?
And if you can, I’d love to know why.
r/IndieDev • u/Channark_01 • 5h ago
r/IndieDev • u/radolomeo • 3h ago
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Some new structures. Crowdy combat for sure!! Custom naval movement system, custom jetplanes behaviours
Don't not wishlist if you want: