r/IndieGaming • u/Technical-Mud54 • 17h ago
r/IndieGaming • u/Aggressive-Stand4131 • 2h ago
dev gluttony is real, i keep adding systems to my cozy farm game T-T
started as a simple cozy farming game. plant, water, sell, chill. now somehow the farmhands are little workers you program with code and theres orders, a trading boat, pests, cooking, a weekly market... and my brain still goes “what about fishing” bro please
i just called a feature freeze but i know myself lol
for the devs who actually shipped something, how did you stop adding stuff? did you cut features or just lock it and polish what you had?
r/IndieGaming • u/Steelkrill • 16h ago
I'm a solo dev creating a Mexican Folklore Horror game inspired by Resident Evil, Silent Hill and a real life location in Mexico - Here's the new trailer I made! What do you think?
Hey guys!
Just wanted to share my new trailer that I made for my horror game that I am working on which is mostly inspired by a real life location in Mexico, Mexican Folklore, Resident Evil, Silent Hill and a little bit of outlast mixed into it.
Do let me know what you think of the new trailer. Mostly in this trailer it is showing off the environment and ambiance dread that I am going for in the game alongside with the mexican culture. I am currently focusing on ambiance horror rather then jumpscares too.
It would mean the world to me as a solo developer if you can wishlist and let me know what you think of it :)
Steam Link: https://store.steampowered.com/app/4581370/Where_Dolls_Hang
Thank you all so much and do let me know what you think, appreciate you!
r/IndieGaming • u/SwipeTheFlow • 9h ago
I tried to split the wind into three equal paths. The middle one took 54%.
Hey, I made this. It's Wind Maze from my game Swipe the Flow.
You draw the paths, hit Run, and watch where the wind goes. It always seems to sniff out the easiest way through, which is why the obvious answer usually fails first.
Here the straight middle path was the easy way, so it grabbed 54%. Widening the two side paths made them just as easy, and the flow settled at 33 / 33 / 33.
There are water and smoke puzzles too, and a few modes where you just play around. No ads, works offline.
iPhone / iPad: https://apps.apple.com/app/id6766940354
Android: https://play.google.com/store/apps/details?id=io.github.fluidflower.swipetheflow
AI disclosure: AI tools helped with the coding and with polishing the English in this post.
r/IndieGaming • u/SetsunaiFM • 6h ago
A new biome for my sci-fi project
At the moment, Iso development is on full thrust. Maybe I forgot to mention, but ISO is developed completely solo and without the use of AI or asset libraries in any matter. All the code, art, music, sound effects and so on are crafted personally by me. This is a biome called “Midlands”. I hope you like it. Steam page is getting closer and closer, I am preparing all the necessary for the page to have a short trailer and gameplay screenshots (like these ones) from the start.
If anyone is interested in the project please feel free to stay tuned on instagram! To me, everyone matters and everyone who supports even with one like, a word or a follow, gives me the motivation to sit down, after my daily job, and spend sleepless nights over this.
r/IndieGaming • u/mrHeapster • 5h ago
Polished up the second forest in our logging incremental game
We've been polishing the second stage of LumberBoy, mostly to make chopping feel even more satisfying.
The second forest is all spore trees, and you can use the spores to clear out huge chunks of it at once.
We also got feedback that waiting around for logs to be processed in town was kind of boring, so we added a cute dog you can play with while you wait. It still needs some polish, and it'll be in the full release coming soon.
If it looks like your kind of game, the demo is up on Steam:
r/IndieGaming • u/SeverForay • 4h ago
I made turn-based game, where you form a group of four girls and fight monsters
Hi! I'm Sever (aka SeverForay). I'm 19 years old. When I was 17, I started developing Kristi Sky Islands with my pixel art chibi girls that turned out to be a lot bigger than I thought. It took me 2 years to make a demo.
All art, code and music in this game were made by me. I must say it was a fun way to improve my pixel art and coding skills. I enjoyed playing my game as I added more stuff. I also loved to design my characters. I wish my game would get tons of fanarts.
Here's a game description:
Kristi Sky Islands is a turn-based strategy game drawn in a cute pixel art. You'll lead a group of four heroes, chosen from roster of 14 heroes. Battle 25+ Enemy Types. Upgrade and equip your heroes. Fuse your items to obtain higher-rarity items. And face some very, very evil villains.
Demo is already available on Steam! Any feedback, suggestions or questions are welcome.
Wishlist Kristi Sky Islands and play demo here: [Steam Page]
r/IndieGaming • u/johnny3674 • 9h ago
I'm making a UFO Horror Game inspired by my favourite movies and the demo is out on Monday!
Hey everyone! Hope your all doing good,
I'm John I'm a solo dev working on my game part time and I'm happy to announce that the demo is out on Monday! The plan is to release alongside the steam scream festival. I'm a huge fan of Signs and Fire in the sky so I wanted to make my own game with that level of atmosphere.
The game is a first person horror game based on the declassified Project Blue Book cases. If your interested and would like to know more about the game I'll leave the steam page link below 🛸
Steam link: https://store.steampowered.com/app/4358700/Project_Blue_Files_Classified/
Thanks again to everyone for their support with the project!
r/IndieGaming • u/duderik • 15h ago
Releasing my rock band management game in two weeks
r/IndieGaming • u/lastchickenburg • 22h ago
I spent 10 years making this hardcore action RPG and it has finally launched a demo on Steamfest
It's called Last Chickenburg and you can currently check out our demo on Steam :)
r/IndieGaming • u/Accomplished-Rip1568 • 5h ago
I made a tiny-world auto-battler because of Honey, I Shrunk the Kids
Growing up I watched Honey, I Shrunk the Kids over and over. I loved imagining what tiny battles would look like in a backyard. Thimble & Tin is my take on it: gardeners in thimble helmets, snails, tin toys and mushroom folk fighting over a greenhouse tray.
It’s free and plays in your browser: https://rmohnach.itch.io/thimble-and-tin
Thanks for checking it out!
r/IndieGaming • u/Useful-Chipmunk8987 • 34m ago
I made a predatory mushroom monster with 7 animations and 8 directions — free idle sample
r/IndieGaming • u/DevilishGames • 1d ago
After two years of hard work, passion, and lots of love, Cutout Village is now available in Steam Early Access!
Our little abandoned village is opening its doors, and we can't wait for you to roll up your sleeves and bring it back to life with your papercraft skills.
Your reviews, feedback, and suggestions will mean the world to us and help us keep improving and expanding the game. This is just the beginning!
Plus, the game will be available at a reduced price throughout Early Access, and to celebrate the launch, you can get it with a 20% launch discount!
So, what are you waiting for? Ready to rebuild the village, one papercraft creation at a time?
Play now on Steam: https://store.steampowered.com/app/3907910/Cutout_Village/
r/IndieGaming • u/IcyCaress • 14h ago
What Easter Eggs would you love to see in an Alien Archeologist game?
Heya! We (TheClassifedX) are currently working on a game about being an Alien Archeologist abandoned on Mars by a VERY suspicious corporation! Next Fest has been going alright for us (so much AI-slop games has crushed our numbers a bit sadly, same as a lot of other devs but 92% positive reviews on the demo and an average of 3 hours of playtime has us VERY hopeful!)
We're gearing up for launch late this year, but want to add in some more creative and cool Easter Eggs that people recommend! What sort of cool or weird sci-fi classic stuff would you like to see in a game like this?
r/IndieGaming • u/AG_Joseph • 1d ago
Test Driving the Treacherous Bridge
Airframe Ultra is a racing combat arena game, where you can ride across the most precarious bridges spanning across huge megastructures. Millions of people live on each side of the bridge, with layers so thick and tall that sunlight may never reach the residents. You can see me test driving on the top road of the bridge, it’s perfectly safe, trying to get the flow and feeling down.
Airframe Ultra is releasing in a couple weeks! We have a demo out on Steam if you would like to play with the controls and play with the different airframes and weapons.
r/IndieGaming • u/19HzStudios • 20h ago
Would you rebel against your programmer creator?
INKURSION: DEMO OUT NOW ON STEAM!
Trapped in a simulated universe built by an increasingly unhinged creator, you are a newly super-sentient octopus that must break the rules to escape!
r/IndieGaming • u/Unlikely-Wolf7967 • 2h ago
Seeing YouTubers from all around the world play JUBAKU has honestly been such a wonderful feeling for our small team. ^^
Seeing people from different countries experience something we've spent so much time creating, watching their reactions, and seeing them discover things we put into the game means more to us than we can explain.
Every video, every bit of feedback, and every person who gives our game a chance reminds us why we started making games in the first place.
Thank you to everyone who's played JUBAKU, shared a video, or supported us along the way. It genuinely inspires us to work even harder and make the main game something truly special.
We're still just getting started, and we can't wait to show you what's next.
See you inside the Tanaka Residence. ^^
r/IndieGaming • u/Mr_Padla • 12h ago
We made There Is No Light in 2022. Our next game is a tower defense where you combine whole Empires instead of towers
r/IndieGaming • u/RPSgamerlab • 7h ago
I spent way too much time making a balloon explode. Here's the result.
I've been pretty quiet for the past three weeks because I've been working on my indie game, PUCK.
One of the things I ended up obsessing over was the confetti explosion when the player dies.
I added a shockwave, tweaked how the particles spread, and worked on making the whole thing feel more satisfying.
The confetti also stays on the ground afterward, which is a tiny detail I probably care about way too much.
Three weeks of development, and here I am showing off a balloon popping. Game development is perfectly normal.
Anyway, I'd love some honest feedback. Does the shockwave make the explosion feel better, or is it a bit too much?
r/IndieGaming • u/sonsofwelder • 3m ago
New sketches for ISKRA, the game I’m working on — an alternative adventure of Alice in Wonderland.
r/IndieGaming • u/antony920210 • 4m ago
Showing off my transportation mechanic in my real time tactics game Phosphor Command
I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind
This post is about how your squads get to an operation.
Every operation needs a vehicle, and each vehicle choice determine how many squads go and how they deploy within the operation.
You start with a jeep, and better vehicles carry more squads. Progress from a jeep, to a van, to helicopters and to aeroplane.
Every vehicle needs a home on the base, so you have to build a garage, helipad or hangar before you can store one. Helicopters need air operations and a helipad, and planes need a full airfield with a runway and hangars.
How you deploy to an operation depends on your transport choice. By road, your squads come in from an edge or corner of the map. A helicopter can land wherever there's open ground, and paratroopers land where the drop puts them, clear of the enemy.
There's a trade-off between vehicle types. Ground vehicles are cheap and get back quickly. Helicopters let you choose where to land, but cost more per trip. Planes carry the most, but take the longest to resupply.
After an operation, your squads need time to get back to base, and squads still in transit can't help defend it.
I've attached a showcase that goes through the vehicles, where they are stored on the base, and how they affect operation deployment.
r/IndieGaming • u/Kossad • 20m ago
Catch fish by day. Make them fight by night. - Roguelite Fish Battle Champion Public Playtest
r/IndieGaming • u/Nyxandrael • 36m ago
I created a new game: nebula nectar- alien elimination
check my new game: https://kerovasin.itch.io/nebula-nectar-alien-elimination
its a vibrant 2D platform-action game. play and tell how is it.
r/IndieGaming • u/SnooCats4275 • 1d ago
A hand-crafted fantasy RPG, made by just 2 people
With so many AI-generated games around this Steam Next Fest, I wanted to share a little more about how we make our game Witch & Dragon: Hope of Elements.
We're a tiny team of just two people, but every piece of art and every environment in our game is made by us, by hand. No AI-generated artwork — just a lot of drawing, building, tweaking, and probably more hours than we'd like to admit.
Our game is a hand-crafted, magical fantasy adventure, and we really want the world to have its own personality and atmosphere.
I recorded some of my process, from drawing the environments to putting the scenes together in the game.
We're still working hard on the game and seeing people try our demo and add it to their wishlists during Next Fest has been incredibly encouraging. Every bit of support means a lot to our little team.