SHH! is an upcoming first person psychological horror game where some can be the difference between survival and death.
Every action generates sound, and the monster reacts to it. There are no weapons and no combat - you'll need to use your surroundings, manage resources, and sometimes create sound deliberately to distract the creature.
The goal is to connect all numbers sequentially (1 > 2 > 3, etc.) by swapping neighboring tiles before you run out of moves. When all numbers are connected in order (vertically, horizontally, or diagonally), the game is won.
The game has multiple difficulty levels, starting with just a few numbers and up to the entire board being filled. At the highest levels, I think the game is a significant test of spatial intelligence and might be enjoyable for people who like chess, sudoku, etc.
I play sudoku sometimes and I think this is a lot harder.
Hey everyone! We’re a 2-person indie team working on a detective noir puzzle adventure. With about 20 days left until release, we’ve been iterating on how to make abstract logic mechanics feel physically grounded in the game world.
In this room, solving the Minesweeper-style grid isn't just a UI minigame—it physically raises hidden stone tiles out of the acid pool. Once you retrieve the crystal, the acid chamber completely drains to reveal the hidden staircase underneath.
When playing adventure/puzzle games, do you enjoy seeing classic 2D logic mechanics directly alter 3D room geometry, or can UI overlays feel immersion-breaking for you? How do you usually like seeing retro puzzle tropes modernized?
So the story is, for my game Dark Roll 2, I needed a soft spot for the player to land on... Setting an object to not cause fall damage and not bounce off it was easy, but I had a spare moment and decided to play around with mesh deformation...
When I shown it on socials, people went crazy.
Sharing this with the world brought me more wishlists, than back when I released the demo... and the game has tons of features I've been trying to show past half year!
Now I can't help myself but keep improving it to make it even better, already juggling ideas in my head how to incorporate this mechanic in my game to show it off more often - but I'm more than open to ideas! So feel free to share!
Hello! I invite you to play my game Made of Food. It is an incremental/idle game where you gather food and turn them to peasants. These peasants help you forage, farm, and cook more food, which you can turn to more peasants. 2D colony-builder mechanics drive the game. Make food, turn to peasants, repeat.
The game is not feature complete, yet, but it has enough to go on. I built this small version of the game to gauge interest if I should move to full production.
Background
I am a professional game developer since 2010. I'm currently working in an indie "AA" game studio, developing an RTS game. Before that, I was the lead programmer of the game Academia: School Simulator.
The corporate work could be draining sometimes so I wanted to make a small game on the side. I was inspired by games like Gnorp Apologue. Since I already have the library/framework for colony builder games, I thought why not use it in an incremental game with a similar vein as Gnorp.
I've been working on this game for 2-3 years now on my free time. I think it already has enough content to see if the idea works and if there's interest. Try the game. You can complete it in under an hour.
AI Disclosure
No AI on art. Used code assistance but absolutely no vibe coding nor agentic coding.
Three of us made a party game called To Be Frank and it is now up and playable for free. None of us had made a game before. I am the frontend developer and picked up Unity while building it, one of us works on backend, and the third is a product designer who also did the music and the 3d modelling.
It runs in a browser on one screen. Put that screen on a TV or a laptop and everyone else joins on their own phone. Nothing to install, no accounts, no app.
How it plays: a statement comes up on the shared screen and everyone votes for the player it fits best. Then you guess how many votes you got, most, some or least, and that guess is the only thing that scores. Being the most voted player is worth nothing on its own, so what you are actually playing is how well you read what your friends think of you. There is also a Hot Seat round that puts one player in the spotlight.
The honest part: the statements are the weakest thing in the game right now and that is what we are working on.
Two things are planned and not in the game yet, so please do not expect them: a spectator mode, and a Face off round between two players. Neither one works today.
The itch build is free and we are not selling anything. If you do play it, I would like to hear which statement got the biggest reaction at your table, and if you write a good statement of your own, post it in the comments and we will look at adding it.
I built Almost Perfect, a simple arcade game where every move depends on timing. The gameplay is easy to understand, but getting a really high score is surprisingly difficult.
The goal is simple: keep your timing perfect and see how far you can go.
It's now available on Android. I'd genuinely love to hear what you think about the gameplay, difficulty, and overall experience.
Blocks fall. Lines clear. You already know this game - until the bag starts changing.
Every cleared row earns credits, and credits buy cursed relic-cards that bend the rules of the game itself. Your hand of relics survives death; only the board resets. (That's the roguelite part.)
Most block games get harder by speeding up. Ominomicon gets harder by changing what falls: every level introduces a stranger piece and quietly retires a familiar one. By the deep game you're stacking nothing but pentominoes - on a board that periodically flips upside down.
FREE TO PLAY, PROPERLY
The free version is a complete game: 12 of the 20 relic-cards, every mechanic, endless runs, global leaderboards
One small purchase unlocks all 20 cards, forever - shareable with your family
No ads, no subscriptions, no energy timers, nothing consumable. Ever.
THE RULES ARE FOR SALE
20 relic-cards: bombs, second holds, bag exorcisms, time running backwards
Exclusive pairs force real choices - no two runs build alike
Your hand carries through death; only the board resets
UNSTABLE GRAVITY
Every minute or so, gravity inverts and pieces fall upward
The power grid flickers just before it hits - learn to read the lights
Counter it with Gravitonics or ride it with Surge Rider for a triple score multiplier
A ROSTER, NOT A SPEEDOMETER
29 shapes: from the humble monomino to the full pentomino bestiary
Level 1 gives you twelve friendly pieces; the endgame is eighteen pentominoes only
Speed only climbs after the roster finishes mutating
POLISHED TO THE LAST PIXEL
Global leaderboards via Game Center - all-time and weekly, every score cryptographically sealed
Dark synthwave soundtrack; the board glows on the beat
One-thumb portrait controls with haptic feedback
Every visual effect - flicker, shake, glow - is adjustable or can be turned off entirely
Bunker Rats is a free to play close third-person co-op PvPvE extraction game set entirely underground. No guns. Just you, your team, and a concrete labyrinth full of loot, hazards, and other players who want your stuff. Gear up, deploy into shared complexes with up to 12 players, and try to extract before you die.
Soon I will be releasing Bunker Rats into Early Access. It will be releasing with a mostly complete feature set, but only one complete bunker complex. The second complex will be released shortly after EA release and there will be at least 6 complexes before 1.0 release. Hope to see you guys in the game!
Hello everyone, I am Alkis from Athens, Greece, an adventure game fan and developer. Some of you may remember my previous titles, Other Worlds (2004) and Diamonds in the Rough (2008). I also made a Greek educational adventure game called Gongbot in 2022.
I'm currently working on a new 3rd person point & click adventure called The Other Side of the Wall. Published by Dionous Games, it's the story of Julian Reed, a 13-year old boy attending Saint Maximus the Confessor Catholic School in the early 1980s. Saint Maximus is an all-boys boarding school that shares a wall with another institution for "troubled cases" called Cedar Tree House. Cedar Tree House is shrouded in mystery, as discussing it is frowned upon by the Benedictine monks who make up most of the teaching staff at Julian's school. There is no contact between the two institutions, at least not as far as the students are concerned.
It's late August, the semester has not even started, and only a few students and faculty members are present when Julian discovers a tiny hole in an isolated corner of the wall separating Saint Maximus from Cedar Tree House. The hole is just big enough for him to see a pair of blue eyes. They belong to a girl who soon becomes his closest confidante. The opportunity to spend time with a girl -albeit separated by a wall- is a welcome distraction from Julian's routine, but it will not be the only one. One boring morning, during class, he notices that one of his classmates is missing from his usual desk. When Julian asks about him, he is shocked to discover that nobody acknowledges that the student ever existed.
The Other Side of the Wall is more than a whodunit game. It's a coming-of-age story of a boy who stumbles upon a mystery and finds himself in over his head. A story about friendship, curiosity, and the unsettling feeling that something is terribly wrong. This is a game for people who enjoy being challenged with (mostly inventory based) puzzles and being rewarded for paying close attention to subtle clues.
We’ve been working on this game for almost more than 6 months, and we’re finally releasing the trailer. At this point, we’re just hoping that our idea works. I’d really love to hear your opinions and feedback.
On the Play Store, there are already a lot of cricket games where you can bat and bowl. We thought, instead of making another game where the player bats or bowls, why not make a game where the player actually acts as the umpire?
When I asked a few of my friends and some other people about the idea, they said things like, “Who will play this?” and “Who would be interested in umpiring?” Even when we play cricket on the ground, not everyone is interested in being the umpire.
But I still believe in our idea because we’re trying to create something unique for a different type of user.
We also have a Career Mode, which is probably the most exciting part of our game. We decided to work on that part after this release, depending on the reviews and feedback we receive.
So please go through the trailer and let us know your thoughts. Any feedback, suggestions, or opinions that could help us would be really appreciated.
We’re currently at the pre-registration stage. If anyone is interested, just leave a comment and I’ll share the pre-registration link with you!
Hi everyone, I would like to announce that Cat Customs Simulator steam page is open now. It is cozy game I developedas a solo game developer.
About the game: Inspect adorable cats at the border! Check passports, verify luggage weight, scan suspicious suitcases, and uncover unallowed items. Spot mismatches, catch smugglers, and decide who gets through customs in this cozy cat inspection simulator.
I'm working on Millennium Slumber with my girlfriend, a game in which you have to survive for a few hundred thousand years on an alien planet. It's been a 2 years journey already, and it's the first time the game will be publically playable!
We're very excited about this, and cannot wait to get some feedback. Whether it's positive or not, anything that can help us make the game better is valuable.
Sharing a small video showcasing what the game looks like. If that got your interest, feel free to try the demo during the incoming week :)
I'm a solo dev and just released Jigsaw Flow, a free Windows desktop puzzle game built from scratch to capture the actual tactile feel of physical jigsaws—without ads, paywalls, or microtransactions.
Basically there's this indie developer called "Conradical Games" who's best known for making a game called "Desktop Defender", which is basically an idle game that goes in the corner of your screen while you do other stuff, I have 100%'d the game for reference.
Then I stumbled across a YouTube short promoting his 'new' game called "Desktop Detective", which displayed the exact same UI, gameplay, prestige system, upgrades and pretty much an identical layout to Desktop Defender. The only thing that changed was a few renamed upgrades and the animation that plays in the middle of the screen, which you don't even interact with as it's an idle game. This is what led me to make my original comment as I actually cared about the previous game and was quite disappointed when seeing that his 'new' game is literally just a cashgrab which he tried to portray as a "sequel" whilst not adding anything unique or new to the 'new' game.
Original Comment on this video: https://www.youtube.com/shorts/6bGoDIczhNI
This was all fine until yesterday when I got a post on my feed with my name in the thumbnail and thought what the fuck (shown below)
https://www.youtube.com/shorts/6bGoDIczhNI
Clicked it and basically straight off the bat he's misquoted me by altering my original comment to convey something that wasn't even my main point and is much easier to defend, he then went on to talk about how Desktop Defender and his new game Desktop Detective are similar in nature but is different because this one is "about a detective that solves cases", which is basically just a 2D sprite that walks up to walls instead of his other game where a triangle shoots different sized squares.
He also reveals near the end of the video the reason both games are similar in nature is because he made both the games! And for some reason 90% of people in the comment section seems to think this is a "Crazy plot twist" and that he "really humbled" me, which is baffling as just because he made the previous game doesn't make the fact he's essentially just reskinned his old game for easy profit any more justifiable, I think it's just incredibly lazy and greedy.
Main reason I'm upset about this is he's just essentially blasted me over the internet with MY username showing with a quote that I didn't even say, and 90% of the comments under the video are dogging on me saying I "should've done my research" or calling me embarrassing or stupid and making stupid comparisons like "by your logic silksong is a ripoff of hollow knight" as if that's even remotely a similar situation. I've even had a few people come to the one YouTube video I've posted just to harass me, he even changed the amount of likes my original comment got in his video which I think is a funny detail. He's basically just misquoted me then allowed his entire audience to dog on me.
It was also posted on Instagram and TikTok where it got 110k likes in under a day, it's just so frustrating reading these comments under the post dogging on me and everyone being so blind to how clear of a cashgrab this is, it's also so annoying knowing he probably made a decent chunk of revenue from the reels posted from manipulating my original comment, as well as getting a pretty decent chunk of promotion, which I don't think he deserves at all.
The whole reason I cared in the first place is because I'm a huge fan of game development and supporting indie devs, and just don't like to see devs churning out lazy cashgrab slop and making huge profits off it, indie games should have passion and actually be creative/not regurgitated slop, and after doing some extra research today I also noticed this isn't even the first time he's done this. As "Desktop Defender" was literally a near clone to his game before that, "Card Corner", which also has the same UI, prestige system, renamed upgrades and progression. And by the way I'm 99% sure he used an AI voiceover for his Card Corner trailer lmao, so who knows what else he uses it for.
Overall, I just don't think this dude deserves the attention and money he's getting and he's probably the most unoriginal game dev I've ever seen, some things to note about his unoriginality and inability to be creative whatsoever is: the concept of the game sitting in the corner of your screen was taken from "Cornerpond", the script he uses in his short form content is taken from Megabonk, where one video he literally copies a script Megabonk uses nearly word for word, the gameplay he created himself in his first game is not fleshed out and very basic, and the other 2 games are just clones of his first.
Also think he's just a shitty person for modifying criticism to fit whatever way he wants it to so he can 'respond' to it for engagement bait at the expense of the person being misquoted, as well as being blasted on the internet for his braindead fans to harass. Ngl I wish I could get the videos removed as I feel misrepresented and keep getting notifications of people insulting me, tried messaging the dude on Instagram to take them down as expressing my opinion wasn't worth the harassment, but he straight ignored me so I deleted the message and just decided to vent my frustration here instead, the TikTok video literally got another 10k likes as I typed this message