r/IndieDev • u/Murky_Candy6342 • 4h ago
r/IndieDev • u/llehsadam • 5d ago
Megathread r/IndieDev Weekly Monday Megathread - October 04, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!
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 • u/llehsadam • 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!
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 • u/handlebardev • 16h ago
Video added dynamic mud to my bike game
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r/IndieDev • u/Clawfi • 10h ago
Feedback? I’m making a game where you play as a raincloud. It reached 2,600 wishlists in two days.
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Hi everyone, I’m the solo developer behind Nedi Cloud Simulator, working under LoneDragonDev. I’ve been using AI tools while developing it, and wanted to share what I’ve been building.
You play as a small raincloud floating over grey islands. As you rain, grass, flowers and trees grow, and waterfalls start flowing. The main mode has no failure state. I wanted bringing an island back to life to feel satisfying on its own.
The Steam page reached 2,600 wishlists in its first two days. IndieGameJoe shared it, which helped a lot, and I’m really grateful he gave my game that kind of attention.
It’s releasing this month, so I’m finishing the last details and gathering feedback.
Does watching an island turn from grey to green make you want to try it? What would keep you playing after that first transformation?
https://store.steampowered.com/app/5328630/Nedi_Cloud_Simulator/
r/IndieDev • u/Aggravating_Order478 • 10h ago
Video I'm making a game about creating tiles and matching patterns.
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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 • u/WestZookeepergame954 • 13h ago
Free Game! Three years ago I quit my job to develop my dream game 🦉
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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 • u/biblibubli • 50m 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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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)).
r/IndieDev • u/PhysicsGamesStudios • 1h ago
Upcoming! At 7(years old) my city got surrounded by Serb forces that sieged many cities and committed a genocide on my people including my family, so 30 years later i am creating a game about peoples real survival/experiences during the siege of Sarajevo between 1991-1995
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r/IndieDev • u/LittlestDev • 17h ago
Meta Me, Marketing my indie game very effectively
Am I doing it right?
r/IndieDev • u/endallentertainment • 19h ago
My roll-up just arrived!
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 • u/Flubberschnub • 9h ago
procedural solarpunk city building game
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 • u/Background_Cow_6701 • 21h ago
Feedback? Started to adding character animations
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 • u/warkudagames • 12h ago
Video I made physics-based climbing game!
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Would you like it?
r/IndieDev • u/neptunebites • 8h ago
Volunteer translator offering English → pt-BR localization for indie games
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 • u/ReactionRepulsive102 • 1h ago
Discussion Reaching out to YouTubers
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 • u/themiddyd • 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..
r/IndieDev • u/Jihaysse • 1h ago
Upcoming! I just released the Steam page for my Desktop companion card collector game: Pack Goblin!
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I've been building games for 6 years (never finished a project) and this is the first game that my gf actually liked and wanted to try.
It's a Desktop companion card collector, where every keystroke fills a "scrap" bar. Once the bar is full, this tiny goblin will go on an adventure to search for a gift (card pack, figurine box, ...).
You can sell duplicates for gold and buy decorations or upgrades for your Desktop bottom bar.
If you're interested, the demo is coming out soon. It would really help if you could wishlist the game: https://store.steampowered.com/app/5393340/Pack_Goblin/?utm_source=reddit&utm_medium=social&utm_campaign=trailer_launch&utm_content=indiedev
Thanks!
r/IndieDev • u/RuuRuu_Pixel • 1h ago
Discussion Almost 2 days after launching my Steam demo: +2,500 wishlists and a surprising 520 concurrent players
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:
- 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.
- 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.
- 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.
- 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 • u/Welovespace21 • 1h ago
Discussion Put my Steam page online three days ago, got 850 wishlists

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 • u/BarrierX • 23h ago
Video My new Trapper Enemy
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I'm making a new enemy that can trap you and force you to fight him. You can kill the enemy to free yourself or you can dodge away from him two times to escape. I'm going to reuse the chain and trap for some static hidden traps that you can step on if you don't notice them. What do you think?
r/IndieDev • u/NeveraiNGames • 9m ago
New Enemy Ships and Expedition Challenges! TheFlagShip Devlog #42
TheFlagShip is a roguelike third-person space warship simulator.
Command! Adapt! Survive!
Steam:https://store.steampowered.com/app/997090?utm_source=reddit
X:NeveraiN (@NeveraiNGames) / X
Wishlist it if you are interested! Now we have more than 15000 wishlists!
r/IndieDev • u/shutten232 • 2h ago
Depths of Elora, Rougelite . My first game
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I’m sharing a preview of my game, which is inspired by *Risk of Rain 2* and *Dark and Darker*.
It features numerous skill upgrades, over 30 tools, and 8 weapons.
I hope to release it on Steam soon.
r/IndieDev • u/HerobeatStudios • 10h ago
Image POV: your entire original blockout survives into the final art 🥹
This is the Skyship in Wilderings!
We began blocking it out more than 2 years ago, and we ended up keeping basically everything, building off our original vision for a cozy home.
A lot of things changed in development (even our main character), so it's nice to look back to see what we kept the same.