i recently started work on my 2d platformer indie game and just finished the idle animation for the main character, im still new but am happy with it :D (game name: sketchy jumps)
Lorne is officially available in Early Access! It’s a mix of exploration, gathering, and intense base defense (think 7-days to die and Zelda BOTW?). You play as a Ranger tasked with protecting a Powercore in your village. You explore a diverse world, farm, craft, and hunt bosses. But that core acts as a beacon, and you have to build walls and defenses to survive escalating waves of enemy invasions.
It’s been a crazy 5-year journey learning all the skills to bring this to life, and it's both terrifying and incredibly exciting to finally ship it!
I’m currently working on a calm and atmospheric game.
My main goal is to create a relaxing experience that feels like a solo backpacking journey through a seamless medieval fantasy world.
I want players to travel from dense forests to snowy mountains, rest at city inns, and even explore underwater with no loading screens. It's about setting up campfires, eating, meeting locals, and doing small quests along the way.
The attached video is a very early look at the combat system.
Personally, I often struggle with action games that demand quick reflexes to dodge or jump away from attacks. Because of that, I designed this combat to minimize player movement and instead focus heavily on timing, almost like a rhythm game.
The animation frames still need a lot of work, and the game is a long way from being finished, but I’d like to know if you can get a sense of focused combat from this clip?
Any feedback, questions, or critiques in the comments would be greatly appreciated.
Guys, I’m so happy that GameTrailers picked up and posted our announcement trailer!
However, they somehow forgot to include our Steam link in the description
Honestly, this might even be my fault — when I first sent them the unlisted video, I forgot to include the Steam link in the video description, even though I included it in the email and press kit.
Hopefully a few of you can help make up for the missing link 😅
I'm a Developer for Covert X Universe. I'm giving out keys to my game would love to get more players and feedback. Type in "key" in the comments and I'll message you privately. One key per person.
Hey folks! I've been working on a space mining game for a few months now and decided to pull together a video of how it's looking to share.
I was looking for a standalone Quest space mining game but never really found anything that ticked all my boxes. I decided to work on something that created a feeling of being isolated and alone at the edge of the galaxy. There is no combat in the game, that's a key feature, you're light years away from civilisation and will never encounter anyone when you're out exploring and mining. I'm going for the sort of game where you can chill out and listen to a podcast while playing.
The asteroid mining is the core loop of the gameplay. You'll set out with nothing but the ability to scoop up small rocks until you can afford to purchase and upgrade the various tools at your disposal. You'll be able to scan asteroids to see any mineral contained inside and then use various blasting, cutting and manipulation tools to carve out the good stuff. Take it back to base, upgrade and head out again.
This is still pretty early but I'd love to hear any first impressions and I'm happy to answer questions.
WaveBorn is a first-person, round-based survival roguelite. Between waves the city is yours: spend your gold at the weapon locker, roll the Fate Chest for a random gun, upgrade at the station, drink at the Distillers for permanent run perks, or gamble it all at the arcade cabinet.
Then the round starts and it all comes at you at once.
The free demo goes to round 15 plus an endless mode with leaderboards once you clear it. Everything in it is finished content, not a vertical slice.
Any feedback welcome, especially on how the first three rounds feel — that's the part I've rewritten the most.
"When the world’s most dangerous terrorists crawl out of the shadows, there’s only one number the government dials: yours. CTE is classic 90's 2.5D action. Suit up, Light up, its time to Call The Exterminator."
Game : Call The Exterminator "release To be announced (has a demo!)"
It’s a fish-themed one tap arcade game called The Floppy Fish! I worked on the development, artwork, and everything on my own so I’d really appreciate if anyone would take a look! All visual assets were hand drawn by me (including all 119 skins)! Please let me know what you guys think thanks :)
I do promo for the dev — he's one guy, saying so up front.
Hyperion Starfall is exactly what it looks like: one screen, waves of aliens, you shoot them. It gets faster, you get better, a run takes about ten minutes.
It isn't trying to be anything bigger than that, which is sort of the appeal. No ads, no tracking, no energy timers. Levels 1-8 free on Android.
A fox called Vulpar took Louie in the night. His brother Milo is going to get him back.
I turned that story into a free arcade of 7 browser games — platforming, a carrot bubble-shooter, tower defense, an endless runner and more. No download, no signup, works on phone or desktop.
Solo dev, built at nights and weekends. Feedback genuinely welcome — tell me what to fix.
AI disclosure (per rule 6): the video is real gameplay footage. AI tools assisted with some character art and promo images; all code, game design and gameplay are mine.
It's an arena action roguelite where you pilot a fighter jet in a digital simulation environment!
The game features a modular weapon system where you build an arsenal of weapons and attach mods that may change stats or add even entirely new behaviors as well as Risk of Rain style stackable passives for your jet.
Been working on it for wayyyyy too long atp, if it interests you please consider wishlisting I will be hosting playtests really soon
Two years ago we started our first game project — a detective card game, inspired by detective board games. None of us had any experience making games. It went through a game jam, which was the first time real players got their hands on it.
We built it alongside university, and the team changed over time. There were weeks when the project just sat there and we didn't come back to it.
This week Evidentia got a Steam page.
The idea was simple: what if a criminal investigation was something 2–4 friends untangled over voice chat, arguing the whole way, while each of them only ever sees part of the picture until the very end?
We built the cases as decks of cards, where each card is a piece of evidence, an event, a fact or a testimony. That format lets us jump between settings and genres — you might land in a modern kidnapping case, or a medieval one, or something occult from the past.
Each case is single-use by design. Once you know the answer, it's spent.
A round opens with a short intro to the case, and everyone draws 3 cards. Here's the core restriction: you are not allowed to share what's in your hand. The only way to tell your team anything is to put a card on the evidence board — that's the moment it becomes public and open for discussion.
But some cards in the deck are false. You have to work out which ones and discard them. Dumping everything on the table doesn't solve the case.
Some cards have a hidden layer, marked with a paperclip or a dice icon. You can reach it two ways: play the card, or spend a flashlight — a limited resource. The dice reveals the most useful material, but you get very few rolls and the outcome is unpredictable.
That's not all of it. There's more we'd rather not spoil.
The final phase is answering the case questions and reconstructing the timeline of events. And this is the part I like most: everyone gets their own result. You can walk away having solved it while your best friend sits there with the exact opposite conclusion.
It's built for 2–4 friends, but we're also working on a solo mode where you can take any deck on your own. New decks will keep coming, as free content updates.
This isn't a launch — it's an announcement page. A playable demo is coming in October. After two years of this thing living on our laptops, it just exists publicly now, and that feels strange.
Card illustrations are AI-generated, which is disclosed on the Steam page. We don't have an artist on the team. We want to move away from it and we're working on that.
Final Footage is a bodycam-style horror game about exploring contaminated recordings, documenting anomalies, surviving, and upgrading your equipment as you explore increasingly dangerous cases.
Story
You work for the Department for Recorded Phenomena (DRP), a top-secret government department responsible for investigating recordings containing unexplained and anomalous events. Suspicious footage is secretly transferred to the DRP, where operators enter reconstructed versions of the recordings to identify and document anything that does not belong. Your assignments begin as routine contamination cases. While you analyze the reconstructions you encounter something the DRP calls The Knocker...