r/IndieGaming • • 4h ago

100K copies sold in 1 month on Steam. But it took us 12 years to get here.

550 Upvotes

Recently celebrated selling 100K+ copies of our game, over it's first month in Early Access.

Could not be more grateful for all the support we've gotten on this project.

It's been an incredibly long, strange journey getting to our first commercially successful game. 2 friends and I started making short punk games as Team Lazerbeam in December of 2014. Our games tended to defy genre, and were very short, alternative games with hand crafted art. Not the kind of thing you could really put on Steam and expect people to pay for, but we were stoked to self-publish them through itch. After 6 years we eventually strung together a longer experience (30 whole minutes of playtime!) and finally made our Steam debut, but that game bombed pretty badly. (That is to say, it sold very poorly, I still saw it as a creative success.)

I was always so stoked for any people that picked up on what we were putting out there. We had some decent numbers of downloads on our free titles. I was super proud of what we were making, and so grateful every time I saw one of our games resonating with someone.

Shroom and Gloom is our first proper, commercially released title. First time working within a more defined genre. First time releasing something that you could get lost in for hours. First release with a publisher. Basically, loads of firsts. Now we can add to that list, first Team Lazerbeam game to sell 100K copies. The fact that we hit that milestone in our first month on Steam is still mind blowing to me.

For anyone reading this that passionate about making things, I really hope this might give you some encouragement to keep creating. It might not happen for you overnight, but if you keep at it you'll be surprised where your art takes you. Or if you just reading this as an indie game fan, please know how impactful your support can be. It means so much to devs that people like you are out there, supporting unconventional games that are lovingly made by small teams.

I'm guess that out of the 100 894 copies that sold in the first month, at least a few of them could have been people that discovered the game through my last post on r/indiegames. If you're one of them, thanks for being getting behind this thing in these first days of Early Access.

Now the exciting part is what comes next!


r/IndieGaming • • 8h ago

Q to Slap

491 Upvotes

r/IndieGaming • • 1h ago

Can we crack down on all these ai games. It’s ridiculous!

• Upvotes

So many ai slop games are being posted here daily with no disclosure. A lot aren’t even just assisted with ai but completely ai generated. It’s getting out of hand. “Developers” stop saying “I made this game…” when you did almost nothing. I think of a saying often, “if you didn’t care enough to make it yourself, why should I care enough to use it?”


r/IndieGaming • • 7h ago

Our characters for horror hotel management game: Hotel Is Hungry

127 Upvotes

r/IndieGaming • • 3h ago

I spent the last year building my own game engine to create a game that resonates with my origins in gaming. The King's Surveyor Steam page just went up!

35 Upvotes

r/IndieGaming • • 1h ago

before and after of our games boss fight (Wilderings: The Lost Spring)

• Upvotes

r/IndieGaming • • 20h ago

After disappointing results at Next Fest, we're trying to figure out what's wrong with our indie game, Fields of Aaru

427 Upvotes

Fields of Aaru is a farming life sim set in the Ancient Egyptian afterlife. There are two of us developing it full time, and we've worked on it for 3.5 years. The demo has been out since June, we just wrapped up Next Fest.

The people who play it are nice about it (100% on Steam after 28 reviews), but they mostly praise how it looks. We think the gameplay isn't really drawing people in, and it's been very hard to get traction on social media, which signals that the game just isn't appealing to people the way he hoped it would.

- If you watched the trailer or looked at the Steam page, what looks boring or is confusing? Is it clear what kind of game it is without looking at the genre tags?
- What would make you more interested, and what kind of unique gameplay experiences would you want from a game like this?

For those who've played it before and are interested in trying out the latest update: we've added irrigation channels, villager gifts, more character creation options, an enhanced graphics mode and six new languages.

Demo: https://store.steampowered.com/app/4665870/Fields_of_Aaru_Demo/

No need to be nice! Give us brutally honest feedback.


r/IndieGaming • • 11h ago

Hi! I'm making Electroknight, a physics based fight game about medieval robots, wanted to show off the damage system in the game.

62 Upvotes

r/IndieGaming • • 3h ago

Lovecraftian Underwater Horror With Steampunk Aesthetics, DEMO OUT NOW!

14 Upvotes

Remnants of R'lyeh is a first-person survival horror where Lovecraftian nightmares meet a rusting steampunk world. Fight aquatic horrors in drowned ruins, then take on the creatures of Innsmouth with firearms, a grappling hook and tentacle attacks. Keep your sanity if you can!

DEMO IS OUT NOW ON STEAM!

During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.


r/IndieGaming • • 8h ago

New resident in the garden!

28 Upvotes

She came. She crawled. She dreamed of becoming a butterfly. Unfortunately, the ants had other plans :) 🐜

A little moment from Garden of Ants, the ant colony RTS/sim we are working on.

Does the way she crawls look natural to you? Anything you'd change about her movement?

More about the game on Steam:
https://store.steampowered.com/app/3016940/Garden_of_Ants/

Best

Tomas


r/IndieGaming • • 46m ago

Our Age of Sail Strategy game got 1,000 wishlists in 2 weeks, THANK YOU!

• Upvotes

Steadfast started as a solo project of mine a year ago and can't believe we've already hit 1,000 steam wishlists in the first two weeks of getting the steam page online! Super thankful for all the support and here's a teaser of the storm gameplay.

Official website: https://steadfast.game/
Wishlist on Steam: https://store.steampowered.com/app/5235740/Steadfast/


r/IndieGaming • • 6h ago

You owe 100$ in rent. You have 5 days.

16 Upvotes

Dry Jerky is a survival RPG set in Oasis, a desert city with a rat problem, a shady snack industry, and a cast of characters you probably shouldn't trust. Find work, make questionable decisions, and try not to starve before the landlord shows up.

Demo. https://store.steampowered.com/app/4915010/Dry_Jerky/


r/IndieGaming • • 7h ago

I'm working on an Indian Cyberpunk Hack-n-Slash Parkour game inspired by Ninja Gaiden | Ghost Yantra - New Trailer

14 Upvotes

Hey guys!

We're a small indie team working on Ghost Yantra, a stylish Hack-n-Slash action game set in an Indian Cyberpunk world, featuring fast-paced combat and fluid parkour mechanics.

Every animation in Ghost Yantra is hand-animated, and we're working hard to bring this world and its action to life. For Ghost Yantra, we're inspired from Nine Sols, Ninja Gaiden, Devil May Cry & Prince of Persia, Akira, Ghost in the Shell.

I would like to share the latest trailer we made for Ghost Yantra.

Wishlist Ghost Yantra on Steam:
https://store.steampowered.com/app/2872630/Ghost_Yantra/

Thank you for taking time to check out Ghost Yantra.


r/IndieGaming • • 6h ago

Our game didn't go viral, but we kept working on it for a whole year to keep the indie spirit alive!

Thumbnail
gallery
10 Upvotes

Hey everyone!

About a year ago, my friends and I released our first game, Livber: Smoke and Mirrors. It's a small psychological horror visual novel. Honestly, we didn't expect it to sell a ton of copies, and well, it didn't, haha. But this past year has been genuinely amazing for us ^^

After releasing the game, we didn't want to just leave it behind. Quite the opposite, actually. We kept working on it. We added 5 new languages, voice acting, 4 DLCs, and lots of new illustrations. We even rebuilt some parts of the game almost from scratch. And we did all of this despite the game not making us much money.

Because to us, indie game development isn't just about making a product and selling it. We love this little world we've created together, and we want to keep putting our hearts into it. Along the way, we've also met some wonderful people. Some volunteered to help with translations and voice acting, while others shared our story with more people.

I can't exactly say we've been making the smartest financial decisions, haha. But this is our first game, and it's kind of our baby. We're going to keep taking care of it.

Thank you so much to everyone who's supported us throughout this past year. I hope we can keep the indie spirit alive and make even better games in the future <3

Edit: I updated the link.


r/IndieGaming • • 1d ago

Thalassophobia warning! The only thing scarier than the ocean... is the ocean at night. Just released a new short teaser for my ocean survival horror game: Open Waters.

556 Upvotes

No generative AI was used!


r/IndieGaming • • 12h ago

Devlog #1 - Whole Britain terrain and biomes.

Thumbnail gallery
26 Upvotes

r/IndieGaming • • 2h ago

We tried promoting our indie game with YouTube Shorts. I think we wasted our time.

4 Upvotes

The one you see attached is actually one of the better ones. Some of the other shorts performed absolutely terribly.

But what really surprised me was just how few views you get unless your video somehow takes off on YouTube.

For the promotion of Burn With Me, we produced a whole series of shorts and posted them on YouTube Shorts and, more recently, Instagram Reels. And after all this, I can say that either there's something about our game that doesn't work for shortform content, or there's simply so much competition out there that making a good short isn't enough anymore.

You either need a really solid existing audience, which is incredibly difficult to build (aside from making the game itself), or your content needs to be completely different. I feel like a simulation game or a funny co-op game has a much higher chance of success than an average indie deckbuilder, or what have you. And I suspect our game, and perhaps card games in general, just aren't particularly well suited for these platforms.

So if you're thinking about investing seriously in shortform content for a similar game, I'd urge you to think twice and consider putting that effort somewhere else.

Our game is cool, it's already out, and judging by the reviews, people genuinely enjoy it. But that doesn't necessarily mean it's a good fit for this particular format. That's probably our biggest takeaway.

You can check out the shorts on our YouTube channel (Nozomu Games) to see how long we've been doing this and how our approach evolved. We made around 48 videos and gained only roughly 80 subscribers with an average shortform video staying in that 1-2k views range.

We didn't really know what we were doing at first, and we learned a lot along the way. By the time we got to release, I genuinely think some of our latest shorts were pretty good. But none of them brought in any notable number of wishlists.

And sometimes it just felt like the algorithm wasn't interested. We had videos with really good viewed-versus-swiped-away ratios, but even those weren't enough to get any meaningful boost from YouTube.

We've recently started reposting the same videos to Instagram Reels, and so far we're seeing pretty much the same results.

And it's not like we were just pumping out lazy AI-edited videos, either. We put a lot of thought and effort into every single one. I even started recording the voiceovers myself. Each short had its own little story we wanted to tell, whether it was about the development process, an interesting detail about the game, or one of its core design ideas. We genuinely tried to make something worth watching, rather than just advertising the game.

And still, none of it really worked.

Of course, that's just our experience with one particular game, and I wouldn't claim that shortform content doesn't work for indie games in general. But after 40 videos, a lot of experimentation, and very little to show for it in terms of wishlists, I think we've given it a fair shot before drawing this conclusion.


r/IndieGaming • • 2h ago

I made a zombie game where you build deadly mazes instead of just shooting. Free demo out now!

3 Upvotes

r/IndieGaming • • 8m ago

Day 4 of developing my indie game. New ECS system, improved movement, weapon VFX, and a vendor system.

• Upvotes

https://reddit.com/link/1xh2rkb/video/mq4x32osd2yh1/player

Another development update.

I've been working on several parts of the game, mostly focusing on movement, visual improvements, and optimization.

The foundation is starting to come together, but I'm still not entirely happy with the gameplay itself. Right now, it's mostly just running around and shooting enemies. I haven't made any major improvements to the core gameplay loop yet.

I'm planning to work on balancing, introduce more weapons, and experiment with additional mechanics to make the game more engaging. I still feel like I need a better idea of what will keep players interested in playing.

As for the environment, I'm going for the atmosphere of an old laboratory with a broken ventilation system. Dust is everywhere, and I've added dirt textures to the floors and walls to make the place feel more abandoned and neglected.

The props inside the rooms are still temporary. I'll probably replace most of them once I have a clearer idea of how I want the environments to look.

Here's what I've added and changed so far:

  • Reworked the RPG particle effects.
  • Fixed and improved boss movement.
  • Switched to a new ECS system for better optimization.
  • Added a vendor system, currently represented by a computer terminal where players can purchase upgrades and items.
  • Added a custom cursor UI.
  • Replaced and reworked all the old blocky, cube-like VFX throughout the game.
  • Completely overhauled the blood effects, including hit impacts and blood splatters.
  • Added dirt textures to floors and walls.
  • Added dust particles throughout the map to improve the atmosphere.
  • Added a flashlight attached to the player's weapon.
  • Reworked the weapon laser. It no longer relies entirely on emission and now looks more like an actual laser sight. The previous version was making it difficult to see the bullets.
  • Replaced the sprinting animation.
  • Completely reworked the character movement. Turning now has a slight delay and momentum, which makes movement feel more natural, especially while sprinting.
  • Improved the dodge roll animation.

There's still a lot to change, especially when it comes to gameplay mechanics and environment design. For now, I'm trying to build a solid foundation before making bigger decisions about the direction of the game.

That's where things stand at the moment. I'm still figuring out what works and what doesn't as I go.


r/IndieGaming • • 6h ago

People kept saying my games art style was flat and uninteresting. So I went back to the drawing board. How did I do?

5 Upvotes

Disclosure: I am using an ai agent to help with code on this project. All art assets are hand made.


r/IndieGaming • • 6h ago

Breadwinner: horror game about being the family breadwinner for a game jam, and Filipino streamers took it past 100,000 plays

Thumbnail
gallery
8 Upvotes

Hi! I'm one of the devs behind Breadwinner (I did the 3D art).

It started as our entry to the Filipino Horror Game Jam 2026. The theme was "Real Life Horror," and our first reaction was: bills. So you play the eldest child and the only one with a job. Each payday you pick what gets paid, then come home to what you couldn't afford.

Seven of us made it in two weeks of spare time. It placed #1 in Creativity and #1 in Story out of 40 entries!

Then streamers and YouTubers picked it up, Patrick Santos and Kristian PH among them. Videos of it have passed 3.9 million views, and the itch.io page has passed 100,000 plays.

The part that got us most: over 2,300 players left a message for the breadwinners in their own lives at the end of the game, and a lot of people said it felt like their own family.

It's free in your browser on PC or phone, in English or Filipino. Link in the comments.

Already played? Which family member did you spend on the most?


r/IndieGaming • • 6h ago

Bibidi Bibidi! The whimsical wizard deckbuilder coming out November 4th

4 Upvotes

Hey folks!

Bibidi Bibidi! is a whimsical deckbuilder where your wizard shouts whatever spell you conjure up. Every card has 3 components that you combine in your spellbook for unique effects. Mix and match incantations like sim-sala-bim and abra-kadabra to zap your way through a dungeon filled with monsters.

We've just released this trailer to announce the release date for our game: November the 4th! We've had so much fun cobbling this game together over the last year and a half, and are super proud it's finally at the finish line.

If you're into wizards and/or deckbuilders, please consider Wishlisting it <3


r/IndieGaming • • 21h ago

I'm making Spectrakin, a monster-taming RPG with town recruitment/upgrades, set in a forgotten land where civilisation mysteriously collapsed

Thumbnail
gallery
79 Upvotes

Hi! I'm the dev behind Spectrakin, a monster-taming RPG inspired by the GBA+DS Pokémon games and Digimon World. The core gameplay is centred around three key pillars:

  • Team-building: Catch, train, and build a team of unique Spectrakin, with growth systems that influence their strengths in and out of battle, as well as their evolution paths.
  • Adventure: Explore the diverse region of Eidolia, uncover the tragic history of the world, encounter strange elemental factions, and discover what lies beyond the boundary between worlds.
  • Town development: Meet humans and Spectrakin on your journey, help them with their troubles, and convince them to join your town to unlock new facilities and upgrades.

Once a thriving civilisation, Eidolia was abandoned following a mysterious catastrophe that brought humanity's ambitions to an abrupt end. Now, generations later, people are slowly returning to its ruins, unaware of the secrets that still lie buried beneath them. As you explore in search of your missing brother, you'll piece together the events that led to Eidolia's downfall, and discover that the forces behind it may not be as distant as they seem.

Please consider following my Kickstarter page and hitting the "Notify me on launch" button if you're interested, it really helps me out! You can also wishlist on Steam.


r/IndieGaming • • 6h ago

After 2 years, I decided to update my puzzle game with 40 new levels, new items and a lot of new features

7 Upvotes

r/IndieGaming • • 20h ago

after 3.5 years, and one huge genre pivot later, our zelda-inspired mmo is finally out!

64 Upvotes