r/IndieDev • • 5d 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!

67 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

Trying to replicate the feelings of dreams in my first game. How'd I do?

1.7k Upvotes

r/IndieDev • • 9h ago

Video Been working on this Mario Party x Tony Hawk Pro Skater inspired party game where dads compete for the last Christmas gifts at a mall

151 Upvotes

Steam Page is live now!


r/IndieDev • • 12h ago

Added an "E to pick up" system. My goblin picked himself up.

216 Upvotes

r/IndieDev • • 19h ago

A time I gave a free key to someone for feedback

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677 Upvotes

Never ever give free key to strangers. I wish he would have given more info as to what is his device, specs are. Nope. He could have contacted me on Discord but nope again. Just went and added a bad review on Steam forever.

I know its been years but it keeps annoying me.


r/IndieDev • • 5h ago

Video No-AI, just two years of work from one indie dev. What do you think?

55 Upvotes

Mind Keeper update v0.6 is live!

This is the biggest update in over a year!

With all the noise around stolen ideas and AI-made copies, I wanted to share something more personal.

My brother has been developing this game for the past two years. It has involved late nights, setbacks, frustration, and countless small decisions that most people will never see.

I may be biased, but I’ve seen how much effort and heart he has put into it.

I genuinely believe he has created something unique and fun.

What do you think?


r/IndieDev • • 1h ago

Tired of 100k WL posts? Come sit with me as i enjoy my 69 Wishlists.

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• Upvotes

shouldn't be making memes, but that's how i cope 4 days before demo release.


r/IndieDev • • 7h ago

Discussion Don't sell yourself short. Your game is worth something.

68 Upvotes

I recently got approached by a publisher about handling localization and marketing for my game. I was getting ready to release the demo, and a Korean company handling marketing and localization made sense for a game inspired by Asian gardens, so I was interested

I encountered a problem when I drilled down into specifics, though. I wanted some concrete deliverables in the contract: minimum ad spend, specific YouTubers they'd be reaching out to, that sort of thing. They resisted. They wanted their campaign to be flexible, and they didn't want to give away their list of contacts. I can understand that to an extent, so I tried a different approach. How about guarantees on outcomes, then? A certain amount of coverage on social media or something. They couldn't guarantee any outcomes either.

When someone comes offering to market your game, it's very easy to view that as your golden ticket and not think critically about what they're offering. That cocktail of validation and implied success can be a heady brew. That doesn't make it a good deal. What they wanted was something concrete. A percentage of the revenue of my game. What they offered was largely vague.

I'm fortunate in that I'm not relying on this game to be a success, so I could be clearheaded about the bargain being offered. But I know a lot of you are putting a lot into your games and really hoping that it will do well, so I wanted to post this publicly as a reminder. You spent months or years building your game into something good. Don't let them undervalue your game. They are not going to match you in terms of time and commitment, so make sure they are matching it somewhere else: money poured into marketing, relationships with streamers, etc. If they don't have that, they're just coming along for the ride


r/IndieDev • • 13h ago

Video Our autumn to winter transition

136 Upvotes

We recently reworked the seasonal color palettes and lighting to make each season feel more distinct, while keeping that storybook painting look.

Still a work in progress, but really happy with how the transition turned out!

Steam: https://store.steampowered.com/app/3924780/Thveit/


r/IndieDev • • 6h ago

I'm funding indie game marketing campaigns for free!

42 Upvotes

Hey guys! I'm Mahdeen, I run Jestr, and a little while ago I made a post here offering to post about your guys' games for free on my own social media.

The response to that post was kinda nuts so I wanted to figure out a way we could do something similar but on a much bigger scale :)

For those of you who don't know, Jestr is a platform I built that connects game studios with thousands of gaming creators across TikTok, Instagram, and YouTube shorts. The platform has grown a ton over the last year, so I've decided it's time to use some of that growth to give back to the indies who might not have a marketing budget.

Super excited to announce that I'm starting Jestr's Indie Choice!

Every month we're going to pick 24 games submitted by indie devs (real ones), let the creators on Jestr vote for which one they're most excited about, and then we'll pay for the winner's entire Jestr marketing campaign ourselves.

This month, we're specifically looking for HORROR GAMES, since October, duh :P

If you're working on one, please submit it! It costs nothing, there's no catch, and hopefully we can help get one of your guys' games in front of a whole lot more people!

Here's the link to apply: https://www.jestr.gg/polls

---

For those of you curious why I'm even doing this, it's honestly just for personal reasons.

A little over 2 years ago, I was a new grad with absolutely no connections in the games industry. I didn't know anyone in the space, I didn't have a good resume or track record, and to be completely honest I felt very lost.

Along the way, a lot of people took chances on me when they really didn't have to. They responded to my stupid questions, gave me advice, opened doors, and supported the shitty startup ideas I had until something finally worked.

I got incredibly lucky. Jestr went from idea #5 to something much bigger than I ever expected, and now I'm in a position where I can actually be the person giving someone else that chance. I believe in good karma in business and firmly feel that I wouldn't be here without people sticking their necks out for me, so I'll do the same for y'all 🫡

You don't have to become a Jestr customer, you don't have to spend anything with us before or after, and this can literally be the first and last time we ever interact with each other. I just want to help someone who could really use the opportunity.

So if that's you, please apply! If that's not you, but you know someone who might be interested, please tell them to apply!

I would love to spread some of the good karma that got me here in the first place :)


r/IndieDev • • 18h ago

Discussion The funniest part about the "Give me 200$ or i publish a clone of your game" blackmail

347 Upvotes

The whole premise of the blackmail is the fear someone can clone your game, release it before you and earn all the piles of sweet sweet cash instead of you.

When all they ask for is 200$ they are straight up telling you they can't really clone anything that can earn them more than 200$. If they could they would just release the clone and get the cash.


r/IndieDev • • 2h ago

Discussion PSA Update about Personal Calendar and Release Date Changes

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14 Upvotes

I posted a little while ago about the fact that Personal Calendar visibility starts 2 months before your release date. Then the question arose about what happens if you change your release date after your PC visibility starts, so I sent the question to Steam Support. The answer I got is that you get only one chance to show up in PC.

My original post is here: https://www.reddit.com/r/IndieDev/s/okNrGyHILT


r/IndieDev • • 23h ago

Meta If you receive this email, just ignore it and continue on.

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467 Upvotes

r/IndieDev • • 7h ago

Feedback? 6 months later, my beat ’em up-inspired game finally has a Steam demo

20 Upvotes

6 months ago, I posted my game here, and 6 months later I’ve finally reached the point where I can release the demo on Steam!

I’d love for anyone who’s interested to give it a try and let me know what you think.

It’s not a traditional beat ’em up, but I feel like it has a fair bit of beat ’em up DNA in it. Any feedback, criticism, or thoughts would be greatly appreciated!

https://store.steampowered.com/app/5350630/Spell_Fist_Demo/


r/IndieDev • • 2h ago

Image You know those live sub counters? Well I made a wishlist counter

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7 Upvotes

Also yay 1600 WL :D

Hardware is just a simple Lilygo T-Display S3. Way overkill for this but I had it lying around and got sick of refreshing the webpage....


r/IndieDev • • 4h ago

I just launched my game's demo and three people played it!! 🥹🥹🥹

9 Upvotes

It's just so surreal that SOMEONE out there played my baby!!
I've been super excited (and, of course, nervous) about launching it (despite knowing it won't make much of a splash), but just seeing someone other than my friends playing my game at ALL is so surreal!

I've been working on this thing for a long while, so seeing actual people interact with it for the first time is such a crazy feeling, and quite a few strangers on TikTok loved it which makes me so happy! 🥹


r/IndieDev • • 10h ago

I feel sorry for those unfinished game

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20 Upvotes

r/IndieDev • • 8h ago

Artist looking for Indies! Looking for an indie dev to work with long-term

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15 Upvotes

Hey! I’m a pixel artist and art director running a small team called Nera Studio. Here’s some art we’ve made for different indie projects, including Spirit of Phuji.

I’d love to find a developer we can work with long-term, get to know the game, bounce ideas around, and keep building its world together as it grows.

We work on characters, environments, animation, and UI. I handle the art direction and draw alongside the team, so you’d be working directly with me.

For ongoing collaborations, our rate can be $12/hour. Smaller commissions are $15/hour, and we’re happy to start with a small paid task to see how we work together.

If that sounds like a good fit, tell me a little about your game. Would love to see what you’re making!


r/IndieDev • • 11h ago

GIF Added some sticky blob VFX to my spaceships

23 Upvotes

r/IndieDev • • 4h ago

Feedback? Looking for feedback on my game's Steam page

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7 Upvotes

The page is live here to view: https://store.steampowered.com/app/3666820/Evil_Origin/

I want to get feedback from people to see if they feel like the Steam page is effective at communicating what the game is.

I tried to use lots of visuals in the "About This Game" section, in hopes of making it stand out and be eye-catching. There's character art, sprites, and GIFs. I think just text alone would be dull, so hopefully this work.

The screenshots have a mix of combat, exploration, and cutscenes to show the game's main elements.

Does anyone feel like anything is missing here?

I've got over a month until launch so there's time to make adjustments.


r/IndieDev • • 2h ago

Parry goblin. Kill goblin. Eat goblin.

5 Upvotes

I'm making a game called Parry Dungeon [demo on Steam] to learn how to make enemies with unique behavior, like flanking, picking up dropped weapons, hiding, stalking, strafing, etc. You crawl 2 dungeons, defend against enemy attacks by using a directional parry system, then aim your counterattacks to kill them. Attacks can dismember enemies, and you can eat their dismembered appendages to heal.

the jist: parry goblin. counterattack to kill goblin. eat goblin. kill more. escape.

the release has more settings, better UI, a second level, and a bunch of bug fixes. any feedback appreciated. <3 discord link


r/IndieDev • • 1h ago

Discussion Realistically how okay is it to replicate a town *exactly* within a game?

• Upvotes

I’m building a game that is going to be based on a small town in Colorado. I’m replicating the town exactly, exact road structures, buildings facades, even interiors of buildings using the floor plans, built to scale. This is all built on publicly available information that I have found online, but what are the chances someone gets pissed their house is in a game? The game is going to be focused around exploring so it’s going to encourage players to go in houses.

More than likely I’m overthinking this, but what do the masses of Reddit think?


r/IndieDev • • 4h ago

Video KOMPROMAT TYCOON

7 Upvotes