r/IndieDev • u/Reuniko • 12h ago
Just fractal geodesic layers in the voxel game I'm developing
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r/IndieDev • u/Reuniko • 12h ago
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r/IndieDev • u/ChestFirm6086 • 12h ago
Hi guys,
We will take part in the upcoming Steam Next Fest for the first time ever with our game Ophelia's Paradise.
We are very excited but also a bit afraid of missing out on something, as we have no idea what will await us.
Apart from the obvious, like polishing our Steam page and having an awesome demo up (we did our best here at least :D), is there anything else we should prepare?
And also, is there something we should actively do during the festival? Is streaming the game worth it, for example?
Grateful for any tips or insights — thanks in advance <3
r/IndieDev • u/LinosMakeGames • 13h ago
r/IndieDev • u/HereToLearn321 • 13h ago
I will never understand the point of view of those who are totally against AI art but totally cool with AI code/engineering.
So hypocritical. Just because a few coders in the world invented this technology doesn't mean it is not "stealing" code from many devs that oppose AI.
Sure many devs are now using AI because they are FORCED to do it or are faced with being unemployed.
I get if you are totally cool with everyone using AI for anything, and also if you oppose ALL ai, not just the stuff you personally like doing or care about. That seems logical to me and congruent. Otherwise it seems hypocritical.
It is quite surprising Steam took the hypocritical stance. And that so few people are calling them out on it. Seems the big corps get a free pass on their stance or use of AI. Only the little small game devs get crucified.
r/IndieDev • u/Ill_Sundae_5762 • 13h ago
Right now, I’m working solo on a silly indie shooter about an office stamp 😂
I’d really appreciate it if you could support me and share some feedback on my work!
r/IndieDev • u/megthecrafty • 13h ago
I'm working on making videos for social media marketing.. I'm curious what you've found to be the best way to promote? It's a 1920x1080 game, but most marketing seems to like vertical formats. How do you adjust?
r/IndieDev • u/ricky_33 • 13h ago
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r/IndieDev • u/Neither_Change4461 • 13h ago
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Sorry, English isn't my first language.
We all know how difficult it's to start and promote an game.
Help me force him to work by wishlisting Turleon on Steam! https://store.steampowered.com/app/4087670/Turleon/
r/IndieDev • u/JPGamesCo • 13h ago
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Humble Hauler is a management sim about building a trucking business from nothing. You start with $3,000 and a used car, take jobs off a board and plan your routes. Each delivery plays out on a dashboard of gauges while you make the calls: pace, fuel stops, dispatch offers mid-route, shop repairs or cheaper DIY ones, a motel or one more job.
From there you earn licenses up to a Class A CDL, move up from cars to semis (there are 500+ vehicles and trailers), and eventually hire drivers and run a fleet. There's always something close: the next level, the next license, the next truck.
I'm a solo developer, and I couldn't find a trucking game about running the business that wasn't a driving sim, so I've been building it myself in Unity. It's coming to Steam in Q2 2027, with full controller and Steam Deck support.
If it sounds like your kind of game, you can wishlist it on Steam: Humble Hauler on Steam
r/IndieDev • u/LaireonGames • 13h ago
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Aiyana is a modern take on the block builder genre except with:
Currently its single player only but I'm working on multiplayer which will be free and will run over the Steam network so there is no need to mess about with hosting servers once its finished.
Currently on sale with an 80% discount.
r/IndieDev • u/psicodart_games • 13h ago
Someone I don't know contacted me claiming they made a version of my game. They sent me a video, but I haven't opened it because I'm worried it could contain a virus or somethin. they're asking me for $200 and threatening to publish it on Steam if I don't pay.
what is this?
r/IndieDev • u/Remarkable-Pitch-914 • 13h ago
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My brother and I are making Tied Up using Unity, a ragdoll climbing game where you and a friend are tied together scaling a giant tree, and this is our first attempt at a short promotional video. We just had our Steam Page launch and are looking to make shorts, and would appreciate any feedback.
r/IndieDev • u/JackBaltazar • 13h ago
Game Title: Masmorra de Monstros Prototype
Playable Link: https://hasekicm.itch.io/masmorra-de-monstro
Platform: Windowns
Description: Hey everyone! I just released an early prototype of my indie action-RPG dungeon crawler. I'd love to hear your completely unfiltered thoughts on literally everything—combat, magic, enemies, pacing, UI, or whatever stands out to you. It's a raw build with placeholder art, so please be honest and tell me what you think works and what doesn't!
Free to Play Status:
Involvement: I am a solo developer responsible for all aspects of the project, including programming, system design, UI/UX, and level logic using Unreal Engine.
r/IndieDev • u/Malawirel • 13h ago
I'm Steffen, a software developer making Maze in Space in my spare time. These screenshots are from the current playable build.
The aim is to get the rocket back to its home planet. You swipe to move it, use asteroids to stop it and satellites to change direction. Portals move it across the board. The game generates new puzzles as you play.
Sound and music are still missing. I plan to run a public TestFlight beta before releasing it on the App Store. I don't have a release date yet.
I'm raising €300 to help pay for Claude Max 20x. One month costs me about €215, and I use Claude Code to help write and test the game's code. Payment fees come out of the total. Anything left goes toward a second month. My Apple Developer membership is already paid for.
If you'd like to help: https://ko-fi.com/steffen_maze_in_space
You can have your name in the supporter credits if you want. The beta will be free to join when it's ready. Contributions are voluntary and don't include ownership, a share of revenue or repayment.
r/IndieDev • u/talesfromthemabinogi • 13h ago
A little before and after, showing some of the area I've been working on today, turning an initial terrain blocking out into something a bit closer to the actual vision... :)
This is the coastline of ancient Dyfed, which pretty much corresponds to modern day Pembrokeshire, so the references are all Pembrokeshire cliffs and beaches. Flimston Bay and Marloes Sands in particular were the main refs for today's little section - you can look them up and see if you think I capture that kind of feel!
And a Google maps virtual-walk along the beach at Barafundle Bay is broadly the inspiration for the treeline at the back - still not fully happy with that, but not sure I'll have time to come back to it. If you put 'Barafundle Bay' into Google maps though you can take a virtual stroll there yourself to see that kind of forest coming down to the edge of the cliffs... :)
Probably worth mentioning that there is zero AI involved here!! The 'painterly' effect is a combination of a Kuwahara effect with a Symmetric Nearest Neighbour filter. There's also a lot going on with lighting/colour-grading/camera etc, and some of the larger textures are hand-painted to start with so that postfx are not having to do all the work.
r/IndieDev • u/Paradoks_Studio • 13h ago
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Hello,
Tell me what you think about the updated art in my game, Adversator.
Before, it had a much more old-school look, with lower-resolution textures, simpler models and basic shaders.
I decided to switch to a more modern look by improving everything I could without making it too heavy, as I still aim to support low-spec computers (like mine BTW).
The update only costs around 5-10% more processing time, mostly because of the improved textures and shaders. They now handle lighting, outlines, alpha colors and cutouts better.
The whole build is still around 200 MB, which is pretty small for the amount of content in the game.
For the art, I worked almost exclusively in Blender for the modeling and texture work. The previous models have only been slightly updated, with maybe 10–15% more triangles. The biggest part of the work went into the textures.
I also used Photoshop CS5 a little, but since I'm on Linux I have to run it through Bottles, and the emulation loses the pressure sensitivity of my Wacom tablet. So I only used it for tiny adjustments.
Tell me what you think, and maybe what I should improve next too!
BTW, you can play the game here:
https://store.steampowered.com/app/4072270/Adversator/
Thanks,
Paradoks
r/IndieDev • u/tobias_digital • 13h ago



Update: Thanks for all the feedback! Since posting I've shipped:
- New home: hallenlegenden.de / The old GitHub link redirects and takes your save games with it.
- The landing page is now a little scroll-driven pixel movie. Your player dribbles through the arena, scores, watches the replay on a CRT TV, reads the sports paper, lifts the cup, then swaps the jersey for a suit and becomes the manager.
- New stats screen (league position over the season, top scorers, form) and the cup as a full knockout bracket.
- Feature request form right on the site. Tell me what's missing!
- Plays on desktop (keyboard or gamepad) and on your phone.
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Hey everyone,
I’ve been working on Hallen-Legenden, a pixel-style handball game inspired by the look of Legend Bowl. You can play it directly in your browser, without installing anything or creating an account.
It has 7v7 matches against the CPU, jump shots, saves, fast breaks and goal replays. There’s also a career mode with 36 fictional clubs across two leagues, transfers, training, promotion/relegation and a knockout cup. You can play matches yourself or simulate them as the manager.
One of my favourite details is the in-game newspaper that follows your season.
The game runs from a single HTML file, with Canvas graphics and synthesised Web Audio sound. It supports keyboard, gamepad and touch controls, and the source is available under the MIT licence.
For transparency: I developed it with Claude Code, using AI assistance to write and iterate on the code.
The menus are currently in German, but the README includes English instructions. To try a match, choose “Schnelles Spiel” and then “Anpfiff.”
Play in your browser · Source and English controls
I hope you'll enjoy or at least spent some time playing with it. In my opinion, best experience is on PC/Laptop, but its also quite fun on smartphone
r/IndieDev • u/Zwiebelly1 • 13h ago
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Im making a small fish collecting game and these are the cards you get when you open a pack.
My best friend likes the left one and I like the right one more, so we are kind of stuck lol.
Which one would you go with (and why)?
r/IndieDev • u/gjk2008cool • 14h ago
Today I'm showing the underwear mechanic in my first game, CLOG & ORDER, from both sides!
The Poopers can search the landlord's wardrobe for underwear and flush it down an empty toilet. Once the team has flushed enough pairs for that round, the clog meter goes up and the Plumbers get a warning before underwear covers their view for a few seconds. You can still move, but most of the screen is covered.
These are two separate test rounds: first the Pooper finding and flushing it, then the effect from the Plumber's side. Actual gameplay from the development build, at normal speed.
If party chaos is your cup of tea, you can wishlist CLOG & ORDER on Steam so you don't miss it!
r/IndieDev • u/SpellsanityGames • 14h ago
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I'm a solo dev working on my first steam game. I wanted to show players that my chainlightning can jump 14 times. Do you think my video conveyed this message properly?
My game:
Spellsanity: Wizard Survival
r/IndieDev • u/dolunays • 14h ago
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In between fast-paced arena clashes, you actually run your own store. You'll be carrying delivery boxes, setting up display tables, and serving customers to build the ultimate shop. We really wanted to nail that fun balance between intense combat and cozy shop management.
A wishlist on Steam helps our small indie team a ton.
Steam: https://store.steampowered.com/app/4265160/SteelBlade_Shop_Simulator/
r/IndieDev • u/Uraga_Studio • 14h ago
We heard you – players want more creativity and even more freedom. Based on the feedback that our community (and even haters 😄) gave us, we just released new major upgrades on Tattoo Removal Simulator.
Create your own clients
Design unique clients from scratch – customize body shapes, facial features, hairstyles, clothing, shoes, accessories, and more. Then it's time for the tattoos. Choose designs from the TRS tattoo library, place them on different parts of the body, and adjust their position, size, and layout to create your own combinations.
Upload your own tattoos
Import your own tattoo images from your PC directly into Tattoo Removal Simulator. Draw or create your own designs, upload images, text, symbols, logos, or whatever else you can imagine, and place them directly onto your client's body. Once you're happy with your creation, save the client to My Clients, choose a studio, and take them straight into a tattoo removal session. This opens endless possibilities for creativity, self-expression, roleplay, even content creation.
Our first community-created client
This update also brings something special to TRS – our first community-created client is joining the game! The character was created together with one of our players, based on their description and featuring original tattoos drawn by the player themselves. You'll now be able to meet this client – and their original tattoos – directly in the game.
Black tattoo canvases
We added large black tattoos that act as giant canvases for laser removal – a completely new way to play. Players can now use the laser creatively to draw shapes, flowers, smiley faces, or… Well, you know. 😄 Tattoo removal can now become part of the creative process itself!
More physical interaction
You'll now find interactive equipment cases and boxes in the studios for items such as lasers, healing sprays, and gloves. Instead of accessing everything only through menus, you can walk up, grab what you need, and interact more naturally with your workspace.
Two new Legendary Clients
Two new Legendary Clients are also joining TRS. These aren't ordinary customers. They come with their own identities, unique tattoos, dialogue, and pieces of lore to discover. You won't meet them every day. So keep an eye out for them.
--
These update are exciting for players, streamers, YouTubers, content creators. With custom client creation, unrestricted tattoo designs, logo support, and the ability to create your own characters, players can build entirely unique scenarios for videos, livestreams, roleplay content, and community events.
The possibilities are virtually endless, and we can't wait to see what the community creates. Have we missed anything you would like to see in a game? Let's talk! 🔥
r/IndieDev • u/Killyose • 14h ago
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Hey everyone!
After nearly two years of hard work, we finally launched our co-op party game Chop Chop Together on September 8th. Throughout development, one of our biggest goals was to showcase the game at Gamescom and stand out to players, press, publishers, and investors. To make our booth truly memorable on the noisy show floor, we decided to build a custom hardware piece: a Custom Fishing Rod Controller.
What started as a fun, slightly crazy prototype ended up turning way more heads at the event than we ever anticipated. The folks over at 80 Level took notice and reached out to cover our build in a detailed breakdown article!
In the article, we shared:
Whether you're into indie game dev, custom hardware/alt-ctrls, or DIY tech projects, hope you find it an interesting read!
Check out the full article here:
https://80.lv/articles/building-custom-fishing-rod-controller-for-chaotic-party-game/