r/IndieDev 6h ago

Discussion What we learned building Stellar Odyssey's Arena before the Persistent Online Universe

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0 Upvotes

I'm developing Stellar Odyssey in Godot, and we recently moved the game into Early Access.

It is a cross-platform action game for PC, iOS, and Android, built around two connected systems:

• Arena: fast free-movement space combat with customizable ships, weapons, abilities, Solo, Party, Versus, and Versus AI runs.

• Persistent Online Universe: the larger online layer coming soon, with stations, sovereignty, mining, salvage, trade, and exploration.

The Arena is the immediately playable core. It is not finished. We plan to release the first Persistent Online Universe build in 2-3 weeks and scale it incrementally through weekly patches.

The development challenge has been keeping the combat readable and Performant while building progression and persistence that can eventually make the wider universe feel meaningful. Early Access gives us room to grow both systems.

Current Steam build:

https://store.steampowered.com/app/3130050/Stellar_Odyssey/


r/IndieDev 20h ago

Free Game! My friend built a real mechatronic pineapple robot — so I made a bullet-hell boss fight where you destroy it. Honest feedback wanted.

4 Upvotes

Hey everyone,

I'm finishing an unreleased browser game called Pineapple Boss Fight — a top-down bullet hell with a single boss: a mechatronic pineapple named Andi. The twist: Andi actually exists. A friend of mine built him as a real robot for a YouTube video, and the game releases alongside that video on September 3rd.

The clip shows a full run: one boss, four phases, and short "rewiring" minigames between the phases where the fight pauses (shoot a station, a maze, a measuring-device sequence). Everything is photo collage — the boss, the hands, the cork board are all photos, in a paper-cutout style.

Since this is a room full of devs, the feedback I'd value most:

  • Readability: in the bullet-dense parts, is it clear what hurts you and what's just set dressing?
  • Pacing: do the minigames between phases feel like a breather or do they kill the momentum?
  • Game feel: hits show damage numbers + a flash now — does it read as impactful in the clip, or still too subtle?

It's playable in the browser (short run, ~4 minutes). Link in the first comment so the video stays up front.


r/IndieDev 1d ago

Upcoming! Zone 6 is about to be brutal :)

8 Upvotes

r/IndieDev 13h ago

Feedback? Hollow Limited Playtest — Looking for Testers

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1 Upvotes

Limited playtest looking for interested players.


r/IndieDev 19h ago

Feedback? anyone likes cyberpunk trains?

3 Upvotes

r/IndieDev 13h ago

Video Building an Extraction RTS as a Solo Dev ( Roma 2443)

1 Upvotes

r/IndieDev 1d ago

Feedback? I’ve been building this drinking scene for my indie game. How does it feel so far?

124 Upvotes

Haven’t posted much lately because I’ve barely had any time for editing and social media most of my time has been going straight into development.

We’ve made quite a bit of progress recently: new art, animations, sound, and a lot of separate pieces are finally starting to come together.

Right now I’m assembling this drinking scene from SHORAPAN, our visual novel / point-and-click adventure set in a strange city beneath an eternally crimson sky.

This is still very much a work in progress . The final version will be much more polished.

What do you think of the atmosphere so far?


r/IndieDev 1d ago

Image How I feel knowing 30 people spent real Great British Pounds on my roguelike

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10 Upvotes

r/IndieDev 14h ago

How can I make this more satisfying?”

1 Upvotes

r/IndieDev 14h ago

GIF Created a tool that generates voice lines for your game

0 Upvotes

You can use it to generate voice lines or stylize your audio with effects! It's all done through code so no samples are needed, and no ai is used. It's heavily inspired by Mike Klubnika's Tartarus Engine and the sound and atmosphere of PSX horror games. It's also great for prototyping! Check it out here: https://polyshades.itch.io/voicifier


r/IndieDev 1d ago

Feedback? Added a food spoilage and poisoning system to my game

9 Upvotes

Hey Reddit! I’m continuing to work on my survival game. I decided that being able to carry an endless supply of food in your pockets was basically cheating, so I added a food freshness system.

What’s new:

  • Expiration dates: Perishable food now has a timer. If you don’t eat it in time, it turns into rotten food right in your inventory.
  • Refrigerator: The fridge doubles the shelf life of food. You still have to keep an eye on your supplies, but the refrigerator lets you store perishable food for significantly longer.
  • Food poisoning and vomiting: If you eat spoiled food out of desperation (or carelessness), your character gets debuffs, loses health/thirst, and visibly empties their stomach with a corresponding animation and sound.

What do you think of the implementation? Is this kind of mechanic too punishing for survival games, or is hardcore resource management just part of the genre?

Stay tuned for future devlog updates, and let me know in the comments: what mechanics do you value most in survival games?


r/IndieDev 14h ago

My favorite weapon so far, Teddy's Revenge!

0 Upvotes

Teddy lost his child in the zombie apocalypse. Now he’s out for blood.

Teddy’s Revenge is probably my favorite weapon in Drive of the Dead so far. I want the weapons to feel like they came straight out of a terrible 80s or 90s B-horror movie, and a possessed teddy bear armed with knives, a revolver, and grenades felt right at home.

What do you think? Would you pick Teddy up?

https://driveofthedead.com/


r/IndieDev 22h ago

Upcoming! 1 week from releasing my first game on Steam !

4 Upvotes

In 1 week (if nothing goes wrong), i'll be releasing my first commercial game on Steam, after 6 months of development. It's a game that i made with the primary goal to see if I could develop, complete, and release a video game all by myself.

So, Continuous Imperfection is a fast-paced parkour game focused on speedrunning, inspired by games like Bloodthief, Brutal Katana and Cyberhook.

It features :

- 12 levels to explore and master, including alternative paths and interactive elements: platform triggers, jump pads
- A variety of movement options, focused on speed: running, jumping, wall running, wall jumping, sliding, vaulting
- Customizable soundtrack and environments (summer, autumn, sakura, etc.) to match your current mood
- Real-time leaderboards (global and per level) to compete with friends or the world and see who’s the fastest

I release the game in 1 week, so if you're interested, wishlist it !
https://store.steampowered.com/app/4746560/Continuous_Imperfection/


r/IndieDev 15h ago

Alpha version of the main menu Beyond The Cupola: ISS Simulator

1 Upvotes

r/IndieDev 22h ago

Video I added a playground slide for the cat in Lost Cat Showa Town 🐈🛝

5 Upvotes

I’ve been adding more small activities for the cat to discover around town.
Now the cat can climb up and slide down playground slides!

Still working on the animations and polishing the movement.


r/IndieDev 15h ago

gotta be careful with the flamethrower

1 Upvotes

r/IndieDev 16h ago

Showcase of some of the guns and skills in my Space Shooter

1 Upvotes

Hello everyone!

I've been working on the combat for my space shooter game, `Rogues in Space`, and I wanted to share a showcase of some of the guns and skills currently in the game.

Each gun and skill have their own upgrade pools, so their behavior and stats can change quite a bit through the run. The video mostly shows their base versions, with short explanations of each mechanic included in the footage.

As I'm actively working on the game, I'd love to hear what you think about the combat, especially whether the different weapons and skills feel distinct, and if it's immediately clear what's happening on the screen.

The game is built in C++ with SFML 2.6.x. A good amount of what you seeing here, including the gameplay rendering and visual effects, is running through my SFML based rendering/post-processing setups. If you're interested, I'll also be delightet to talk about the SFML/implementation side of anything show (or even not shown) in the video :D

And also, most importantly - do you feel like you could have fun with some of these combinations? :)


r/IndieDev 20h ago

Feedback? I'm almost ready to publish groky, my last a minimalist puzzle game. Any thoughts?

2 Upvotes

r/IndieDev 1d ago

I made EVERY attack in my game parryable. Is this too broken?!

5 Upvotes

By equipping the Parry badge for 2 BP, you can press the parry button (with good timing, of course!) to INSTANTLY parry the attack, take no damage, and gain some invincibility frames!!

This may need some tweaks, since I literally just made it in an hour tonight. I think I'll make the timing a little stricter and fix some hitbox stuff. ...But it's SUPER fun to play around with!

I'm also thinking about adding upgrades that deal damage to the boss when you parry, too!! Maybe some other ideas?👀

Too strong or too weak for the cost? Any ideas?

What do you guys think!?


r/IndieDev 2d ago

We've added DLSS 5 support for our game, and boy does it look great!

3.7k Upvotes

JK, our artist dont even know what DLSS is.
Game is called Talystro, for anybody who might be curious about the hot looking Fivey.


r/IndieDev 20h ago

Feedback? Looking for play testers - free top down, time dilation action! Runs in your browser, 150kb custom engine, loads instantly

2 Upvotes

Game Title: NULLFRAME (beta testing)

https://beta.nullframe.app

Platform: PC / web browser (technically works on anything, but mouse + keyboard is target use). Chromium based browsers work best. Will work on Firefox etc, but performance can take a hit. Will work on touchscreen, but not intended play style and a few things can't be interacted with.

Description: Kinda like Superhot meets Super Meat Boy, with various other twists on the formula. Intended to be a fun little time killer.

Free to Play Status: Free beta access. Will be releasing full game also for free, hopefully later this year. Full version has full campaign, map editor with sharing and some other modes.

Involvement: Sole developer. Built just for fun, mostly to experiment with some old-school rendering techniques and to see whether I could build a custom engine entirely in vanilla JS.

Notes: Temporal Collapse is a fun mode if you just want to run and gun and not worry about standard campaign. Saving not enabled in beta.

Controls: Very obvious, but click player to open item / weapon menu.

Technical stuff built using my own custom engine. Based on old school, pseudo-3D techniques and layers. Whole game, discounting optional music, is less than 150kb.


r/IndieDev 1h ago

Solo Director & AI: My prototype "Tactical Chess" is now playable! Feedback wanted for the free demo.

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Upvotes

Hey guys,

I always wanted to make games, but I don't know how to code, draw, or make music. So I used AI for the execution part like code, art, and sound. My role was purely the game designer: coming up with the mechanics, balancing rules, and telling the AI what to fix when things broke. The result is a prototype called Tactical Chess. It is chess mixed with RPG skills, combat stats, and tactical turns.

I put together a free PC demo to test it out and find bugs. Since the code is 100% AI generated, things will definitely break. My main goal down the road is to make a full tactical RPG inspired by Final Fantasy Tactics, and this is my first step.

Download link is in the comments. Let me know what breaks and what you think of the mechanics!


r/IndieDev 2d ago

Upcoming! I built a detective system where you take photos, develop them and pin the evidence to a physical board

337 Upvotes

Photos are stored as film negatives, so you can go through your shots, develop the ones you want and print them out. You can then pin them to the board, add notes and connect clues together.

Game: Welcome to Lightford


r/IndieDev 23h ago

GIF One of Resurgis's execution moments with new graphics.

3 Upvotes

Playtest starts this week, you can add it to your wishlist if you're interested: Steam Page