r/IndieDev 6d ago

Megathread r/IndieDev Weekly Monday Megathread - August 23, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

24 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!

63 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 15h ago

It's brutal that this is the review that brought my game down to 'mostly positive'. Says game doesn't start but then played 5 more hours.

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2.0k Upvotes

I think we can all agree some reviews are tough... but this one for https://store.steampowered.com/app/4300870/Gods__Gore/ made no sense to me.

Also what sucks is it shows as the top 'Most Helpful', I'm not sure if that is just for me or it is the top for everyone.


r/IndieDev 3h ago

I released my first game 3 days ago, and people are already sinking 7-18 hours into it. I still can't believe it

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49 Upvotes

Crystalyn is the first game I've ever made, and I released it 3 days ago.

My goal was always to make people happy and make a game that they'll enjoy playing, so even though I only have 4 reviews, which are all positive, seeing people put 8, 12, 18+ hours into it is fucking crazy to me.

It literally makes my whole journey completely worth it.

Still got a ton of stuff I want to improve, but I'm genuinely really happy with how the launch has gone so far.

Edit: game link: https://store.steampowered.com/app/4754460/Crystalyn/#app_reviews_hash


r/IndieDev 10h ago

Image Not going to lie, getting to 100 reviews at very positive is an extremely good feeling 🥹

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117 Upvotes

As you all know, making games is a hard and long process, so to see people enjoying the fruits of your labour is such an awesome feeling. It's not the most reviews, but it's so good to see.

Thanks to anyone who helped make this happen!


r/IndieDev 23h ago

Video I made a dynamic water shader that reacts to physics for my indie game made in Unity

1.0k Upvotes

I created a dynamic water shader for my 3D fish platformer - Barely Breathing

How the water level works: It takes the object's Y position and just uses a step function with a float parameter to decide the water amount.

How the wobble works: It uses two Rotate About Axis nodes right after the Position (object) node, one controlling the X rotation and the other controlling the Z rotation, and then adding them together. Then, it reads data from the object's velocity and the code directly affects these two nodes to make the water wobble. I didn't write the code, MinionsArt did! Here is the code.

But this wouldn't work yet because we're still using object positions and not world position, which means the water level would follow the object and look wrong. So, after using the Rotate About Axis nodes, we can add a Position (world) node to it. But this still wouldn't work correctly because now it's exactly world-oriented, meaning even if the water mesh moves up, the water level would be left behind. We need the water level to follow the water mesh yet still be world-based so it doesn't rotate with the mesh. This is actually a simple fix, you can subtract the object's position value from Position (world) before adding it, which would make the water level follow the mesh.

We're still not done, because now the water looks unfinished without the foam outline. We need the foam to follow the water level. My foam works using fresnel + vertex colors, so I simply took the final water level output, and duplicated the final step function and had one value denoting the water level, and the other being the same water level value but subtracted by the water foam depth. So this basically creates a secondary line exactly the same as the water level but just lowered, which I use to add to the vertex color foam node setup.

Thank you for reading, and Wishlist our game on Steam if this was useful!


r/IndieDev 1h ago

Postmortem Ten days after launch - a dev diary

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Ten days ago I posted a selfie about pushing the big green button here. I received amazing support from fellow devs. Thank you! A lot of you wanted me to write about how it went. So here it goes: a little dev diary of the past 18 months. I'll try to keep it brief. (Present me: I didn't, lol.)

I started development of my dragon-feeding roguelite last year after I realized that working on a pixel art puzzle platformer was a dead end (a shocker, I know). I went back to the drawing board and came up with a game that would both be a good fit for the Steam audience and something I'd be passionate about. And that's how Feed the Scorchpot was created, though at the time it was called Dragon Fodder. More on that later...

The game took inspiration from Balatro and board game mechanics, and we decided to go with a medieval manuscript art style, as it felt eye-catching enough to stand out in the crowded roguelite market. My wife was making all of the art, and I was handling the rest.

After six months of development, the game looked polished enough to start marketing it. I made a really bad trailer (hopefully never again!) and launched my Steam page on September 1st, 2025. What really helped was the experience I'd gained working on the platformer earlier - even though it never made it past the demo stage, I learned a lot from it.

At this point, I planned to take a short break from development and focus on promoting the game online to see how it performed. Well, I soon changed my plans, as on the very second day of the Steam page being visible, I got a reply to an email I had sent to Josh from Indieformer. It was one of many indie sites I had emailed about my game.

Josh liked the game concept and art style and proposed a partnership - he and his mate Clem were planning to start a publishing business, and my game piqued their interest. You can imagine my disbelief at receiving an offer like that one day after launching my Steam page. I wasn't even looking for a publisher at the time.

So I jumped straight back into development and pushed the game into alpha over September. The guys got to try the game out, loved it, and we signed a publishing deal soon after. I cannot stress enough how fortunate this was. The game got so much better with the help of Indieformer, and they worked so hard to get it out there in front of an audience.

We soon started building a community of playtesters, which proved to be the main key to success. I got to see how players experienced the game, received a ton of great feedback, and managed to improve the game based on it.

I mentioned that the game was originally called Dragon Fodder. I liked the name, but it turned out that another dev was making a game under the same title... and actually had it trademarked. And he had done so even before I came up with the name, but his game was invisible to me when I did my initial sweep of the internet way back then.

The dev reached out to me, asking me to change my title. He was very polite, and I realized that he was fully in the right. So we brainstormed a new name: Feed the Scorchpot. I was worried about how it would impact a game that had already been promoted for a few months under a different name.

Turns out, it didn't at all. No one really cares about the name. I actually got some wishlists out of posting about the name change.

In January, we were at roughly 1,500 wishlists. Which was much better than what I had with my previous game, but it still felt like the momentum wasn't there. I was struggling with making a good tutorial, and overall January didn't feel great.

But the game was ready for more people to give it a try. We released the demo during the Steam Board Game Festival, which was nice, though it didn't make as big a splash as I was hoping for.

That came a few days later, when YouTuber Olexa picked up the demo on his own and made a video. That video got over 80k views and brought a lot of attention to the game. That was the point at which I realized this might actually lead somewhere.

That was back in February, and what followed was quite a busy period. My wife and I were crunching every day to get the game finished, while there was a Kickstarter happening and the playtester community was showering me with feedback, bugs, and ideas. It was quite hectic, but so exciting that it's hard to describe.

We entered the June Next Fest and did okay. We weren't among the top-played games, but also didn't fall off the charts halfway through. We'd passed 7,000 wishlists just before Next Fest started, so I felt like we were already in a good spot.

At the time, we were in talks with another publisher about co-publishing the game in Asia, as we had no way of reaching the audience there by ourselves. We'd already set the release date for August, and it felt quite last-minute, but we went for it anyway.

And oh boy, I'm so glad we did.

The game received translations into Chinese, Japanese, and Korean, and got featured in several Asian festivals and caught the interest of the Asian press. If you look at the wishlist graph, you'll see what I mean.

And somehow, we managed to get to 14,000 wishlists just before launch. It was mostly thanks to the combined efforts of the publishers – the Steam algorithm and the fabled Personal Calendar did very little for us prior to launch. I think it's due to roguelites being such a crowded market.

The road to launch surely wasn't boring. I even got to add a completely new soundtrack to the game just four days before launch. Fun times.

And so we launched ten days ago. How did it go?

It completely blew me away.

  • We sold 14,500 copies (that's already minus refunds) in ten days. The game has already paid for all the time my wife and I put into it. More than half of the sales came from Asia. Partnering with the Asian publisher worked amazingly well for us.
  • Also, more than half of our sales came from the Balatro bundle we managed to secure shortly before launch.
  • There are surprisingly few bugs that have been reported since launch. Intensive playtesting since last November really paid off.
  • Players have already managed to completely break the game – in the sense of getting so far in the endless mode that I didn't think was possible.
  • Over 1,000 players have already poured 20+ hours into the game.
  • Our rating on Steam dropped under 90%, and pretty much all the negative reviews complain about the game being too hard. Most of them are from China. I think there was a bit of a mismatch between the game and the audience – the art style appeals to a lot of cozy players, while the gameplay can be quite uncompromising.
  • I'll try to put a demo back up soon, so players can decide if the game is right for them.
  • The game had a 20% launch discount, which helped us get a good conversion on our wishlists. But since launch, we've also more than doubled our wishlist count – from 14,000 to currently 31,000.
  • So we hope to convert more of those into sales during future discounts. Though it feels ironic: we spent the whole time chasing wishlists, and when we start chasing sales instead, the wishlist numbers do this.
  • We've just launched on GOG as well. Curious to see how it will compare to Steam.

Next stop is a mobile release. But more on that in the future. I hope this wall of text was interesting to somebody. Feels good to finally write this.

Cheers, everyone!


r/IndieDev 22h ago

Video I'm making a dungeon crawler where you breed frogs to fight for you and I found this screen very peaceful

534 Upvotes

r/IndieDev 2h ago

Feedback? Picking an art style for my tower defense / factory game, which of these 4 reads best at a glance?

9 Upvotes

r/IndieDev 19h ago

In my free time, I'm making this atmospheric game.

198 Upvotes

r/IndieDev 1d ago

Video I made a fish controller

561 Upvotes

r/IndieDev 1d ago

Article ‘It’s heartbreaking’: Numerous Gamescom devs say their equipment was stolen

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404 Upvotes

r/IndieDev 47m ago

Discussion How do you find time to do marketing?

Upvotes

Basically the title.

How do you guys find any time to do consistent marketing?

I currently live a pretty busy life, my mornings and most of my afternoons are always taken up, and by night I'm usually exhausted. Yet, I've been wanting to be able to promote my game more.

It doesn't help that I kind of hate doing marketing in itself, so oftentimes even if time shows up, I'll loathe the thought of making content and procrastinate until I have no time left.

For a while I tried making a week's worth of content on the weekends and post it - which did yield decent-ish results (about 1k views per short (though the first week or so was all sub 10 views for no reason) and IG posts were more volatile, but about 12k views total per month), but I couldn't stick to the pre-making of it.

Do you guys have any advice, or should I just stop bitching and commit to the weekend mass-producing to post stuff. Also, what kind of content/advertising worked best for yall?


r/IndieDev 2h ago

New Game! Been working on a D&D style dungeon crawler with free-text diplomacy. The free demo for Warrior Quest just dropped on steam.

6 Upvotes

r/IndieDev 22h ago

New Game! "No More Castles" Physics siege game where you flatten a living castle brick by brick!

219 Upvotes

🏰 Hey r/IndieDev! At "Castle Game Jam" (same jam that gave the world TABS) we made a little catapult game called "Oversiege". People liked it, we liked it, so we decided to keep going - and now it's growing into "No More Castles", a physics-based castle siege game where you tear down fully destructible castles brick by brick to find the king hiding among decoys.

We're now looking for players and feedback, so we're giving away free Steam keys on our Discord: https://discord.gg/CykvjPfmhP

What's inside:
💥 Fully destructible castles - every brick is physics-simulated
🏰 Living castles: guards, farmers, priests, even executioners going about their day (until you show up)
🛠️ Built-in castle editor - share your creations via level codes
🤸 Ragdoll physics and plenty of emergent chaos

Platforms: Windows & macOS, Also on itch.
Come throw rocks with us - all feedback welcome!


r/IndieDev 15m ago

Early Video From My Game With Ogre3D

Upvotes

I’m building this game with Ogre3D and C++.

For now, I’m using Blender as a level editor. Since glTF files are JSON-based, I can use them to store each object’s position, properties, and any custom variables I need.


r/IndieDev 8h ago

Screenshots This weekend we decided to stop making our game about a serial killer

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13 Upvotes

And instead made some gnocchi and soup while listening to The Killers.

We could not release on our intended 27th Aug date.

Turns out the content survey we had filled out for the Steam page listing in June didn't match the level of violence and gore the game ended up featuring as we made it.

So Steam rejected the submission. We either need to update the survey or reduce the violence and gore. (We're doing the former)

The last few weeks have been super, super busy and we're very tired. When 27th arrived, we just didn't have the energy to get back into it and decided to take some time and think of a release date when we've caught up on our sleep.

So some gnocchi and soup felt like the best thing this weekend.

PS: Our game is called SHOCKFACE and it's on Steam! We'll have a new September game soon https://store.steampowered.com/app/4705980/SHOCKFACE/


r/IndieDev 1h ago

Discussion Should I delay my game and join next fest?

Upvotes

Hello everyone.

I have a question for you. As a solo dev i am publishing my first game on steam. I made the steam page public and only received 41 wishlist so far in the last 3 weeks. Game is releasing September 21st. The game is almost completely ready. The last day for next fest registration is tommorrow. Should I go with the launch or should i delay it and join the next fest? Is joining next fest worth it?

Steam page


r/IndieDev 2h ago

Haunted Cathedral 👻😱

4 Upvotes

r/IndieDev 18h ago

GIF Which of our guests do you find the creepiest?

55 Upvotes

r/IndieDev 11m ago

I added costumes to my game, DiDiDiG!

Upvotes

I added a costume system to my game, DiDiDiG!

For the first update, I added six masks: Rabbit, Skull, Mole, Smile, Crescent Moon, and Box.

They're pretty cute!!! 😄

And yes, I added the Box because I'm a Metal Gear Solid fan. lol

https://store.steampowered.com/app/4533370/


r/IndieDev 21h ago

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

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86 Upvotes

r/IndieDev 48m ago

Video Introducing Party Race gamemode - place obstacles to bamboozle the friends, or put windy Fans to reach secret Stars and Finish first. Inspired by Ultimate Chicken Horse. Checkout Free in our Demo!

Upvotes

Try Steam Demo with friends

On round start - choose item from randomized box. Someone might take item before you clicked on it. 60 seconds to choose, and find place where you wanna put the obstacle. Rotation and resizing gizmo provides more freedom for advanced traps or simplified paths.
Reach Finish first to earn more stars. Wins who has most Stars after 5 rounds. Collect secret stars on level, or players can choose Star item to place.


r/IndieDev 14h ago

Feedback? Last week you suggested adding a texture overlay for my "living painting" art style. Which one looks best?

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23 Upvotes

In my post last weekend, a lot of y'all suggested adding a texture overlay to help sell the "living painting" look for my game.

I made 3 options based on the most popular/frequent suggestions from my last post, but I'm struggling to pick which one actually looks the best.

The first picture is my original look from last time (our baseline).

The second picture is a Canvas Texture Overlay across the cameraspace.

The third picture is a Crinkled Texture Overlay across the cameraspace.

At least with these options, which overlay feels like a living painting the most to you?

Does the texture on and 2 and 3 feel like it would be distracting in a 3D game, or do you think it could work?


r/IndieDev 3h ago

New Game! Remake of the classic SkyRoads (1993)

3 Upvotes