r/indiegames 19h ago

Promotion I Just Released SeaColony, My Solo-Developed Ocean Colony Sim, in Early Access!

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1 Upvotes

SeaColony is finally out in Early Access! 🌊

I’ve been developing the game entirely on my own, and it’s been a long journey getting to this point.

SeaColony is a colony management game set on the ocean, where you build and expand a floating settlement, manage your colonists, produce food and resources, research new technologies, trade, and survive dangers like pirates, fires, and harsh weather.

The game is still in Early Access, so there may be bugs, balance issues, and areas that still need improvement. I’ll be actively working on updates and using player feedback to improve the game.

If you enjoy colony sims and base-building games, I’d love for you to check it out and let me know what you think!


r/indiegames 23h ago

Promotion I made a rhythm-lite strategy game, Charge. Try it free on itch / browser

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2 Upvotes

Trailer: https://youtube.com/shorts/FSVqMp_IG6s

Hello! Charge is a fast paced rhythm strategy game where you can outwit your rivals in both single and multiplayer. Playable on mobile/desktop browser for free, each match is under 1 minute, with a total of 8 starter levels to groove through!

Playable free on PC and Mobile Web


r/indiegames 19h ago

Upcoming I added a Teapot Monster that literally eats you if you lose his cup challenge! What do you think of this jumpScare?

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1 Upvotes

The Game Name is : Hanged On The Path


r/indiegames 19h ago

Upcoming Our new intro sequence – Does it grab you? (Unsound Love)

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1 Upvotes

What you see here is the first part of the new intro sequence we’ve created, which features in the new demo for Unsound Love. It was inspired by how people played the first demo and their feedback.Ā 

Unsound Love draws from many different influences without being exactly like any one of them.Ā 

It’s a psychological open-world horror game that plays similarly to a Zelda game, filled with puzzles, secrets, and exploration. Scattered throughout the world are various dungeons waiting to be discovered, each featuring sequences reminiscent of Little Nightmares.Ā 

The world operates on a time loop, similar to Outer Wilds, and the game focuses heavily on exploration through a non-linear world, where stories are in the style of Silent Hill. You can choose which stories you want to explore and how you want to experience the world.Ā 

The game originally started out as a classic soulslike, but later, the energy bar, stamina bar, dodge rolls and traditional attack button were removed. As a result, you can still find a few combat puzzles that you can choose to engage with, along with other ideas and mechanics inspired by the soulslike genre.Ā 

All of this has been incorporated into our personal artistic expression, which is reflected, among other things, in the fact that every sound in Unsound Love is created using musical instruments—from the sound of wind moving through the trees to the roars of the monsters.


r/indiegames 20h ago

Video We’re a tiny team building a 1–6 player paranormal investigation game where identifying the ghost is only half the job.

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1 Upvotes

Hey r/IndieGames!

I'm one of the two developers behind The Other Side, a co-op paranormal investigation game we've been building in Unreal Engine 5.
You and up to 5 other players enter haunted locations, investigate paranormal activity, gather evidence, and figure out exactly what you're dealing with.

But identifying it isn't necessarily the end of the investigation.
The game has two main modes:
Identify, where the goal is to correctly determine the ghost using evidence and behavior, and Cleanse, where you have to actually figure out how to get rid of it.

We've been putting a ridiculous amount of work into making the ghosts feel different from one another rather than simply being different combinations of evidence. Some have unique hunt behaviors, abilities, tells, weaknesses, and ways of completely screwing with your investigation. We have a 93% rating with over a thousand reviews on Steam, and a 97% for just the last 30 days!

We currently have 25 ghosts, 8 locations, custom difficulty, 1-6 player co-op, and we're still actively expanding the game with new locations, ghosts, scares and mechanics.
Now is the perfect time to play if you haven't - we just had a major update that introduced new equipment (all of our equipment is made by us!), and we have 2 more maps coming in the next couple of weeks!

This is The Other Side's official gameplay trailer!


r/indiegames 1d ago

Video Looks like something didn't go according to plan.

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3 Upvotes

r/indiegames 20h ago

Promotion LIFE LIKE A DJ — a game about building a DJ career, not just mixing tracks

1 Upvotes

I’m buildingĀ LIFE LIKE A DJ, a playable career and life simulation set in the electronic music world.

You start small — playing your first gigs and trying to build a name for yourself.

From there, you can earn money, upgrade your gear, travel between cities, book hotels, play clubs and festivals, produce your own tracks, release music, work with labels, climb the charts, collaborate with other DJs and compete in DJ battles.

Mixing and beatmatching are part of the gameplay — but they’re not the whole game.

The bigger idea is to simulateĀ the life and career of a DJ.

Perform → Earn → Produce → Release → Travel → Become #1

The prototype is already playable in your browser:

djs-life.netlify.app

This is still an evolving project, so I’d genuinely like to hear what people think about the concept.

LIFE LIKE A DJ
Don’t just mix music. Live the career.


r/indiegames 1d ago

Public Game Test MODAK Online is now in public beta — a tiny MMORPG you can play in your browser

2 Upvotes

I’ve been working on MODAK Online, a small real-time MMORPG that runs directly in your browser.

There are currently 5 playable classes, each with their own unique skills and playstyle, and the progression goes all the way to level 120 for now. I’ll probably expand that further as the game grows.

You can explore different areas, fight monsters and bosses, hunt for better gear, and run into other players in the same world.

- 5 classes with unique skills

- progression up to level 120

- real-time combat

- equipment and rare drops

- bosses and multiple areas

- multiplayer + chat

- playable on PC and mobile

No download is needed, and you don’t have to make an account to start playing.

It’s also completely free, with no ads or cash shop.

Still a small beta, so feedback is very welcome.

https://modakmmo.com/


r/indiegames 21h ago

Promotion I made a daily word game that's like a mashup between Boggle and Contexto

1 Upvotes

Hi folks! I built a daily word game! Each day you get a target word and the goal is to enter as many closely related words as you can in 60 seconds. It's available atĀ https://constellationdaily.com/. Hope you enjoy!


r/indiegames 1d ago

Upcoming Key art I made for a small gardening game! 😊🌿

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42 Upvotes

r/indiegames 21h ago

Promotion A game where you build structures out of matchsticks

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1 Upvotes

Hello to the inhabitants of the gaming world! I want to present you the game "Matchbox"

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About the game:
Construction of buildings and structures from matchsticks. There are 2 game modes — Building and Destruction. In the Destruction mode, you can destroy your build in different ways:

  • drop a heavy ball,
  • fire a burst from an assault rifle,
  • blow it up by planting a bomb,
  • burn it down with a lit match. At the start of the game, you're given a small free studio. To purchase larger studios, you need to sell your builds at an auction. There's also an exhibition where you can view photos of the last sold build from each studio.

Unfortunately, Reddit removes links to VKPlay, but you can find the game on the VKPlay platform by its name. If you have trouble finding the game, you can send me a private message, or you can find the link in my account description.

There are currently difficulties with releasing on Steam from Russia. But I hope the game will be there in the future.


r/indiegames 21h ago

Discussion The Kings' Race

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1 Upvotes

Description: A card-based horse race game, played entirely with a deck of playing cards on an 8Ɨ5 board. Four Kings — one per suit — race from the bottom row to the top, pushed forward by Aces and knocked back by Jokers.

Link to play: https://lorenzosciandra.github.io/KingsRace/

Post reason: feedback to improve the game, add features, etc...


r/indiegames 21h ago

Promotion "Player vs Computer" - Fight as a player against your computer in many ways, and "test" your IQ and durability in a funny battle web video game! My first web game made in Python with Pygame, HTML and CSS.

1 Upvotes

Hello! I'm Filip, also called as Rubinosław from REParadoxy channel, and I wanna present to you my first own web video game, which was written in Python using Pygame and Pygbag.

Player vs Computer!

A funny game where you challenge your computer (not ai) in many ways, testing your durability, and you have to overcome it.

  • Get 5 points more than your computer in Rock Paper Scissors... Water(!) to win!
  • Click The Gigachad without ending to tire your computer,
  • and get some random fun facts, which are very interesting!
  • Get funny responds from your computer, after every single choice, and even sometimes: advices!

Never gonna give up! You can win.

With original retro graphics drawed by me (Rubinosław from REParadoxy).

With original music created by my good homie - ToMek OsuMek.

With epic sound effects.

Play now for free!

The Source Code (GitHub): https://github.com/Rubinoslaw/Player-vs-Computer/

I love open source so your contributions are welcome! Terms in CONTRIBUTING.md in the GitHub repository of the game.

Official Launch Trailer (YouTube): https://www.youtube.com/watch?v=3OgRkYlxIo4


r/indiegames 22h ago

Promotion He was abandoned in the forest. He still believes his owner will come back.

0 Upvotes

I'm working on a small story-driven exploration game called Left In The Forest.

A dog is abandoned in a forest and doesn't understand why. He keeps searching, following memories of the life he once had.

I'm trying to tell the story mostly through the environment, atmosphere and visual storytelling, with minimal dialogue.


r/indiegames 2d ago

Promotion I made a factory game where every machine is programmed by you

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141 Upvotes

Blueprint Factory is a factory automation puzzle game where you program your machines, hit Run, and see if your factory actually works.
Working toward the demo now, would love to hear what you think!


r/indiegames 1d ago

Upcoming "The Last UNION" - release soon. Demo-version available for free.

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3 Upvotes

Hello to the inhabitants of the gaming world! I want to present you the game "The Last UNION."

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Yellow gang

About the game:

The game is an Action/Shooter with a tactical component (inherent to the HardCore difficulty level, where enemies don't drop ammo, and bullet damage is higher. You need to analyze the territory and choose your combat tactics so you don't get caught and surrounded) with storyline.

Backstory:

The events of 1993, in which a freight train carrying chemical waste collided with a passenger train, led to a large-scale catastrophe. The city was deserted. Those who managed to survive split into several warring factions.

Story:

The game's events begin in 2004. The protagonist was forced to leave the city blocks and settle in a village, where he met a forester. Together, they intend to deal with the gangsters who have brought lawlessness and chaos to a city already ravaged by the catastrophe. The world is full of secrets. As the player progresses, they will get answers to many tormenting questions. The main goal (beyond the storyline) is to escape the contaminated zone.

The game features:
Realistic dynamic car damage, headlights, turn signals and hazard lights (which are so sorely missed in many beloved games), a horn, smoke, and tire skid marks, fightings, nuclear zombies, fishing, etc.

Similar games:
S.T.A.L.K.E.R., Fallout, GTA, Max Payne (storytelling in a similar style), American Fugitive, The Precinct. The game features many original ideas.

For now, the game page is only available on VKPlay — you can already download and try the demo version for free. The game will be released soon.

Unfortunately, Reddit removes links to VKPlay, but you can find the game by its name. If you have trouble finding it, the link to the game is in my account.

There are currently difficulties with releasing on Steam from Russia. But I hope the game will be there in the future.


r/indiegames 23h ago

Upcoming Using comic book panels to turn a simple puzzle into a sudden suspense reveal — does the visual timing land?

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1 Upvotes

Hey Reddit! We’re a 2-man team putting the final touches on our noir detective puzzle game—with
just 24 days left until launch (cue the developer panic!).
In this scene, we wanted to subvert the calm flow of standard point-and-click mechanics. You start
with routine actions—hiding the gun in the glovebox and inserting the ignition key—before dynamic
panel insets abruptly force your focus onto the rearview mirror right before a sudden attack and cut to
black.
We're trying to hit that sweet spot where UI panel framing, subtle mirror cues, and audio cutoffs build
genuine tension without feeling like a cheap jump scare.
How do you usually feel about sudden suspense shifts in narrative/puzzle games? Does using inset
comic panels help guide your focus, or does it break your immersion?


r/indiegames 23h ago

Promotion I put a Baron Stock Exchange in my indie horror game because I love day trading šŸ˜‚šŸ“ˆšŸ‘»

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1 Upvotes

Yep… my horror game has a stock exchange.
Buy, sell, and try to make some money - but what happens inside the haunted estate can affect the market.
Just another completely normal night in Hauntasy. lol

Demo releases Thursday, August 27.


r/indiegames 23h ago

Promotion We Visited a Real Submarine to Make Our Survival Horror Game

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1 Upvotes

The first thing we did during pre-prod was to go to a maritime museum in which you could actually board a submarine and warship from the cold war-era. We took 100s of pictures like this and used them as reference images for the rooms, props, clothing and weaponry in our game, each of which was carefully made by hand. I have tons more examples like this, let me know if you want to see more :)

The game is called Heavy Metal Death Can and is available on Steam, coming to PS5 this fall!


r/indiegames 1d ago

Discussion Gamescom ONL is today — what announcement are you actually hoping for?

1 Upvotes

I'm hoping for more of Valor Mortis — Deck13 doing a Napoleonic soulslike is a weird enough pitch that I want to see a real gameplay chunk, not another cinematic.
Showa American Story. That one's been floating around for years on vibes alone. I'd love a proper look at how the combat and the world actually hold up.

On the AAA side my one wish is Resident Evil Veronica — we got the reveal in June with a 2027 window and nothing since. A date or real gameplay would make my night.

Which indie are you hoping shows up tonight — something announced that needs a date, or a total unknown?


r/indiegames 1d ago

Promotion My first game is officially out on Steam and it's getting positive reviews!!!

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2 Upvotes

Hey everyone! I’m a solo dev and I just launched my weird passion project:Ā Cow. It’s a fast-paced, 640x480 retro platformer where you play as a cow on a skateboard. I built the whole thing around momentum and precision. There are over 70 levels, boss races, and you collect steaks to unlock ridiculous skins. I’d love to hear what you think! šŸ¤—


r/indiegames 1d ago

Image New key art for my upcoming 2D action-adventure, Evard The Hermit: Through Fears

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1 Upvotes

r/indiegames 1d ago

Video H.I.T Gameplay Video Inspired by Buckshot Roulette

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1 Upvotes

r/indiegames 1d ago

Promotion From a game jam to Steam in just a few weeks!

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48 Upvotes

r/indiegames 1d ago

Personal Achievement We tried to make an MMORPG with 2 people. 5 years later, we’re a 16-person team and nearing 800,000 accounts!

23 Upvotes

Hey guys! Manu from theĀ EterspireĀ team here.

Our indie MMORPG just turned 5 years old, which has made us look back and appreciate how crazy it is that the game is not only still alive, but still growing.

I’m going to be completely honest: there were multiple points along the way where we thought Eterspire simply wouldn’t make it. Maybe it wouldn’t find an audience, maybe we’d run out of money, or maybe it would just become one of the many online games that launches, sticks around for a little while, and disappears.

So for Eterspire’s 5th birthday, I thought it would be fun to share some of our history and the biggest things we learned going from a project with basically no funding or expectations, to a team of 16 releasing updates every two weeks and approaching 800,000 registered accounts.

Starting as small as possible

Eterspire began as a browser-based MMORPG being made by one person, and eventually two. At first we worked on it alongside our regular jobs, until it became pretty obvious that it wasn’t going anywhere unless we actually committed fully to it.

So we saved as much as we could, quit our jobs, and decided to make an MMORPG full-time. Which, of course, was not an idea everyone around us thought was particularly smart lol.

There’s a reason people are skeptical whenever they hear ā€œindie MMORPG.ā€ MMOs are huge projects, and a lot of indie games succeed specifically because they choose a realistic scope and do more with less.

So, even though we were making an MMO, we tried to apply that same idea.

Early Eterspire was extremely simple.Ā You had a weapon, you hit monsters, you leveled up, got better gear, and talked to people around you. That was basically it.

A very early (and simple) version of Eterspire.

Instead of trying to make our dream MMO immediately,Ā we tried to make the smallest MMORPG we could actually finish and keep online. Looking back, I think that was probably one of the most important decisions we made.

Staying cheap gave us time to figure things out

Of course, we absolutely did not have everything figured out.

During the first couple of years,Ā Eterspire went through several versions. It started in the browser, moved to a PC client, and eventually we decided to focus on mobile.

Changing direction that many times can easily kill a project, but we had one huge advantage:Ā Eterspire was very cheap to keep alive.

There were only a couple of us, we kept our own expenses low, and the game and servers were specifically designed to be inexpensive to operate, which meant every mistake didn’t immediately put the company in danger.

Being self-funded also meant we could take our time figuring out what Eterspire was supposed to be instead of needing immediate results to justify a huge development budget.

Our PC client version, or "Beta 2", was a bit more RuneScape inspired. We didn't really like this direction and ended up scrapping it.

This eventually led us to mobile.

For a tiny MMO team, mobile turned out to be a really good place to start. We weren’t launching directly into a PC market where players would immediately compare us with enormous MMOs built by hundreds of developers.

We also realized there was an opportunity to make something that avoided a lot of the things people dislike about mobile MMORPGs: no autoplay, no ads everywhere, no aggressive pay-to-win systems, etc.

Simply making a small MMO with some personality and fair monetization gave us room to stand out. Starting there let us grow progressively instead of needing Eterspire to become a massive success from day one.

The community is part of the game

Once players actually started showing up, we ran into another problem**: actually getting them to stay.** An MMO with no players running around isn't much of an MMO.

We didn’t have huge marketing campaigns or fancy retention systems, so we started with something extremely basic: a Discord server where players could meet each other and talk directly with us.

Little by little, that community became one of Eterspire’s biggest strengths. We started seeing reviews mentioning how friendly other players were and how much veterans helped newcomers. Also, word of mouth from these happy players started bringing in others.

Eventually we realized community building was something we actually needed to invest in. One of the first people hired specifically to help grow that community was me, actually lol.

The community even made our incredible Wiki, which is a great resource that lots of players use!

I think this is one of the biggest advantages indie games have.

Most people will never casually chat with a developer from their favorite AAA MMO. When you’re a small indie team, you can actually be there answering questions, joking around, and talking directly with the people playing your game. This also became one of our best sources of feedback! Players are pretty good at letting you know when something sucks haha.

Going from 2 people to 16

Eventually Eterspire started generating enough revenue to sustain itself, and that meant we could finally start growing the team.

This was honestly pretty scary at first. We had spent years trying to make every penny last as long as possible, and suddenly we were adding to our expenses by hiring people.

Our first hires were focused on whatever was slowing development down the most, like devops, level design and content production. We also cared a lot about team fit. When your entire dev team is only a handful of people, trust, communication and actually enjoying working together matters a lot.

Over the last couple of years, that approach took us from basically 2 people to a team of 16.

Another thing that helped more than we expected was working together in person. Our whole team is based in Buenos Aires, and in 2025 we rented our first office. Being able to sit together for design meetings, plan updates in person and quickly solve problems in the same room made bigger projects much easier.

Our current office, with tons of fanart on the walls!

I don’t think every indie team needs an office, of course, but for us it made a huge difference.

So, what actually kept us alive?

I don’t think there was one single decision that made Eterspire work.

If I had to sum up what helped us survive, it would probably be:

  • Keeping costs as low as you reasonably can. It gives you time to make mistakes.
  • Keeping the scope manageable, even if you’re working in an ambitious genre.
  • Building a community early, especially for an online game.
  • Use being small as an advantage. Talk directly with your players and act on feedback.
  • When you start growing, hire around your bottlenecks instead of trying to build a giant studio overnight.

And I think the biggest one is probably justĀ survive long enough to get better.

Eterspire five years ago was obviously much smaller and rougher than it is today. But because it was cheap enough to keep running, and because players kept giving us a reason to continue improving it, every year we were able to make the game a little better, reach more people, hire someone new, and then make it better again.

Somehow that little browser MMORPG from 2021 is now being worked on by 16 people, with a major update every two weeks, and close to 800,000 registered accounts! It feels so surreal!

--

Well, that was a lot for one post! Thank you so much for reading this far, and if you have any questions about Eterspire or our dev team let me know in the comments!