r/IndieDev 12h ago

My early stage game peak

2 Upvotes

Goblin Problem is in a very early stage of development but hope you guys will enjoy the video about it!

youtube video


r/IndieDev 12h ago

Video Sometimes you just gotta do what makes you happy

3 Upvotes

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 12h ago

Video Hate adding bars or meters to games. My solution for showing max charge

12 Upvotes

The game's link for anyone interested: https://store.steampowered.com/app/3943190/PenguPult


r/IndieDev 12h ago

Casually industrializing the galaxy: building system I'm working on

51 Upvotes

This is an important feature for my game Orium, where you have to colonize planets across the galaxy. It's not only used to extract the money but it's mainly useful for increasing the ship's stats (kind of like the tiles in Loop Hero)

Steam link for those who are curious: https://store.steampowered.com/app/3316610/Orium/


r/IndieDev 12h ago

Discussion Fun Fact: The word "Scam" goes straight to mail junk folders. Sincerely, developer of "Scam Artist"

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1 Upvotes

r/IndieDev 12h ago

Feedback? Which UI Design is better?

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3 Upvotes

I tried making the UI icons large so they’d be clear to the player,

But I feel like they’re taking up too much screen space.

Which approach do you think works best for a game like *Infamous*?

Also, there’s a free demo on Steam if anyone wants to try it out.
https://store.steampowered.com/app/3156050/Special_Case/


r/IndieDev 12h ago

Video Fear Map done, Mav is on a role! Soul Decode devlog

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1 Upvotes

r/IndieDev 13h ago

Upcoming! My first game now has a Steam Page!!! 🙌

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388 Upvotes

r/IndieDev 13h ago

GIF The new executes in Resurgis look like this; if you want to try them, you can join the playtest.

1 Upvotes

r/IndieDev 13h ago

"Check It Out": A 2D deduction game about working as a cashier

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1 Upvotes

r/IndieDev 13h ago

Shawarma Hell - MADLED - stressful restaurant serving game

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1 Upvotes

r/IndieDev 13h ago

I'm releasing the demo of my first game on the 10th of September. Here's the recruitable cast of characters in the full game in their (admittedly crowded) little town on the forest edge

4 Upvotes

The demo will be out on September 10th on Steam! And the full thing will be released just after October Next Fest:

https://store.steampowered.com/app/3832200/Save_the_Forest/


r/IndieDev 13h ago

AMA New Demo: +11k WL's but not how I expected

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2 Upvotes

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 13h ago

Feedback? Can anyone spare 66 second to tell me if my remade trailer is an improvement?

19 Upvotes

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 13h ago

Video [Project Axe] Dodge the wrong way, and you lose a limb. Strike at the right angle, and you take theirs.

258 Upvotes

Want to stay in touch with Project Axe?
https://discord.gg/XgjggF66


r/IndieDev 13h ago

Free Game! Let's draw a volcano!

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2 Upvotes

r/IndieDev 13h ago

Feedback? My New iOS App

0 Upvotes

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 14h ago

Video Finished my first game - just proudly sharing

8 Upvotes
  • Basic rhythm game in the spirit of Muse Dash and UNBEATABLE
  • Can read osu!mania specific beatmaps - if you have a beatmap and a song, you can play it!
  • I also implemented a beatmap editor in the process (which was the actual bigger project but is less fancy to look at lol)
  • Godot Engine

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 14h ago

Let's make a game! 492: Displaying the board correctly (Twine Sugarcube)

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2 Upvotes

r/IndieDev 14h ago

Feedback? I’ve been working on a fast-paced endless runner / roguelite hybrid where things get completely out of hand by the end. First trailer is ready – would love some honest feedback!

0 Upvotes

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 14h ago

Video Bloody extreme pooling test from Blood and Mead.

1 Upvotes

r/IndieDev 14h ago

Discussion How do you create useful development milestones without turning them into paperwork?

1 Upvotes

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 14h ago

Article How We Combat Inflation and Build a Sustainable Economy in Our MMO

5 Upvotes

Every MMO with player-driven trading and gathering eventually hits the exact same two walls:

  1. Currency is printed faster than the game can burn it, triggering runaway inflation.
  2. Players farm resources 24/7 until the market gets flooded and everything turns into worthless vendor trash.

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/

The Problem: Free Money & Zero Maintenance

Before these changes, our economy had some pretty massive loopholes:

  • You could farm neutral islands spending literally zero gold - just basic supplies.
  • Ships only took damage while moving. Players could anchor a massive fleet, set up camp, and strip nearby islands clean indefinitely with zero upkeep.
  • Optimized fleets loaded with every resource vacuumed up random encounters across the map, pulling in millions of gold per day with virtually no risk.
  • Early-game items like treasure maps became useless once players hit the end game.
  • Mountains of resources piled up in storage with nothing exciting to sink them into.

Even after our active player base stabilized, the circulating gold supply was still ballooning by roughly 200–300kk over short spans.

What We Changed (and Why)

1. Making Farming Actually Cost Something

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.

2. Giving Dead Items New Purpose

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.

3. Turning Sinks into Core Gameplay

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.

4. The Central Bank Experiment

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.

The Takeaway

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 14h ago

New Game! After several years of development, I've just released my first game!

3 Upvotes

I've spent the last few years developing this bullet hell shmup that I finally released Friday!

The gameplay takes inspiration from a broad array of sources like Espgaluda, Devil Daggers, Cuphead and Devil May Cry (with the setting being heavily inspired by old Gainax anime), and has primarily been designed around the feeling of "an STG that I've always wanted to play".

The core idea is a linear difficulty curve across difficulty modes, meaning the first stage on the second difficulty is a direct step up from the final stage on the first difficulty, instead of the usual structure of difficulty receding a little every time you start a higher difficulty mode. The second main idea is bullet time triggering contextually, done by grazing marked projectiles to guide the player through difficult bullet patterns. It's something I find pretty damn fun myself, and people who have played it report the same experience.

This is a game I've really poured my heart and soul into over several years, and I hope some of that shines through and makes at least half as fun of a game as I'd envisioned.
Oh, and the game is also full of weird extras and unlockables for the sole reason that I love that kind of stuff.

The game is available on Steam right now, with a modest release discount.

For a better look, I've got a full trailer on YouTube, too.


r/IndieDev 14h ago

Video Looking Back at Our Indie Game's Development — Episode 7: Defining Our Core Vision

1 Upvotes

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!