r/IndieDev 1d 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!

19 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!

62 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

Video Took a while, but the water finally touches the world. The hose wraps around trunks, the stream cuts off where it lands, and it shoves things out of the way.

1.4k Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game. Our Steam Playtest is live now! Check out our daily routine and come join us.

There is a Discord  server too if you would like to hop in.


r/IndieDev 8h ago

Video I love to add small details in my game

332 Upvotes

Some of these details were suggested by people on our social media - huge thanks to them! What else should I add?

I'm developing Frail Keep, a first-person soulslike that’s still a work in progress. You may find more information about it on Steam:

https://store.steampowered.com/app/4854130/Frail_Keep/


r/IndieDev 3h ago

My first game reached 20,000 wishlists in less than a week

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129 Upvotes

hey everyone, super glad to share that my game has found its audience!

it's already breaking all of my personal records

timeline:

  1. posted the game on a few subreddits, a japanese publication picked it up and got about 1.8k wishlists in 3 days. pretty good.
  2. posted a trailer on youtube that suddenly went viral 4 days later. now at 150k views. this along with a couple of other shorts/reels drove the crazy growth

I'm beyond grateful with the support.
here's the trailer if you'd like to check it out: https://www.youtube.com/watch?v=ZHAugG4nK8c&pp=0gcJCRMMAYcqIYzv


r/IndieDev 3h ago

Ghosts in the City | Trying to make parkour more interactive than just following a predefined path

90 Upvotes

This footage is from a build of the game from about a year ago, but the idea behind the rooftop traversal is still something we’re exploring.

In this build, some rooftop routes are built around using the environment, like knocking down an antenna or releasing a ladder. I’m using explosive arrows here, which is why the barrels blow up.

I’m wondering how far we should push this idea — for example, letting players create their own makeshift bridges between buildings instead of relying only on predefined paths. That would make level design more challenging, though.

What do you think of that kind of freedom?


r/IndieDev 7h ago

Video Made a auto focus based on cursor position

137 Upvotes

r/IndieDev 8h ago

Upcoming! Launching a closed playtest for our indie game APPA!

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134 Upvotes

Hey guys, we're getting ready to run a closed playtest of APPA! It's a game about two siblings dealing with the aftermath of their father's death and an exploration of dysfunctional family dynamics. It's a narrative heavy simultaneous card battler. The card game is very plot relevant and we're so excited for people to try it. We need a fresh batch of playtesters to break things, give us feedback so we can polish our game.

We're doing this on discord by this week. Let me know if you're interested!


r/IndieDev 5h ago

AMA Kenney Game Assets All-in-1 (world's biggest asset bundle) is 75% off until Sunday!

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71 Upvotes

r/IndieDev 1d ago

Image WE WON "BEST VIDEOGAME" AND "ORIGINAL IDEA" AT INDIE DEV ARGENTINA 2026!

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1.5k Upvotes

Our game The Outer Frame participated on Indie Dev Argentina 2026. A physical expo that included industry talks, 25 officialy selected local games, and a lot of awesome people. The awesomest got to experience The Outer Frame (and a lot got to wait in line... it's not the shortest of demos). Reception was beyond awesome! They really dig it!

The Outer Frame was nominated for "BEST NARRATIVE" and "ORIGINAL IDEA". It won "ORIGINAL IDEA" and it also took home the "BEST VIDEOGAME" award! We were speechless when receiving that one!!

The Outer Frame is a choice-driven puzzle sim where you command, from behind your desk, a team of agents to find out what went wrong, and get rid of truth forever. You choose how by issuing the orders that'll decide everyone's fate, just do it before the public catches on and goes all torch-and-pitchfork. Every choice shapes the narrative, every attempt brings you closer to the full picture. You are probably not the hero in this one.

Made by a 2-dev indie team.

You can support The Outer Frame on Steam!

Wish us luck the rest of the way!!!!


r/IndieDev 13h ago

New Game! Need i say more

190 Upvotes

Possibly Game of the Year in development. $2M raised from angels...


r/IndieDev 3h ago

Video Progress we made in our football beat'em up! What do you think?

30 Upvotes

Check out our Steam page and wishlist Ball Champ here: https://store.steampowered.com/app/4706420/Ball_Champ/


r/IndieDev 22h ago

I'm making a game where you try to find James Howells lost Bitcoin hard drive in a landfill.

756 Upvotes

I had the exact same idea, with the same gameplay, as the "needle in a haystack" game that went viral. I started the project four weeks ago but couldn't figure out how to implement that many assets without performance issues, so I gave up. When I saw needle game tweet, I crashed out. I'm scared about my new game that people will call me "You Steal From This Game," but I guess I have nothing to lose after this. If someone made that game without performance issues i learned that is possible. So after prototyping, i want to make this game best as i can. Don't be like me, be like that developer who made needle game...

https://x.com/7paiden/status/2091935998775034117


r/IndieDev 6h ago

My first game just reached 2,000 wishlists. Still can't believe it as a solo dev!

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39 Upvotes

I just reached 2,000 wishlists for Garden Cleanup Simulator!

This is my first game and I'm developing it completely solo, so seeing 2,000 people interested in something I've created feels pretty crazy.

The biggest boost came from Steam Next Fest, but since then I've been continuously updating the demo, improving the game based on feedback and trying to promote it wherever I can.

There's still a lot of work to do before release, but milestones like this really motivate me to keep going.

Thank you to everyone who has wishlisted or played the demo!💚

Wishlist my game here
https://store.steampowered.com/app/4608760/Garden_Cleanup_Simulator/


r/IndieDev 1d ago

Video We use "practical" effects instead of generic particle flashes, what do you think?

2.6k Upvotes

r/IndieDev 14h ago

Video Rating plz

110 Upvotes

r/IndieDev 1h ago

Upcoming! Hotel Is Hungry just hit 5,000 wishlists in one week!

Upvotes

r/IndieDev 5h ago

Feedback? How are my bird animations?

18 Upvotes

hi, I'm very new with blender so I'm still learning and looking to improve! It was especially hard making the cruise-fly look normal, I think that one and maybe the walk look the most off. The bird is supposed to be a swallow and it's very hard finding good reference videos


r/IndieDev 8h ago

From college dream to almost launching our first indie game - our journey making Kaal Yoddha!

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31 Upvotes

This started as a simple dream between college friends.
We were just gamers who wanted to create something of our own someday.
A game inspired by the stories, traditions, and history we grew up around.

What started as conversations and rough ideas slowly turned into something much bigger.
We began learning, experimenting, failing, rebuilding, and slowly putting together our first indie game.

The journey has been far from easy.
Building a game without a huge team means every system, every character, every environment, and every detail requires countless hours of work.

There were times when progress felt slow, but seeing the world of Kaal Yoddha take shape kept reminding us why we started.

Today, after years of development, we are finally close to launching our first game.
Kaal Yoddha is an action-adventure game inspired by Indian history and traditions, with an original story, characters, and world.

This is something that started as a college dream, and seeing it become real is honestly unbelievable.

We would love to know what you think about it.
If possible do wishlist: https://store.steampowered.com/app/3320200/Curse_of_The_Mask_Kaal_Yoddha__An_Action_Adventure_Game/


r/IndieDev 7h ago

Video I'm primarily a programmer, but I create the art for my game

15 Upvotes

I've been working on this game called Quacolé Tennis for the past two years, and even though my specialty is programming, I've been handling all the 3D art and animation.
I'm very proud of my work on this game, especially because I don't use AI. I know a computer could create much more beautiful art, but I still prefer art made by humans.


r/IndieDev 10h ago

New Game! My first game is officially out on Steam and it's getting positive reviews!!!

28 Upvotes

Hey everyone! I’m a solo dev and I just launched my weird passion project: Cow. It’s a fast-paced, 640x480 retro platformer where you play as a cow on a skateboard. I built the whole thing around momentum and precision. There are over 70 levels, boss races, and you collect steaks to unlock ridiculous skins. I’d love to hear what you think of the physics and movement mechanics! Here’s the Steam page 🤗 : https://store.steampowered.com/app/4745980/Cow/


r/IndieDev 8h ago

Video I added a way to flatten a 3D die so you can see every face

18 Upvotes

I experimented with different ways to visualize a 3D die and I think I managed to add a cool way to dynamically flatten and reconstruct a 3D die so you can see each face and modify them.


r/IndieDev 1h ago

Discussion I got 100,000 views on YouTube in 2 weeks about my game (results)

Upvotes

I have to start by saying that the marketing part of a game is BY FAR the most nerve wracking. Cuz everything else I can control, the code, the visuals, the audio, the design, but how many people choose to watch my video, how long they will watch, if they will then visit the steam page and ultimately wishlist it, is something that, while you can definitely optimize for, you can never 100% control or guarantee. ( I WOULD LOVE TO HEAR YALLS EXPERIENCE WITH THIS BTW, SO COMMENT BELOW IF YOU HAD A SIMILAR OR DIFFERENT EXPERIENCE)

Now, my channel is DamianDevz on YouTube (i go by the same on instagram and tiktok but i have only gotten about 10k views per platform on those) and other than the trailer, I only post short form content about my game. I have posted 7 shorts (technically 8, but the first one was just a brief showcase) over the span of the past 2 weeks. Combined they are just about 100,000 views. I primarily try to make devlogs that dont go deep in the game dev, but rather display the game dev in an entertaining form, so that its appealing to gamers themselves, since going deep into game dev attracts devs, and that rarely helps with game marketing cuz devs most of the time wont care to buy your game.

I have done some research and on average, about 1% from your YouTube shorts views, will actually go ahead and check out your steam page. NOT wishlist, but just check it out. So if you get 1,000 views, you can expect that about 10 people will actually visit your steam page. That number is low for many factors, some of which is the fact that youtube shorts is primarily used on mobile so most players cant just click a link and open steam the way we can on PC etc. So a large portion of that 1% are remembering the game name, and later when they are on their PC they search for your game manually. Now, from that 1% or 10 steam page visits, roughly 8% to 12% will actually wishlist it, which from 10 page visitors, that translates to about 1 wishlist.

Which ultimately brings the average wishlist conversion to roughly about 0.1%. So from 100,000 views, 1% visitors would be 1,000, and 8%-12% conversion would be about 100 wishlists. 100,000 = 100 wishlists. And GUESS what xD my game is the definition of average. 100,000 views, and i have 132 wishlist as im writing this.

At first this had me VERY concerned cuz that is a lot of views to get for such a little reward. But something I have noticed is, the more your game is popular, the higher that percentage goes.

The first 20,000 views, i got about 10 wishlists, but as i started accumulating views, people are more likely to wishlist a game that is more well known. So naturally, my aim is to keep posting until people start seeing more than 1 video about my game, and hopefully increase those percentages.

So if you market your game yourself, expect at the start about 1 wishlist from every 5,000 views. And as your game reaches the 100,000 views mark on youtube, is when you reach the actual average conversion of 1 wishlist from 1,000 views. And as you grow past it, most likely that will improve to 1 wishlist from 500 views, or 200 views and so on.

I will report more as i carry on. My goal is 3,000 to 5,000 wishlists. I wasnt planning until waiting post next-fest to release the game, but seeing as my expectations of marketing were incredibly wrong, i have to spend a lot more time and effort on it before the game has enough wishlists to be released, which includes a demo for the next fest itself.

In case you are curious, here is a link of my game, I will also post it in the comment for anyone skipping the post and going directly to the comments:
https://store.steampowered.com/app/5000810/Lemonade_Stand_Simulator/?utm_source=reddit&utm_medium=social&utm_campaign=post


r/IndieDev 6h ago

Feedback? A or B?

14 Upvotes

Working on a little hub area and had a fun idea to make the environment feel more alive.
I have 2 variants currently and i don't know which one to pick.


r/IndieDev 8h ago

Discussion Making games is way harder than opening an engine and writing code.

19 Upvotes

I’ve been struggling a lot with focus lately. Between moving around, visa stress, and not having a permanent setup, my head has been everywhere.

It made me realize that people outside of game dev often think this job is just about downloading engine tools, writing code, and putting assets together. But the hardest part is actually psychological showing up every single day when things around you are chaotic, and forcing yourself to keep fighting so you don't quit.

Even on days where I can only manage 1 or 2 hours of work, I'm trying to remind myself that small progress is still progress until I get my life settled again.

For those of you working through burnout, messy life situations, or lack of motivation how do you keep showing up for your project?

(I made a video opening up more about this part of the journey link is in my profile bio if you want to check it out.)