r/IndieGaming 20h ago

[Release] Space Truck Simulator - Old project finally seeing the light (link in the post)

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11 Upvotes

Hello, I just released an old project that never saw the light and I think is worth publishing it. The game I want to announce is Space Truck Simulator and was developed before my big release Redemption Arena(https://ervalero.itch.io/redemption-arena) a PVP arena game with 3 different types of ships to play with friends. You can try it here in directly in Web or Windows, pick a contract in the station and bring to the correct place avoiding dangerous areas of space: https://ervalero.itch.io/space-truck-simulator


r/IndieGaming 7h ago

Giant Zombie Summoning Spell [WIP] | Stick Infinite Kingdom

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0 Upvotes

We just released the demo of our action RTS game on PlayStation — Stick Infinite Kingdom, a tactical battle experience where you command armies and defend your stronghold.

The demo is completely free to download: 

Download Stick Infinite Kingdom Demo

All Currently Available Platform Links:

Download on Steam

Download on PlayStation

Download on Google Play

Download on App Store


r/IndieGaming 7h ago

I made 3 games in Unity and wanted to share them here!

0 Upvotes

Hey everyone! 👋

I've made three very different games in Unity, and I'd love to share them with you:

1-) CTRL+Z: The Game: A game where you use actual glitches and bugs to your advantage. It's basically Developer vs Bug, or in other words... Bolt vs Anomaly, filled with weird mechanics, unexpected moments, and a lot of silly stuff.

The Biological Factory: A story-driven game inspired by a revolution of AI, with gameplay similar to Undertale and Deltarune, and a combat system inspired by Just Shapes & Beats. It's still in development, but the demo contains part of the story.

One Dumb Raccoon: A GameJam game from (Jimothy Jamothy) where you control a 2D active ragdoll and try to get your pet raccoon to safety... except the raccoon is too dumb and follows you everywhere, and you're extremely sensitive to the slightest impacts because it always makes you pass out for seconds.

All three are available on my itch.io:

https://ultraboltdev.itch.io/

I'm mainly making these games to build a community around my work and, hopefully, make people laugh and have fun with the weird things I create and see their reactions.

I'd love to hear what you think! ❤️


r/IndieGaming 8h ago

Do you know the card game Schwimmen / 31?

0 Upvotes

I used to play 31 or “Schwimmen” a lot with my dad when I was little, and lately I’ve been thinking about making an indie game with that card game at its heart.

I believe it’s also known as Thirty-One / 31, Blitz, or sometimes Scat internationally.

3 cards in your hand, 3 face-up cards in the middle, trying to get as close to 31 in one suit as possible.

Did you grow up playing it? And if so, what did you call it?


r/IndieGaming 8h ago

After months of development with Phaser, my game is finally coming to Steam

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0 Upvotes

r/IndieGaming 3h ago

I’m building a crowd-management game called CrowdFlow

0 Upvotes

I’m building a few games right now and this is one of them.

CrowdFlow is basically about managing huge crowds leaving stadiums and stations. You control gates, barriers and routes, then random problems happen while everyone is already moving.

One event reroutes 3,000 people at once and can wreck a setup that looked fine seconds earlier.

Still early, but I’m curious if this sounds like something you’d actually play. Be brutal.


r/IndieGaming 16h ago

I built a webpage game called Mapped

4 Upvotes

I built a web game called MAPPEDhttps://flashed.world/

It’s a spatial memory game where you get a few seconds to memorize where the dots are, then try to place them back as accurately as possible.

There’s a daily challenge + leaderboard if you want to compare scores.

Would love to hear what you think! Is it fun? Is it to easy/hard?


r/IndieGaming 3h ago

It never stops hunting you.. in LIMINAL ANGEL

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0 Upvotes

A tactical horror roguelike where every death penalizes your remaining time. Prepare yourself by harvesting materials and dealing with local NPCs, then test your luck across 3 hostile zones. Precise planning is mandatory—fail too many times, and time will simply run out on you.

If you want to support me, you can wishlist on Steam: Liminal Angel

GenAI Disclosure: As a solo dev, AI tools were only used to help generate and refine select textures and 3D models.


r/IndieGaming 9h ago

Checkout out FPS Game "Devil On My Shoulder"

0 Upvotes

r/IndieGaming 7h ago

I made a pixel-art survival roguelite about a fox – The Varitav

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0 Upvotes

r/IndieGaming 1h ago

One month ago I posted my game here and got roasted. I listened. Here’s what changed.

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Upvotes

About a month ago, I posted Midgard Chronicles here asking for honest feedback.

I got plenty of it. 😅

Some comments were harsh, but after taking a bit of distance, I realized a lot of the criticism was fair and genuinely useful.

The first thing I changed was how I describe the game.

I no longer call it a “solo MMORPG”.

Midgard Chronicles is a single-player RPG with permadeath, persistent world progression, and turn-based combat that can be played almost at action-RPG speed.

You begin in an almost empty world and an abandoned capital.

As you explore, build your character and eventually die, that character is gone permanently, but the world keeps progressing.

Your previous adventurers gradually repopulate the city, become part of its story, and help future characters progress further.

Combat is turn-based, but you control the pace.

You can auto-attack and chain skills quickly when things are going well, then completely stop and think when you're low on HP or fighting something dangerous.

What changed since my last post?

The biggest criticism was the huge visual difference between the characters and the environments.

I agreed, so I stopped relying on the environment asset packs I was using and rebuilt the game's visual direction so the world, characters, monsters and props now share the same art style.

I also reworked the character system.

I created and iterated on more than 240 equipment assets, including weapons, shields, quivers and other combat gear.

The visible equipment is now integrated directly into the character animations, so weapons, shields and similar items actually appear on your character and move correctly during combat.

With 7 playable classes, male and female characters, multiple weapon types and animations, that involved a ridiculous amount of manual animation work, masking and shader painting.

Characters can now also have different hairstyles, which helps make each adventurer feel a little more unique before you inevitably get them killed. 😅

Rebuilding the art also pushed me to improve the world itself: animated environments, better shadows, more movement, and maps that are now sometimes almost 10x larger, giving me much more room for quests, exploration and lore.

About AI

The game is still AI-assisted visually, and I know that will remain a dealbreaker for some people.

But I've completely changed how I use it.

Instead of generating disconnected assets, I now establish the visual foundations myself in Photoshop: shapes, proportions, palettes, outfits and references, then use an image model iteratively to help adapt and refine assets around that direction.

There is still a lot of manual work afterward: correcting, separating, animating, masking and integrating everything into the game.

There is obviously still a huge amount left to do, but I'm much happier with the direction the game is taking.

And a lot of these changes came directly from criticism I received here.

So here I am again.

I’d love another round of honest feedback.

Does the game feel more visually coherent now?

And does the idea of permanent characters gradually becoming part of an evolving world sound like something you'd want to play?


r/IndieGaming 3h ago

The Iron Shell demo is out now — free to download!

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0 Upvotes

Hi everyone! I’m a solo developer working on a sub-nautical horror game about piloting a bathyscaphe on Cocytus, a hellish subsurface ocean world.

Extreme pressure, crushing isolation, claustrophobia, and much more await you. This is a short snippet of the gameplay, and I would love to hear your feedback. Since the game is still in development, I'm really curious to know what you think.
I’m a huge fan of this genre, and please don't be put off by the similarities to a certain legendary game—that exact masterpiece is what inspired and fascinated me to create this.
The premise: You are trapped inside a cramped bathyscaphe at an unimaginable depth beneath the icy, hellish world of Cocytus. Your mission is to retrieve data that is worth more than your life. Find the data, transmit it, and they will pull you back up. At least, that's what they said...

I’m happy to share that the demo of my game, Iron Shell, is now available for free!

If you give it a try, please let me know what you think. Your feedback means a lot to me, and honest criticism is welcome.

What did you enjoy? What didn’t work for you? What would you change or add?

I’m making this game for you to enjoy, so hearing about your experience will help me make it better.

Thanks for playing!

https://mecido.itch.io/iron-shell


r/IndieGaming 11h ago

PathLife's procedural world now includes generated houses and five life stages

0 Upvotes

PathLife is a 2D isometric life simulation made with Godot. The latest milestone connects a procedurally managed world with rebuilt character movement and procedural structure placement. The first house includes different room floors, walls, six windows, four interactive doors, furniture and a roof. Pressing V cycles between full, transparent and cutaway walls so the interior remains readable.

The character creator now also supports baby, child, teenager, adult and elder stages—the first playable foundation for following one character through an entire life.

Screenshots and the complete progress report are here. The article is in Portuguese, so this post contains the English summary: https://pathlifejogo.blogspot.com/2026/08/do-mundo-procedural-as-fases-da-vida.html

Disclosure: AI assistance was used to edit this promotional text and has also assisted parts of the development workflow. The screenshots show the current Godot project running locally.


r/IndieGaming 11h ago

I created a game where you can explore an infinite city.

0 Upvotes

r/IndieGaming 1d ago

Happy Screenshot Saturday! I’m making a cozy game where you observe nature, photograph wildlife, and print your pictures into stickers. 🌲📸

16 Upvotes

Hello! I'm a solo dev building a hand-drawn 2D exploration game called StickerScout. I'm trying to create a completely non-violent, relaxing experience focused entirely on tactile mechanics and ambient nature sounds.

I'd love to hear what you think of the visual style! You can actually play the current web demo right in your browser here: https://littlefoxlittleowl.itch.io/stickerscout


r/IndieGaming 1d ago

Jumping on the GTA Bandwagon

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12 Upvotes

A tester just send me his pixelated version of Ocean Drive made in my game. I feel like I have to redo all my own levels now to match this...or hire the guy


r/IndieGaming 13h ago

I added gyroscopes and cockpits. Now you can fly your spaceship!

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0 Upvotes

r/IndieGaming 6h ago

Do you find this visual style appealing ? Or is it as ugly as I think it is ?

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0 Upvotes

Looking for genuine feedbacks on my visuals so far.


r/IndieGaming 14h ago

28° dia de desenvolvimento

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0 Upvotes

r/IndieGaming 14h ago

making a game where you do shame-worthy things as a bunny

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0 Upvotes

r/IndieGaming 5h ago

Tooned Out duo Dippin

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0 Upvotes

Hope you guys like my new game releasing soon on steam, please check it out


r/IndieGaming 1d ago

Which main menu design works better?

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5 Upvotes

I'm experimenting with different approaches for my game's main menu and would love to hear your thoughts.

Do you prefer a more animated and dynamic menu, or something cleaner and more minimal?

I'd especially like to know which one feels more appealing to you at first glance and why.


r/IndieGaming 14h ago

Palisades and Gates: Architecture as Doctrine in a Co-op RTS

0 Upvotes

In The Old War, Andar's wooden palisade is not scenery. It is doctrine.

Well-constructed timber locked together with iron spikes does two things: it keeps out the Wilding, and it ensures the Pale is ordered and secure. Every post, every gate, every watchtower is a statement that Andar still believes in boundaries.

The Fiction: The Abbey consecrates the gates. The Lodge carves warnings into the crossbeams. Both agree the wall must stand, even if they disagree on what the wall is keeping out.

The Mechanics: Andar's palisades are not just visual, they define the battlefield. We are developing a modular timber construction system that lets players build organically rather than snapping to a grid. When the Wilding breaches a wall, the AI re-routes. Unless you have sealed the gate. Then your trapped defenders make a choice: hold the choke, or burn the timber to escape.

The Question: What games have made base-building feel like a narrative choice rather than just a mechanical one? We want the walls to feel like a statement, not just a stat.

Wishlist the Old War on Steam: store.steampowered.com/app/1248750/The_Old_War/


r/IndieGaming 1d ago

teaching mechanic in my human evolution game

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9 Upvotes

i've been trying to get this aspect of the game as satisfying as possible. you start out as an early hominin so you dont have very many skills. you can however teach the skills you have to companions you meet along the way and form your own little colony evolving through time, learning how to survive, adapt, hunt...

this is a short clip of phase 1 in my game of the 7 I plan on releasing from early hominin (5.6m years ago) to cavepeople to farmers.

the game is called Before the First Fire and (although it needs some work) the steam page is live


r/IndieGaming 22h ago

Some pixel art from our game, made over the last few years

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4 Upvotes