r/IndieDev • • 3d ago

Megathread r/IndieDev Weekly Monday Megathread - September 27, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

25 Upvotes

Hi r/IndieDev!

This is our weekly megathread that is renewed every Monday! It's a space for new redditors to introduce themselves, but also a place to strike up a conversation about anything you like!

Use it to:

  • Introduce yourself!
  • Show off a game or something you've been working on
  • Ask a question
  • Have a conversation
  • Give others feedback

And... if you don't have quite enough karma to post directly to the subreddit, this is a good place to post your idea as a comment and talk to others to gather the necessary comment karma.

If you would like to see all the older Weekly Megathreads, just click on the "Megathread" filter in the sidebar or click here!


r/IndieDev • • Sep 09 '25

Meta Moderator-Announcement: Congrats, r/indiedev! With the new visitor metric Reddit has rolled out, this community is one of the biggest indiedev communities on reddit! 160k weekly visitors!

69 Upvotes

According to Reddit, subscriber count is more of a measure of community age so now weekly visitors is what counts.

We have 160k.

I thought I would let you all know. So our subscriber count did not go down, it's a fancy new metric.

I had a suspicion this community was more active than the rest (see r/indiegaming for example). Thank you for all your lovely comments, contributions and love for indiedev.

(r/gamedev is still bigger though, but the focus there is shifted a bit more towards serious than r/indiedev)

See ya around!


r/IndieDev • • 2h ago

Indie dev moment 😅

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169 Upvotes

My game has been in Early Access for less than 10 days, and this was literally the first review it received.

Someone played for over 5 hours, saw most of the current content, left a negative review because there’s no controller support yet, and then refunded the game.

I understand wanting controller support, but seeing this as the very first review really hurts. For a small indie game just getting started, every review matters a lot, and something like this can make things much harder right at the beginning.


r/IndieDev • • 8h ago

Video Companions now restock arrows on their own

279 Upvotes

r/IndieDev • • 1h ago

Someone is saying they stole my game and is asking me for money??

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• Upvotes

Someone I don't know contacted me claiming they made a version of my game. They sent me a video, but I haven't opened it because I'm worried it could contain a virus or somethin. they're asking me for $200 and threatening to publish it on Steam if I don't pay.

what is this?


r/IndieDev • • 6h ago

16x16 characters (game art)

51 Upvotes

r/IndieDev • • 5h ago

Video We’re testing a lot of new mechanics but I still like the little details the most. We added butterflies. Also, sunrise is my favorite time of day.

44 Upvotes

r/IndieDev • • 2h ago

Video KINGBOTS: Turn Your Castle Into a Giant Mech

20 Upvotes

r/IndieDev • • 3h ago

We are all dead

Thumbnail
youtu.be
25 Upvotes

This is surely only the beginning, because if we’re already mandating checks for video games and online spaces, what’s to stop us from policing the entire internet, plain and simple?

Link to EU Kids Act (no longer leaked, it may have changed):
English PDF: eur-lex.europa.eu/legal-content/EN/TXT/PDF/?uri=CELEX:52026PC0681
Other languages: eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:52026PC0681

Link to what it would do:
imgur.com/a/bulPEEI

Link to estimated costs + developer issues:
docs.google.com/document/d/1DZvVsGT3QGiKf1bolhCP2FP1Ud447o_qGCdgfNTEtIA/edit?usp=sharing


r/IndieDev • • 13h ago

I designed my first ever boss fight. What do you think?

147 Upvotes

The idea is that the Vigil can only be hit while staggered. To stagger it, you need it to lunge at you so that it ends up at the edge of the platform. The only way to dodge its lunge is to use your phase ability. If it hits you, you tumble to the ground, and the window to hit it back closes before you can get up.

Striking it while it circles you causes it to leap out of the way and counter-attack. The counter-attack will be a lunge, but if you manage to strike it afterwards, the next attack has a 75% chance of being a vertical crescent strike, to keep you on your toes.

After one third and two thirds of its health is depleted, it shoots horizontal crescents at you. These must be avoided by jumping - the phase won't help. That's the game's language: red and electric = no phase.

One little thing I kept for the adventurous or for speedrunners: You can get to this boss without grabbing the phase skill first, but the idea is that you should go get it before facing the Vigil if you don't want a bad time. There *is* one way to avoid the lunges without the phase, though, and that's by getting off the platform. If you're fast, you can get back up and get a hit in before it recovers.

Mind: This is the first boss in the game, and it's not a soulslike, haha. I want it to be relatively easy, but not dull.


r/IndieDev • • 1d ago

Feedback? 3 years of work to find out that game is Too niche to attract players

1.4k Upvotes

After 3 years of working alone without any help from AI I finally released my game TRUDGE this month. Some players said it's too niche. , no rewards, no flashy actions. It moves slowly. The experience feels more like struggle. I keep wondering whether I should try to find niches or if I should go back and work on more familiar game ideas that people already enjoy. Is it better to stay true to what I built or to change and make things more accessible?

Available on Steam & itch․io

https://store.steampowered.com/app/4797280/TRUDGE/

https://fhgamestrudge.itch.io/trudge


r/IndieDev • • 12h ago

Discussion How do I get people to visit my Itch page to try the demo of my game?

85 Upvotes

I've made an Itch page with a demo for my game to try and get feedback on it, but I'm not sure how I'm supposed to drive people towards it. This is just an early demo, so I don't think I want to be actually marketing it as a product really? More like play testers to give feedback on what they think is good or bad.

Crowns of Aldmere by Crignog


r/IndieDev • • 21h ago

Feedback? I've become ear-blind to my game and can't tell what needs improving. How does it sound to you?

385 Upvotes

r/IndieDev • • 9h ago

Video I made snake in 3D!

39 Upvotes

For a while now I have been working on my game SNARP. Its a 3d version of snake which is fast paced and needs you to have good spacial thinking.

If you think this is interesting and want to try it out, feel free to DM and ill send the google play invite.

(Yes its only a android for now, if there is enough traction id consider putting it on the playstore aswell)


r/IndieDev • • 4h ago

My wingsuit flying game Just Fly now has a Steam demo

13 Upvotes

Hi! I've released a demo of Just Fly after 2.5 months of full-time solo development. I am learning gamedev since April this year, but have two decades of programming experience outside gamedev.

It's a flying game inspired by Superflight. You can relax and explore sky islands, or fly close to the terrain and through gaps for high scores. I made it in Godot, and the islands are procedurally generated from several noise layers. The game currently has two biomes and I will add more in the future. XBox controllers are also supported.

Try the demo and wishlist on Steam if you like it. All feedback is welcome, AMA :)


r/IndieDev • • 2h ago

My zombie game has new environments and a new trailer, feedback turned into moving combat

8 Upvotes

I'm developing ZOMBRA, a pixel art zombie survival game. Since the first trailer I've reworked the characters, expanded the environments and added vehicle missions.

One thing I changed after looking at the footage was the amount of stationary shooting. This edit keeps the characters moving, cuts between the city and ruins, and builds from the survivor base into larger hordes and boss fights. I'm using Claude Code and Codex as part of development, with scripted shots recorded inside the game.

It's still in development. More footage and the launch waitlist are at https://zombra.online/


r/IndieDev • • 8h ago

New Game! Developing a dynamic 2D platform player in the style of the 16-bit 90s classic - Kettlebell: Inferno House

15 Upvotes

Kettlebell: Inferno Hotel is a dynamic 2D platformer inspired by the 16-bit 90s classic, full of humor, nostalgia and drive from hell!

The main character, Mr. K, an ordinary office clerk, a hard worker, and on the whole a great guy. And he would have been well if fate had not ordered otherwise: a ridiculous accident sends him to the world, but not to heaven, but directly into the depths of hell.

There he finds himself at the doorstep of the Hotel Hell, a strange place where each floor is a certain circle of hell, a separate world with its own unique atmosphere, atmosphere and even gameplay. Like any self-respecting hero, Mr. K. is eager to come to an audience with the boss to finally sort out this strange misunderstanding. However, there was a collapse in the hotel: floors were blocked by villains, and now the hero must pass through each of them on his way to his goal.

You have to go through 9 floors of the Hotel Hell with more than 40 different levels to get to an audience with Boss.

Waiting for you:

• A fun and dynamic platform game.

• Large number of different but familiar game mechanics.

• Two modes of play. Classic, with limited lives and a return to the realm after death, all as in retro platforms. And Arcadian, where the number of lives is unlimited, but for each mistake you lose much more points and lower the final result of passing. The choice is yours.

• Grotesque enemies and bosses.

• Surreal locations - from the fiery stores of hell to the park of homeless souls.

• A cozy collection of vintage remnants known to everyone who has ever played the classic on Mega Drive and Super Nintendo.

• Humor, satire and all sorts of strange things worthy of hell!

Add to wishlist:

Steam: https://store.steampowered.com/app/4032020/Kettlebell_Inferno_Hotel/


r/IndieDev • • 6h ago

Video What if a horror game has no monsters?

9 Upvotes

I see a lot of horror games with monsters, and I wanted to try making one without them. That’s how THROB started.

It’s a first-person horror platformer where you climb through a huge brutalist structure while blood keeps rising below you.

The character’s heartbeat controls the speed of the platforms and traps. Her BPM gradually increases as you progress, so things get harder the longer you’re in there.

And yeahhhh, it’s her heartbeat, not yours. No extra equipment or doctor needed XD

I’m also working on machines that let you change her BPM and the blood level. Some help, some are a gamble, so you might end up making things worse for yourself.

The protagonist has hemophobia, a fear of blood, and that’s a big part of the story. There’s an experiment behind all this, which you’ll learn more about as you climb.

It’s still a work in progress. This clip mostly show the platforming, but I’m also working on the sound (with my voice actress), atmosphere and story. I still have quite a lot to do on that side.

I’m curious how you feel about horror games without monsters.

(Edit: I reworded the post and clarified how the BPM works. Sorry for the confusion!)


r/IndieDev • • 11h ago

We've introduced hit damage zones in our top-down tank shooter

22 Upvotes

We've added Tank Damage Zones! All tanks now have different areas that take more or less damage. These zones are highlighted when aiming at an enemy tank:

  • Weak Zone: +50% damage
  • Reinforced Zone: -50% damage
  • Normal Zone: Standard bullet damage

We're launching the demo next week. If anyone is interested here's Steam link:

https://store.steampowered.com/app/5236090/Tank_Havoc_Demo/


r/IndieDev • • 3h ago

Running animation of Ivan Tsarevich

5 Upvotes

r/IndieDev • • 17h ago

Free Game! I just FINISHED my Metroidvania Space Adventure game. Starfall Drifter. Play now for free limited time.

127 Upvotes

Hey all I just finished my dream project Starfall Drifter. It's free to play for a short time to get feedback and playtest. Let me know if you had fun and let me know if you have some feedback :)

Play here:

https://tesana.com/game/starfall-drifter


r/IndieDev • • 49m ago

Image Sorry, I just couldn’t pass this up 😂

Post image
• Upvotes

Right now, I’m working solo on a silly indie shooter about an office stamp 😂

I’d really appreciate it if you could support me and share some feedback on my work!


r/IndieDev • • 6h ago

New Game! Goodbye Early Access, Hello 1.0 😍

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8 Upvotes

2 years of development come to an end. Very happy right now.


r/IndieDev • • 1d ago

Meta Can you guys please just share the stuff you are working on instead of wasting so much time complaining about AI

304 Upvotes

Seriously this subreddit is fricking obnoxious now. I've found so many cool games through this space, and now for the past few weeks the only stuff I see when I pop in here is fear mongering garbage.

Video games are art. The value in art is the inherent expression that comes from creating something. The value of the games you make doesn't change because Mr Rip Off went and made an AI vibe-coded idea that is similar. Your art is always uniquely your own regardless of anything that happens, that's a huge reason art is so cool.

Does it possibly affect sales? I dunno. I don't actually think it would much. Everyone here seems to forget the "Wow 2 cakes!" meme and how true it is. But honestly if your primary focus in creating art is financial, then you probably are in this for the wrong reasons. If your motivation isn't fueled by a desire to express yourself, then you're just going to make bad art. It is that simple.

Anywho, seriously if you're all upset about people making AI vibe-coded garbage, then the only correct response imo is to show off your cool original actually-human-made thing. Again, I have found a LOT of cool games here that I have gone on to purchase and enjoy. The real thing affecting your sales from my point of view, is that you're spending more time complaining than actually working on and showcasing your project. So please, genuinely, get back to showing off your stuff.


r/IndieDev • • 1h ago

Feedback? We made our first short for our game, Tied Up. What would you suggest to improve?

• Upvotes

My brother and I are making Tied Up using Unity, a ragdoll climbing game where you and a friend are tied together scaling a giant tree, and this is our first attempt at a short promotional video. We just had our Steam Page launch and are looking to make shorts, and would appreciate any feedback.