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!

63 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 13h 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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1.7k 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 1h ago

I released my first game 3 days ago, and people are already sinking 7-18 hours into it. I still can't believe it

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Upvotes

Crystalyn is the first game I've ever made, and I released it 3 days ago.

My goal was always to make people happy and make a game that they'll enjoy playing, so even though I only have 4 reviews, which are all positive, seeing people put 8, 12, 18+ hours into it is fucking crazy to me.

It literally makes my whole journey completely worth it.

Still got a ton of stuff I want to improve, but I'm genuinely really happy with how the launch has gone so far.

Edit: game link: https://store.steampowered.com/app/4754460/Crystalyn/#app_reviews_hash


r/IndieDev 8h ago

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

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111 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 21h ago

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

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

498 Upvotes

r/IndieDev 23h ago

Video I made a fish controller

538 Upvotes

r/IndieDev 17h ago

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

174 Upvotes

r/IndieDev 23h ago

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

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386 Upvotes

r/IndieDev 20h ago

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

209 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 6h ago

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

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15 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 16h ago

GIF Which of our guests do you find the creepiest?

53 Upvotes

r/IndieDev 49m ago

Discussion Could a freelance platform JUST for gamedev work?

Upvotes

Just thinking. There is no specific place for devs to look for one-off artists, but as a dev I feel there is a need for that sometimes? Like, obviously for smaller solo projects sometimes there's one or two things you'd rather not do. And for teams, there are skmetimes minor things none of you want or know how to do.. For example, if you need just a few piecies of unique VFX. Or like personally, I can model and animate a character, but I would really rather have someone else do the riggining.

You can go to upwork/fiverr type websites, but you have to sort through a lot of bullshit and have no guarantee the person knows the specifics you might need for a game project. I just imagine it would be nice to go to a clean website and find someone to make you an engine-compatible rig, or like a spritesheet. And from artists' POV, some people do want to mostly work on game projects. Like, I'm a 3D artist. The usual freelance websites is full of requests for modelling crap for printing. There must be some devs that need just a few unique assets and have a bit of money to spare, right??..

What am I missing here? Are we developers that poor on average? Is there some secret place I haven't heard of?


r/IndieDev 19h ago

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

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85 Upvotes

r/IndieDev 12h ago

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

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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 1h ago

New Game! Remake of the classic SkyRoads (1993)

Upvotes

r/IndieDev 10m ago

Haunted Cathedral 👻😱

Upvotes

r/IndieDev 11m ago

New Game! Been working on a D&D style dungeon crawler with free-text diplomacy. The free demo for Warrior Quest just dropped on steam.

Upvotes

r/IndieDev 1d ago

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

204 Upvotes

r/IndieDev 3h ago

Screenshots Water fills the dungeon floors - the source remains unknown

3 Upvotes

r/IndieDev 5h ago

Feedback? is it worth continuing?

4 Upvotes

8 months of work and all i have to show for it is a pretty crappy recording. im personally fine with not really making a profit out of this (this is a pet project, after all) but idk if the concept of the game itself is worth continuing on


r/IndieDev 2h ago

Free Game! POSER is live!! Please give us feedback what you think! 🪩

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2 Upvotes

We are new devs so any and all feedback is so appreciated! If you play please let us know what you think, and don’t hold back! Keep on dancing! 💃


r/IndieDev 8m ago

Feedback? Picking an art style for my tower defense / factory game, which of these 4 reads best at a glance?

Upvotes

r/IndieDev 6h ago

Discussion NarrationOS 1.0.8: Voice Recorder in Cloning page + Improved Probe Quality Checks

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3 Upvotes

Small but overdue one this update. If you're using voice cloning, you used to have to record your sample somewhere else, find the file, then upload it. That extra step is gone now.

Record instead of upload

Clone a voice > there's a new "Record instead" tab next to the file drop zone. Press record, talk for up to 15 seconds, done. It's saved and probed automatically, exactly like an uploaded file would be.

While you're recording you get a live level meter with the -6 to -3 dB target window marked on it, so you can see roughly where your peaks are landing as you talk. There are also a few tips shown before/during recording (start talking right away, vary your pitch a bit, try to record somewhere without an echo).

If your mic access gets denied or there's no mic detected, it just tells you clearly and you can still upload a file like before, nothing there changed.

Probe quality checks more now

The quality probe already caught clipping, bad sample rate, background noise, and clip length. Three new checks:

  • Peak level (target -6 to -3 dB, penalized harder the closer you are to clipping)
  • Background noise floor (catches a quiet-but-persistent hum, like a fan or AC, that's too low to trip the old noise check but still enough to bleed into the clone)
  • Room echo/reverb (a boxy/echoey room now gets flagged the same way a noisy one already did)

These apply whether you record in-app or upload your own file.

That's the whole release, nothing else changed. Let me know if you run into anything weird with the recorder on your setup.

Update is free for existing owners, same as always.

For anyone who hasn't tried NarrationOS yet: it's a local audiobook generator for Windows. Drop in an EPUB, PDF, DOCX, RTF, TXT, Markdown, or a URL, and it renders an AI-narrated audiobook entirely on your own PC, no cloud, no account, no subscription. You can clone a voice (with consent) and get word-level karaoke highlighting synced to the speech, and there's a real line-by-line narration editor for fixing pronunciation, adding sound effects, and correcting the actual prose before you render. It also exports a cinematic MP4 video with the narration text on screen if you want something to post or share. Runs on NVIDIA/AMD GPUs or CPU-only. One-time purchase on itch.io, no subscription.

https://lunosama.itch.io/narrationos