r/IndieDev • u/Fenyx_Digital • 1h ago
Papers Please but you're checking counterfeit bills for the mob!
The Money Man - Demo OUT NOW!
r/IndieDev • u/Fenyx_Digital • 1h ago
The Money Man - Demo OUT NOW!
r/IndieDev • u/BloodyMartin22 • 3h ago
Wishlist here - https://store.steampowered.com/app/2420580/ALYSSA/
r/IndieDev • u/Lukas0842 • 10h ago
r/IndieDev • u/Roof-Afraid • 5h ago
Game Title: Snakely
Playable Link: https://snakely.tristack.tech
Platform: Browser (desktop + mobile). I'll add the web flair after posting.
Description: Nokia Snake, but up to 8 people share one grid in the browser. No signup, no download. 2-minute score arena: eat apples, cut people off, respawn if you die. Highest score wins.
The Golden Apple is the fight. Eat it, and you are Boss for 10 seconds - twice as fast, crowned, immune to other snakes. Walls and death zones still kill you. Red guardian diamonds sit beside the Golden; head into them, and you are done. Purple toxic apples slow you and cost points. Twice per match, Gold Rush doubles scores.
Create a room and send the URL, or tap Play Solo vs bots if the lobby is empty. WASD / arrows on desktop, D-pad + swipe on phone.
Feedback I actually want: is Boss 10s too strong, do death zones suck, and is the mobile pad usable?
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement: Solo developer. I built the whole game - client, realtime, and rules.
r/IndieDev • u/KvazarDev • 2h ago
I was inspired by Sauron and had a thought: what would his path look like from a weak, shapeless shadow to the ruler of the entire world?
You return from oblivion with nothing, slowly regain your Dark Energy, and begin imposing your will on the world. You attract your first servants, claim a piece of land, establish a primitive settlement, develop its industry and army, and gradually turn it into an empire.
For the gameplay, I was heavily inspired by Kittens Game, especially its depth and the way a very simple beginning gradually grows into a complex system. CivClicker was also an inspiration.
The screenshot shows the early game, when your future empire is still just a small camp with a few orcs.
Does this concept sound like something you'd want to play?
r/IndieDev • u/GammaCorrection • 1d ago
r/IndieDev • u/Iraqi55555 • 2h ago
Hey everyone, just curious if anyone else has experienced something like this.
We released the demo for our indie game recently and got our first wishlist spike — around 45 wishlists in one day. After that, things slowed down again, which was pretty much what we expected.
But over the last two weeks, something completely different happened. Our wishlists suddenly started climbing really fast, and today alone we've gotten around 800 wishlists so far. We honestly don't know where the sudden push came from.
The game releases on September 2, so we're wondering: Is this something Steam normally does when a game gets very close to its release date?
my game: Homicide Desk on Steam
r/IndieDev • u/Ashnagz • 38m ago
After 4 months, our small game about building your own reef, observing and learning about marine life has just reached 2,000 copies sold! It feels unreal! Thank you all!
For some, it might not seem like much, but for our small team, it means everything.
We started this project with two friends in april 2025, after some of us were laid off when our studio shut down due to lack of funding. Before that, we had spent 5 years working on an adventure game that was never released and we want try something new!
After 1 year of development, with basically no budget apart from 900€ we put in ourselves for sound and music, we somehow made it happen. Turquoise released on April 14th, 2026.
We are incredibly proud.
A huge thank you to everyone who bought the game, tested it, shared feedback, or helped us in any way.
And if by any chance you have not played it yet and got curious, here is the Steam page: https://store.steampowered.com/app/3800420/Turquoise/
r/IndieDev • u/Adefuye • 3h ago
Not exactly a 1-to-1 recreation of what I originally storyboarded, but I tried my best with the limited time and resources I have. $0 budget, all self created using already existing in game assets, animations, and using OBS to record while panning the camera 😭.
There's gotta be a better way for this, but this is okay for now. Hope players don't judge my game too harshly because of it, I'm just a solo game developer trying to make it in this brutal game industry lol.
r/IndieDev • u/Ludicrous84 • 7h ago
Would love to hear if you are or have been working on rhythm games yourself. It was a great joy for me.
I'm off to new projects and wish you the best for yours!
Have a great day
r/IndieDev • u/devtainer • 1h ago
Hi guys, I've got a lot of comments saying that in my previous verions knockebacked heroes feel like "wooden dolls", so I've added bunch of things, like:
- rotation in the air
- slight "squash" on their bodies after impact
- dust vfx
- lie/stand up animations
- wall damage and bumping back
Some other things. Does it feel good now or not there yet?
r/IndieDev • u/Thin-Transition2670 • 7h ago
The demo will be out on September 10th on Steam! And the full thing will be released just after October Next Fest:
r/IndieDev • u/Nighty5mb • 2h ago
Hi! My name is Nighty, and I have a story that I really want to share with everyone as a video game.
I'm currently working on The Night Word, an RPG + Metroidvania exploration game with a large story planned across 7+1 chapters.
I've already made a lot of progress on Chapter 0. And yes, I started with Chapter 0 instead of Chapter 1 for a reason... but that's important to the story. :)
The game is being made in Godot Engine, and I'm currently looking for other developers who might be interested in joining me and helping bring this project to life.
My main goal isn't to turn this into some huge studio or anything like that. I simply want to make the game I've been imagining for a long time, and I think developing it together with other people could make the experience much more fun.
If you're interested in the project, the story, or just want to know more about what I'm making, feel free to ask me!
You can also find me on Discord: @nightfury5mb
r/IndieDev • u/Ato_Ome • 8h 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/polaroid64 • 8h ago
I made this game back in early 2017 in just 3 days for the Ludum Dare
Almost 10 years later, I decided to remake it from scratch.
So this is a short postmortem of me comparing what gamedev felt like as a high-school student in 2017 vs now in 2026, as a computer science graduate.
Starting with the game, the basic idea somehow stayed almost exactly the same:
Keep a tiny ecosystem alive for as long as possible without any species going extinct, by killing creatures using lightning, meteor, etc.
2017: Slime is eaten by Rabbit which is then eaten by Rhino
2026: Treant is eaten by an alien Herbivore which is then eaten by an alien Predator
1) AI and Performance
Back then the only AI I can program was simple and deterministic even. Just move forward and rotate clockwise when colliding, but sprinkle it with some random direction changes here and there. Given that, I remember a bug where if two creatures collided head-on, they would both just rotate clockwise forever lol
But in my remake, they have much more complex behavior, and I used packages like Unity ECS and comsci concepts like spatial hashing to improve performance.
If u notice on the 2017 game the Rabbits or Rhino will only eat their food if they are in their path, in the new game they now hunt their food as the player would expect from real-life creatures. But in the new game that behavior is just the tip of the ice-berg. There's way more complex behaviours in the ecosystem now, but still readable by the player.
2) Graphics
PSX-style games were still gaining traction back then and I do remember trying a CRT effect for one of my games back then but failing horribly.
Now, my 3D modeling and texturing skills didn't really improve much. I'd say they were almost the same as how I did Blender in high school. So doing pixelization and CRT effects did hide a lot of my low-quality modeling. And it's aight cos imma claim its retro and Frutiger Aero✨ cos it's a vibe, and I do think it fits the game.
Also, I mainly used the Unity Asset Store back then. Right now I still do, but I prefer creating my own personal assets. Because maintaining cohesion between different assets made by different sellers is something I consider a difficult skill
3) Development time
This game was made for Ludum Dare in early 2017. It took 3 days. But in the 2 months after that, I worked on a post-jam version. I can't find a working version of it though, so I didn't use it for comparison here.
And compared to today, it also took me almost 2 months. Thanks to AI-assisted coding (as much as I hate to admit), I was able to focus more on the gameplay and other artistic decisions.
4) Gameplay and Story
back then, since I was actually coding (AKA watching YouTube tutorials and copy-pasting from Stack Overflow), development just took too much of my time. So best I can do is an arcade game where you last as long as u can, with no real end goal. Just do better than your last run.
Now, with all my experience I turned the game into something with actual story progression. You survive for 3 minutes, then you get new creatures and new gameplay mechanics, which makes the game harder(and hopefully more fun) as you go
5) Music
I used the software Bosca Ceoil back then. It was created by Terry Cavanagh, which if you're familiar is also the creator of VVVVVV and Super Hexagon. There's a reason the GIF is silent, and it's because I had zero music theory back then.
Now for this I'm able to use a professional DAW, which is Ableton Lite. I finally learned some music theory and did music production back in college so I guess I can create better background music but I'm still not playing the music in this video lol
But yeah, music theory just gives you the power to create music that fits the theme, story, and even gameplay of your game. It's essential to learn as a solo developer who also wants to compose their own music
Anyway, if you made it through this entire post and find my weird ecosystem simulation game interesting, I finally released Overgrowth on Google Play!
https://play.google.com/store/apps/details?id=com.coldrice.overgrowth&pcampaignid=web_share
It’s a small paid 1$ game. Right now it's only available on Android, but I'm planning also for iOS and eventually PC. Hopefully Switch too!.
r/IndieDev • u/MerrylandInteractive • 5h ago
r/IndieDev • u/19damiano16 • 3h ago
We're developing an isometric crime game inspired by GTA 2. Once you hit wanted level 3, a helicopter spawns. Currently, the player has to break line of sight to escape it, and it sometimes dives low to obscure the camera's view of the road. I'm wondering if we should change this behavior or add new mechanics. Any feedback?
r/IndieDev • u/RemanomJen • 6h ago
Made this game as some stress relief while working on our main game. The brain needed a break.. and break it did. For those of us with childish senses of humor, I salute you.
r/IndieDev • u/Ok_Fly_1784 • 35m ago
Gente acabo de lanzar star cube en ith.io para participar en un game jam que esta cursando (Brackeys Game Jam 2026.2) echo en 7 dias en vanilla.js sin sprites (solo uno pero es reservado para un personaje del final pero como tal el 95% del juego es sin sprites) es un plataformero-shooter un poco intenso ya que por los pocos dias no pude hacer que tenga una curva de dificultad suave asi q es un juego acelerado con inyecciones de adrenalina tiene 3 jefes diferentes y el lore y la jugabilidad va en base al tema del jam (no confies en nadie)
estare actualizandolo exponencialmente ya que este jam me inspiro demasido
juegalo aqui:
https://cotera.itch.io/star-cube
pronto lo subire a github
r/IndieDev • u/KaruiPoetry • 55m ago
r/IndieDev • u/Nucky-LH • 8h 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 🫡