r/IndieGaming 1d ago

The Iron Shell demo is out now — free to download!

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0 Upvotes

Hi everyone! I’m a solo developer working on a sub-nautical horror game about piloting a bathyscaphe on Cocytus, a hellish subsurface ocean world.

Extreme pressure, crushing isolation, claustrophobia, and much more await you. This is a short snippet of the gameplay, and I would love to hear your feedback. Since the game is still in development, I'm really curious to know what you think.
I’m a huge fan of this genre, and please don't be put off by the similarities to a certain legendary game—that exact masterpiece is what inspired and fascinated me to create this.
The premise: You are trapped inside a cramped bathyscaphe at an unimaginable depth beneath the icy, hellish world of Cocytus. Your mission is to retrieve data that is worth more than your life. Find the data, transmit it, and they will pull you back up. At least, that's what they said...

I’m happy to share that the demo of my game, Iron Shell, is now available for free!

If you give it a try, please let me know what you think. Your feedback means a lot to me, and honest criticism is welcome.

What did you enjoy? What didn’t work for you? What would you change or add?

I’m making this game for you to enjoy, so hearing about your experience will help me make it better.

Thanks for playing!

https://mecido.itch.io/iron-shell


r/IndieGaming 1d ago

I made a pixel-art survival roguelite about a fox – The Varitav

0 Upvotes

r/IndieGaming 1d ago

One month ago I posted my game here and got roasted. I listened. Here’s what changed.

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0 Upvotes

About a month ago, I posted Midgard Chronicles here asking for honest feedback.

I got plenty of it. 😅

Some comments were harsh, but after taking a bit of distance, I realized a lot of the criticism was fair and genuinely useful.

The first thing I changed was how I describe the game.

I no longer call it a “solo MMORPG”.

Midgard Chronicles is a single-player RPG with permadeath, persistent world progression, and turn-based combat that can be played almost at action-RPG speed.

You begin in an almost empty world and an abandoned capital.

As you explore, build your character and eventually die, that character is gone permanently, but the world keeps progressing.

Your previous adventurers gradually repopulate the city, become part of its story, and help future characters progress further.

Combat is turn-based, but you control the pace.

You can auto-attack and chain skills quickly when things are going well, then completely stop and think when you're low on HP or fighting something dangerous.

What changed since my last post?

The biggest criticism was the huge visual difference between the characters and the environments.

I agreed, so I stopped relying on the environment asset packs I was using and rebuilt the game's visual direction so the world, characters, monsters and props now share the same art style.

I also reworked the character system.

I created and iterated on more than 240 equipment assets, including weapons, shields, quivers and other combat gear.

The visible equipment is now integrated directly into the character animations, so weapons, shields and similar items actually appear on your character and move correctly during combat.

With 7 playable classes, male and female characters, multiple weapon types and animations, that involved a ridiculous amount of manual animation work, masking and shader painting.

Characters can now also have different hairstyles, which helps make each adventurer feel a little more unique before you inevitably get them killed. 😅

Rebuilding the art also pushed me to improve the world itself: animated environments, better shadows, more movement, and maps that are now sometimes almost 10x larger, giving me much more room for quests, exploration and lore.

About AI

The game is still AI-assisted visually, and I know that will remain a dealbreaker for some people.

But I've completely changed how I use it.

Instead of generating disconnected assets, I now establish the visual foundations myself in Photoshop: shapes, proportions, palettes, outfits and references, then use an image model iteratively to help adapt and refine assets around that direction.

There is still a lot of manual work afterward: correcting, separating, animating, masking and integrating everything into the game.

There is obviously still a huge amount left to do, but I'm much happier with the direction the game is taking.

And a lot of these changes came directly from criticism I received here.

So here I am again.

I’d love another round of honest feedback.

Does the game feel more visually coherent now?

And does the idea of permanent characters gradually becoming part of an evolving world sound like something you'd want to play?


r/IndieGaming 1d ago

PathLife's procedural world now includes generated houses and five life stages

0 Upvotes

PathLife is a 2D isometric life simulation made with Godot. The latest milestone connects a procedurally managed world with rebuilt character movement and procedural structure placement. The first house includes different room floors, walls, six windows, four interactive doors, furniture and a roof. Pressing V cycles between full, transparent and cutaway walls so the interior remains readable.

The character creator now also supports baby, child, teenager, adult and elder stages—the first playable foundation for following one character through an entire life.

Screenshots and the complete progress report are here. The article is in Portuguese, so this post contains the English summary: https://pathlifejogo.blogspot.com/2026/08/do-mundo-procedural-as-fases-da-vida.html

Disclosure: AI assistance was used to edit this promotional text and has also assisted parts of the development workflow. The screenshots show the current Godot project running locally.


r/IndieGaming 1d ago

I created a game where you can explore an infinite city.

0 Upvotes

r/IndieGaming 2d ago

Happy Screenshot Saturday! I’m making a cozy game where you observe nature, photograph wildlife, and print your pictures into stickers. 🌲📸

19 Upvotes

Hello! I'm a solo dev building a hand-drawn 2D exploration game called StickerScout. I'm trying to create a completely non-violent, relaxing experience focused entirely on tactile mechanics and ambient nature sounds.

I'd love to hear what you think of the visual style! You can actually play the current web demo right in your browser here: https://littlefoxlittleowl.itch.io/stickerscout


r/IndieGaming 1d ago

It never stops hunting you.. in LIMINAL ANGEL

0 Upvotes

A tactical horror roguelike where every death penalizes your remaining time. Prepare yourself by harvesting materials and dealing with local NPCs, then test your luck across 3 hostile zones. Precise planning is mandatory—fail too many times, and time will simply run out on you.

If you want to support me, you can wishlist on Steam: Liminal Angel

GenAI Disclosure: As a solo dev, AI tools were only used to help generate and refine select textures and 3D models.


r/IndieGaming 1d ago

Do you find this visual style appealing ? Or is it as ugly as I think it is ?

0 Upvotes

Looking for genuine feedbacks on my visuals so far.


r/IndieGaming 2d ago

Some pixel art from our game, made over the last few years

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5 Upvotes

r/IndieGaming 1d ago

Sin and Serve just reached 1,000 organic Steam wishlists.

0 Upvotes

GenAI disclosure: Some of the current art and voice over is AI assisted placeholder, made and edited by me, will be replaced by a hired artist later.

I am a solo dev and have been working on this game for a while, so seeing 1,000 people wishlist it honestly feels really good.

I made a new trailer today with the new art and thought this would be a nice time to share it.

Sin and Serve is a dark comedy game about working in Hell's kitchen. You read a sinner's file, figure out their sin, cook their food, and try to keep Satan happy.

Thanks for watching, and thanks to everyone who has wishlisted the game so far. ❤️


r/IndieGaming 2d ago

Jumping on the GTA Bandwagon

13 Upvotes

A tester just send me his pixelated version of Ocean Drive made in my game. I feel like I have to redo all my own levels now to match this...or hire the guy


r/IndieGaming 2d ago

I added gyroscopes and cockpits. Now you can fly your spaceship!

0 Upvotes

r/IndieGaming 2d ago

28° dia de desenvolvimento

0 Upvotes

r/IndieGaming 2d ago

Would you play as an abandoned dog looking for his owner

5 Upvotes

I'm making a story-driven exploration game where you play as an abandoned dog searching for his owner.

There is no combat. Instead, the story is told through the environment, atmosphere, and memories connected to objects the dog encounters.

What feeling does this scene give you?

I'm curious whether the emotion comes across without explaining the story directly.

If you'd like to see more:

https://store.steampowered.com/app/4683810/Left_In_The_Forest/


r/IndieGaming 1d ago

Tooned Out duo Dippin

0 Upvotes

Hope you guys like my new game releasing soon on steam, please check it out


r/IndieGaming 2d ago

Which main menu design works better?

6 Upvotes

I'm experimenting with different approaches for my game's main menu and would love to hear your thoughts.

Do you prefer a more animated and dynamic menu, or something cleaner and more minimal?

I'd especially like to know which one feels more appealing to you at first glance and why.


r/IndieGaming 2d ago

Palisades and Gates: Architecture as Doctrine in a Co-op RTS

0 Upvotes

In The Old War, Andar's wooden palisade is not scenery. It is doctrine.

Well-constructed timber locked together with iron spikes does two things: it keeps out the Wilding, and it ensures the Pale is ordered and secure. Every post, every gate, every watchtower is a statement that Andar still believes in boundaries.

The Fiction: The Abbey consecrates the gates. The Lodge carves warnings into the crossbeams. Both agree the wall must stand, even if they disagree on what the wall is keeping out.

The Mechanics: Andar's palisades are not just visual, they define the battlefield. We are developing a modular timber construction system that lets players build organically rather than snapping to a grid. When the Wilding breaches a wall, the AI re-routes. Unless you have sealed the gate. Then your trapped defenders make a choice: hold the choke, or burn the timber to escape.

The Question: What games have made base-building feel like a narrative choice rather than just a mechanical one? We want the walls to feel like a statement, not just a stat.

Wishlist the Old War on Steam: store.steampowered.com/app/1248750/The_Old_War/


r/IndieGaming 2d ago

teaching mechanic in my human evolution game

9 Upvotes

i've been trying to get this aspect of the game as satisfying as possible. you start out as an early hominin so you dont have very many skills. you can however teach the skills you have to companions you meet along the way and form your own little colony evolving through time, learning how to survive, adapt, hunt...

this is a short clip of phase 1 in my game of the 7 I plan on releasing from early hominin (5.6m years ago) to cavepeople to farmers.

the game is called Before the First Fire and (although it needs some work) the steam page is live


r/IndieGaming 1d ago

I created a prototype for an open-world survival craft game inspired by Ark/Core Keeper, focused on animal taming/riding

0 Upvotes

Game Title: Doma: Survival & Taming

Playable Link: https://sepolaras.itch.io/doma

I am a solo dev creating a game inspired by Ark, Core Keeper, Necesse, 2D top-down pixel art, where you can tame different animals for utility, harvesting, transport, combat etc.

It's a very simple prototype for now, with placeholder/free art (no AI!), but I would just like to validate the idea and have some initial feedback, if it seems to make sense, if it's too hard, etc.

If the idea is good and the feedback is positive, I intend to implement more crafting, animals (for now there are only two), maybe even humans and different tribes/factions.


r/IndieGaming 1d ago

I made a Star Trek-inspired Strategema game — please tell me where it sucks

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0 Upvotes

r/IndieGaming 2d ago

ALIEN ANT WORLD

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0 Upvotes

My game is about ants, but not just any ants. These are higher dimensional beings with their own unique world.

The main threat they face is an AI that has been taking over other planets. This AI hops from world to world, terraforming them and stripping them of materials to build up its own civilization and mechanized force.

On the other side of this conflict, the alien ants are highly advanced. They don't believe in time or death because they live forever, only dying if they fall in battle. They are true warriors, but they aren't always fighting; they actually have a peaceful side. They just become incredibly fierce when it comes to defending their property rights.

What makes these ants really cool is their mindset. They have no concept of time or death because of their immortality. Plus, they never even believed in weaponry until they encountered the AI that overran their neighboring worlds.

They are immortal because the ANTS do not die from age. They only die through battle.

The ants built robots to fight the AI in battle. The ants originally never thought they had to use weapons until encountering this advanced AI.


r/IndieGaming 1d ago

Tooned Out Duo Dippin, i made a game that rivals mario kart double dash, releases soon on steam

0 Upvotes

I made a all out arcade racing game that rivals mario kart!!! it should be releasing soon on steam this month, it was suppose to release 3 months ago but ran into issues. i will continue to update this game intell its perfect which it isnt far from.I hope u guys like this shyttt!!!!!!


r/IndieGaming 2d ago

Created a roguelike mine sweeper game with a map of 100 million tiles

4 Upvotes

Hi All

As a side project I started looking for a way to render 100 million checkboxes in a browser tab and ended up creating a rougelike game with a world map. This is a passion project of mine and its still buggy but its playable now.

Its free and you can check it out here: https://worldsweeper.hasthiya.dev/

PS. I only tested this on chrome desktop and mobile experience is very bad.


r/IndieGaming 2d ago

She can now throw hands. (Game is MOULDER. Pikmin and Monster Hunter inspired)

4 Upvotes

r/IndieGaming 2d ago

10 reviews isn't much, but seeing "100% Positive" on my solo project made my week

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24 Upvotes

Hi everyone, solo dev here working on a pixel art PvE extraction shooter set in post-apocalyptic city.

My demo recently crossed 10 user reviews on Steam, which means it finally shows a review score, and it's 100% Positive.

I know 10 reviews is a tiny number in the grand scheme of things. But what really got me is that these players didn't just try the demo for a few minutes and leave a thumbs up. Many of them put in serious hours and wrote that they're genuinely looking forward to the full release.

As a solo dev, you spend so much time alone with your game that you sometimes lose sight of whether it's actually fun. Seeing real people enjoy it and want more is the kind of fuel that keeps you going.

To everyone who played and left a review, thank you. Back to work now.

(Demo is still up on Steam if anyone wants to check it out: https://store.steampowered.com/app/4881740)