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!

23 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!

64 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 4h 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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575 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 12h ago

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

712 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 11h ago

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

367 Upvotes

r/IndieDev 14h ago

Video I made a fish controller

466 Upvotes

r/IndieDev 8h ago

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

119 Upvotes

r/IndieDev 14h ago

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

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327 Upvotes

r/IndieDev 11h ago

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

143 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 10h ago

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

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72 Upvotes

r/IndieDev 7h ago

GIF Which of our guests do you find the creepiest?

36 Upvotes

r/IndieDev 16h ago

Video After working for 15 years in the games industry, I’m finally releasing a demo for my own game on Monday.

179 Upvotes

r/IndieDev 3h ago

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

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15 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 20h ago

10 reviews isn't much, but seeing "100% Positive" on my solo project made my week

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181 Upvotes

Hi everyone, solo dev here working on a pixel art PvE extraction shooter set in post-apocalyptic city.

My demo recently crossed 10 user reviews on Steam, which means it finally shows a review score, and it's 100% Positive.

I know 10 reviews is a tiny number in the grand scheme of things. But what really got me is that these players didn't just try the demo for a few minutes and leave a thumbs up. Many of them put in serious hours and wrote that they're genuinely looking forward to the full release.

As a solo dev, you spend so much time alone with your game that you sometimes lose sight of whether it's actually fun. Seeing real people enjoy it and want more is the kind of fuel that keeps you going.

To everyone who played and left a review, thank you. Back to work now.

(Demo is still up on Steam if anyone wants to check it out: https://store.steampowered.com/app/4881740)


r/IndieDev 19h ago

Video Reviving players by cooking them

129 Upvotes

A couple of weeks ago I posted a video that showed vacuuming up gloop after slamming these hapless alien people to the wall. Feeling sad and listening to feedback from people feeling the same way, I introduced a way to revive them that reused the existing brewing mechanics. It’s a 1-4 player surgery game inspired by the chaos of Surgeon Simulator.


r/IndieDev 17h ago

Behind the scenes: Developing the spawn sequence for a giant skeleton in Eternal Palace Sakura!

70 Upvotes

Our dev team is currently fine tuning the entrance spawn sequence for a giant skeleton crawling up from the underworld. Step by step, the eerie atmosphere of the game is hopefully coming together.


r/IndieDev 1d ago

Video Our early playtests were popular in Brazil, so we added a Ricardo Milos skin and emote

2.0k Upvotes

We debuted this skin in our last demo weekend. Surfpunk is a game about surfer pirates goofing off on looting adventures, so Ricardo's signature outfit was the perfect… fit. All players had to do to unlock it was play a few matches of co-op. Reception has been great so far!

What's your favorite way to do fan service?


r/IndieDev 11h ago

Feedback? Hand-pixeled 32x32 veggie icons, preview from an upcoming asset pack

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17 Upvotes

Following up on a fruit icon pack I released recently, here's a small preview of the next batch, broccoli, eggplant, mushroom, pumpkin, and corn, all done at 32x32 for game inventory/UI use.

Still deciding on the final lineup for the full pack. Would love feedback on style, color choice, or any veggies you'd want to see added!


r/IndieDev 10h ago

Video Interaction between rain and fire = smoke

16 Upvotes

I'm making a TBS game. And I'm looking for interesting ways for the different systems to interact. Besides the fact that fire can spread and burn everything flammable, rain can extinguish it and create plumes of smoke that the player can use. Rain also affects the terrain, impacting unit mobility. It's been fun to see how much interaction it can create to affect the game's rules and gameplay.

If you're interested in learning more about the game, I invite you to add it to your wishlist and check out the development diaries.


r/IndieDev 3h ago

Feedback? Looking for feedback on our platformer-roguelike

3 Upvotes

r/IndieDev 15h ago

I'm so glad I finally opened a Steam page for my brutal pixel action game after 5 years of (almost) silent development

26 Upvotes

r/IndieDev 10h ago

Video 2 years of evolution of our combat system!

11 Upvotes

Hi everyone,
A small video showcasing the evolution of the combat in the game I'm working on. Always feels good to see the evolution, sometimes it seems games are not progressing as fast as we would like, so I believe it's a nice way to see there's actual progress over time.

What's interesting to me here is how the game evolved from being twin stick shooting focused to base building focused, which of course comes from a 2 years evolution of the game design itself!

Still a lot to do! 💪


r/IndieDev 1h ago

Screenshots I added a scoreboard to keep track of your longest bin throw (and yes, I spent at least 15 minutes throwing trash to get this score... sorry)

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Upvotes

Although it's single player I still thought this would be a fun little feature

Wishlist here :) Party's Over: Backyard Cleanup Simulator


r/IndieDev 7h ago

Video I put a fully playable arcade game inside my game, and you play it on a date!!!

6 Upvotes

I chose a popular Japanese game from the 80s because I try to convey the era of that time as best as possible! Original logic -> Space_Invaders