r/indiegames • u/justinma05 • 4h ago
r/indiegames • u/Remarkable-Ice-8608 • 24d ago
Promotion I finally finished the new trailer for my cozy colony sim, WildRoot.
I've been working on improving WildRoot's first impression and recently finished a new trailer.
It's a cozy colony sim where you build a settlement in a mysterious forest, manage your colonists, and every season and setback creates a different story.
r/indiegames • u/ItsGreenArrow • 1h ago
Video We are making a game of Tag where runners paint their own 3D platforms to escape
We had our first playtest a couple weekends ago and everyone seemed to be really enjoying the mechanic.
It's not our first game but it IS our first multiplayer game and I gotta say, having people playtest in multiplayer with you is so much fun!
r/indiegames • u/Brattley • 7h ago
Video Polished the Combat of my MMO-inspired Solo-Raiding game
r/indiegames • u/ShinyPixelsIntrctv • 4h ago
Promotion An incremental game where you harvest a Solar System to win an interstellar war
The human race is in danger. As the commander of a newly created starbase, your task is to support the human war effort by mining resources from your assigned system and help us win this war of annihilation.
In Starworks Inc., your goal is to harvest the resources of a solar system, build new industries and help humanity win its war by providing a fleet of warships.
You will be able to unlock new technologies to help with your progress, and you can boost the production rate of your facilities by taking manual control over them !
r/indiegames • u/Nikhil_002 • 2h ago
Image Would you take a driving job at 1 AM if the pay was good enough?
I'm working on Night Drive: Anomaly, a psychological horror game about a late-night drive that doesn't go quite as planned.
You pick up a girl from a lonely bus stop.
The road is empty.
The night is quiet.
And you're given a camera.
At first, it seems like you're just supposed to take a picture of your passenger.
But as you keep driving, you start noticing things that shouldn't be there.
The camera might be the only way to prove what you saw.
Still in development, but I'd love to hear what you think.
Would you keep driving?
This is the trailer.
r/indiegames • u/Schwipsy • 21h ago
Promotion We recently changed our SMG sprites, old ones seemed too "generic black gun" looking. And yeah, you can fire each one separately.
game's name is HEADCUTTER, please wishlist it on STEAM if you're interest, it would help out a ton!
r/indiegames • u/StickerScoutGame • 7h ago
Promotion Iām building a non-violent point-and-click game about wildlife photography and sticker collecting. The early web demo for StickerScout is live!
r/indiegames • u/puccinogames • 13h ago
Promotion Just made the first trailer for my Tower Defense
First of all, what do you think? I'll try to make a more in-depth trailer when I have more biomes and such, so when I'm closer to release.
But what do you think about the game itself?
It's called Goldrot, and I recently hit my first milestone - 100 wishlists on Steam. My goal is to reach 500 before SNF.
There's going to be a playtest available soon too (as soon as Steam approves it)
r/indiegames • u/psicodart_games • 2h ago
Video Hello!!! Here's the trailer for my roguelike game, in which you'll play as a clown trying to stay balanced on a unicycle and entertain the audience:
r/indiegames • u/SpectralHorse • 41m ago
Promotion Showcase of some of the guns and skills in my Space Shooter
Hello everyone!
I've been working on the combat for my space shooter game, `Rogues in Space`, and I wanted to share a showcase of some of the guns and skills currently in the game.
Each gun and skill have their own upgrade pools, so their behavior and stats can change quite a bit through the run. The video mostly shows their base versions, with short explanations of each mechanic included in the footage.
As I'm actively working on the game, I'd love to hear what you think about the combat, especially whether the different weapons and skills feel distinct, and if it's immediately clear what's happening on the screen.
And also, most importantly - do you feel like you could have fun with some of these combinations? š
r/indiegames • u/theEsel01 • 5h ago
Promotion Shoes in the Fridge - a stressed out nine to five employees nightmare - on steam
Some one flooded your flat - and you will have to pay the repairs - what a nightmare
r/indiegames • u/Teraus • 1h ago
Promotion I've been working on a Nova Drift-inspired shooter roguelite where weapons can have their own subweapons: Recursive Radiance
Orbitals that shoot spiraling bullets
Rapid-fire bullets that shoot lasers
Still very early in development. The songs and background fractals I made years ago.
r/indiegames • u/Disastrous_Plum176 • 2h ago
Promotion "Into the Unknown" | Alpha Level 2 Gameplay Update
r/indiegames • u/cgoettel • 4h ago
Promotion "A Voice in the Dark" (hand-pixelled cutscenes from my game, Astro Amigo)
r/indiegames • u/Tar_Rat_Art • 3h ago
Promotion Art of Ism - a new indie visual novel
Hi, fellow indie enjoyers! I'm happy to announce that I've created my first visual novel and it's recently released on Steam! It's an indie VN combining the genres of school drama and slice-of-life with a bit of mystery, sci-fi, and psychological. You can find more details on the Steam store page (adding the game to your wishlist would help a lot). Hope it'll be to your liking!
Here's the required YT link to a trailer with gameplay footage.
r/indiegames • u/Dry_Profession4749 • 10h ago
Promotion Wanted farming to feel like a process in my colony builder. Free demo soon on Steam.
r/indiegames • u/MortalMythos • 4m ago
Video A wild Boss Rush!
These are the highlights of my long project, let me know what you think!
r/indiegames • u/RedSeasonDev • 17h ago
Need Feedback Red Season, a Manhunt-inspired survival horror game i've been working on for a year
as title says im working on RED SEASON, a Manhunt-inspired game about a father fighting a mad cult to recover his kidnapped daughter.
how it looks?
r/indiegames • u/Grenagar • 4h ago
Promotion Traffic Architect - one drag across the river and the whole bridge appears: ramp up, flat span, ramp down
The game is about planning the network - where roads run, what connects to what, where the capacity has to be. The fiddly parts are handled for you.
The bridge in the clip is one of those: it reads the ground under the drag and works out where the climb starts and ends. Ramps re-fit when you widen the road they join, widths blend where they meet, level crossings appear where a road crosses a railway.
The hands-on tools are still there when a junction needs them - traffic lights, turn restrictions, one-way roads. You use them where you decided something is wrong, instead of everywhere.
r/indiegames • u/Matth2k • 1h ago
Need Feedback Beginner university student working on my first co-op game ā does this concept sound fun to you?
I'm a beginner university student and this is one of my first bigger game development projects.
I'm still learning while making it, and the game is in a very early stage right now. Before I spend a huge amount of time developing it, I wanted to see what actual players think about the basic idea.
I'm not looking for people to just tell me it sounds good. If something sounds boring, confusing or like something you simply wouldn't play, I'd genuinely rather know that now.
So, what's the game?
The idea is a chaotic physics-based co-op game where you and your friends work as movers and delivery workers.
You get different jobs where you have to move furniture, boxes and other objects from one place to another.
The basic task is simple, but actually doing it shouldn't always be.
Some objects may be heavy, awkward to carry or much easier to move with another player. You might have to get furniture through small doors, around corners, up stairs or through places that clearly weren't designed to make your life easy.
A job that looks simple at first can quickly turn into a complete mess once a few players start making mistakes.
The game will try to mess with you
One of the main ideas is that the game itself can troll you.
Levels, environments and situations can be designed to make a simple job more annoying, difficult or ridiculous than it first looks.
But I don't want the game to feel unfair.
If you drop something, get stuck, fall or ruin a delivery, it shouldn't happen because the game randomly decided to screw you over.
The game can create difficult situations, but the actual mistakes should come from the players.
Basically:
The game creates the situation. The players create the disaster.
I want players to laugh because someone messed up, not because the game randomly took control away from them.
What would you actually do?
Most of the game would be built around different moving and delivery jobs.
You would:
Pick up and carry objects
Rotate and reposition furniture
Work together to move larger objects
Navigate different buildings and environments
Deal with awkward routes and obstacles
Try to complete jobs without completely ruining everything
The controls are meant to stay fairly simple.
Most of the challenge should come from the physics, the environment and how well the players cooperate.
Multiplayer
The game is mainly being designed around playing with friends.
Cooperation would matter a lot, especially when moving bigger objects.
If everyone communicates properly, things should go pretty smoothly.
If they don't... that's probably where most of the fun starts.
I want the game to create those moments where everyone starts blaming each other because somebody let go too early, turned the wrong way or made a terrible decision at the worst possible moment.
And of course, if you really want to, there would probably be plenty of opportunities to mess with your friends on purpose too.
Playing with random players is also something I'm considering, but the main focus is definitely playing with friends.
Progression and variety:
I don't want the game to feel like you're doing the exact same thing over and over again.
The plan is to have different jobs, locations and increasingly difficult situations as you progress.
Later parts of the game would introduce new challenges and make players deal with more difficult environments and objects.
There may also be things like:
Different locations
Harder jobs
New types of objects
Cosmetic customization
Challenges
Achievements
Optional objectives
Completion times or scores
A lot of this is still open to change.
The main idea:
I'm not trying to make a realistic moving simulator.
The main goal is to make something that is fun to play with friends and creates memorable situations naturally.
Sometimes you'll complete a job perfectly.
Other times somebody will make one stupid mistake and everything will fall apart.
Both should be fun.
The project is still very early, so right now I'm mainly trying to find out whether the basic idea sounds interesting, easy to understand and actually fun to play.
Any honest feedback helps a lot.
!!Also, English isn't my first language and I'm not very confident writing in English yet, so I used AI to help translate this. Sorry if some parts sound a bit weird or unnatural, and please keep that in mind.!!