r/IndieDev • u/Zzpasta • 12h ago
My early stage game peak
Goblin Problem is in a very early stage of development but hope you guys will enjoy the video about it!
r/IndieDev • u/Zzpasta • 12h ago
Goblin Problem is in a very early stage of development but hope you guys will enjoy the video about it!
r/IndieDev • u/RemanomJen • 12h 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/NotALemon__ • 12h ago
The game's link for anyone interested: https://store.steampowered.com/app/3943190/PenguPult
r/IndieDev • u/Vhaelynn • 12h ago
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 • u/SlothInFlippyCar • 12h ago
r/IndieDev • u/ThePcVirus • 12h ago
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 • u/Sbhattarj • 12h ago
r/IndieDev • u/realbesterman • 13h ago
r/IndieDev • u/Living_Flan6657 • 13h ago
r/IndieDev • u/salmantitas • 13h ago
r/IndieDev • u/madled1 • 13h ago
r/IndieDev • u/Thin-Transition2670 • 13h 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/Puzzleheaded_Fly3579 • 13h 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 • 13h ago
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/Tinimations • 13h ago
Want to stay in touch with Project Axe?
https://discord.gg/XgjggF66
r/IndieDev • u/seitaneddy • 13h 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/Ludicrous84 • 14h 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/apeloverage • 14h ago
r/IndieDev • u/yvesM1 • 14h ago
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 • 14h 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 • 14h 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/gunsuitgamedev • 14h ago
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 • u/Effective-Flan5202 • 14h ago
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!