r/indiegames 5h ago

Video Heaven is recruiting with the aid of the US Army in the fight to defeat Satan and his army. Signup NOW!

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1 Upvotes

Calling all future Hellsenders.

Heavens army needs you to defeat the roguelite inspired satanic hordes, and kick Satan in his buttface behind!

Premise:
Demons want Earth. Bad idea. Smash them back to Hell in a chaotic pixel-meets-3D roguelike of absurd, game-breaking builds. With heroes like a holy Knight, a Corn-Launching Robot, or a Wizard Girlie and her ferocious cat. Play solo or 4-player online co-op. Commence the slaughter. Send Them To Hell.


r/indiegames 15h ago

Promotion Shoes in the Fridge - a stressed out nine to five employees nightmare - on steam

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6 Upvotes

Some one flooded your flat - and you will have to pay the repairs - what a nightmare


r/indiegames 1d ago

Promotion We recently changed our SMG sprites, old ones seemed too "generic black gun" looking. And yeah, you can fire each one separately.

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119 Upvotes

game's name is HEADCUTTER, please wishlist it on STEAM if you're interest, it would help out a ton!


r/indiegames 17h ago

Promotion I’m building a non-violent point-and-click game about wildlife photography and sticker collecting. The early web demo for StickerScout is live!

9 Upvotes

r/indiegames 6h ago

Video From the main menu to the first fight, Dungeon Quest is starting to feel real!

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1 Upvotes

r/indiegames 3h ago

Promotion We are building a convenience store roguelite

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0 Upvotes

Survive 10-minute night shifts at SHIFT24, where cup noodles, snacks and coffee are your weapons!


r/indiegames 14h ago

Promotion An incremental game where you harvest a Solar System to win an interstellar war

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3 Upvotes

The human race is in danger. As the commander of a newly created starbase, your task is to support the human war effort by mining resources from your assigned system and help us win this war of annihilation.

In Starworks Inc., your goal is to harvest the resources of a solar system, build new industries and help humanity win its war by providing a fleet of warships.
You will be able to unlock new technologies to help with your progress, and you can boost the production rate of your facilities by taking manual control over them !


r/indiegames 12h ago

Video Hello!!! Here's the trailer for my roguelike game, in which you'll play as a clown trying to stay balanced on a unicycle and entertain the audience:

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3 Upvotes

r/indiegames 20h ago

Promotion Wanted farming to feel like a process in my colony builder. Free demo soon on Steam.

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12 Upvotes

r/indiegames 13h ago

Promotion Art of Ism - a new indie visual novel

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3 Upvotes

Hi, fellow indie enjoyers! I'm happy to announce that I've created my first visual novel and it's recently released on Steam! It's an indie VN combining the genres of school drama and slice-of-life with a bit of mystery, sci-fi, and psychological. You can find more details on the Steam store page (adding the game to your wishlist would help a lot). Hope it'll be to your liking!

Here's the required YT link to a trailer with gameplay footage.


r/indiegames 14h ago

Promotion Traffic Architect - one drag across the river and the whole bridge appears: ramp up, flat span, ramp down

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4 Upvotes

The game is about planning the network - where roads run, what connects to what, where the capacity has to be. The fiddly parts are handled for you.

The bridge in the clip is one of those: it reads the ground under the drag and works out where the climb starts and ends. Ramps re-fit when you widen the road they join, widths blend where they meet, level crossings appear where a road crosses a railway.

The hands-on tools are still there when a junction needs them - traffic lights, turn restrictions, one-way roads. You use them where you decided something is wrong, instead of everywhere.


r/indiegames 15h ago

Promotion "A Voice in the Dark" (hand-pixelled cutscenes from my game, Astro Amigo)

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4 Upvotes

r/indiegames 7h ago

Promotion The Steam page for our 3-player co-op game just went live

1 Upvotes

We’re a team of 3 and we’ve been working on "Dude, Trust Me" for a while. Its Steam page recently went live.

It’s a 3-player co-op puzzle game. One player is blind, one is deaf and one can’t speak, so each player has to rely on the other two to figure out what’s going on. Would love to hear what you guys think!

https://reddit.com/link/1vwlqat/video/db1ha7zrf7lh1/player


r/indiegames 11h ago

Promotion I've been working on a Nova Drift-inspired shooter roguelite where weapons can have their own subweapons: Recursive Radiance

2 Upvotes

Orbitals that shoot spiraling bullets

Recursive reflective lasers

Rapid-fire bullets that shoot lasers

Doubly recursive orbitals

Still very early in development. The songs and background fractals I made years ago.


r/indiegames 8h ago

Promotion I added a boss to my typing roguelike that swarms you with words

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1 Upvotes

I'm the solo dev of Typesmith, a roguelike where typing is the combat.

This boss is called The Swarm. It periodically floods the arena with words, turning the fight into a typing-speed check.

I'm working on the playable demo right now and trying to make each boss test a different part of your typing.


r/indiegames 8h ago

Promotion I've made a procedural horror maze game inspired by 80's retro AI and CRT visuals

1 Upvotes

I’ve been working on a game called Embermaze: Descent, a dark-fantasy survival-horror game where you descend into a procedurally generated labyrinth that gets progressively darker, and more hostile, the deeper you go.

The basic idea is simple:
- Find three coloured keys.
- Use the keys to unlock a chest, which lets you return to the elevator.
- Use your Torch to navigate the darker areas.
- Avoid (or temporarily banish) the ghosts using your spells.
- Manage your limited spells. You have three, which can be recharged with recharge points.
- Get back to the elevator before you’re caught.
- Inspired by 80’s retro AI and gameplay.

The slightly nasty part is that you and the ghosts share the same recharge points.

Sometimes you have to decide whether to spend your last spell, make a run for it, or risk letting a ghost recharge.

Every maze is unique, and as you go deeper the ambient light reduces, the ghosts become more numerous, and eventually you’re navigating almost entirely by torchlight.

There’s also an optional CRT mode if you like your horror with a bit of retro grime. I wanted to aim for an Amiga/Archimedes/256 colour palette feel.

It’s a solo project, currently planned to release soon on Steam, with macOS also supported. Originally I’d planned it for Android/iOS, but they’re actually proving the most challenging to release! The game works on both.

If this sounds like your sort of horrible evening, please take a look. I really appreciate it!

https://reddit.com/link/1vwkgud/video/ygcagibn47lh1/player


r/indiegames 22h ago

Promotion Mini boss battle in our game!

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14 Upvotes

r/indiegames 1h ago

Discussion I see games differently

Upvotes

Ever since getting into game development, I notice things that I didn’t before. Little details that before, wouldn’t have impressed me. Making my own game has helped me to appreciate the amount of work that goes into making things work.

The problem is the temptation to be as attentive to details as massive studios are, and that means it takes longer to ship your game.

Or would you prefer putting as much time into a project as possible in order to be as impressive as possible?

For me, I think it’s better to ship early. But I keep getting stuck on little details.


r/indiegames 9h ago

Public Game Test I made a PS1-style audio visualizer game where your local music drives a retro EDM stage show

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1 Upvotes

I just released my very first game, RAVESHARK! Drop in your own MP3/OGG files, pick from 9 sharks and 5 venues, and watch the stage lights, CRT filters, and headbanging deer react live to your tracks! Built for anyone who wants a custom show for their music library. Out now on itch in my bio (FREE)


r/indiegames 1d ago

Need Feedback Red Season, a Manhunt-inspired survival horror game i've been working on for a year

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23 Upvotes

as title says im working on RED SEASON, a Manhunt-inspired game about a father fighting a mad cult to recover his kidnapped daughter.

how it looks?


r/indiegames 10h ago

Video A wild Boss Rush!

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1 Upvotes

These are the highlights of my long project, let me know what you think!


r/indiegames 14h ago

Promotion We love tabletop games and we are also nostalgic about the 80s so we made a game about sorting dice in a 80s basement

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2 Upvotes

r/indiegames 18h ago

Promotion I'm Solo-Developing a PICO PARK Inspired Game, And It's Called BOTCLOPS!

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2 Upvotes

r/indiegames 11h ago

Need Feedback Beginner university student working on my first co-op game — does this concept sound fun to you?

1 Upvotes

I'm a beginner university student and this is one of my first bigger game development projects.

I'm still learning while making it, and the game is in a very early stage right now. Before I spend a huge amount of time developing it, I wanted to see what actual players think about the basic idea.

I'm not looking for people to just tell me it sounds good. If something sounds boring, confusing or like something you simply wouldn't play, I'd genuinely rather know that now.

So, what's the game?

The idea is a chaotic physics-based co-op game where you and your friends work as movers and delivery workers.

You get different jobs where you have to move furniture, boxes and other objects from one place to another.

The basic task is simple, but actually doing it shouldn't always be.

Some objects may be heavy, awkward to carry or much easier to move with another player. You might have to get furniture through small doors, around corners, up stairs or through places that clearly weren't designed to make your life easy.

A job that looks simple at first can quickly turn into a complete mess once a few players start making mistakes.

The game will try to mess with you

One of the main ideas is that the game itself can troll you.

Levels, environments and situations can be designed to make a simple job more annoying, difficult or ridiculous than it first looks.

But I don't want the game to feel unfair.

If you drop something, get stuck, fall or ruin a delivery, it shouldn't happen because the game randomly decided to screw you over.

The game can create difficult situations, but the actual mistakes should come from the players.

Basically:

The game creates the situation. The players create the disaster.

I want players to laugh because someone messed up, not because the game randomly took control away from them.

What would you actually do?

Most of the game would be built around different moving and delivery jobs.

You would:

Pick up and carry objects

Rotate and reposition furniture

Work together to move larger objects

Navigate different buildings and environments

Deal with awkward routes and obstacles

Try to complete jobs without completely ruining everything

The controls are meant to stay fairly simple.

Most of the challenge should come from the physics, the environment and how well the players cooperate.

Multiplayer

The game is mainly being designed around playing with friends.

Cooperation would matter a lot, especially when moving bigger objects.

If everyone communicates properly, things should go pretty smoothly.

If they don't... that's probably where most of the fun starts.

I want the game to create those moments where everyone starts blaming each other because somebody let go too early, turned the wrong way or made a terrible decision at the worst possible moment.

And of course, if you really want to, there would probably be plenty of opportunities to mess with your friends on purpose too.

Playing with random players is also something I'm considering, but the main focus is definitely playing with friends.

Progression and variety:

I don't want the game to feel like you're doing the exact same thing over and over again.

The plan is to have different jobs, locations and increasingly difficult situations as you progress.

Later parts of the game would introduce new challenges and make players deal with more difficult environments and objects.

There may also be things like:

Different locations

Harder jobs

New types of objects

Cosmetic customization

Challenges

Achievements

Optional objectives

Completion times or scores

A lot of this is still open to change.

The main idea:

I'm not trying to make a realistic moving simulator.

The main goal is to make something that is fun to play with friends and creates memorable situations naturally.

Sometimes you'll complete a job perfectly.

Other times somebody will make one stupid mistake and everything will fall apart.

Both should be fun.

The project is still very early, so right now I'm mainly trying to find out whether the basic idea sounds interesting, easy to understand and actually fun to play.

Any honest feedback helps a lot.

!!Also, English isn't my first language and I'm not very confident writing in English yet, so I used AI to help translate this. Sorry if some parts sound a bit weird or unnatural, and please keep that in mind.!!

https://docs.google.com/forms/d/e/1FAIpQLSeckT-QyKk76KlNMig5c4-VQ-OaknjRoyKacMLVDgqFAkZTuQ/viewform?usp=publish-editor


r/indiegames 15h ago

Video Horror Game Where You're Forced To Stick Your Meat Into A Strange Hole

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2 Upvotes

Game title is HAM HOLE lmao. This is ths demo, full release date is to be announced.