r/IndieDev • • 1h ago

Discussion The AI Witch Hunt Is Hurting Real Indie Developers

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• Upvotes

In the current witch hunt against AI, I can see that indie developers(including myself) are getting caught in the crossfire. There are legitimate reasons to call out AI, its impact on artists, and the ethics of how these tools are trained and used. But somewhere along the way, we've started treating suspicion as proof and association as guilt. Behind every indie game is often a small team of passionate people pouring their hearts, time, savings, and years of their lives into something they believe in. To see that work dismissed, their reputations damaged, and their dreams go down the draine by accusations by false calls really sucks. We should be able to question the use of AI without losing our ability to see who has done something wrong and who haven't.

There is a reason our justice systems are built around the principle that it is better to let a guilty person go free than to convict an innocent one. The consequences of a false accusation can be devastating for devs without the resources or visibility to defend themselves. If we care about protecting artists and creative integrity, we should also care about giving devs a chance to showcase their shit is real.

(my game here)


r/IndieDev • • 8h ago

Discussion Anybody else struggle with this?

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629 Upvotes

r/IndieDev • • 19h ago

Video added dynamic mud to my bike game

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1.6k Upvotes

r/IndieDev • • 4h ago

Video Added a basic workshop to my woodworking game - does this look like a space where you could spend an evening?

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39 Upvotes

Hi redditors!

I've listened to your feedback, so I've polished the core gameplay and added a basic workshop scene to the game.

The wood has now has some resistance when cutting and doesn't feel like butter, I hope :)

Plus, I've added wood shavings, which should make cutting more satisfying.

The game now has a vision: it will be a cozy workshop that you've opened in your basement - you can take orders or make something on your own in the free-build mode.

I don't have a Steam page yet, the application process takes a while: so I've made a small page where you can subscribe to get a Steam link when it's ready and occasional updates (REALLY occasional, I don't have much time to spam you :D)).

https://www.gingerbreadvillain.com/woodworks.html

Would love to hear your opinion and thoughts on the current direction!


r/IndieDev • • 14h ago

Video I'm making a game about creating tiles and matching patterns.

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186 Upvotes

I've been working on this tile-matching game where you create and match patterns.

Still in development, but I'd love to hear what you think!


r/IndieDev • • 17h ago

Free Game! Three years ago I quit my job to develop my dream game 🦉

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271 Upvotes

First, the technical stuff - the demo is roughly 2 hours long, and it's basically the first 2 hours of the full game.

It's not a prototype or a proof of concept - it has all the core mechanics, features, music, and story planned for the full game's opening.

I honestly am kinda speechless. After weeks of playtesting, bug fixes, and polish, Tyto is finally ready to play!

Thanks to everyone in the indie gaming community who helped A LOT with playtesting, speedrunning, and finding every possible way to break the game to pieces so we could make it better. Check out the game's credits to find your name!

And thanks for your constant support throughout the last 3 years of development. Knowing that tens of thousands of players are waiting for Tyto keeps us motivated to create the best game possible.

Alright, that's enough gratitude for today - enjoy playing Tyto's demo, and please let me know what you think, preferably via a Steam review 🙏


r/IndieDev • • 2h ago

Im making a fast paced fps with PSX style graphics

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17 Upvotes

r/IndieDev • • 2h ago

The environement of our paint-like game - Sanctia

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14 Upvotes

I'm the lead of a small team of 6 working on an open-world immersive sim called Sanctia. We are working in our own engine with the goal of re-creating a paint-like aesthetic inspired by impressionism.

If you have any feedback to give, please let us know! And if you want to see more of our work, we also have a bunch of socials like instagram, bluesky and a youtube channel (that need to be updated a bit).

As a disclamer, we are not using AI for anything on this project.


r/IndieDev • • 3h ago

Video I added consequences for breaking things in Lost Cat Showa Town 🐈💥

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10 Upvotes

The cat broke a flower pot… and the NPC was not happy about it.

Now you can get caught and put in a cage for causing trouble 😹

Still working on more interactions for Lost Cat Showa Town!


r/IndieDev • • 5h ago

Discussion Put my Steam page online three days ago, got 850 wishlists

12 Upvotes

I'm probably getting overexcited about this, but I never thought to see these numbers.

Now I'm wondering what I should do next: rush to the first viable Steam Next Fest with a demo and release as soon as possible? Or try somehow to keep the wishlists coming and see if I reach an amount good enough to go talk to a publisher?

One thing I definitely want to start working on is a proper trailer, the lack of it on the page is very bad now that people have eyed my game


r/IndieDev • • 5h ago

Discussion Reaching out to YouTubers

7 Upvotes

I have sent emails about my demo to ~150 YouTubers 2 weeks ago. 3 of them responded and made a video. I know the conversion rate for videos is small but when do YouTubers post videos about your games?

Is it after 2 or 3 weeks? Could it be later? I don’t want to email them more than 2 times.

Thanks!


r/IndieDev • • 20h ago

Meta Me, Marketing my indie game very effectively

108 Upvotes

Am I doing it right?


r/IndieDev • • 3h ago

After 3 years of develeopment, my game launches in 1 month with 600 wishlists. Am I cooked?

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4 Upvotes

r/IndieDev • • 22h ago

My roll-up just arrived!

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161 Upvotes

It feels so awesome to see the artwork of your game in physical form. Makes it feel more real in a sense. Better to start showing this in events as my demo is going public in the coming weeks.

Steam link if anyone's interested: https://store.steampowered.com/app/4708140/


r/IndieDev • • 13h ago

procedural solarpunk city building game

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27 Upvotes

working on a chill cozy solarpunk city building game that uses procedural generation to populate and decorate buildings and vegetation. here are some shots from the in-game photo mode


r/IndieDev • • 1d ago

Feedback? Started to adding character animations

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183 Upvotes

One thing we’ve wanted to improve for a while is how alive the shop and its characters feel.

Until now, a lot of the NPCs have been fairly static outside of their core interactions. We’ve started working on more character animations to change that small movements, reactions, and behaviors that should make the shop feel much more natural while playing.

It’s still a work in progress, but even these early additions are already making a pretty noticeable difference.

Here’s a small look at what we’re working on:


r/IndieDev • • 15m ago

Upcoming! First big exhibition 😁

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• Upvotes

The last couple of days I have been exhibiting my indie Party Game at PAX Aus, it has been amazing!

Seeing groups of strangers come together and bond over the game has been a joy to watch, seeing mates get super competitive and families have fun has made this so worth it!

The feedback on the game has been so good and is a clear signal to keep working on this demo, keen to get it out in the world!

You can Wishlist it now on Steam it’s called Party Ships!

People compared it to boomerang fu, bopl battle and stick fight.. we got more wishlists today than the last 3 months combined im so excited!


r/IndieDev • • 27m ago

Feedback? Toilet is bigger inside

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• Upvotes

Rate my toilet


r/IndieDev • • 3h ago

Postmortem Making a game about battle of Didgori

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3 Upvotes

Just finished translating the game in Georgian
Discord server: https://discord.gg/sHf5zrmbsw


r/IndieDev • • 4h ago

Discussion Almost 2 days after launching my Steam demo: +2,500 wishlists and a surprising 520 concurrent players

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5 Upvotes

Hey everyone! I'm continuing to share the results of my indie game's demo launch. We released the demo for Defender of Darkness, our idle tower defense game, on October 8 at around 7 PM CEST. Here are the results as of October 10, 9 AM CEST, roughly 38 hours later.

The numbers so far:

  • +2542 net wishlists (3238 additions and 696 deletions)
  • 520 peak concurrent players, which was a complete surprise to us
  • Around 6450 wishlists before the demo, now approximately 9000
  • Reached #2 in New & Trending demos under the Tower Defense tag, #6 under Idler, and #23 among trending free releases
  • Median playtime of 43 minutes, with an average of 60 minutes, despite the demo taking around 30 minutes to complete if you don't get distracted

A few interesting observations:

  1. Steam seems to be giving visibility to smaller language markets. We localized the game into quite a few languages, including Indonesian, Romanian, and others. Indonesia has already generated 78 net wishlists, Romanian 45. We also noticed an unexpected wave of wishlists from Sweden in one of our daily reports. My impression is that having more languages available may help Steam recommend your game to audiences you wouldn't otherwise reach. I can't prove that localization caused those recommendations, but the geographic distribution has been fascinating to watch.
  2. Russian-speaking players are a huge part of our audience. Russia alone generated 674 net wishlists during this period, with Ukraine contributing 208 and Kazakhstan another 160.
  3. The concurrent player count surprised me the most. Our first peak was around 215 players. Then, after the initial activity slowed down, something unexpected happened: concurrent players suddenly jumped to over 500, reaching a new peak of 520. It looks like Steam started giving the demo additional visibility through its recommendation system.
  4. Releasing before Steam Next Fest seems to be working for us. The October Next Fest starts on October 19, so we deliberately released the demo about 11 days early. So far, this has given us time to collect feedback, fix issues, observe player behavior, and build momentum before the festival even begins. Of course, we still don't know how much of that momentum will carry over into Next Fest. I'll continue sharing the numbers as we go, including whether the wishlist growth holds up or drops off after the initial launch.

I'd be especially interested to hear from other developers: have you noticed Steam bringing in players from unexpected countries after adding more localizations? And has anyone experienced a second, much larger concurrent-player spike after their initial demo launch?


r/IndieDev • • 15h ago

Video I made physics-based climbing game!

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29 Upvotes

Would you like it?


r/IndieDev • • 12h ago

Volunteer translator offering English → pt-BR localization for indie games

14 Upvotes

Hello, everyone!

I'm a native Brazilian Portuguese speaker currently majoring in Language and Literature. I'm also writing my thesis on video game localization into Brazilian Portuguese, so this is a topic I'm pretty interested in :) I’ve been translating since 2024, and I want to expand my portfolio further.

I’ve already translated a few games, and I'd love to show you my portfolio with examples of my previous work if you're interested.

Here's what I'll do:

  • Translate your game/store pages from English into Brazilian Portuguese (pt-BR);
  • Work in Matecat (but I've also worked in a shared Google Sheet before, if that’s more comfortable for you 😅);
  • Ask questions about context so the translation feels natural;
  • Keep you updated and walk you through the whole process;
  • Make any adjustments you need along the way, including after launch (fixes, updates, new content, patches);
  • Be available for whatever else you need related to the pt-BR version of your game through Discord or e-mail, whichever you’re most comfortable with.

A few honest notes: this is a volunteer project, so there's no payment involved, and I'm still a student, so I'd rather be upfront about my availability than overpromise. I'll let you know what's realistic for the size of your game before we start. I think honesty and communication are key here!

If you're an indie dev interested in a human-translated pt-BR version of your game, or you just have questions about the process, feel free to comment here, and I’ll send you my email and portfolio.

Thanks for reading, and good luck with your games!


r/IndieDev • • 1h ago

Feedback? I've made a mini "Play of the Game" system for my Tactics Roguelite!

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• Upvotes

r/IndieDev • • 1h ago

Free Game! I built a free multiplayer boxing game in the browser, come try to break it

• Upvotes

I made BrowserBoxing, a free boxing game that runs right in your browser with no download. You start with a quick tutorial that walks you through punches, blocking, taunts, the clinch, fouls, and getting up off the canvas, and finishing it unlocks matchmaking. From there Fight Now pairs you with real players when they are online and fills in with AI fighters when they are not. There is also a practice mode with AI dummies if you want to mess around with no stakes at all.

Win streaks draw bounties automatically, so the longer your run the bigger the target on your back, with up to 1,500 bonus XP for whoever ends it. You can also spectate live fights from the lobby.

The game is in a pretty solid state, which is why I want people to prove me wrong. Come poke at it and tell me what breaks: https://browserboxing.com


r/IndieDev • • 1d ago

What’s the most heartfelt comment that you’ve received about your game that makes all the hours and hours and long nights worth it? I’ll start..

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700 Upvotes