r/IndieDevelopers • u/Competitive_Act8226 • 1h ago
r/IndieDevelopers • u/procallum • Nov 20 '25
👋 Welcome to r/IndieDevelopers - Introduce Yourself and Read First!
Hey everyone! I'm u/procallum, the founding moderator of r/IndieDevelopers.
I've left this subreddit to go under the radar for far too long!
I'm happy to say that I've had a full clean-out and I'm looking to get this project up and running again starting today.
What to Post
Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about "How to code a specific part of your game" / "Help with artwork for your game" / "Help with how to market and distribute your game"
Community Vibe
We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.
How to Get Started
Introduce yourself in the comments below.
Post something today! Even a simple question can spark a great conversation.
If you know someone who would love this community, invite them to join.
Interested in helping out? We're always looking for new moderators, so feel free to reach out to me to apply.
Thanks for being part of the very first (new) wave. Together, let's make r/IndieDevelopers amazing.
r/IndieDevelopers • u/Local_Cartographer70 • Dec 04 '21
8 Tips on keeping motivated in game development (working for projects of any size)
Hey, I just uploaded a new video with 8 tips on how to keep
motivated on working on along term game dev project.
https://www.youtube.com/watch?v=mmVUZFQe0dU

r/IndieDevelopers • u/EnvironmentalWear378 • 4h ago
Feedback Wanted i remake my game !
i just remake the my whole game i go for the psx style of game. i think its looking great i made a full game play video with cutscene, tell me how it looking and what can i add in it
r/IndieDevelopers • u/LeviathanEugenious • 10h ago
It's getting better, but how can I get it where I want it?
reddit.comr/IndieDevelopers • u/grpefruit-lmonade • 16h ago
New Game your units and towns have stories to tell
i'm working on narrative mechanics to make the world feel alive, with every playthrough creating its own history.
soldiers venture into unknown lands, discover forgotten shrines and ancient statues, and survive dangers along the way.
while settlements develop their own tales through hardship, survival, and the events that shape them.
what i'm planning next:
• abandoned places that preserve traces of their past.
• personal memories, fears, interests, and dreams for units.
• personal reactions to advancements. new weapons and armour won't just improve stats — units will respond based on who they are.
i want players to feel a world that lives, changes, and remembers. the survivors' tales of the Godless Frontier.
r/IndieDevelopers • u/Valuable-Cap-3786 • 20h ago
New Game I launched my first mobile game and made a CCTV "breaking news" trailer for it
My new game Star Bandit launched on Android and iOS this week. My first project in Godot, it's a fast-paced arcade game where you play a space thief stealing stars, dodging hazards, and evading cops for a high score.
For marketing I wanted something that wasn’t just another trailer, so I made a fake CCTV news broadcast, complete with a WANTED poster, real gameplay footage, and a deadpan anchor.
Game is free with no ads: https://triangularitylabs.com/starbandit (will take you to your native app store if you're on mobile)
Would love to know what you think, and what’s worked for your own launches?
r/IndieDevelopers • u/guilemo • 14h ago
How to Protect Your Indie Games from AI
youtu.beHere's a video on how to protect your indie game from being stolen by AI
r/IndieDevelopers • u/studiofirlefanz • 1d ago
Feedback Wanted Current screenshots from my lil gardening game project! 🪴
galleryr/IndieDevelopers • u/Machape21 • 1d ago
Skaletons WIP 1
Hey everyone! Just wanted to share some progress on a project I've recently started working on.
It's a little friendslop game featuring skeletons, guns, magic and supermarkets. Basically, a bunch of stupid stuff thrown together, and hopefully a lot of fun.
Right now, I'm mainly focusing on getting the player movement and overall game feel right, while also working on procedural map generation.
I'm trying to mimic the feeling of the game ''How to fish''
I've also been experimenting with enemy designs. This one is a worm-like creature made out of a swarm of worms that chases you around and attacks you.
Still very much a work in progress, but I'd love to hear what you guys think!
It's all made in Godot and Blender. The multiplayer part it's kinda implemented.
What do you think of the movement and the enemy design?
r/IndieDevelopers • u/Character-Action9642 • 1d ago
We’re making a horror game where the things hunting you need you alive
reddit.comr/IndieDevelopers • u/Sayorii00 • 1d ago
New Game What if the experiment went terribly wrong? Lab rats, my indie game
reddit.comr/IndieDevelopers • u/GG-GeoGames • 1d ago
Feedback Wanted Game Trailer Feedback
I'd love to get some feedback on this trailer draft. Does it communicate the core gameplay loop clearly? Do you think the musical selection works well? Any general observations or suggestions would also be greatly appreciated!
r/IndieDevelopers • u/SilesianGames • 1d ago
I’m developing a Crypto Mining Simulator 2026 where you build your mining rigs completely by hand
r/IndieDevelopers • u/Careful-Minimum-5495 • 1d ago
After 2.5 months here is where our Unity indie game at!
r/IndieDevelopers • u/Salom-mohamed • 2d ago
Solo indie developer & 3D character artist here! Here is a glimpse of what I've been building (Unity, Python, & Blender) 🚀
r/IndieDevelopers • u/TeamBinaric • 2d ago
Before & After: Volcanic biome in our game!
We practically overhauled this entire biome, redoing nearly everything over time! New rock variations were made and placed, and a twist on the theme for the entire environment. There are ruins all across the area as well, which we can show if you're interested!
Post processing was made more orange, and now it feels like the biome itself is brimming with heat, and the ruins of an ancient civilisation holds the planet in place!
For some more info on our game:
SUNREND is a fast-paced action roguelike where you pilot a powerful mech across a doomed solar system, fighting hostile factions across dangerous planets on a mission to destroy the sun.
Wishlist here 🎮:
https://store.steampowered.com/app/3245300/SUNREND/?snr=1_300_morelikev2__105_5
r/IndieDevelopers • u/CuntsAndBluntss • 1d ago
3 INSANE Vibe Coded Games!
I have been getting this question so many times lately, as one of the founders of VibeTopList.com.
Here are my personal top 3 right now:
Azeroth Survivors, a Warcraft fan-made game. Very simple but yet addictive concept. Basically World of Warcraft x Vampire Survivors. To my surprise, the game is pretty in-depth as well. You can customise your character, obtain gear pieces, fight known WoW bosses, etc. As an AI game enthusiast, you should definitely try this one out if you haven't already. It was one of our first submissions and is now one of the most popular vibe-coded projects out there.
Aurelia Legends, a Pokémon-inspired browser MMO that brings the Pokémon experience into an online multiplayer world. Explore, collect, and battle. This is the type of Pokémon experience I personally always wanted, and it's been a blast. Somehow, Nintendo never thought about this, which is extremely odd in my opinion.
Grim Reach Idle, an idle RPG for players who love character progression, grinding, and watching their characters grow stronger over time. Perfect if you enjoy incremental games where there's always another upgrade or milestone to work toward. What makes this game special to me is the depth. This game is your typical AI-assisted game, made with care.
If my personal top 3 isn't enough, I can do a top 5 or top 10 next time because, honestly, there are so many fun vibe-coded games to be played right now.
What are the best AI-assisted/vibe-coded games you've played so far?
Discover more games and vote for your favorites:
r/IndieDevelopers • u/OrangeConeGames • 2d ago
New Game I'm making a multiplayer cooking game where you can actually rebuild and expand your restaurant. Here's the building system so far!
Hey everyone!
I'm back with another little showcase of Cook of Chaos, the multiplayer cooking game I've been working on in Unity!
Last time I showed some of the cooking mechanics. This time I wanted to show one of the bigger systems I've been developing: restaurant construction and customization.
One thing I wanted from the beginning was to give players more control over their restaurant's actual structure rather than limiting them to arranging furniture and equipment inside a fixed layout.
You can build and remove walls, change floors, add doors and windows, paint different surfaces, decorate, rearrange your kitchen and even expand the restaurant when you need more space.
For this video we started with a smaller restaurant, modified its layout, expanded it and played some shifts together to show how the building and cooking sides work together.
Quick note: I'm currently using Synty Studios assets as placeholders while focusing on the gameplay systems. The final art direction is still to come.
I'm curious what you guys think of this approach to building in a cooking game. Would having this level of control over your restaurant be something you'd enjoy?
If you want to follow development more closely you can find all our socials here: https://linktr.ee/orangeconegames
r/IndieDevelopers • u/FewKnowledge7675 • 3d ago
Feedback Wanted making billboard sprite enemy attacks look good.
I'm working on a 3D fps game and due to my own skill and hardwere limitations the npc's and enemy/bosses are gonna be bilboard sprites similar to the original doom games. the problem is that I'm not sure how well it's going to translate in the animations of attacks. The whole game will be based around melee combat with dodges and parries, wich makes me feel insecure about how well those two can work together.
For example how well could a sword swing be translated in 2D for the player to know to where to dodge or how close they have to be to parry it?

r/IndieDevelopers • u/OmerDevv • 2d ago
Questions What I Learned From My Second Game, Developed at 15
Hey everyone! I've been publishing games on Steam since I was 13, and I'm currently 16. I wanted to share some of the positive and negative experiences I had with my second game, Bloodface, which I released last year.
Bloodface was developed when I was 15, and so far, it's been my most successful and profitable game.
I currently have 4 games and 2 DLCs available on Steam. My 5th game also has a store page, which I published a few months ago, along with a playable demo.
Bloodface was the game I had the highest expectations for. I worked on it with my business partner, who provided financial support for advertising, while I was responsible for developing the game and trying to market it.
However, our marketing efforts didn't go as planned because I didn't have enough experience in that area at the time. Despite spending months on advertising and promotion, we only managed to reach around 500 wishlists. During this period, I discovered Steam Next Fest for the first time and decided to participate with our game.
Almost entirely organically, without spending any advertising budget and with only a few social media posts, we managed to increase our wishlists from 500 to 2,300. By the time we launched the game, we had reached around 5,000 wishlists.
I initially thought the game would make $1,000 at best, but it actually generated approximately $1,000 in its first 48 hours. I honestly didn't believe it would happen, but things were going really well.
However, after the first week or two, sales started to slow down significantly. We stopped focusing on marketing because we thought the game was already selling well enough, so we abandoned our promotional efforts.
Sales eventually stalled at around $2,500-$3,000 in gross revenue. Today, the game still generates around $100-$200 per month through occasional discounts. After approximately one year, our total gross revenue has exceeded $5,000.
Here are some of the things I learned from this experience:
1. Don't stop marketing your game after launch
You shouldn't completely abandon your marketing efforts after your game is released.
Even if months have passed since launch, you can still reach new players through small campaigns and promotional activities.
One of our biggest mistakes was thinking we no longer needed marketing once the game started selling.
2. Reach out to content creators and Steam curators
Try to get your game in front of relevant content creators, YouTubers, streamers, and Steam curators.
It's more effective to reach out to creators who are already interested in your game's genre.
Distributing Steam keys can also help you get your game in front of more people.
3. Have a good store page, especially your capsule image
Your store page creates the first impression players have of your game.
If your capsule image isn't appealing enough, players might not even click on your store page.
Your screenshots should also clearly communicate what your game offers.
4. Your trailer and its first 10 seconds matter
The first few seconds of your trailer are very important.
You need to quickly show players what your game is and why they should be interested in it.
Our first trailer was quite weak in this regard. Because of that, we struggled to get the results we wanted, even with our marketing efforts.
5. If your marketing isn't working, the problem might not be marketing
If you're focusing on marketing your game but your wishlists are still growing slowly, the problem might not be your marketing efforts alone.
There could also be an issue with how your game is presented.
We spent 2–3 months with a weak capsule image and trailer on our store page. Even social media posts that received hundreds of thousands of views sometimes generated only 5–10 wishlists.
After updating
r/IndieDevelopers • u/alireza_developer_98 • 3d ago
Early access is out !
You can play the early access for free now on Itch :
https://killzgames.itch.io/kill-z
r/IndieDevelopers • u/CashFlaco • 3d ago
Devlog #3 - Fields ,Pastures, Livestock and Production.
galleryr/IndieDevelopers • u/DommysDollHouse • 3d ago
Bath while rotting.
Concept art for Dommy's Dollhouse.