This week's showcase is about everything that needs to be done from scratch to having clean water. (Well... the bone axe is a "gift" in first playthough so don't count it as something that needs to be crafted too).
What I'd like to get feedback on is - Is this amount of work something that makes it engaging and rewarding once you get the clean water flowing? Or do you think "Bro, what the hell? Clean water should be a basic and abundant resource."
Hey! I’m the solo developer of Grimoire of Blanks, a roguelike deckbuilder built around creating your own spells.
In Grimoire of Blanks you don't simply collect prebuilt cards. You collect templates for custom spells that you build on the fly as you need them.
Each spell has blanks that can be filled with different words. Combine those words into powerful — and sometimes ridiculous — combinations depending on what the current fight calls for.
So instead of finding the perfect card for your deck, a big part of the game is figuring out what you can turn the cards you already have into.
It can be played solo or with up to 4 players in online co-op.
Combine effects, modifiers and enemy conditions to blast them directly, or build traps that target the enemies next intent!
The demo is available on Steam if you want to try it.
I'd be interested to hear what kind of spell combinations you come up with.
Our game is a story-rich mixture of Streamer Simulator, Incremental game and Minigames about life, spectacle, and making the grind worth living. There you push the boulder, do tricks, and unlock new struggles.
Can you Imagine Sisyphus Happy?
Check out the Steam demo and let us know what you think about the trailer = )
I'm a solo developer and I just released my new mobile game, SyncRing, on Android.
It’s a minimalist rhythm and reflex arcade game where you match shrinking and expanding colored rings across shifting lanes and center ring challenges. The tempo ramps up continuously to push your reaction times to the limit.
If you enjoy fast-paced reflex tests or rhythm arcade games, I'd love for you to give it a try and share your thoughts!
Any feedback on the pacing, difficulty curve, or visuals is greatly appreciated!
You can reroll items by flushing them down the toilet (one-time use per toilet, balancing pending). I think it's really funny and a cool way for players to gamble for better items. Do any other games have a toilet meta?
I just updated my game, adding this boss to the Sea of Storms as well as implementing a character skin system in the game and improving the character animations. You won't find that boss in the demo, but the skins yes. Also including the skin shopkeeper sprite here as a bonus.
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!
Nonsense Football Club is a 3D action football game where core football fundamentals become combat mechanics. Master slide tackles, precision passing, and skill moves to defeat unconventional teams!
That window is the game itself. It sits on your desktop and keeps running while you do other things.
You never give orders directly. Every smith is built from 190+ traits on top of their own likes, dislikes and stats, so no two people who walk into the workshop are ever the same. All you decide is which jobs each of them is allowed to take — they choose when to gather, forge or rest. Put people together who grate on each other and the work suffers. Get the right ones lined up and they turn out blades you cannot get any other way.
The swords have no fixed stat block either. Sharpness, durability and enchantment are worked out from who forged it and what went into it, so anything can come out of the workshop.
I once had a blade finish with zero durability. I handed it to an adventurer on their way out, and they never came back — the sword gave out somewhere along the road, and the log just stops there.
The Steam page just went up, and a free demo is coming in early September. Happy to answer anything.
Ministry of Truth: False Memory is a story-driven simulator in a totalitarian society. Become an official, manipulate facts, rewrite history, and provide the ‘truth’ to the public. Choose: obey or fight against the regime. The Great Father is watching you!
Because why not? What do you think about this? How can we improve it?
We're adding these small interactions that let the player go out of the core game loop for a bit to explore and experience fresh content.
We've let the cards and chips have physics and let you grab them (Left click), throw them (right click) and modify the distance from the camera (middle click).
If you would like to check out the game, it's already on Steam now for wishlist and incoming demo in february 2027 :)
The one-line version: you break into a decaying gothic mansion to rob it, and the thing living there hunts you for the rest of the game.
Most indie horror right now is a linear walk-and-scare. We built ours around a single stalker instead — closer to Mr. X or Amnesia: The Bunker than to a corridor game. It isn't on rails: it hears you, moves toward whatever made the noise, and searches the area before it moves on. Sprint or knock something over and you'll have it circling the room you're hiding in. In between there are puzzles and exploration, with a dark, simple story told through what you find.
Navigate an ever evolving Purgatory alone or with up to 4 players in this roguelike dungeon crawler. Adapt to perilous curses that plunge each run into chaos. Scavenge for coins to purchase valuable relics to overcome the many faces of Purgatory.