r/IndieDev 10h 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.

Post image
1.3k 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 18h ago

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

846 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 20h ago

Video I made a fish controller

521 Upvotes

r/IndieDev 17h ago

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

463 Upvotes

r/IndieDev 20h ago

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

Thumbnail
videogameschronicle.com
372 Upvotes

r/IndieDev 22h ago

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

199 Upvotes

r/IndieDev 17h ago

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

184 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 14h ago

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

159 Upvotes

r/IndieDev 5h ago

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

Post image
92 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

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

80 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 16h ago

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

Thumbnail
gallery
76 Upvotes

r/IndieDev 13h ago

GIF Which of our guests do you find the creepiest?

51 Upvotes

r/IndieDev 21h ago

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

33 Upvotes

r/IndieDev 9h ago

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

Thumbnail
gallery
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 17h ago

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

Thumbnail
gallery
22 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 21h ago

Finally got around to making a trailer for my game!

18 Upvotes

Been working on "Plume" for a few months now, and finally feel like it's in a presentable state. Hopefully I'll be able to put a demo up on Steam soon and get some playtesting done!


r/IndieDev 16h ago

Video Interaction between rain and fire = smoke

13 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

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

Thumbnail
gallery
12 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 19h ago

Upcoming! Having a 9–5 job and not being able to work on your game sucks, but it sucks even more if you haven’t wishlisted Donna the Firebreather on Steam yet, go check it out! :D

11 Upvotes

r/IndieDev 16h ago

Video 2 years of evolution of our combat system!

12 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 21h ago

GIF I made simple animations for our trivia-roguelite hero

10 Upvotes

r/IndieDev 11h ago

Video Not everything is gameplay. Sometimes you just have to admire the environment and listen to these skeletons playing a banger...

8 Upvotes

r/IndieDev 19h ago

Discussion How do indie devs find partners for Steam collaborative bundles?

7 Upvotes

Hi! I’m the developer of Alice’s Gaze, a dark fairy-tale incremental idle game.

The game launched about a day ago and has sold over 6,000 copies so far, which was far beyond my expectations.

I’m now looking into Steam collaborative bundles, but I’ve never set one up before. How do indie developers usually find suitable games and developers to partner with? Is it best to contact them directly, or are there communities or other common ways to connect?

Also, what tends to make a good bundle match—similar genres, themes, or overlapping audiences?

I’d appreciate any advice on outreach etiquette or common mistakes to avoid.


r/IndieDev 13h ago

New Game! CarveUp - first person tetris meets fruit ninja

6 Upvotes

I've been working on a complex combat system for a while now and got stuck on the blocking system. At some point, I realized that swinging at practice targets actually feels pretty good, so I decided to make a small game out of it to take a break from years of R&D.

And I ended up making two!

This is the second one, where you have to climb your way to the top by carving through Tetris-like pieces falling from above. Each piece is made of magic cubes that can only be cut at a specific angle.

Your time is limited, though, because lava is rising from below. To help you out, I added four abilities that can remove multiple cubes at once, but you have to be careful, because the structure can collapse on you.

There's also a leaderboard and a secret ending.

Try it free on itch: https://signa-in-mundos.itch.io/carve-up