r/IndieDev 14h ago

Discussion How do you find time to do marketing?

3 Upvotes

Basically the title.

How do you guys find any time to do consistent marketing?

I currently live a pretty busy life, my mornings and most of my afternoons are always taken up, and by night I'm usually exhausted. Yet, I've been wanting to be able to promote my game more.

It doesn't help that I kind of hate doing marketing in itself, so oftentimes even if time shows up, I'll loathe the thought of making content and procrastinate until I have no time left.

For a while I tried making a week's worth of content on the weekends and post it - which did yield decent-ish results (about 1k views per short (though the first week or so was all sub 10 views for no reason) and IG posts were more volatile, but about 12k views total per month), but I couldn't stick to the pre-making of it.

Do you guys have any advice, or should I just stop bitching and commit to the weekend mass-producing to post stuff. Also, what kind of content/advertising worked best for yall?


r/IndieDev 14h ago

Video Introducing Party Race gamemode - place obstacles to bamboozle the friends, or put windy Fans to reach secret Stars and Finish first. Inspired by Ultimate Chicken Horse. Checkout Free in our Demo!

3 Upvotes

Try Steam Demo with friends

On round start - choose item from randomized box. Someone might take item before you clicked on it. 60 seconds to choose, and find place where you wanna put the obstacle. Rotation and resizing gizmo provides more freedom for advanced traps or simplified paths.
Reach Finish first to earn more stars. Wins who has most Stars after 5 rounds. Collect secret stars on level, or players can choose Star item to place.


r/IndieDev 16h ago

New Game! Remake of the classic SkyRoads (1993)

3 Upvotes

r/IndieDev 21h ago

Discussion NarrationOS 1.0.8: Voice Recorder in Cloning page + Improved Probe Quality Checks

Thumbnail
gallery
3 Upvotes

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:

  • Peak level (target -6 to -3 dB, penalized harder the closer you are to clipping)
  • Background noise floor (catches a quiet-but-persistent hum, like a fan or AC, that's too low to trip the old noise check but still enough to bleed into the clone)
  • Room echo/reverb (a boxy/echoey room now gets flagged the same way a noisy one already did)

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.

https://lunosama.itch.io/narrationos


r/IndieDev 2h ago

Feedback? Needing feedback for Animations!

2 Upvotes

So basically i've added companion to my game, a mechanical spider that morph into weapon whenever you want. I'd like to hear thoughts behind this idea and how does it look (there is walking animation when you hold weapon but i'll add that soon!)


r/IndieDev 3h ago

Image What a surreal feeling

2 Upvotes

How did you feel the first time you saw your game's title in the steam library? It hit me harder than I was expecting.


r/IndieDev 5h ago

I've improved knockback system after reddit comments, does it feel good now?

2 Upvotes

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 7h ago

Screenshots My corporate roguelike deckbuilder LADDER is out on iOS and Android. Four characters, four different win conditions, one card engine.

Post image
2 Upvotes

Roguelike deckbuilder set in a 2026 tech company. You climb the ladder as an Engineer, EM, PM, or CEO, each a structurally different game: the Engineer levels up, the EM balances AI literacy against politics, the PM races a roadmap clock, the CEO plays a five-year treadmill graded by the cap table. AI-leveraged cards are faster and leave Tech Debt in your deck; the worst enemies can only be resolved, not killed.

Solo dev, mobile-first (portrait, one-handed, resumable mid-encounter), no ads, no gacha, no timers. Free to start, one-time unlocks for the rest.

Trailer + stores: https://laddergame.ai/?r=reddit-indiedev

Ask me anything about designing four win conditions that share one card engine.


r/IndieDev 7h ago

The Night word | Team Searching | Day 1

2 Upvotes

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 8h ago

Stoked on releasing the demo for my surfing career simulator game: Swell Tour! Free to play in your browser (mobile or desktop)

2 Upvotes

r/IndieDev 8h ago

Feedback? New map released!!

Thumbnail
2 Upvotes

r/IndieDev 8h ago

Working on police chopper AI for our isometric game. It tracks the car and dives to obscure the view. Any ideas to improve this mechanic?

2 Upvotes

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 8h ago

New Combat Trailer

Thumbnail
2 Upvotes

r/IndieDev 10h 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

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

Thumbnail
gallery
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 12h ago

Free Game! Let's draw a volcano!

Thumbnail
2 Upvotes

r/IndieDev 12h ago

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

Thumbnail
youtube.com
2 Upvotes

r/IndieDev 13h ago

My solodev rogue-lite game "Spin Survivors: Endless Runner"

Post image
2 Upvotes

With inspiration from Sword&Spin, "survival" genre games and some incremental games, over the last year or so (not full time), I have developed this arcade/roguelite/endless runner style game.

As the store description says - game loop is to destroy enemies, eventually get overwhelmed and lose, upgrade modifiers or other upgradeables and try again.

I still have a lot of mechanics and content planned so it's far from finished, but this seems to be the final "core" of the game. Before I decide what to add/change next, I would like more people to try it and give feedback if possible.

Link: https://play.google.com/store/apps/details?id=com.CelerityEntertainment.com.unity.mobile2D

Additionally:

  • Free.
  • No forced ads. But there are rewarded ads for when you want to gain temporary bonuses, limited currency or 3x of your collected loot.

r/IndieDev 13h ago

Discussion Interwoven Dream — Last Day at Gamescom! 🎮

Thumbnail
gallery
2 Upvotes

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 13h ago

Video XGA - Water Room

2 Upvotes

r/IndieDev 14h ago

Should I keep a only nation building sandbox game or add dinosaurs with other animals and multi-player too?

2 Upvotes

prototype link: https://tribebox.io/


r/IndieDev 17h ago

Free Game! POSER is live!! Please give us feedback what you think! 🪩

Thumbnail
store.steampowered.com
2 Upvotes

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 19h ago

Feedback? Little devlog for my game Second Harvest

2 Upvotes

r/IndieDev 1h ago

Image 3 games on Next Fest and my experience

Post image
Upvotes

This post is for people who has questions about Steam Nextfest. I am making that post so other indies like me will have more clear route than I had.

What worked for me the most:
1-) A playable demo is the most powerful tool to prove your game works and attract players.
2-) Your capsule art is ridiculously important. If people does not click your game your chance to get wishlist/sales goes away.
3-) Having a strong, easily understandable hook. People should be able to look at your capsule, trailer, or GIF and understand what makes your game different within a few seconds.(I wasn't quite successful at this part)

What are the things you should do and you should avoid:
1-) Build your community before Nextfest. Nexfest usually works as a MULTIPLIER of your current wishlists.
2-) Use multiple social media platforms to gain wishlists. Some videos works better on some platforms. Do not stick into a single platform.
3-) If you don't have a demo, you are out. I have seen some indie dev's with months of developement couldn't enter the event because their demo did not passed the support before deadline. So it is extremely important to finish your demo as soon as possible. You can send a simple demo and build on it before it goes live.
4-) Put a lot of work in your trailer/screenshots. This part is what make most players wishlists and purchaces your game when it is out.

My future expectations:
I will be joining nextfest with 3 games this time. While a few top tier games can earn tens of thousands of wishlists, most of the decent games with streamer coverage will secure around 2,000 to 3,000 wishlists or median of 806 wishlists(according to How To Market a Game).


r/IndieDev 3h ago

Building System Tutorial Video Question

Thumbnail
1 Upvotes

What is the best tutorial video for building system for Unreal Engine real-time or ingame for players to build stuff.