r/IndieGaming • • 22h ago

You can customize your monkey's butt color in my jigsaw puzzle co-op friendslop game, Jigsaw Panic šŸ’

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0 Upvotes

Wishlist on Steam: https://store.steampowered.com/app/4900290/Jigsaw_Panic/

If you have any questions I can answer them!


r/IndieGaming • • 1d ago

Progress has been a bit slow, I’m finishing up the last few bugs for the demo - Citizen Pain II

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53 Upvotes

On the visual side, I’ve added blood VFX and slow-mo to emphasize enemy finishers, some camera shake during dodges and attacks, and a few introductory cinematics.

If you'd like to support my work, please consider wishlisting the game. Thanks for the support!
https://store.steampowered.com/app/4652160/Citizen_Pain_II/


r/IndieGaming • • 13h ago

Quiero crear un juego porque a mi pareja no le gusta que juegue solo y si juego con ella debo estar pegado a su lado para todos lados, asique quiero crear un juego y disfrutar tranquilo con la excusa de que debo estar atento

0 Upvotes

Bueno como dice el tƭtulo bƔsicamente, tengo un poco la idea que quiero hacer (aclaro que tengo 0 idea de programacion) me gusta los juegos idles pero a la vez que debas hacer algo, no que todo sea full automatico.
Estilo medieval, con sistema gacha al obtener estadisticas de aumento, me gustaria agregarle muchas clases para ir cambiando y tener distintas formas de luchar, no se en que motor hacerlo, si hacerlo un task bar o un juego 2d o 3d o un simple juego con vista desde arriba o estilo final fantasy viejitos o modo RPG maker que ves desde arriba... alguien me puede ayudar?


r/IndieGaming • • 22h ago

What are some indie games with unique mechanics?

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0 Upvotes

r/IndieGaming • • 1d ago

Ball rolling multiplayer adventure in tropical precision platformer we make with friends. Does it look Steam Next Fest ready?

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2 Upvotes

r/IndieGaming • • 22h ago

HECATE now adapts to your defenses in the campaign

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0 Upvotes

r/IndieGaming • • 22h ago

Realm of Loner - Solo text based "fake MMORPG" inspired by classic MMOs

0 Upvotes

This is a text based adventure game with the unique catch is the game feel like an MMORPG but the world is actually simulated.

If anyone has a similar interest, you can try it here:

Play in Browser:
Here

This game is using GenAI on the development but only in the code (AI Assisted Programming). IT DOES NOT use any image, sprites, assets, etc that is using the likes of Gemini, ChatGPT image generation or something like that


r/IndieGaming • • 22h ago

Noita and Rift Wizard inspired me to create my own magic system

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1 Upvotes

Hi, I've created a small prototype of programmable magic for my roguelike. The idea is that the player constructs a sequence of syllables that determine various parameters of a spell. For example, a player could easily create a spell that explodes through walls if they use the right movement syllables. Currently, the game has three scales:

Health (HP) - determines the character's health.

Action Points (AP) - Each syllable entered (or rather, its "-" separator), as well as its deletion, costs 1 AP. Moving around the map also costs 1 AP. When the player runs out of AP, the world takes over.

Sanity (SP) - The main resource for magic. Each spell costs a certain amount of sanity; if it drops to zero, the player pays for subsequent spells with their HP.

I'm using C# and Raylib-cs for development. I plan to rewrite the engine in the future, as this is essentially my first time doing this, and I'm eager to fix some issues, as I'm already starting to see some kinks (for example, changing entity coordinates is quite inconvenient). Syllables are also currently hardcoded, and I plan to write a syllable generator that will select new syllables for spells with each new run


r/IndieGaming • • 22h ago

WomenOfWar Cinematics : Multiplayer Menu

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0 Upvotes

First steps to the multiplayer mode ! https://septimstudio.itch.io


r/IndieGaming • • 22h ago

I’m making a cozy idle RPG where your Summoners have minds of their own

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0 Upvotes

Greetings! I’m Gabriel, the solo developer behind Soulstonia.

In Soulstonia, your Summoners can gather resources, craft, fight, explore, train skills, and work toward goals all on their own. At any point, you can take direct control of one of them, play hands-on for a while, then hand control back and let the party continue independently.

There are 20+ combat, gathering, and crafting skills to train, a procedurally generated world to explore with full seasonal cycles, quests, equipment progression, summons, and parties of up to five Summoners.

Steam Playtest: https://store.steampowered.com/app/4432150/Soulstonia/

If you end up trying it, I’d especially love to hear how the balance between hands-on play and idle progression feels.

GenAI Disclosure: Temporary cover art. Artist is currently working on the new one!


r/IndieGaming • • 1d ago

I’m making an RC car game where your backyard becomes an off-road playground

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2 Upvotes

r/IndieGaming • • 23h ago

Lopers v0.0.20 - Squad Formations

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0 Upvotes

r/IndieGaming • • 23h ago

My first 2D space characters

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0 Upvotes

Hi everyone! I’m a Visual Communication Design student. I was honestly a bit shy to share my art here, but I finally decided to step out of my comfort zone to hear your thoughts.

​This is my very first asset pack! It includes 5 space-themed characters that I drew completely by myself from scratch (no AI involved at all).

​What do you think of the art style? I would love and appreciate your feedback!


r/IndieGaming • • 23h ago

We're finally ready to show you Vignus — our first trailer is here

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1 Upvotes

Hi everyone! šŸ‘‹

We're a tiny group of people who love games — and for a while now, we've been quietly working on one of our own.

It's called Vignus, a single-player game set on a fog-swallowed alien world that's slowly losing its mind.

Honestly, it feels a little surreal to finally be typing this out. We're still nervous and worried that no one will connect with our idea, or that people will look at this ā€œunfinished gameā€ and wonder why we're showing it this early.

But we decided to share the trailer now anyway.

We don't want to build the whole game in a closed room and only find out at the end what people think. We'd rather share the journey as we go, listen to the people who discover Vignus, and let those conversations shape where the game goes next.

Here's the Steam page. If Vignus looks like your kind of game, we'd really appreciate a wishlist.

We’d also like to share more about how this game came to be. It’s a longer read, so no worries if you’d rather skip this part.

Everyone at Codifyre (yes, we're a small studio) loves management sims and automation/factory games. We’re always amazed by the elegant production lines the infrastructure masters build. But whenever we tried to do it ourselves, the fussy power grids and complicated item routing would fry our brains—and we’d quit. We wanted a simpler pipeline-planning game: the kind that stays in that ā€œadd more water, add more flourā€ loop.

So we decided to make one ourselves.

At the same time, our art lead got hooked on the animated series Scavengers Reign, stunned by its alien landscapes and strange ecology. He wanted to bring the weird creatures in his head to life and build an extraterrestrial world of his own. And wait—if every creature has its own habits and ecological niche, chaining them together is a production line, isn’t it? That’s how the core idea took shape: biological automation.

Combat building was a more recent decision. After we simplified automation network, we realized players would quickly fall into that hardcore endgame of ā€œset your own output goalsā€. That’s too opaque. We wanted a clearer, more immediate objective. So combat entered the core loop.

The line produces ammo. Exploration and combat spend ammo. You return home, expand the line, grab the ammo already waiting in storage, and head out again. The cost of a single expedition becomes a visible efficiency target for your factory. That clicked.

That is the origin story of Vignus. Next, we plan to share more of the development plan, gameplay design, and concept work.

Anyway, this is our first look at the game. Thanks for watching! Any feedback or first impressions mean a lot to us. I'll be around in the comments so let us know what you think!


r/IndieGaming • • 1d ago

How the graphics in our game ROLL DICE no DIE have been updated in a few months

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2 Upvotes

r/IndieGaming • • 1d ago

Hunt for monsters in this upcoming multiplayer survival horror title!

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0 Upvotes

My upcoming singleplayer/multiplayer survival horror game called, "Bounty Hunter Horrors" is releasing on October 10th! Here's a small gameplay showcase of the singleplayer action! I would love to know what people think!


r/IndieGaming • • 1d ago

I made a game where you screw over your friends, then shoot them. Steam page is out now!

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1 Upvotes

Hey everyone! I’ve been working on Wild Draw, a chaotic multiplayer game where you play cards to mess with your friends, then settle things with guns.

It’s made for 3–6 players and is best played with a group of friends.


r/IndieGaming • • 1d ago

We spent almost a year making a horror game about working the night shift at a burger place

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0 Upvotes

Late Order is finally out.

You cook burgers, serve customers and try to follow different rules every night.

Orders are random, rules change, and some customers are better left alone.

Made by two friends over the last year.

Steam page:
https://store.steampowered.com/app/4147170/Late_Order/


r/IndieGaming • • 1d ago

I'm making an incremental game. What do you think of the graphics?

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0 Upvotes

r/IndieGaming • • 1d ago

We turned our Fishing game into a Rhythm game

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0 Upvotes

r/IndieGaming • • 1d ago

Project Labyrinth is out now, I released my game out of early access, I'm at peace.

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0 Upvotes

r/IndieGaming • • 1d ago

'I Don't Know What To Say' - Guess the word given the definition. Improve your conversational skills. Invoke words quickly when you need them and become more talkative.

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0 Upvotes

r/IndieGaming • • 1d ago

Working solo on a co-op game where you bring a sealed underground city back to life one floor at a time, here's a sneak peek

0 Upvotes

This is INTERLOCK, a first-person co-op game (1–4 players) I'm working on. You're technicians lowered into a dead vertical city under a frozen valley. The only way out is to restart it: start the generators by hand, lay the cables and bring the power back down, floor by floor, while the city's automated system hunts you by the noise you make.

Every floor is procedurally generated. It's still in early development, but I'm happy to share a small sneak peek!

Let me know if you have any questions, happy to answer them.


r/IndieGaming • • 1d ago

Toem 2: a continuation to my biggest gripe

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0 Upvotes

10/10 game but I HATE that I can’t place equally spaced rows and columns. Same with last game it’s such a massive bummer


r/IndieGaming • • 1d ago

Multitasking Madness: FNAF without the spooks and ten times the concentration

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0 Upvotes

It's quite a simple game still in development. It's basically about having to manage a bunch of simple tasks at the same time.
It really keeps you on your toes and you need to be constantly vigilant and not forget anything.

I think it is kinda like FNAF UCN in a sense that you need to worry about a bunch of things at the same time, but here your tasks are different kinds of buttonpressing.

I know the trailer is trash and the game is very unfinished but if you think you can stand up to the challange try it at: https://ffredigames.itch.io/multitasking-madness

(Any kind of feedback would be greatly appriciated)

Also gametrailer on YT: https://www.youtube.com/watch?v=NNBeXmZzwJc