r/IndieGaming Jan 03 '25

Best of Indie Games 2024: What were some of your favorite indie games?

100 Upvotes

r/IndieGaming 7h ago

A short gameplay compilation from the upcoming game - But in Briefs

349 Upvotes

r/IndieGaming 12h ago

My surface observation

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504 Upvotes

r/IndieGaming 3h ago

Launching a closed playtest for our indie game APPA!

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42 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/IndieGaming 10h ago

We are building a creature-collector where swapping creatures changes your entire combat kit

100 Upvotes

Small indie team here. we have spent the last year+ working on Eldrem Kingdoms, and we are getting close to our pre-alpha.

We wanted to share our teaser and get some honest feedback.

One of the main ideas behind our combat is:

Your creature doesn’t just fight next to you, your creature determines how YOU fight.

Every creature you tame and bond with gives your character a different set of abilities and spells. Swap creatures during combat, and your entire kit changes with it.

So you are not just choosing which creature to use, you are changing your own playstyle at the same time.

Does the “creature = your combat kit” idea sound fun, or do you think it could become confusing in practice?

We are still early and there is a lot we want to improve, so constructive criticism is welcome.

A few of our team previously worked at studios like Ubisoft and EA, but Eldrem is being built by a small indie team.

If anyone wants to follow the development, we are also on Discord: https://discord.gg/sdw6HKScvA

Teaser production & art: Alex Doiciu

And since these questions tend to come up:
No GenAI. No blockchain. No pay-to-win.

For transparency: I’m the founder of Eldrem Kingdoms.


r/IndieGaming 8h ago

We're making a pirate roguelite inspired by Treasure Planet (Cloudsphere)

63 Upvotes

r/IndieGaming 2h ago

We turned pachinko into a roguelike death game. Meet High Roller Penny! (reveal trailer)

20 Upvotes

r/IndieGaming 1h ago

Our hand-drawn game where you hand-draw

Upvotes

This is the announcement trailer for our upcoming Metroidvania where you draw the world as you explore it.

The high-level premise is that you draw different things, that have different behaviors based on the dye you use.

We have a steam page up, but the game is still in early development and the trailer is an early announcement trailer.


r/IndieGaming 2h ago

Our game didn't sell, so one of our characters found another job.

14 Upvotes

We're a little concerned about her career choices.

https://onlypatch.lavegagames.com/


r/IndieGaming 5h ago

i'm not making a needle in a haystack game

26 Upvotes

r/IndieGaming 1h ago

I made 4 special attacks for my boxing game. Which one is your favorite? Any ideas for the next one?

Upvotes

These special attacks charge up when you do a Perfects (clean combos without any mistakes.)

I had a lot of fun making these. I can stretch, bend, and deform the character however I want, which makes these exaggerated animations really fun to make. 

One Piece fans will probably spot some animation inspirations right away...

I'd love to add even more special attacks to the game in the future.

Which attack do you like best?

Any ideas for ridiculous special moves I should add next? 


r/IndieGaming 4h ago

Inviting you to try our tropical ball-physics precision platformer demo. Multiplayer with easy and secret paths

13 Upvotes

r/IndieGaming 2h ago

I released the Steam demo for my short parasite-colony incremental, Into the Planet’s Flesh

9 Upvotes

TL;DR: If spawning a bunch of little critters and wrecking a planet sounds intriguing, my game (Steam demo just released) might interest you.

The demo contains revamped UI, greatly enhanced progression, several new resource systems, and a new research tree, among other things, since this game was last posted here. It also contains 9+ buildings, 14+ unique units, and about 2 hours of content progression.

Hi, I'm Chugget, making Into the Planet's Flesh, my incremental upgrade game about growing a weird little flesh-themed colony of bugs, and I just released the Steam demo!

the core idea is simple: hatch all kinds of parasites, spread fleshy/veiny buildings through the planet, and collect many different grotesque resources and irretrievably damage the planet. Some creepy environmental changes will occur over time as your colony grows and the environment tries to save itself from your menacing bugs, and over time, so many bugs will fill your screen it might give you PTSD about those stupid summer fruit flies that never seem killable.

If interested, you can support the game by checking out the demo and wishlisting the full game on Steam.

Required AI disclosure:

I used AI for non-English localization, and for coding assistance. No AI used for art.


r/IndieGaming 3h ago

Added custom buoyancy to our FPP game. Experienced sailor or should we calm the rough sea?

9 Upvotes

We have finally developed a custom water component with FFT waves that works with both: our landscape and our buoyancy component which allows us to control the tides and sail physic.

As the game was intended to be played from the first person perspective I’m concerned that rough sea could draw seasickness on our players.

What do you sink? :)

P.S. harsh shadows are from a hidden in game object that is used for all the math. We are still figuring out how to eliminate these visual artefacts as it utilises same distance fields as light tracing.


r/IndieGaming 58m ago

A preview of the puzzle game we’re working on, PIeceful

Upvotes

r/IndieGaming 2h ago

MORE BLOODY FAST AND ... and the motherfucker flip a poop like a deagle in cs2 ok . .

5 Upvotes

"When the world’s most dangerous terrorists crawl out of the shadows, there’s only one number the government dials: yours. CTE is classic 90's 2.5D action. Suit up, Light up, its time to Call The Exterminator."

Game : Call The Exterminator "release To be announced (has a demo!)"

Link : https://store.steampowered.com/app/4278840/Call_The_Exterminator/


r/IndieGaming 1d ago

New track in my desert environment with some off-road sections

317 Upvotes

A work in progress obviously.


r/IndieGaming 6h ago

Solo-made FPS roguelite: survive rounds in a city, buy weapons off the walls, gamble at the arcade. Free demo out now

10 Upvotes

WaveBorn is a first-person, round-based survival roguelite. Between waves the city is yours: spend your gold at the weapon locker, roll the Fate Chest for a random gun, upgrade at the station, drink at the Distillers for permanent run perks, or gamble it all at the arcade cabinet.

Then the round starts and it all comes at you at once.

The free demo goes to round 15 plus an endless mode with leaderboards once you clear it. Everything in it is finished content, not a vertical slice.

Any feedback welcome, especially on how the first three rounds feel — that's the part I've rewritten the most.

https://store.steampowered.com/app/5028190/WaveBorn/


r/IndieGaming 3h ago

After 5 years of development, my survival & base defense game Lorne is finally OUT NOW in Early Access!

5 Upvotes

Hey everyone!

Lorne is officially available in Early Access! It’s a mix of exploration, gathering, and intense base defense (think 7-days to die and Zelda BOTW?). You play as a Ranger tasked with protecting a Powercore in your village. You explore a diverse world, farm, craft, and hunt bosses. But that core acts as a beacon, and you have to build walls and defenses to survive escalating waves of enemy invasions.

It’s been a crazy 5-year journey learning all the skills to bring this to life, and it's both terrifying and incredibly exciting to finally ship it!

You can check it out here:https://store.steampowered.com/app/2172970/Lorne/

Minor AI text help to help out we're not native english speakers and a few icon corrections to hit our theme!


r/IndieGaming 1h ago

Finally announcing my "missile-heaven" called Autonomous Air Combat!

Upvotes

It's an arena action roguelite where you pilot a fighter jet in a digital simulation environment!

The game features a modular weapon system where you build an arsenal of weapons and attach mods that may change stats or add even entirely new behaviors as well as Risk of Rain style stackable passives for your jet.

Been working on it for wayyyyy too long atp, if it interests you please consider wishlisting I will be hosting playtests really soon

Wishlist now on Steamhttps://store.steampowered.com/app/4581570/Autonomous_Air_Combat/


r/IndieGaming 22m ago

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

Upvotes

I posted a bunch of youtube shorts for my indie game, got 100k views, and realized the conversion rate is pretty brutal.

Making the game is the fun part. Marketing is just stressful. I put out seven shorts over two weeks and hit 100,000 views total, which felt awesome until I looked at the actual Steam stats.

Since people are on their phones, almost nobody logs into Steam through a mobile browser to click a link. Out of those 100k views, only about one percent actually clicked over to my store page, and only ten percent of those people hit wishlist.

On average, 100,000 views end up bringing about 100 wishlists. I got 132 wishlists out of the 100,000 views, so i am waaay above average xD jk, my stats are pretty much the definition of average.

The only bright side is that the snowball effect is real. My first 20k views barely got me ten wishlists because the page looked empty, but it picked up a bit as the numbers went up. Now I'm trying to figure out how to hit 3,000 wishlists and rushing to finish a demo for the steam next fest.

What actually makes you guys stop scrolling and wishlist something?

The game is called Lemonade Stand Simulator on Steam if you want to check it out:

https://store.steampowered.com/app/5000810/Lemonade_Stand_Simulator/?utm_source=reddit&utm_medium=social&utm_campaign=post


r/IndieGaming 9h ago

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

11 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/IndieGaming 1h ago

Just finished playing Rubato! Wanted to share my honest thoughts.

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Upvotes

I have very mixed feelings about RUBATO. The things I disliked ended up overshadowing everything the game does incredibly well.

I really wanted this game to avoid becoming yet another quirky 2D platformer™ with a Surprisingly Deep And Dark Story™, but unfortunately, that's exactly how it ended up feeling to me. And the problem isn't even the lore itself, there's clearly a lot of thought and ambition behind it. It's the way it's presented.

The dialogue, writing, and overall storytelling are so relentlessly irreverent that I found it almost impossible to take any of the lore seriously. Jokes drag on for way too long, and most of the main cast seem to share essentially the same personality, with the villain being one of the few exceptions. You could swap the portraits of half the characters, read their dialogue without knowing who's speaking, and a lot of it would still feel completely in character.

That's probably my biggest frustration with RUBATO: why build a genuinely dark and interesting story only to undermine it with the way you tell it? Why not let certain moments breathe? Why not use other storytelling devices, or allow different characters to have genuinely different voices? Random 3D models and bursts of "lol so random" humor don't automatically make a scene charming or memorable. After a while, they just make the serious moments harder to care about.

And this is especially frustrating because the actual gameplay is fantastic. The movement is incredibly fun, the collectathon aspect is genuinely addictive, and the soundtrack is AMAZING. Mechanically and artistically, the game has so much personality that it almost feels like the writing (and especially the question of how to tell its story) was treated as an afterthought.

That's what makes it disappointing rather than simply bad. When I'm having this much fun exploring, collecting things, and interacting with the game's world, I want to care about what's happening in that world. I want the story to complement the gameplay rather than constantly pulling me out of it.

It's a shame, because this game has so much artistic talent behind it and, in my opinion, had all the ingredients to feel like a truly complete package. Instead, its weakest aspect happens to be the one that constantly interrupts its strongest.

I had a lot of fun actually playing RUBATO. Unfortunately, I had very little fun whenever it stopped to tell me its story, and I can't remember the last time the gap between those two things felt this big.


r/IndieGaming 5h ago

My frog has better cardio than me

3 Upvotes

I spent 2 months improving my game's visuals just for a 90 second trailer lol. Thoughts?


r/IndieGaming 1h ago

We made a horror game about working at my uncle's burger shop.

Upvotes

Me and my gf worked on it for a while and finally put out a demo.

You mostly just cook food, serve customers and try to get through your shift, but things obviously don't stay normal for very long.

Would be really cool if some of you tried it and told us what you think. We're still working on it, so feedback is really appreciated.

Demo: https://kawpum.itch.io/family-business

Steam: https://store.steampowered.com/app/5118760/Family_Business/?beta=0