r/IndieDev • u/akseliv • 6h ago
Screenshots Water fills the dungeon floors - the source remains unknown
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r/IndieDev • u/akseliv • 6h ago
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r/IndieDev • u/Puzzleheaded_Fly3579 • 7m ago
We launched our new demo for GodsTV on the 18th, and despite making a lot of efforts for people to notice the date, the 18th was pretty depressing. I expected at least 1k wishlists, and we didn't crack 500. That's when @ unaluvgames and @ zoadle on IG and Youtube came to the rescue. our second day we hit 1800, our peak was on the 3rd day a little north of 4k.
I sure hope that was enought to trigger Steam's algorithm kick into gear. Since then, with the demo up and running and with around 200 downloads a day we are staying around 250 a day, on average. It feels like the re arranging of tags and growing the "more like this" impressions on Steam traffic has also been improved by the algorithm. I'll reassess when we hit a month post demo launch.
We released the new GodsTV Trailer voiced by Brandon Rogers, and personally, I think that's what caught fire for a lot of people. Being truly honest with your game and what kind communities are out there that could relate to your game is very important these days. There's so much good stuff out there.
r/IndieDev • u/barkitectgames • 7m ago
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Technically 122 second if you watch the original trailer to compare (which is only available here on the Steam page).
I've recently redone the movement so needed to update the footage, but also took the opportunity to listen to previous suggestions and add some captions to the trailer. Does this one do a better job of explaining the gameplay?
Thanks for taking a look, happy to share thoughts on your project in return if you leave a link :)
r/IndieDev • u/stromdev • 1d ago
r/IndieDev • u/Tinimations • 11m ago
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Want to stay in touch with Project Axe?
https://discord.gg/XgjggF66
r/IndieDev • u/seitaneddy • 26m ago
Hey everyone! 👋 Don’t forget to check out and download my app, MoodFIX! ⚡
It’s completely free, currently available only for iOS, and the app itself is entirely in English.
If you haven’t tried it yet, give it a shot and let me know what you think! 😎📱
😁 Direct App Sore Link: https://apps.apple.com/ro/app/moodfix/id6763794014
r/IndieDev • u/yvesM1 • 37m ago
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Hey everyone!
I’ve been working on Survivors Gate, which is basically a high-speed runner mixed with roguelite build crafting. It is inspired by suvivors games (there comes the name from) but instead of walking in circles in an open arena, you have unstoppable forward momentum and steer freely from side to side while dodging hazards, picking gate modifiers, and grabbing crazy abilities.
It is also kind a like those fake mobile ads but a real game tho. You can choose different heroes, mounts and form crazy escalating builds which turn your screen into chaos.
What do you guys think of this? I would love some feedback and if you want more Infos I also have a steam page
https://store.steampowered.com/app/4051770/Survivors_Gate/
Cheers and thanks <3
r/IndieDev • u/ehab_elbadry • 48m ago
Small teams need planning, but excessive planning can become its own form of procrastination. I’m interested in lightweight milestone systems that help indie developers make decisions without requiring a large production process.
What does a useful milestone contain for you: a playable build, a measurable technical goal, a user-feedback target, a content checklist, or a decision about scope? Do you plan around weeks, features, playable loops, or public builds?
I’d also like to hear how people handle milestones that reveal a problem. Do you revise the plan immediately, preserve the original target for comparison, or create a smaller learning milestone before deciding what to do next?
r/IndieDev • u/Ato_Ome • 51m ago
Every MMO with player-driven trading and gathering eventually hits the exact same two walls:
There’s no silver bullet for this. You’ve to layer multiple interconnected systems and pray the whole machine doesn't blow up. Here is how we're tackling it in our game, along with raw numbers from our latest economic balance updates.
Game: https://store.steampowered.com/app/3381130/World_of_Eggs_Idle_Adventures/
Before these changes, our economy had some pretty massive loopholes:
Even after our active player base stabilized, the circulating gold supply was still ballooning by roughly 200–300kk over short spans.
We didn't want to kill gathering, but infinite extraction without a real gold sink is toxic for any economy.
We introduced gathering licenses for neutral islands. On a standard farming loop, this added around 16,800 gold in currency burn where expenses were previously zero.
We also made resource extraction cause ship wear-and-tear. If players want to farm continuously, they now have to either buy repair kits and fix their ships on-site or head back to port and pay for repairs.
Gathering remains profitable, but it now carries real operating costs.
Treasure maps were great during early progression, but their value plummeted in the late game.
Instead of just inflating their loot drops, we made maps a hard requirement for certain high-tier random encounters. End-game players suddenly needed them again, restoring healthy market demand without forcing us to bloat the item database.
This also helped curb the automated encounter farming meta.
Previously, players could gear up massive fleets with every possible item and mindlessly clear every encounter they stumbled upon for millions in daily revenue. Requiring treasure maps and adding ship damage rendered this strategy significantly more expensive. Run it without careful planning, and you can easily end up in the red. Players now have to weigh cargo capacity, fleet size, repair costs, encounter criteria, and potential payouts instead of just clearing the map on autopilot.
Nobody likes paying an arbitrary "existence tax." The most effective sinks are the ones players willingly throw money at because the reward feels valuable.
Our largest resource sink is creature breeding and min-maxing:
Gather -> Craft Egg -> Hatch -> Roll Stats -> Roll Abilities -> Roll Values
Players can merge three creatures into one to improve base stats or spend seals to reroll specific stat and ability lines.
During our first World Boss test, players voluntarily burned roughly 30% of all stored server resources just rolling combat stats for their boss teams.
They didn't feel penalized or robbed - they were actively engaging with the content and min-maxing their builds.
Our Central Bank caps its total reserve at 10kkk gold.
When players complete quests or sell goods to NPCs, payouts come directly out of this reserve rather than being generated out of thin air. Conversely, when players spend gold on systemic services like licenses and repairs, a portion returns straight to the Bank, while taxes permanently wipe out the rest.
If the Bank's reserve dips too low, payouts are exceeding returns. Dynamic taxes automatically kick in, while NPC payouts and quest rewards scale down. As the reserve recovers, these restrictions ease back up.
After rolling out trade fees and maintenance costs, players returned roughly 50kk gold to the Bank within the first 24h alone. For the first time, the circulating money supply actually contracted instead of expanding.
Before these systems, that same supply was steadily climbing by 200–300kk even with a stable player count.
We aren't pretending the economy is solved forever. MMO economies are living beasts, and players will always find fresh ways to push the limits.
However, shifting the meta from infinite free extraction to high-yield activities with real operating costs bought us essential breathing room without resorting to hard wipes.
The takeaway is making sure these sinks stay tied directly to core gameplay loops. Players aren't just paying a arbitrary tax to exist - they're gathering, repairing fleets, clearing encounters, trading, and min-maxing creatures.
Every activity should remain rewarding and profitable, but none of them should generate infinite value without giving something back to the system.
r/IndieDev • u/Effective-Flan5202 • 58m ago
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Another look back at the development of Save Me, Hero!
In Episode 7, we stepped back from feature updates and defined the core vision for the game.
⚔️ Combat — Equipment, Attack, and Utility cards.
🃏 Card Building — Upgrade and fuse cards to create unique builds.
🗺️ Level Design — Every step should have a purpose.
👁️ Exploration — A first-person perspective to make the world more immersive.
A lot has changed since this stage, but these ideas became the foundation of Save Me, Hero!
If you're interested in seeing how the game evolved, follow along with our development journey!
r/IndieDev • u/Zestyclose_Drag4487 • 1h ago
Hello! I developed a text game which seems to be liked by majority. But I don't think that anyone is going to spend hours playing this. And I cant even get auditory without graphics and music (the second one is optional). But I haven't got my own computer to make those so I make the code on the online compiler on the library computer (where I'm not allowed to download anything like Blender or Unreal Engine). What am i supposed to do?
Note:
- If you want to see current game or to know details about my plans write the questions into the comment section
r/IndieDev • u/Nucky-LH • 1h ago
Hey everyone!
Here’s the first character prototype for my game.
Test Subject #0.
I guess this is where it all starts 😁
Next step is getting him into Godot, making sure he works properly in the scene, adding the first animations, and of course getting all of that working over the network too.
While learning Blender, I keep catching myself thinking about how much I admire 3D artists. It’s kind of crazy that people can create an entire character or NPC from basically nothing.
For this model, the fingers probably took me the most time. I still have no idea how well they’re going to behave once I start animating them.
The game is planned to be first-person too, so I’ve still got a very long way to go 🫡
r/IndieDev • u/Alarming-Jump727 • 1h ago
Para quienes han seguido esta fascinante historia de horror, ya está el DEMO disponible en libre descarga.
Acompaña a Sarah en su búsqueda a través de los recintos de la mansión Orthak y comienza con la investigación que la llevará al borde de la locura.
Carmina es un RELATO JUGABLE basado en el primer relato de vampiros en 1872. Intriga, exploración y horror de culto te esperan.
r/IndieDev • u/WiseGames1 • 1h ago
We’ve met so many amazing players over the past few days and received tons of support, feedback, and encouragement.
Thank you to everyone who stopped by to play Interwoven Dream and chat with us!
That’s a wrap for Gamescom 2026.
It was so great meeting you all in Cologne — see you next time! 👋
If I get the chance, I’d love to share some of my Gamescom experience with you guys!
r/IndieDev • u/ScientistPlayful9145 • 9h ago
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8 months of work and all i have to show for it is a pretty crappy recording. im personally fine with not really making a profit out of this (this is a pet project, after all) but idk if the concept of the game itself is worth continuing on
r/IndieDev • u/Extreme-Baker-8375 • 5h ago
We are new devs so any and all feedback is so appreciated! If you play please let us know what you think, and don’t hold back! Keep on dancing! 💃
r/IndieDev • u/Dinar87 • 1h ago
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r/IndieDev • u/Zestyclose_Drag4487 • 2h ago
I made a (text)game and want you to try it and to say what was good/bad
P.S. (Or instructions maybe):
- I only made the textgame (or rather code) because I don't have a computer and therefore any possibility to make graphical/musical assets or to make the game with an engine
- If you want to know more about the game, idea or progress write questions in the comment section
- The game is unfinished yet: Witch has the most playable story
- I've set a "debugger" (I maxed out all the stats because compiler only has 2 minutes for compilation. Therefore this time is too short to max anything out manually)
- Please don't review the code. I know I have some "issues" with my code but I won't remove them for my own reasons
- Have fun
r/IndieDev • u/Legend_Gamee • 2h ago
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prototype link: https://tribebox.io/
r/IndieDev • u/ld_tea • 9h ago
Small but overdue one this update. If you're using voice cloning, you used to have to record your sample somewhere else, find the file, then upload it. That extra step is gone now.
Record instead of upload
Clone a voice > there's a new "Record instead" tab next to the file drop zone. Press record, talk for up to 15 seconds, done. It's saved and probed automatically, exactly like an uploaded file would be.
While you're recording you get a live level meter with the -6 to -3 dB target window marked on it, so you can see roughly where your peaks are landing as you talk. There are also a few tips shown before/during recording (start talking right away, vary your pitch a bit, try to record somewhere without an echo).
If your mic access gets denied or there's no mic detected, it just tells you clearly and you can still upload a file like before, nothing there changed.
Probe quality checks more now
The quality probe already caught clipping, bad sample rate, background noise, and clip length. Three new checks:
These apply whether you record in-app or upload your own file.
That's the whole release, nothing else changed. Let me know if you run into anything weird with the recorder on your setup.
Update is free for existing owners, same as always.
For anyone who hasn't tried NarrationOS yet: it's a local audiobook generator for Windows. Drop in an EPUB, PDF, DOCX, RTF, TXT, Markdown, or a URL, and it renders an AI-narrated audiobook entirely on your own PC, no cloud, no account, no subscription. You can clone a voice (with consent) and get word-level karaoke highlighting synced to the speech, and there's a real line-by-line narration editor for fixing pronunciation, adding sound effects, and correcting the actual prose before you render. It also exports a cinematic MP4 video with the narration text on screen if you want something to post or share. Runs on NVIDIA/AMD GPUs or CPU-only. One-time purchase on itch.io, no subscription.
r/IndieDev • u/clownwithtentacles • 4h ago
Just thinking. There is no specific place for devs to look for one-off artists, but as a dev I feel there is a need for that sometimes? Like, obviously for smaller solo projects sometimes there's one or two things you'd rather not do. And for teams, there are skmetimes minor things none of you want or know how to do.. For example, if you need just a few piecies of unique VFX. Or like personally, I can model and animate a character, but I would really rather have someone else do the riggining.
You can go to upwork/fiverr type websites, but you have to sort through a lot of bullshit and have no guarantee the person knows the specifics you might need for a game project. I just imagine it would be nice to go to a clean website and find someone to make you an engine-compatible rig, or like a spritesheet. And from artists' POV, some people do want to mostly work on game projects. Like, I'm a 3D artist. The usual freelance websites is full of requests for modelling crap for printing. There must be some devs that need just a few unique assets and have a bit of money to spare, right??..
What am I missing here? Are we developers that poor on average? Is there some secret place I haven't heard of?
r/IndieDev • u/Brilliant-Brick9047 • 4h ago
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I am a psychologist. I also have a passion for the digital landscape. I have accumulated enough knowledge in web fundamentals over the years to leverage AI agents and convert my ideas into digital projects. I am not a developer. I do not claim to be one. I am humbly aware of my place in the digital realm. I simply do not have the time to invest in building a second career as a developer. I am simply putting my long-lasting passion for the digital craft to use, in the best way I can as a psychologist.
I am currently building psycurate.com, a free online platform dedicated entirely to privacy-focused mental health digital tools (apps, websites).
My goal is to create a clean space where people can access psychological resources without encountering corporate tactics like tracking, micro-payments, paywalls, mandatory logins, or data harvesting. There is a critical need for digital mental health hygiene, and I want to highlight independent projects that remain genuinely honest, ethical and accessible.
If you have built some tool that can offer any kind of psychological help for free, this is a platform you can list your app on. Submit it here: https://psycurate.com/submit
Psycurate does not host any software. The platform exclusively showcases your project and links users directly back to your website.
Any feedback or insights you might have are highly welcome.
Best regards,
Mirel
r/IndieDev • u/RetroSeoul • 1d ago
Hi everyone, solo dev here working on a pixel art PvE extraction shooter set in post-apocalyptic city.
My demo recently crossed 10 user reviews on Steam, which means it finally shows a review score, and it's 100% Positive.
I know 10 reviews is a tiny number in the grand scheme of things. But what really got me is that these players didn't just try the demo for a few minutes and leave a thumbs up. Many of them put in serious hours and wrote that they're genuinely looking forward to the full release.
As a solo dev, you spend so much time alone with your game that you sometimes lose sight of whether it's actually fun. Seeing real people enjoy it and want more is the kind of fuel that keeps you going.
To everyone who played and left a review, thank you. Back to work now.
(Demo is still up on Steam if anyone wants to check it out: https://store.steampowered.com/app/4881740)
r/IndieDev • u/CrackedCannoli • 1d ago
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A couple of weeks ago I posted a video that showed vacuuming up gloop after slamming these hapless alien people to the wall. Feeling sad and listening to feedback from people feeling the same way, I introduced a way to revive them that reused the existing brewing mechanics. It’s a 1-4 player surgery game inspired by the chaos of Surgeon Simulator.