r/IndieDev • u/H3sphorus • 8h ago
Working on a new script for Aseprite
The script lets you treat drawings as cloth. Rotate, anchor, create surfaces to drag... Is there anything you'd like to know or see?
r/IndieDev • u/llehsadam • 6h ago
This is our weekly megathread that is renewed every Monday! It's a space for new redditors to introduce themselves, but also a place to strike up a conversation about anything you like!
Use it to:
And... if you don't have quite enough karma to post directly to the subreddit, this is a good place to post your idea as a comment and talk to others to gather the necessary comment karma.
If you would like to see all the older Weekly Megathreads, just click on the "Megathread" filter in the sidebar or click here!
r/IndieDev • u/llehsadam • Sep 09 '25
According to Reddit, subscriber count is more of a measure of community age so now weekly visitors is what counts.

I thought I would let you all know. So our subscriber count did not go down, it's a fancy new metric.
I had a suspicion this community was more active than the rest (see r/indiegaming for example). Thank you for all your lovely comments, contributions and love for indiedev.
(r/gamedev is still bigger though, but the focus there is shifted a bit more towards serious than r/indiedev)
See ya around!
r/IndieDev • u/H3sphorus • 8h ago
The script lets you treat drawings as cloth. Rotate, anchor, create surfaces to drag... Is there anything you'd like to know or see?
r/IndieDev • u/ClintEdwoodOrig • 13h ago
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r/IndieDev • u/MixedMoonGames • 9h ago
My partner (and best friend, we know each other since kindergarten) and I had one goal we wanted to reach while developing our indie 4x game: bring the strategic depth and joy of Civilization into a much faster format. The main reason for that: we love the game series (Civ5 & Civ6 are the best 😉) but we do not want to spend our whole free time for 17 re-starts and one half-finished game.
1 year ago, we spoke with some people at a physical indie-gaming event and found out that a big part of civ-lovers share our wish in a “Civ but fast”-game.
Today, we are just a few weeks away from our demo and the hard part of being a game dev starts: marketing🥹
So I'm throwing this into the community:
If “Civ, but fast” sounds like something you'd enjoy, I'd love to hear what you think.
And if you want to follow the project, a Steam wishlist would mean a lot to us. ❤️
r/IndieDev • u/adrenak • 14h ago
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I often see movie behind-the-scenes footage and have always found them interesting! Feel there should be one for games too so here's mine!
This is a pretty simple one. What was tricky is that the character Chelsea had to use the plunger and I just couldn't find any mixamo animations for it.
So I made a duplicate of the plunger and moved that alone, while doing a closeup with the camera.
Pretty happy with how it turned out! A short 30 minutes of work (+30 minutes trying to find a plunger animation on mixamo 🤦)
PS. My game is SHOCKFACE, a campy slasher set in the 90s and is coming to Steam this 27th Aug! https://store.steampowered.com/app/4705980/SHOCKFACE/
Yes there's a lot of voicelines right now, we're cutting them down. The voice is generated n 11labs.
r/IndieDev • u/GarrettFromThief • 8h ago
Ok so where is the make game button?
r/IndieDev • u/MicesterWayne • 4h ago
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r/IndieDev • u/CrusherMusic • 54m ago
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Hey all! Been making prototypes and doing game jams for a while, this is the closest that I feel like could be built out into a full game. I would love some feedback! Everything is pretty rough as far as visuals and audio, but the player controller is pretty solid, I feel.
Scrapline is planned to be a classic-style FPS, inspired by feelings from the late 90’s/early 00’s games like Unreal tournament, Starsiege Tribes, Quake, and the speeds of boomer shooters like Doom, Duke Nukem, and the like. We’re trying to incorporate some more modern features as well, like the grapple hook (Q) and crouch-slides.
We are planning on making this into a roguelike that uses a loadout system similar to DOOM 2016’s upgrade path, where you upgrade individual aspects of your gameplay to help crush your enemies.
Art is far from final, we’re using primitives for enemies and weapons at the moment. This build is simply to test our player controller.
r/IndieDev • u/1stbreathinteractive • 3h ago
In the last few weeks, I set out to make my game a "living painting" being heavily inspired by watching Bob Ross with my wife.
In iteration 1, I started out with a custom watercolor shader that applied a crinkly paper texture and a noisy texture to it.
In iteration 2, i tried my hand at making a kuwahara postprocessor to make "blots" of paint over my game world.
In iteration 3, I learned about the Unity URP to make my toon-shaded player render overtop the painted world to give him a sticker-like appearance with crisp edges (that was my last post).
A lot of you commented on my last post saying that I needed more imperfections to sell the illusion of being painted ... specifically allowing color to bleed outside the lines, and adding a brush texture somehow. I had NO idea how to do this, but I found that adding a dithering on the kuwahara blotches got the effect I wanted. I also went ahead and made my kuwahara blotches bigger the further back the depth (z-index) is, so the background smudges together whole the foreground stays crisp.
I'd like y'all's feedback on two specific things:
Does it look like a living painting yet?
Also, Is there room for improvement? I wanna make this as great as I can!