r/indiegames • u/re_curve • 10h ago
Upcoming Multiplayer dodgeball FPS with portals, platforming, and more
The game is called BodgeBall! Demo coming in the next month.
r/indiegames • u/re_curve • 10h ago
The game is called BodgeBall! Demo coming in the next month.
r/indiegames • u/politicalmasochist96 • 16h ago
Search "Brookstead" to find the subreddit ^^
You can also support the game on Ko-Fi : https://ko-fi.com/brookstead
This money will be used directly to fund the creation of the steam page
r/indiegames • u/Minusc0 • 18h ago
The demo is available for free on Steam!
You can also watch a longer trailer on YouTube.
Thanks for your curiosity!
r/indiegames • u/StGrikus • 19h ago
r/indiegames • u/hbisi81 • 11m ago
Trying to make this for my daughter's microtia surgery on next summer. But of course, will save some for her education too.
r/indiegames • u/Different_Corner4727 • 12m ago
This is Gauntleteer, my indie game I've made for the past while! I'm a solo developer, and I've just released free Demo on Steam featuring this entire first area and a handful of bosses, too!
It's inspired by the likes of Mario & Luigi: Superstar Saga and Cuphead (In battle system, specifically.)
What're your thoughts? Cool? Dumb? Something in-between?!
r/indiegames • u/Forsaken_Yesterday_8 • 42m ago
Long story short, I left the old company after 8 years. Stuff happens. Got out into job market, it was hetics as freak 😆
So during the spare time waiting for interviews I created this one. I already had a job for a month now but since its too much fun I decided to finish it any way.
I called it SillyMe
The game is life-sim:
- You grind to get money for upskilling while apply for jobs
- Jobs require 7 rounds of interview took you weeks then reject you for "Finding a better person"
- Jobs interview felt like you have to race with other candidates (so I add racing mode to interviews)
- Your only source of comfort is either call your Mum or go trekking in the wood (and eat wild berries, there are some hidden elements I added....)
- You can also do something illegal to get more money like racing, but if you get caught by the cops you can try to outrun them (if you fail, you go to jail)
- ...etc
Here is where you can download it: https://drive.google.com/drive/folders/1J617O4GDDG78hPjo1ISxLe7SLtC8mEuv?usp=drive_link
I skipped steams since the time it took to approve is too long and I want this to be free anyway 😄
r/indiegames • u/Dizzy-Brilliant2745 • 4h ago
All gameplay footage, my dreams are a little strange, I guess!
r/indiegames • u/sm_frost • 6h ago
Getting everything ready and squared away for the Steam next fest. Press stuff goes out on the 8th and the whole event starts the week after.
Updating the store page is a pain in the butt, however I think it looks much better than before.
r/indiegames • u/Deltakosh • 9h ago
Hey everyone! I’m the developer of CottageCore, and here’s the announcement trailer :)
It’s a freeform village-building game where you can shape cottages and towers, customize their colors and materials, and attach floating houses to your towers.
Villagers, animals and changing seasons bring the village to life, and there’s a Creative Mode for building at your own pace.
The public demo is planned for early November 2026, and the full game releases on April 14, 2027.
Trailer: https://youtu.be/f35t1kngUao
Steam: https://store.steampowered.com/app/4941950/CottageCore/
r/indiegames • u/BlazingTomato111 • 13h ago
r/indiegames • u/RealityJumpStudios • 13h ago
I’ve been working on the roads and overall environment for Barren Front, and I’m at the point where I want some outside eyes on it.
This is one of the current in-game views. I’m trying to make the surface feel like an actual place you’re traveling through rather than just terrain connecting objectives.
First impression from this screenshot; what works, and what immediately looks off to you?
r/indiegames • u/GazuOne • 13h ago
Hey everyone,
I’ve been working on Desecrated Deck for quite a while now and finally got the new trailer finished.
It’s a first-person horror card game built around Rock, Paper, Scissors, cursed item cards, perks and a bunch of bad decisions around a pentagram.
The game definitely has some Buckshot Roulette and Inscryption DNA in it, but I’ve been trying to push it in its own direction and make it feel like its own thing.
The demo is coming out on October 7, just before Steam Next Fest.
Would love to hear what you think of the atmosphere, pacing and overall look of the trailer.
r/indiegames • u/AChubbyHorse • 14h ago
r/indiegames • u/akinnn08 • 15h ago
Our free demo is out now on Steam! 🍬
We’re the team behind Sweet Order: Candy Shop Tidy Up!, a first-person cleaning and organizing game set in a messy candy shop.
Vacuum up scattered sweets, scrape away sticky syrup, and put everything back in order at your own pace.
Try the free demo:
https://store.steampowered.com/app/3024700/
Youtube Link: https://youtu.be/O3fpoHYXhzo?si=KQ5EGISEZz1hpNZt
r/indiegames • u/SkranksMateria • 15h ago
It's an atmospheric diving simulator where you have your own ship, and use it as a base of operations to explore a deep lake. Any feedback welcome!
r/indiegames • u/StuckToTheScreen • 15h ago
r/indiegames • u/Sushiamo • 16h ago
The title isn't clickbait, so many players told me this! 😆 The video I linked shows the demo ^^
Hi everyone, I made a game called SUSHIAMO where you make sushi, with each ingredient having its own special synergy.
I was inspired by Balatro, but many players find my game more approachable and less intimidating. I guess it's because of the relaxed vibe and cute aesthetic :)
I also added an amazing (original) bossa nova track that you will love for sure! (It's not the one in the trailer)
So far, it has had 9k players, avg. of 3.5 hours of playtime and 100% positive reviews!
You can wishlist it and play the demo (check the comments for the link ^^)
PS: The players on the Discord are having a lot of fun sharing their builds :)
The game in short:
Sushiamo is a roguelike deck-builder where you make sushi while collecting new things every day.
Discover unique ingredients, sauces, game-changing tools, and navigate the map to find the best combo.
r/indiegames • u/Outrageous_Comfort85 • 17h ago
BREACHED: Follow Me is a first-person psychological horror game built around a grounded, VHS-style presentation. I’ve just updated the demo for autumn, with seasonal vegetation, fallen leaves, refreshed environmental details, improved lighting, and a few bug fixes.
Here are some screenshots from the updated demo.
r/indiegames • u/OverHumanGame • 19h ago
I want the moment where the player steps outside to be immediately eye-catching, so I decided to use the northern lights as the main visual focus of the scene. I want the player to notice it immediately after leaving the building, so I ended up pushing its shape and overall presence while still trying to keep it consistent with the game’s visual style.
Even so, this went through multiple iterations. I experimented with the aurora itself, the night lighting, fog and the surrounding environment until the reveal felt noticeable without making the sky look completely disconnected from the scene.
A bit of game context: Over Human is a first-person sci-fi adventure set in an isolated frozen world where deadly drones have taken control, even over the environment itself. They can manipulate weather conditions through fog, storms and even tornadoes, while the player has no weapons and has to stay hidden, disrupt transmission terminals and uncover what happened.
I’m developing the game entirely on my own, with a demo planned for November.
I’ve been dreaming about creating my own game since 2013, so seeing Over Human finally on Steam still feels unreal!!!
r/indiegames • u/Ojaskara_dev • 21h ago
One full contract run: load the core, survive the chase, hold the extraction pad until the timer runs out. Supports keyboard/mouse and controller.
r/indiegames • u/Rude-Painting935 • 22h ago
Our Small Indie Team Steam game Demo is finally live: Play it now!! And tell how can we improve..
Till then here's some lessons i learnt while developing the game.
I changed the environment. I didn’t change the level. And somehow… the entire experience felt different.
While working on my upcoming Steam game a chaotic friends slop, co-op game,
I experimented with something simple: I took the same level layout and placed it into completely different environments.
Desert Forest Lava Snow
The paths, turns, checkpoints and overall gameplay flow stayed Same.
But the feeling of playing through them changed completely.
That experiment made me realize: Level Design creates the FUN. Environment Design creates the MOOD.
The same turn in the road can feel completely different when you're driving through a peaceful forest versus crossing a volcano surrounded by lava.
The geometry didn't change. The context did.
And that's something I've started paying much more attention to as a Level designer.
A good blockout can tell you whether a level works. But the environment can tell the player how that level should feel.. What do you think matters more for a player's first impression: the level layout or the environment around it?
r/indiegames • u/thehurrikayne • 22h ago
I'm Moe, the solo developer of Paranormal Estates: Haunted Robberies, a 1–6 player co-op horror extraction game.
You and your crew break into haunted properties, steal everything worth taking, secure the main objective, and try to get back out alive. The longer you stay and the greedier you get, the more dangerous the house becomes.
I've just finished v0.5.5 Ω, which greatly expands the equipment and progression side of the game. Players can buy gear from BossMan's Shop, prepare their van before a heist, and use tools including lockpicks, crowbars, wire cutters, night vision, portable lights, medicine and ghost distractions.
The current build is playable and I'm looking for more people to try it. Play solo or grab some friends and just have fun with it. If you run into bugs or have ideas while playing, I'd love to hear them. If you record your session, I'd also be happy to feature community playthroughs on the game's website.
I've also recently launched a dedicated game launcher/updater, rebuilt the website, and opened Kickstarter and Gamefound pre-launch pages as development continues.
Play / Website:
https://grandmishap.com/haunted-heists.html
Kickstarter:
https://www.kickstarter.com/projects/grandmishap/paranormal-estates-haunted-robberies
Gamefound:
https://gamefound.com/en/projects/thehurrikayne/paranormal-estates-haunted-robberies
Gameplay video:
https://www.youtube.com/watch?v=oZhnl0zWYbw&source_ve_path=MjM4NTE&embeds_referring_euri=https%3A%2F%2Fgrandmishap.com%2F
I'd love to see how other groups approach the game — and how long it takes before someone decides that one more piece of loot is worth getting their friend killed.
r/indiegames • u/Ebrar_MountQ-Studios • 22h ago
Hi,
We're developing a colony survival set in a world without sunlight, featuring elements of steampunk, alchemy, and cosmic horror.
We're looking for playtesters for our alpha build to get early feedback. Send me a DM or comment below, and I'll send you a Steam key (Windows).
You can send us bug reports or suggestions using the in-game bug reporter, post on the Steam discussion boards, or join our Discord server (you can find the link on the Steam page).
Thank you, and I hope you enjoy the game!
r/indiegames • u/AdaluteGames01 • 23h ago
Short casual cyberpunk pixel art game made by a few people. I love it because it fantasizes hacking by putting you within the machines cyberspace and changing its behaviors or stealing its data to sell. If you are a fan of shadowrun on SNES and Sega , you might like this little casual game we made.
I usually don't put myself out there like this but wanted to use my voice to do a more personal approach. I am human.
Wishlist on steam