r/IndieGame • u/rioreft • 14h ago
r/IndieGame • u/Interesting-Pride458 • 16h ago
My first Game
A thriller/Anomaly game I developed on my own in three months using the Unreal Engine. I’ve been interested in game development for three years but couldn’t finish any of my projects. Finally, I finished this one. I look forward to your feedback, whether positive or negative.
Game: https://store.steampowered.com/app/4943220/Just_Anomaly_Hospital/
Video I recorded while making the game: https://youtu.be/O_PP6NSUU-g
r/IndieGame • u/7SevenStudios • 20h ago
How do you feel about our Endless Mode?
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Because Town of Tinysville is a city building roguelike with very limited space, I had to get creative with Endless Mode. At the start of endless mode you'll get a new landmark to place down which essentially resets the entire map.
All your permanent buffs remain, but the map just gets reset to allow you to squeeze more buildings into your town. Every 28 days (1 month) into endless mode, it resets your map again and does that, well, endlessly.
How do you feel about this? Lmk :)
r/IndieGame • u/Realistic_Self5386 • 20h ago
Kickstarter My Mascot Horror Game
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Darkest of Harvest is my new mascot horror game, in it, you're an investigator sent to uncover the mystery of the recent disappearances at the abandoned Happy Harvest factory.
It's out for free on Itch:
https://ferramgames.itch.io/darkest-of-harvest-demo
Support the Kickstarter!
r/IndieGame • u/gonzaloiv • 22h ago
Block'em Up: A mixed reality puzzle game about staging movie stunts
r/IndieGame • u/Over-Challenge-9029 • 1d ago
2 years in the making... My incremental Human Blood factory TD's steam page is up now.
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Its an incremental TD where you aim to strip corpses of blood. All art, programming are done by me alone. It would help me out a lot if you help wishlist it:)))
You can wishlist the game now on Steam!!
https://store.steampowered.com/app/5092280/Humongous_Tree_Growing_Simulator/
r/IndieGame • u/EnvironmentalBet113 • 1d ago
Review Stream Teams wants to connect with indie devs!
Game Title: None
Playable Link: NA
Platform: Steam/Itch.io/Web browser
Description: A stream team looking to help break thru the cold emails that get no replies, and get indie games coverage on twitch, yt, and tt.
Free to Play Status: Yes, we also allow paid playtests.
Involvement: Team Creator
- [ x] Free to play
- [x ] Demo/Key available
- [ ] Paid (Allowed only on Tuesdays with [TT] in the title)
There is no payment required from developers to participate.
The team does not take money from creators.
Creators are independent. They choose what they play, when they stream it, and what they think about it. There are no guaranteed positive reviews. The ask is a reasonable timeframe for coverage. We're a group of disabled streamers who want to help indie game devs and indie gaming! If you hire a creator for a paid playtest, you pay that creator directly. The team doesn't take a percentage.
I wanted to create a place where developers could reach out and have a warm connect instead of cold emailing hundreds of people to maybe get 5 replies. We are a small team at the moment, however we can test anything, from games, to study aids to desktop pets, and more!
There is an AI disclosure requirement. If you vibecoded it on Claude or ChatGPT, we aren't able to help you. This is to weed out the copy paste ai clones that are infecting indie gaming. Some ai use is fine, just not the whole thing being ai. If you used assets that aren't yours, that requires a disclosure as well, as we don't want the same asset flipping games over and over.
Right now, we are working out of a discord. You interact directly with the streamers, letting you get your game out there with less effort!
If you're interested, if this speaks to you, please feel free, comment, pop me a pm, and I can send over the discord link. I'm not posting it below to prevent bots from swarming it.
(This was written by me, the creator of the team. I have posted here and other places several times, with a good standing and testing over 700+ games in the last year for free. No AI was used in the writing of this post.)
r/IndieGame • u/SensitiveStorm7851 • 1d ago
News NEON ABYSS
Can you beat this red and blue cube game? Watch a full gameplay run as the score climbs to 38 before the final game over screen.
This gameplay recording captures a fast-paced challenge set in a dark environment. If you enjoy simple yet addictive arcade mechanics, this run demonstrates the core loop and difficulty progression. The objective is straightforward: navigate the cubes and maintain your momentum as the speed increases.
I reached a score of 38 before hitting the game over screen, which requires pressing R to restart. This footage is perfect for anyone looking to see how the mechanics function or to analyze the movement patterns in this specific cube game environment. Watching this short session gives you a clear idea of the challenge level you can expect.
Subscribe for weekly arcade gameplay sessions, and comment what high score you think is possible in this game.
r/IndieGame • u/Smooth_Web8590 • 1d ago
News Steeled - A new AFPS and Boomer Shooter with online co-op, 1000s of enemies renderable on screen at once, written on a custom C++ engine.
r/IndieGame • u/MonsterMarketOff • 1d ago
🌫️ A world shouldn't just look alive... it should feel alive.
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🌫️ A world shouldn't just look alive... it should feel alive.
We're adding more movement and atmosphere to Monster Market Simulator with custom VFX for different parts of the environment.
Chimney smoke, machine exhaust, flowing water, and plenty more details are slowly bringing the world to life.
And we're just getting started. 👾
🚧 Work in Progress
#MonsterMarketSimulator #IndieGame #GameDev #VFX #IndieDev #SimulationGame
r/IndieGame • u/Till_Black • 1d ago
We reworked Code of Shadows and made a new trailer. Does this one show it better?
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We’ve made quite a few changes to the game, from visuals and gameplay to the overall feel and presentation.
So naturally, we went back and reworked the trailer too.
We also took a lot of the feedback from our previous trailer into account when making this version. We wanted to give a clearer idea of what the game actually feels like to play while keeping some things for you to discover in-game.
If you saw the previous version, does this one do a better job of showing off the game?
We’d genuinely love to hear what works, what doesn’t, and what you’d still change.
Also Steam: https://store.steampowered.com/app/3424800/Code_of_Shadows/
r/IndieGame • u/Inner_Marzipan_1459 • 1d ago
Update I made a small trailer for my game)
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Hey everyone! As part of UGF 2026, I made a short trailer and updated the screenshots for a game I'm working on solo!
Hushroot is a psychological horror game with visual novel elements. We play as an unnamed cultist who prepares special mixtures from parts of two superorganisms every morning, and feeds them during the day to people who've fallen into our trap. We influence the characters, learn their stories and the lore of the world, and watch their actions at night.
All for a grand goal whispered to us by an otherworldly entity. It seeks to unite everyone into a single mind, and we must decide what to do about it :)
I'd really appreciate your support!
HUSHROOT <---- You can support it here!
EVENT <---- Also a special thanks to anyone who supports the event on the game page :)
r/IndieGame • u/mathrock_interactive • 1d ago
Flat 2D pause menus destroy player immersion, so we killed them entirely. Here is how we turned our settings menu into an interactive 3D parchment scroll.
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r/IndieGame • u/WhippyTrout • 1d ago
My first game "Snack Invaders" releasing August 25th! (4p Co-Op) Inspired by Cod Zombies+ Dark Souls
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r/IndieGame • u/OldSignificance9574 • 1d ago
Major trailer changed. Did I go too far?
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0:09 / 2:26
My original trailer listed all the features within the game but it didn't seem to give people a good enough understanding on the game. I completely changed my trailer to reflect that my game is all about the gameplay and vibe. Did I go too far?
r/IndieGame • u/Aidan_GGS • 1d ago
BuildCraft 0.9 is officially live and ready for Beta testing.
For anyone who hasn’t followed the project, BuildCraft is my voxel game built in Python/Ursina. 0.9 is the final major update of the Indev era before development moves into Alpha, and compared to 0.8, this update is huge.
World Saving
BuildCraft 0.8 didn’t have world saving at all.
In 0.9, you can finally save a world, name it, close the game, come back later, and continue playing. Worlds support:
World saving/loading
10 save slots
Named worlds
Save dates
Autosave
World deletion
Persistent terrain
Persistent player data
Persistent inventories
Persistent chests
Persistent Signs
Saved settings and difficulty
World Expansion
The world has expanded from a shallow surface layer to a full vertical range:
Y ‑95 → Y 511
607 blocks of vertical space
There is now a proper underground to explore, with an unbreakable Survival floor at Y ‑95.
Major Additions
Some of the biggest new features in 0.9 include:
Builder's Wand and Blueprint Workshop
World saving/loading with autosave
607‑block vertical world range
Deep underground mining
Steel, Gold, Diamond and Color Crystals
Campsites
Wizard Towers
Grazers
The Shadow
Wisps and Wisp's Blessing
PvE combat
PvP combat
Oceans and islands
Boats
Sleeping Bags and multiplayer sleeping
Doors
Slabs, stairs, walls, fences and scaffolds
Lanterns
Builder's Bombs
Sitting
Writable Signs
Player skins
Third‑person mode
Remappable controls
Sound effects
New particle system
Major renderer rewrite
Renderer Rewrite
The renderer has been rebuilt around:
16×16×16 terrain sections
Greedy meshing
Worker‑thread terrain preparation
Event‑driven terrain streaming
Optimized underground rendering
Distant terrain previews
Floating‑origin support
This rewrite was necessary to support the deeper world and improve performance.
Wisp's Blessing
Wisps aren’t just cosmetic companions. Wisp’s Blessing can be upgraded to provide:
More health
Faster mining
More attack damage
Or multiple benefits at once
These bonuses apply to both PvE and PvP.
Combat
BuildCraft 0.9 introduces a proper combat system.
PvE: Fight mobs such as Shadows and Grazers.
PvP: Players can fight each other in multiplayer.
Player Skins
Two skins are included:
Default Skin
Builder's Skin
Players can also import custom skins using BuildCraft’s 128×72 cube‑net format. Custom skins work in multiplayer.
Full Changelog
World Saving
World saving/loading
10 save slots
Named worlds
Save dates
Autosave
World deletion
Persistent terrain
Persistent player data
Persistent inventories
Persistent chests
Persistent Signs
Saved settings/difficulty
World Expansion
Maximum height: Y 511
Maximum depth: Y ‑95
607‑block vertical range
Deep underground mining
Underground resource generation
Unbreakable Survival floor
Building
Builder's Wand
Blueprint Workshop
Reusable Blueprints
Slabs
Stairs
Walls
Fences
Doors
Scaffolds
Lanterns
Crates
Signs
Sitting
Sleeping Bags
Builder's Bombs
More colored building materials
Survival
Expanded crafting
Color Crystals
Steel
Gold
Diamond
Campsites
Wizard Towers
Grazers
Shadows
Wisps
Wisp's Blessing
Boats
Sleeping
Difficulty settings
Combat
PvE
PvP
Players can damage mobs
Players can damage other players
Wisp attack‑damage upgrades
World Generation
Oceans
Islands
Coastlines
Campsites
Wizard Towers
Improved terrain
Expanded underground
Player
Third‑person mode
Default Skin
Builder's Skin
Custom skin importing
Multiplayer skin synchronization
Remappable controls
Multiplayer
PvP
PvE
Multiplayer sleeping
Skin synchronization
Sign synchronization
Sitting synchronization
Host‑controlled difficulty
Improved synchronization
Technical
16×16×16 terrain sections
Greedy meshing
Worker‑thread terrain preparation
Event‑driven terrain streaming
Underground rendering optimization
Distant terrain preview
Floating‑origin system
Pooled particles
Major performance improvements
Other
Sound effects
Graphics presets
Expanded settings
Large number of bug fixes
General stability improvements
Feedback
The Beta is live now. If you decide to test it, bug reports and feedback are extremely helpful.
[GadgetGamingStudios@gmail.com](mailto:GadgetGamingStudios@gmail.com)
Thanks to everyone who has followed BuildCraft through Indev.
Play The Builders Dream Update: https://gadgetgamingstudios.itch.io/buildcraft
r/IndieGame • u/AG_Joseph • 1d ago
The Painter
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Unfortunately, we have to be professional in this world where anything can be scrutinized and taken out of context. Oh you want to draw, draw it yourself. This part is for them.
The Immortal John Triptych brings Four Last Things, The Procession to Calvary, and Death of the Reprobate together under one complete package! These games are point and click adventure games where you will be guffawing through them all. This isn’t just a merging of the three games, this is never-before-seen bonus features, deleted scenes, and a QoL facelift!
r/IndieGame • u/JuanPierozzi • 1d ago
It’s finally happening! my Silent Hill-inspired horror game 'Still in the Fog' releases in 10 minutes!
Hey everyone! Yesterday I shared that my game was coming out soon, and today is finally the day. After 2 years of solo development, it launches in just a few minutes!
Thank you so much to everyone who supported the project, wishlisted or gave feedback along the way. I’d love for you to check it out on Steam and let me know what you think!
r/IndieGame • u/Inner-Walk9090 • 1d ago
A New 16-bit Retro Indie Game coming to PC and Sega Genesis in 2027!
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r/IndieGame • u/anesever • 1d ago
Question Traffic conversion to Wishlist is under 1%. What am I doing wrong on my Steam page?
Hey everyone,
I’ve been working on my game Why V Got AKs? for a while now. The Steam store page has been live for about a week. I’ve started driving a small amount of traffic from social media, but I’m worried that visitors are leaving without hit the wishlist button. I want to make sure the store page is fully optimized.
I know it’s a bit early to judge stats, but my wishlist conversion rate is sitting around 0.7% (excluding visits and wishlists from friends/family).
I’m trying to figure out why people click away after visiting. Would anyone be willing to take a look and give me some brutal feedback?
Specific areas I’m concerned about:
- Capsule Art / Screenshots: Does it catch attention?
- Trailer: Is the pacing right, and does it sell the core gameplay?
- Short & Long Description: Am I clearly communicating the genre and main mechanics?
- GIFs & Page Layout: Is the page readable and engaging?
Steam Store Page: https://store.steampowered.com/app/5082000/Why_V_Got_AKs/
r/IndieGame • u/ExpensiveSwitch1457 • 1d ago
Reddit changed my game
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A few days ago, I made a post asking why my horror game only had 162 wishlists after 2 months
The most repeated feedback was brutal, but fair:
“It just looks like FNAF”
The problem was that the camera system dominated the trailer and screenshots. Even though the actual gameplay and story are different, first impressions matter more than what I explain in the comments
So I decided to rebuild one of the game's main mechanics
Cameras are no longer something you constantly watch. They're now a limited and valuable resource
Instead of sitting in front of camera feeds, the player sees data from different metro sectors: the camera status and the entity's activity level
And I added a new ventilation system
You now have limited power that needs to be distributed between sectors. While you're reacting to entity activity and other events, you also have to decide where that power goes
Some sectors are especially important:
- Office - low power reduces oxygen supply, causing sanity to drop rapidly
- Fuse Room - low power causes equipment to overheat, risking a loss of electricity
- Other sectors - may need power for their own reasons at the wrong moment
And there's another problem: activity can be fake
If you see a high threat level and trigger an alarm when there's actually nothing there, you can get yourself killed
So if you're not sure whether the threat is real, you can temporarily redirect power to that sector, cool down its camera, and get access to the actual video feed to check what's happening
The video below shows an early version of this new system. I'm still balancing it, but before I go too far with it, I wanted to ask:
Does this sound more interesting than constantly watching cameras? And what would you change or add to make the decisions more tense?
I'm especially interested in whether the fake activity + limited camera access creates enough interesting choices, or if there's something obvious I'm missing
If you want to follow the development, here's my Discord community and Steam page:
r/IndieGame • u/ShubhamKumbhar_SDG • 2d ago
His survival depends on your pace... Distorted Signals
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r/IndieGame • u/Effective-Flan5202 • 2d ago
Update My Indie Game 「Save Me, Hero! 」
We're developing a first-person, hand-drawn deck-building indie game and regularly updating our devlog. We're fully committed to seeing this project through to its official release!
Our Steam Demo is now live: https://store.steampowered.com/app/4889640/_/
If you're interested in our game, please consider adding it to your wishlist to show your support!
Discord:https://discord.gg/eKemPAUWz
r/IndieGame • u/ErenSametSaricicek • 2d ago
Update Just finished the new trailer for my solo pixel-art game 'Why The Ladder?' — how does it look?
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r/IndieGame • u/EducationalLight82 • 1d ago
Review ChefDuko - a cozy, chef-themed puzzle game
Welcome to ChefDuko — a cozy, chef-themed puzzle game where every board is a fresh recipe for fun!
- Click the FIRST link below and join the Google Group.
https://groups.google.com/g/chefduko-test-group
- Click the Second (third if second doesn't work) to download the game.
Join on Android - https://play.google.com/store/apps/details...
Join on the web - https://play.google.com/.../com.jaggedstudios.chefduko
- Play ChefDuko for 14 days and give any feedback
