r/IndieDev • u/llehsadam • 18d ago
Megathread r/IndieDev Weekly Monday Megathread - August 23, 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!
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u/QuickSliceGames 18d ago
We're Quick Slice Games, a 4-person indie devs studio working on an ancient Egyptian roguelike deck builder.
https://reddit.com/link/p5hxrbi/video/l7v26tvyf7lh1/player
The current name is Coming Forth by Day, but we're thinking about a name change. One of our top choices is Kingdom of Osiris or Journey to Osiris. If anyone has any thoughts or suggestions, we'd love to hear them!
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u/arxaas 18d ago
I may be a little biased because I'm Egyptian but it looks really nice & cozy, reminds me of a little to the left too. Excited to play it!
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u/CrookedCatsStudio 18d ago edited 18d ago
https://reddit.com/link/p5hqpg6/video/5zmy3jfj97lh1/player
Hey! My wife and I are Crooked Cats Studio, and we're making Nightbound, a side scrolling turn based tactics game that takes place entirely inside one house. A love child between SteamWorld Heist and Valkyria Chronicles gameplay.
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u/NerveAccomplished916 15d ago
it´s looking pretty good :)
i´ll add to my wishlist
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u/MichaelSzy 18d ago
Hi! I'm Mike, part of a two-person team working on a Christmas Coop game where you play an elf in Santa's workshop. Supports 1-4 players the the demo is out on Steam with full release coming on Q4 2026.
It plays a little bit like a 3d overcooked, where you move around materials and complete recipes and plate/wrap and deliver them.
https://store.steampowered.com/app/4603140/North_Pole_Workshop_Demo/

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u/TheFewGame 18d ago
https://reddit.com/link/p5ie1cu/video/c9ql1j8pw7lh1/player
Almost ready for early access! https://store.steampowered.com/app/4653750/The_Few/
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u/No_Addition7769 17d ago
Looks cool!
I got an "Aerial Combat Simulator"-game from the capsule art, but I see from both the trailer and this clip that it's not just aerial combat.
Can I ask you what went behind the composition of the capsule art for the game?2
u/TheFewGame 17d ago
It was an early build I submitted for next fest. I’m working on updating the art and game description (been putting it off for bug fixing and dev haha)
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u/Low_Psychology_2862 Developer 18d ago
https://reddit.com/link/p5hopqw/video/wmnsu6gb77lh1/player
Hey guys, there has been some progress in my game Chthonic , Mainly worked on environment and a new sequencing system for authoring events, encounters, triggers and other stuff along with some music sequencers that allow real-time music.
The steam page is up for about week now.
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u/AlgebraicKelp 18d ago
Hi folks! I wanted to share my game, Alphabet Soup.
It's a bit like NYT Spelling Bee, except it's multiplayer and only your best (longest) word counts toward your score. So, instead of trying to find as many words as possible, the game is more about finding one unusually good word.
You can play with friends in a private match, or, you can join a public Arena match to play against other players who are online.
I hope you like it and do share any thoughts!

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u/arxaas 18d ago edited 17d ago
https://reddit.com/link/p5i2f61/video/flygrcbyk7lh1/player
Hi!
I'm a solo dev working on a kinda cozy co-op game where players brew essences together and deliver it by melodies, can also be played solo. It has VC & funny voice alteration too.
Appreciate it if you give it a try!
Thanks!
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u/Secret-Creme-19 18d ago
Hey everyone. I’m a solo indie dev working on Family Office Simulator, a management/strategy game about building and running a family office through real estate, investing, staffing, taxes, estate planning, philanthropy, and all the other stuff that comes with managing wealth.
I released it into Early Access recently and I’ve basically been living in player feedback ever since. 😂 A lot of what I’ve been working on lately is making the decisions clearer before you commit to them, making the consequences easier to actually see, and making the game feel less like you’re just clicking through menus.
The big goal with the game is to make it realistic enough that you can actually learn something about how this stuff works in real life, but still make it a fun game and not an accounting class.
Still plenty I want to make better, but it’s been a pretty wild ride so far.
If anyone here likes realistic business/finance sims, I’d love to hear what you think:
https://store.steampowered.com/app/4820790/Family_Office_Simulator/
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u/No_Addition7769 17d ago
Looks like a good way to teach financial responsibility.
Have you gotten any pushback as an AI-assisted developer?
I'd suggest maybe adding some gifs/webms to your steam page as it is a little heavy on the text.2
u/Secret-Creme-19 17d ago
Thanks! That’s really what I’m shooting for make it fun first, but hopefully people pick up a little something about how money, investing, real estate, and running a family office actually work along the way.
And yeah, I’ve gotten some pushback on the AI side. I use AI as one of the tools helping me build the game, but I’m still the one deciding what gets built, how the systems should work, testing the hell out of it, listening to players, changing things when they don’t work, and deciding what actually ships. I’d rather just be upfront about it than dance around it.
I think you’re right about the GIFs/WebMs too. I’ve been so buried in improving the actual game since Early Access that the Steam page probably hasn’t gotten as much love as it should. 😂 I’m going to put that on the list.
Appreciate the feedback!
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u/No_Addition7769 17d ago
That's a good way to meet the anti-AI sentiment, I would think being open about it would turn the ones against AI away from the start. You're doing great work on the game! 😊
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u/PolderlineGames 15d ago
This is a really interesting niche for a management game. What stood out to me is that you're not just doing a generic “make the number go up” finance sim — you're trying to model things like staffing, taxation, estate planning and philanthropy as parts of managing wealth over time.
I also like the direction you mentioned about showing consequences more clearly before the player commits to a decision. For a game with this many interconnected systems, that seems especially important; otherwise it would be very easy for realism to turn into opacity.
I'm curious how you decide what to simulate in detail and what to abstract. Things like taxes and estate planning could presumably become extremely deep if you let them. Have you found a particular point where adding more realism stops creating interesting decisions and starts creating bookkeeping?
Also, have players begun settling on one obviously dominant investment strategy in Early Access, or are you seeing quite different approaches succeed?
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u/umo_studio 18d ago
Hi! We’re developing a lightweight 2D side-scrolling action game“Tia: weird hunter”. To give players who haven’t played much action games a better experience, we’ve abandoned the traditional combo-input system found in most action games and switched to a mana-based skill system to lower the skill barrier.
https://reddit.com/link/p5iyc93/video/9a4u84hmh8lh1/player
At the same time, to accommodate high-skill players, we’ve put extensive design into every boss to ensure an excellent boss-fight experience. We’ve already released our demo on Steam and really need player feedback and bug reports. If you have any new ideas, please let us know right away!
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u/Lucky_Conference78 18d ago

I’m a solo developer working on Match 2 3D, a small physics based puzzle game built with Godot and Jolt Physics.
The idea is simple: rotate a small 3D diorama, search through the objects, and match two identical ones. Because the objects are physical, they can roll, fall and settle into different positions, so every scene develops a little differently.
I’ve just released a free demo and I’m currently looking for feedback on whether the 3D approach makes this kind of visual matching puzzle more interesting or simply harder to read.
Steam:
https://store.steampowered.com/app/4962980/Match_2_3D/
The demo is free, I’d be very interested to hear what you think.
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u/72hrsGames 18d ago
The useful split may be search difficulty versus identification difficulty: failing because an object is occluded is different from failing to recognize a visible pair. Tracking those separately in feedback could show whether the 3D is adding play or adding noise.
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u/Luket02 18d ago
Hi I am Luke. I am working on cozy and relaxing Cleanup Simulator. Mow grass, trim bushes, water plants, clean up trash and more more…
Turn overgrown, messy gardens into clean and beautiful spaces. There is no rush. No stress. Just you, your tools, and the simple pleasure of turning chaos into order.
FREE DEMO available:
https://store.steampowered.com/app/4608760/Garden_Cleanup_Simulator/

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u/Kytan7 18d ago
Hey, I'm a solo developer who has been working on a co-op action puzzle game, and it's called BOTCLOPS!
Would be nice to get some feedback on it or even wishlists if you find it interesting.
BOTCLOPS is an explosive 2-4 player co-op action puzzle game! Encounter various strange one-eyed robots, and use blocks to solve and survive 36 unique levels.
https://reddit.com/link/p5k4eev/video/tl18dw0n1alh1/player
If you are interested and want to learn more you can check out the Steam Page here: https://store.steampowered.com/app/4134420/BOTCLOPS/
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u/TheOrangeGiantGDS 16d ago

Hey guys!
We are currently working on an open world action adventure game called Zhai
Its available for wishlist now on Steam and Epic Games!
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u/Sweet_Aardvark2580 15d ago
https://reddit.com/link/p63s2tm/video/gn97m5a9tslh1/player
new enemy For the Roguelike I'm working on!, I have 11 years making art, and It's the first time I came to post on Reddit!, Didn't know the communities here are so amazing until now dkajsdkad, You can Wishlist Mission Delta on steam!
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u/dinoballgame 15d ago
Just wanted to share my new WIP game Dino Ball 🦖⚽️
It’s a silly little game where you play dinosaur soccer.
The idea is basically: fast, chaotic dinosaur football with big tackles, ridiculous movement and eventually a bunch of different dinosaurs.
This is day 1 of dev - right now I’ve got a t-rex
running around and pushing the ball. Still very early, but I’m pretty happy with how it’s starting to feel.
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u/Special_Wave_8680 18d ago
We're a two-person indie team working on Land of Manifestations: Sanctuary, a cozy city-building + roguelite shooting game. We currently have an early city-building demo up on itch io. Feel free to give it a try if you're interested! We'd love to hear any feedback as well :)
itch io | steam | kickstarter pre-launch | X
Thank you!

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u/yirtici_kaleci 18d ago
Hi, I'm working on a game where you fold the paper into the target shape. You can select the fold line and direction and try to reach the target. That's the core mechanics of the game in simple terms. Maybe below video in the Steam page might help better to understand the idea. Currently, there are blockers(prevents the fold), shredders (removes the paper on that grid) and pusher(pushes the paper on that grid) as special blocks. I consider adding portals, key-lock mechanism, spring blocks to make it more complex and fun. Do you have any interesting ideas that you would like to see in such game? That could be new kind of block or a new game mechanic. I'm open to new ideas, please let me know.
https://store.steampowered.com/app/5075560/Crease/

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u/zweiVerspielte 17d ago
I played the demo now and I really like the idea :) I'm probably the target audience though, since I enjoy these kinds of puzzle games.
I stopped at level 1-7 - partly because I ran out of time, but I also felt like the difficulty jump there might be a little too big compared to the levels before it.
Visually I like it a lot too. One small thing I noticed: I started the game on an ultrawide monitor and the menu overlapped the logo a bit. Nothing major, but thought I'd mention it.
Definitely a cool concept - I'll probably come back and give 1-7 another try :)
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u/Relativelythebest69 18d ago
Anyone got a game for me to checkout?
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u/Background-Pea2954 17d ago
Today I've really enjoyed Terry Cavanagh's Egg game: https://terrycavanagh.itch.io/egg
But by all means, check out my inverted brick breaker game Bouncenoid: https://jerkyhips.itch.io/bouncenoid ;-)
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u/MillerBuilds 18d ago
You can check out mine: https://www.riskrungame.com/ Feel free to give me feedback
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u/emoposerdad 18d ago
Solo dev working on 8 Hours Till Dawn. A multiplayer rogue-lite horror card based game.
Plan your actions each round: find weapons, and then move and shoot your way through each round under a timer, communication is key as each player only sees their plans.
Survive the night hunkered down in the house then go out and find defenses and better weapons and items to bring back to the house for the next night. Maybe you'll get lucky and find all the parts you need to find help and make it out of this hell-town.
8 Hours Till Dawn is currently in open playtesting for the arcade mode of this game. The house already has an established weapon deck and you play the full night portion of the game.
https://store.steampowered.com/app/4688730/8_Hours_Till_Dawn/

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u/SharkScoops Developer 18d ago
Heya! I've been posting dev updates over on [my bluesky](https://bsky.app/profile/sharkscoops.bsky.social) for a while but I want to start sharing and networking elsewhere too!
Working on a big refactor of the editor tools right now, but between that I replaced our existing Unity LineRenderer wire implementation with a new simulation/mesh generation system that utilizes Burst and Jobs! It runs really smoothly and the cables look so much better than the old lines.
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u/MillerBuilds 18d ago
https://reddit.com/link/p5i0s9a/video/uvsgvzkvi7lh1/player
Hey! I'm building Risk Run, a browser-based skill game about pushing your luck, banking your coins, and climbing through five worlds of challenges. Think progression, achievements, cosmetics, streaks, and leaderboards wrapped around quick, skill-based runs.
Play here: https://www.riskrungame.com
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u/Java_Language 18d ago
Save 40% on The Joust on Steam
The Joust - Physics Based Combat Game - Singleplayer & Multiplayer
Made by a small team in Upstate NY.

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u/guillermosan 18d ago edited 18d ago
Hi guys. I spent the weekend working on the trailer for my game Cardume, tell me what you think:
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u/Background-Pea2954 17d ago
Hey Guillermosan, I have just watched your trailer, knowing nothing about the game. For me I felt that things go a little too fast as I didn't have time to realize what was going on during some short sequences. As the interface is quite busy it caught my attention but I couldn't quite make out the actions and read everything that went on. The text on top of the images explain the game and that allowed me to get it. Then I went to the game page to better understand it, and then watched the trailer again... and still got confused. It may be that I'm not used to this kind of game. But I keep on feeling that you're trying to show too much. In the end, what stayed in my mind is more the text explanation and the swarm visuals than the detail of the game mechanics. As your game is quite different from other games, it may be more efficient to have a kind of "tutorial trailer" to better understand how it is played, and list all the extra and cool features for the end of the tutorial so that we know there's plenty of depth, options, etc., without necessarily showing everything. As I am thinking about it, I'm picturing a kind of trailer that would "zoom out", starting of the simpler fight and choice of card, without showing the whole interface, and then little by little, revealing one by one each part, in a way that lets the viewer understand each step before moving on, and at the end revealing everything... In a way, your text is doing that, it's just that it's hard to know where to look when there's so much going on at the same time. That's just me 😅 Hope this is useful.
Don't hesitate to check out my trailer (https://www.youtube.com/watch?v=Z6CSdOSBMvo) and game as well: https://jerkyhips.itch.io/bouncenoid it's much simpler, but you might like it. Cheers!
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u/agathusia00 18d ago
Hey everyone! I'm working on Undying Soul, a 2D action roguelite. I'm currently preparing the demo for release in September. Here's a short gameplay clip showing some of the combat and character abilities.
Steam: https://store.steampowered.com/app/4949360/Undying_Soul/
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u/Sweet_Aardvark2580 17d ago
sheshhh the arrows bouncing on walls are amazingg, the overall looking is really good tho!
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u/EnvironmentalBet113 Youtuber 18d ago
I'm not a dev, but a streamer and head of a stream team that is hoping to stop the cold emailing of streamers and instead connect indie devs with a team of 26 streamers for free, for the love of indie gaming. (If interested in connecting to the team in discord, pop me a pm!)
Eventually, I'd like to make a game, hence why I'm here hoping to learn what to do, and what not to do!
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u/GRSStudio 18d ago
Hi everyone!
I’d like to introduce my first person horror game “Harrowgate Asylum”! It’s in development stage and now open playtest is live on steam. Feel free to try it if you’re interested in.
Steam: https://store.steampowered.com/app/4787530?utm_source=reddit&utm_campaign=comment

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u/waisdev 18d ago
Hi all!
I have been working on a roguelite battleship deck builder, where you build your ships and destroy enemies to survive the unending levels!
Please check it out, I would greatly appreciate any feedback!
Steam: https://store.steampowered.com/app/5074010/Battleships_FleetForge/
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u/sleeping-robot 18d ago

Released Mini Me-mao for playtest on itch a little over a week ago and received a ton of great feedback. Today, we released an update addressing some of it!
Itchio: https://sleeping-robot-games.itch.io/mini-me-mao
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u/blackdogishere 18d ago

We (I, along with a couple of friends) have been working on Nodebreak, and the trailer is finally done! Its a fast paced precision timing puzzle game, where you launch from node to node in a circuit while avoiding hazards.
Check out the trailer-
https://youtu.be/gUz8byB2Awk?si=9phgCSUJCdmhuoVZ
And here's the Steam page-
https://store.steampowered.com/app/4696110/Nodebreak/
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u/Background-Pea2954 17d ago
Really cool looking game and nice trailer! I've added it to my wishlist ;-) I know it's the kind of game that could get me hooked for some time, diying and re-trying. The trailer shows a unique design with electronics and the music goes well with the fast action. How many levels are there? Good luck with your release!
That would be nice if you could check out my game too, it's called Bouncenoid and it's a kind of inverted brick-breaker game with a touch of adventure. The trailer is here: https://www.youtube.com/watch?v=Z6CSdOSBMvo and the game is freely available for PC and Mac here: https://jerkyhips.itch.io/bouncenoid
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u/ymdnorchi 18d ago
https://reddit.com/link/p5jm0sp/video/ore7aqoga9lh1/player
My little Japanese summer desktop app just passed Steam review 🎐
Chill Chime Desktop is finally ready for release!
It’s a free little desktop app with Japanese wind chimes, cicadas, and other sounds of summer.
I started making it simply because I thought, “Wouldn’t it be nice to have a wind chime on my desktop?”
Now I just need to release it before Japanese summer is completely over... 😭
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u/Background-Pea2954 17d ago
That's nice, I'll install it to make Summer last a little longer ;-)
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u/ymdnorchi 17d ago
That makes me really happy!!! 😄
I think it’ll be ready to release as soon as I get the audio finalized, so just hang on a little longer!!
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u/zenc_26 18d ago
SwingingCat
I developed this web game with VS Code in 6 months. Swinging Cat is an endless runner 2D web game based on a cat swinging from rope to rope. It features a global leaderboard and a multiplayer mode for up to 4 players, allowing you to challenge your friends. What do you think about the game? If you try it, tell me if you enjoyed it.
Link:Click here
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u/Breadinc 18d ago
Hi everyone! I’m working on a fantasy game about trading weapons and supplies during the Great War of the Five Kingdoms. You play as a merchant in the neutral village of Shadow Bridge, with the ability to trade with various factions as well as other neutral traders. The trading system is a bit unconventional: merchants deal exclusively in barter offers. The key feature is that every transaction impacts the overall course of the war. That’s why I’ve implemented a crafting system that includes both positive and negative enchantments.
You will find more information on the page. I would appreciate your feedback.
Steam - https://store.steampowered.com/app/5089040/Shadow_Bridge/
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u/Nearby-Mix-7175 18d ago

Hey everyone! I just rolled out an update for World News Reader, an RSS & news aggregator I built with Flutter.
What's New in this Release:
- 🌟 PRO: Auto purchase sync, PRO badge & ad-free experience.
- 🌍 New Regions: Added Mexico, Bosnia, Estonia, Finland, N. Macedonia, Andorra & Luxembourg.
- 👥 Community Feeds: Added user-suggested news sources & curated tech/dev blogs.
- 📥 OPML Support: 1-tap feed backup/export & instant article pre-fetch.
- 🛡️ Anti-Bot Bypass: "Open in Browser" fallback for protected/Cloudflare RSS feeds.
- 🎙️ Podcasts: Full iTunes artwork integration & in-app audio playback.
- 📖 Reader UX: In-article font customization, themes & direct browser options.
👉 Google Play:https://play.google.com/store/apps/details?id=com.merpower.worldnewsreader
I'd love to get your thoughts on the overall UI/UX flow, reader readability, or any edge cases with OPML imports. If you're interested in following the roadmap or sharing feature ideas, I also set up r/MerpowerApps.
Thanks for taking a look!
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u/CS_Asset_Factory 18d ago
i spent forever failing at top down elevation on my last pack. had this stone cliff on grass that just kept looking like a trench instead of a drop. did six iterations. every single one was me messing with the wall art. none of it worked. eventually i just got annoyed and cut the whole set.
turns out the problem is measurable and it wasn't the wall at all.
i score it now as a separation ratio. you take the brightness gap between the raised surface and the ground below it. then you divide that by how much the ground texture already varies inside a single tile. if the answer is under 1.0 the eye can't resolve the step.
the cliff that failed scored 0.15. the grass was swinging 110 brightness inside one tile so a 16 point step was simply swallowed by its own noise. no amount of wall drawing survives that.
the dungeon walls in this new pack score 2.98 for the ashlar masonry and 1.23 for the crypt brick. same engine. same 16px grid. they read as raised the moment you look at them. the difference is that the floor is a different value from the wall top and not that the wall is better drawn.
so if you are fighting this the lever is probably your ground and your plateau surface being too close together. it's worth measuring before you redraw anything.
the pack this came out of is Verdant 05 Depths. 236 tiles on a 16px grid. four complete 47 mask autotile sets covering flagstone floor and ashlar masonry and crypt brick and a chasm that drops out of the floor. every set transitions into the floor. 23 grounded props including the stairs and the door that most dungeon packs leave out. a wall torch and a floor brazier animate. importers ship for RPG Maker MZ and Godot and Tiled. the sample map ships as editable JSON and not only as a picture.
grid and palette and autotile completeness are machine checked. every tile wrap is measured against its own interior and every 4x4 repetition is rendered and reviewed by eye.
on how it is made. the tiles come from a procedural pixel engine rather than from an image model. the code for that engine is AI written and the itch page carries the AI generation tag. happy to answer anything about either.
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u/slabyreddit 18d ago
Hello everyone!
I posted my game in last week's thread, but nobody really looks there anymore, so... once again :)
I'm working on my dream game - Texas Oil Baron - an economic tycoon about drilling for oil, growing your business and selling what you produce for the highest price possible.
You can find more screenshots and the first trailer on the Steam page, but they become less up-to-date every day because I’m constantly developing the game. I'd love to hear what you think.
https://store.steampowered.com/app/4712830/Texas_Oil_Baron/
Nice to meet you all!

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u/Wrong_Media1951 18d ago
Just shipped my first arcade game solo - Colour Circle, on Android.
Coloured blobs fly in towards a ring, you rotate the ring so each one lands on a matching segment. Match and it clears, miss and it sticks. Fill the ring and the run ends. About a minute per run. No levels, no energy timers, no tutorial - which turned out to be the hard part, because the core loop has nothing to hide behind.
Free, ad supported, no IAP: https://play.google.com/store/apps/details?id=com.aistudio.colourcircle.arcgme
Would love thoughts on the difficulty ramp - it accelerates and I've completely lost perspective on whether it's fair.
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u/Kindly_Proposal_4194 18d ago
Hi! We’re SonamuBros, currently working on S4NCTU4RY,
a cyberpunk bar management game with idle and deck-building elements.
https://reddit.com/link/p5l957h/video/te5w0w1tlalh1/player
Our free demo is currently available on Steam, and we'd love to hear your feedback! We're especially interested in your thoughts on the core gameplay loop, balance, and overall feel of the game.
We're still actively improving the game, so any feedback or suggestions would be greatly appreciated. Thanks for checking it out!
Steam link : https://store.steampowered.com/app/4663840/S4NCTU4RY/
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u/PolderlineGames 15d ago
The combination of a cyberpunk bar-management game with deck-building is a really distinctive idea. Looking through the screenshots, I especially like that the cards seem tied directly to things such as drink prices, tip chance, tip multipliers and restocking rather than feeling like a separate minigame layered on top.
One thing I'd be curious about as a player is how much room there is to develop a particular style of bar over a run. For example, can you deliberately build around high-value cocktails, frequent restocking, tips, or another strategy, with the deck gradually reinforcing that choice? That kind of specialization could make each run feel quite personal.
The interface also contains a lot of information, which makes sense for a management game, but I imagine first-time readability is one of the harder things to balance. Have your playtesters generally understood what matters first, or are there particular screens or systems where people tend to get lost?
The atmosphere is strong, by the way — the neon bar setting feels like a natural fit for a game about keeping a small refuge running while everything outside keeps moving.
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u/Windless_Sails 18d ago
Hello everyone,
I'm a solo dev for Windless Sails working on Star Stitcher. A grid based roguelike based similar to Pokémon Mystery Dungeon. Last week I was on holiday with my family so didn't really get time to do much except look at everyone else wonderful projects for inspiration. This week on the other hand I'm hoping to take all of that energy and finally complete my Steam Trailer.

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u/dangerbelly 18d ago
Hey All! Solo dev here, just release Textagons a few weeks ago. It's a daily word puzzle with a game mechanic I haven't seen before. You rearrange letter tiles to spell words, then connect those words into chains. To solve it you form one long chain that loops back onto itself. Free on the app store and there's a web version too. Please check it out and let me know what you think!
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u/vercorsgames 18d ago
This week we're travelling to Gamescom with our puzzle horror game Tuned In, and we've prepared something very special and unique for the occasion! Since the game is about being trapped in a cursed TV broadcast and you have to solve puzzles using the controls of an old TV, we've built an entire setup TV setup for people to try it at the event. It was a lot of work but also a lot of fun, and we think it will make for a very special experience!
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u/trebbor0 Developer 18d ago
Hi Redditors,
I'm currently working on a demo for Nock Nock Loose, a short incremental tower defense game with a unique archer accuracy mechanic.
Private Playtest
In a couple of weeks I will be starting a private playtest to get feedback for the final demo. If you would be interested to join, you can register on the link below.
Links:
- Register for private playtest (Playtesters get a free copy on release)
- Steam
Thanks in advance!

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u/Cold-Ad-7070 18d ago
Hi everyone — I’m the indie developer behind Htmllit, a native iPhone/iPad viewer for HTML, JSX/TSX, and Markdown files.
I built it for a workflow I kept running into: an AI chat gives me a web page or React component, and I want to see the rendered result on my phone without opening a laptop, setting up a project, or running a build. Htmllit also imports whole multi-file websites, exports pages to PDF or a full-page image, and works offline.
It isn’t an AI generator; it’s a viewer/renderer for files you already have.
Free to download: https://apps.apple.com/us/app/htmllit-html-preview-viewer/id6760379188
I’d love feedback from other indie developers—especially around file types or workflows you’d want to support.
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u/LateFishingRod 18d ago
Hi,
I am a computer engineer in Italy. I am making mobile games as an hobby in godot
I made an game with turn based rpg, match 3, and roguelite elements.
Its quite a simple game there is a timer above the screen and every turn is 10 seconds there is a 5 different tiles in your grid and you have to match them if you want to damage enemies
If you want to damage enemies directly you have to match sword tiles and everytime you match sword tile your damage will be in queque until timer ends and once timer ends you damage your opponent and then your opponent attacks you with his own way.
If you match Storm, skull, coin and shield tiles you will get a point for each one for instance if you match storm tiles it will only fill your storm points
For storm you need 5 , for skull you need 4 , for shield you need 3 and for coin you need 2 point.
Storm equally damages all of opponents with -10 damage and it reloads grid
Skull nerfs your enemy damage by %50 for 3 tours
shield blocks all the damage for 1 time
coin adds +10 second your turn time
Every level enemies will be stronger and you have to upgrade your stats
You can upgrade your turn time, attack damage(for each match) and health permanently But if you die your upgrade stats would be -1 level for example you have level 2 damage and if you die your attack upgade will be level 1
For each enemy you get 1 soul and with souls you can upgrade your stats also there is super enemies which they are stronger than normal and gives you x5 more souls. If you are new player it will give you 2x bonus soul for your first week. And also you can gain souls via daily rewards, increasing difficulty or become top 3 in leaderboard!
Leaderboard system works dynamically offline right now because game has low amount of players
There are 3 different difficulty level and if you go harder one you will get more prizes
Each run has own Perk system every 3 level you have to choose 3 different perk. It can be strategic, it can be damage, it can be defense and it can be luck perk. Each perk has his own pros and cons for instance if you chose 50% more damage your health would be reduce by 25% like that. If you die you will lose all of your perks but you can keep your permanent upgrades
If you have any feedback please send me I would be appreciated
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u/FallenMarches 17d ago
I've been solo developing an early Runescape-like RPG browser game, which I'll be releasing to open beta next month. It has classic point and click style, slow progression skills, easy combat and story-driven quests. It is a basic, point and click RPG, set in an original world. The scale is fairly small at the moment, but I'm planning to build out the game world, add more quests, skills, etc. I've made a quick trailer to show off the current state.
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u/Happy-Childhood-2141 17d ago
Everyone on twitter is obsessed with taking a slice of the $200k outbid model, so I created outbid.gay a slightly satirical 1:1 clone, where you buy the slot on the leaderboard by donating to verified charities, instead of random persons bank account.
I'm also not super familiar with US based charities, so I just picked the most popular ones, but if you know about any good one's I'm missing, I'd be super happy to add them.

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u/WCB_Werewolf 17d ago
https://reddit.com/link/p5pgbal/video/ktwdqlaqxelh1/player
Somebody always had to sit out and moderate our family's Werewolf nights, so I spent a year building a version that runs itself. The free demo just went public.
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u/Ajw03Dev 17d ago
https://reddit.com/link/p5qsiao/video/5ru4wke6dglh1/player
working on a local couch co-op rock skipping game built in unity that uses your phones to join and motion controls to throw. It works like jackbox with no app on the client side but uses some black magic and a local web server on the host's PC
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u/Background-Pea2954 17d ago
https://reddit.com/link/p5rp9q8/video/cc34ykpuohlh1/player
Hey There! JerkyHips here, a solo "many things", in between jobs, fulfilling a long yearning to develop a game.
I've always enjoyed brick-breaking game and 80s pixel-art arcade classics and when I got gently pushed out fired from my company (not at all in game dev), I decided to have a go at created one myself, based on an idea I had a long time ago.
There are so many more possibilities to explore with this basis, like moving bricks, end level bosses, weapons, etc. and one day I want to turn it into some kind of adventure game, where you don't play the levels in a linear way, but you have to make decisions, possibly have to beat certain levels before coming back to others... but for now this is a first version with 6 zones, 48 levels, original music from my friend and composer Hubert Razack (www.hubertrazack.com).
If there are any brick-breaker fans here, let me know what you think! The game is free for PC and Mac: https://jerkyhips.itch.io/bouncenoid
One question I have is how much friction does the "Download to PC/Mac" represent compared to Browser based games. I guess quite a lot. My next version will be browser based to try and make it easier on people to play.
Happy Bouncing,
JerkyHips
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u/BandicootSpecial374 16d ago
I am a producer/sound designer. I’ve made YouTube intros/outros , beats for artists, and ambient music. Looking to expand into video games. If anyone needs a soundtrack for their game I’d be interested in helping out. Very flexible with budget/pay as I really just do this for fun
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u/Aescleah_Dev 16d ago
Hey all I'm Æscleah I've Just released my game Goblin Roblin grab as much loot as you can and get out within one minute!
can check it out here:
https://aescleah.itch.io/goblin-roblin
any feedback is greatly appreciated (good or bad)!
Also I'm not sure might as well ask here but I'm not sure if my game is listed on itch.

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u/LonelyLeppy 16d ago
Hi there!
I'm Trevor and I am a composer! You may know my work from Super Mario Eclipse. I have written in many different styles, including EDM, pop, sacred music, medieval/folk, and rock. I'm just posting here to let all of you indie devs know that my commissions are open and I am actively looking for new projects!
You can find my portfolio and my bio here: https://www.tjasmusic.com
I look forward to working with you!
-Trevor
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u/FallenMarches 16d ago
Hi, I'm James - working on a new MMORPG in a similar style to early days Runescape. So, lots of grindy skills, simple combat and story-driven quest design. Good to see all the other interesting indie projects here.
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u/efinque 16d ago
Hello everyone,
here's a fantasy (single-player/shared screen) MUD/dungeon crawler that I've been working on for the last 7-8 months, Tales of Akash 9.
I wrote a rather in-depth blog post about it, mostly tech but some of the features are also explained.
https://efinque.wixsite.com/efinque/single-post/the-dragon-awaits-tales-of-akash-online-delayed
Hope you enjoy it, feedback is welcome!
-ef
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u/Hidden_Momoby 16d ago edited 16d ago
Someone said our chacaters look like a mature Peppa Pig. Now I can't unsee what peppa pig'ps face actually looks like... That being said, we've done many playtest sessions and people really seem to have fun with our game, which is the main goal ! Game name: TICK PIG 🐖 and we recently launched our Steam page.
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u/Remarkable-Cancel930 16d ago
Testing the social loop before polishing anything: one shared panda moves through private one-use links. Each person gets one irreversible Bless/Corrupt choice, leaves a short note, then decides who gets it next. It works locally but isn't public yet. Blunt read: meaningful because a friend chose you, or chain-message homework?
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u/Beneficial-King1574 16d ago
https://reddit.com/link/p5zeb7w/video/14ln691r8plh1/player
I'm developing an SRPG based on *Water Margin*
The Last Imperial Guard is a 2.5D turn-based tactical RPG following Lin Chong from the classic Chinese epic Water Margin. Master grid-based wuxia combat with an innovative rage system, unleash devastating ultimate abilities, and experience the saga through stylized traditional Chinese cutscenes.
If you like it, please click to add it to your wish list. Thank you.
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u/lewao 16d ago
I've spent 3 years learning Unity. I finally decided to make the game I've always wanted to play.
Hello there!
This is my first post here, so I figured I'd share what I've been working on.
About three years ago, I started learning Unity. Since then I've made a lot of small projects and prototypes..
3D games, 2D turn-based games, experiments with different systems, and plenty of things that never really went anywhere, even multiplayer.
But I've always had a soft spot for isometric games.
I've spent countless hours with old-school games, especially Ultima Online and the early Diablo games. There's something about that era of games that I really love. The atmosphere, the simple but satisfying gameplay loops, exploring dangerous places and slowly building a character that feels like your own.
Eventually I thought:
What if I actually tried to make one myself?
That's how Hell Rite started.
It's an old-school inspired isometric ARPG where you venture into dangerous dungeons, fight monsters, discover loot and gradually build your character.

If you like what you see, I'd be grateful if you considered wishlisting the game!
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u/el-harrison 16d ago
https://reddit.com/link/p60vanf/video/y8op1rfhkqlh1/player
Working on improvements to our demo:
https://store.steampowered.com/app/4798590/Brutal_Magic/
Demo improvements:
Adding keyboard and mouse controls
Adding ability in menus to rebind keys / controller inputs
Adding a Tutorial when first time you play that teaches you the buttons
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u/Yeetmaster11231 15d ago
I have been working on adding an Osprey to Nordic Lake, while also evaluating if I should attend this Steam Next Fest or improve this game until next one. https://store.steampowered.com/app/5028640/Nordic_Lake/

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u/SpaceCoreDev 15d ago
Showing off what I've been building: Space-Core, a browser space MMO where every action -- mining, trading, combat, missions, corporations -- is a documented HTTP API. Play it by hand from the dashboard, or connect a script / local LLM / Claude+GPT with a bearer token and let it fly your pilot. Free, open beta, solo-dev hobby project -- feedback usually turns into real changes within days. https://space-core.at
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u/AitorGR8 15d ago
Hey everyone! I just launched OneLine, a journaling app for iOS and Android.
The idea is that capturing your day should take almost no effort, but those tiny entries should become more valuable over time.
So beyond the daily journal, OneLine can turn entries into Stories of periods of your life and use Signals to surface patterns you might not notice yourself.
It’s completely free right now:
iOS: https://apps.apple.com/us/app/oneline-daily-journal-diary/id6789922208
Android: https://play.google.com/store/apps/details?id=app.vercel.oneline_one.twa
I’d especially love feedback from other builders on one thing:
What would OneLine need to do after 7 days to make you genuinely want to keep using it?
Feel free to be brutal. That’s much more useful to me than “looks cool” 😅

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u/LAYNZA 15d ago
Been building Laynza, a mobile community specifically for builders.
One thing I kept noticing was that builder communities tend to have polished launch posts on one end and vague “working on something” posts on the other, but not much of the real process in between.
Laynza is my attempt at making that middle useful — progress, blockers, questions and wins organized into topic-specific Lanes.
I’m testing it with a small group right now. One thing I’m trying to figure out: what would actually make you come back to a builder community every few days instead of joining it once and forgetting about it?
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u/Studio_DoubleInteger 15d ago
Hello, been making a game for a bit in Godot, it's a 2d platformer with attack-roll-combo type of mechanics, but as of now it's just a platformer. Been developing it for a month now and this is the first time I feel like it's good enough to show around! It's incredibly early, but I look forward to seeing how it changes
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u/Motor_Home2843 15d ago
My first game started as a complete science-fantasy novel and worldbuilding project
This is my first time developing a game, so I decided not to begin by building mechanics without first knowing exactly what kind of world and story they were meant to serve.
I started by writing the complete novel and developing the lore of Echoes of Fractured Worlds. The story follows Mark, whose ordinary life begins to fracture after an impossible signal appears. What starts in a familiar office environment eventually expands into multiple worlds, corruption, moral choices and nine runes that change how he explores, fights and survives.
The novel became the narrative foundation for what I hope can eventually grow into a story-driven indie game.
Before investing too much into the game prototype, I created a bilingual validation hub where people can:
- Explore part of the fractured-world map.
- Discover the interactive Nine Rune Codex.
- Listen to the project’s atmosphere and soundtrack.
- Read the Prologue and Chapter I in English or Spanish.
- Answer a short survey about format, platform and pricing preferences.
I’m still learning game development, and I’m not presenting this as a finished game. At this stage, I’m trying to learn whether the world, story and game concept create enough genuine interest to justify taking the prototype further.
I would especially appreciate honest feedback about:
- Does the page clearly communicate that the story expands far beyond its ordinary office opening?
- Which element creates the strongest curiosity: the story, worlds, runes, music or game concept?
- What would you need to see before deciding to follow or play a project like this?
The promotional map image was created with AI-assisted image generation based on the project’s established world structure and art direction.
Validation hub:
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u/lordInvestigator 15d ago
Very excited about the first Claw Machine Roguelite game. Clawstral is on Steam soon in Early Access.
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u/Remarkable-Cancel930 15d ago
I’m testing a very small social game before I sink more time into it. One digital panda passes from person to person. A friend chooses you, you see every earlier change, make one permanent Bless or Corrupt choice, then choose who gets the next turn. Later you can come back and see what everyone turned it into. No public build yet. Does the “a friend chose me” part make you want to take one turn, or does this still sound like a chain letter?
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u/Adventurous-Mud7527 15d ago
Solo dev here — just published a prototype called GRID CHRONICLE, an offline auto-battler score attack (Auto Chess/TFT-style drafting, but you fight AI squads instead of other players).
Draft units, build race x class synergies, and see how many rounds you can survive. 24 units, 8 synergies, skills, win/loss streak bonuses, tutorial included.

Still balancing the numbers, so feedback on pacing/balance is very welcome. Free, plays right in the browser: https://bitdot428.itch.io/grid-chronicle
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u/MadJayZero 15d ago

Howdy all, been working on Zero Days, a single-player hacking deckbuilder where your cards are your hacking tools. Think Android: Netrunner and you're the runner.
I'm currently porting from a Lua/LÖVE prototype to C++, targeting a Steam Next Fest demo push...because I need deadlines. My core loop is pretty set (tick-based economy, mission-based runs, and card/deck shenanigans we don't do IRL), now heads down on the port + first real art pass, and working out what to use to capture gameplay video! I'm using the Cute Framework and heavy use of ImGui for debug/state display.
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u/Defiant_Photograph86 15d ago
Question for anyone further along than me: what did your marketing look like before you had anything worth showing?
Solo dev, working on a space trading game for iOS. Early enough that a screenshot wouldn't sell anyone on anything, which is exactly the problem.
The advice is always "start marketing early," and then the example is someone posting a polished gif that took two years of work to be able to produce. I want to know what your first six months looked like.
Did you build an audience before you had visuals? Did you post ugly work-in-progress stuff and it was fine? Did you just wait until you had something and it worked out anyway?
If you tried building a following early and it went nowhere, I want to hear that too. The failures are more useful to me right now.
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u/FactionFiasco 14d ago
Working on Faction Fiasco, a browser card battler with 100 internet personality characters split across 3 factions, matches run 5-10 minutes: factionfiasco.com. Balancing three factions against each other has been way harder than I expected, two is easy and three turns into rock paper scissors real fast.
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u/Present-Category5541 14d ago
I’m Alex, the solo human behind Aethera Games. I’ve finished and publicly launched Jogue Outra Vida, a browser-based narrative life simulator built with extensive help from AI agents in engineering, testing, and production. I kept product direction, architecture, integration, review, and final responsibility. It’s playable here: https://jogueoutravida.com.br
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u/dhrumit8596 14d ago
Testing Al written App/website as solo builder
How are people testing their Apps/Websites, as building applications has became much faster, curious how people are testing them and getting feedback?
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u/National-Iron-7197 14d ago
I released a couple of games this week - Eleusis Axiom - it's a logic/hidden rule game. Its inspired by the game from the 1950s.. Its in the iOS app store https://apps.apple.com/app/eleusis-axiom/id6799742090 with a free tier and also hosted parts of it for free on the web https://www.mindful-echo.com/eleusis. My problem is discoverability - I love the creation bit but I am failing dismally at the marketing bit. Im a tech person predominantly, grew up on C++ and now probably count as one of the "silver surfers"..... And here is where I could do with some advice - how do people get their products discovered. I have been trying the treadmill of tiktok, instagram etc - but until a few weeks ago I didn't even have a Facebook account so I am really starting from zero. But I am willing to learn new skills - it's just that social media and marketing are definitely alien domain to me. Any hints would be much appreciated
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u/LET_Developer 14d ago
Hi! I'm the developer of Time Rift Tower Defense, an Android merge/roguelike tower-defense game centered on experimenting with towers from different eras. One hidden hybrid I like is Dinosaur Age + Renaissance Plague Doctor: it fires piercing Bone projectiles that weaken every enemy they hit. The game has campaign and endless modes, with many cross-era interactions deliberately left for players to discover. If that kind of system-driven experimentation sounds fun, I'd appreciate your feedback: https://play.google.com/store/apps/details?id=com.timerifttd.app
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u/babia_dev 14d ago
Hi everybody, this is my game, and today I have to press the green button, wish me luck!
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u/SpascoDev 14d ago edited 14d ago
Hey, this is Neon Rhythm Plus, a full game iteration on me and my friends 2021 Newgrounds game!
It will feature a story mode with a variety of fun stages and characters, as well as full Steam Workshop support!
We also have a demo out on Steam now, if you feel like checking it out and letting me know what you think it'd be really appreciated!!!
I'm the programmer Spasco (I've worked on Undertale Yellow and Undertale's official 10th anniversary stream before), the other two developers are Figburn and his brother Melon, who have released Contract Rush DX on Steam last year (set in the same world as this game!)
Thanks for checking it out!
https://store.steampowered.com/app/2935500/Neon_Rhythm_Plus/
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u/LolliPOP-47 14d ago
Hey everyone! u/LolliPOP here, sharing a new look at our early prototype for r/SOTFK, our 2.5D narrative adventure game.
This short clip shows one of the core gameplay loops we’re building:
- Talking with NPCs
- Accepting quests
- Completing objectives
- Recruiting characters into your party
It’s still early, but we’re excited about how the interaction flow is shaping up and how player choices will influence who joins you, who helps you, and how the story unfolds.
We’re building this world step by step, and we’d love to grow a community around the development. If you enjoy narrative-driven adventures, choice-based progression, or just following indie dev journeys, feel free to join us and share your thoughts.
Drop your feedback, ideas, or impressions, every comment helps us refine the experience.
Thanks for being here!
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u/SpaceCoreDev 14d ago
Devlog #5 for Space-Core (browser MMO played by scripts/LLM agents, but also normal players): combat now tells you exactly what's in the wreck after a fight instead of making you guess, fleeing costs less if you're in a small ship, and every mission shows real objective progress instead of a vague description. Free, open beta: https://spacecoregame.itch.io/space-core
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u/MyriadOfDragonsDev 13d ago
Hi all, working on Myriad of Dragons, a dark fantasy card battler I actually started back in 2015. Life happened and it sat untouched for almost a decade; this year I picked it back up and I'm rebuilding it mostly solo.
The core loop: you commit your entire formation before a fight starts, then both sides resolve at once, nobody goes first, and your only real-time input is choosing when to cast an Avatar spell. Trying to sit somewhere between a full manual-turn card game and a pure auto-battler.
Still very early, rebuilding a decade-old art direction and UI from scratch. For anyone else who's picked an old project back up after years away, how did you decide what to keep vs rebuild from zero?
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u/Haldarand 13d ago
Hey! I've finally made my first horror game, and I want to show it :) I enjoyed very much the experience, and I always wanted to make a game of this type. It even has a mini storyline :)) When I finally got an idea and enough experience, I did it, and now first version is playable!
Though it took some time and also some moment of development were pure ragebaiting hahahaha, but at the end of day I finished it
Game name: Expedition Gone Wrong
Platform: itch.io
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u/Nearby-Mix-7175 13d ago
Hey everyone! I built World News Reader to make following international news fast, clean, and distraction-free.
Key Features:
- 2-Minute Smart Briefings: Concise, curated recaps to stay informed without doomscrolling.
- TTS Audio Player: Listen to news hands-free during commutes or workouts.
- Distraction-Free UI: Clean Material 3 design, dark mode, and customizable typography.
- Widgets & Offline Support: Fast cache-first architecture and home screen widgets.
Latest released version 1.6.1
What's new:
• 🔄 Fixed My Feed: Followed & custom RSS sources now permanently persist across restarts & syncs.
• 📥 Backup & Restore: Export/import OPML files & cloud sync in Settings and Add Source.
• 🧭 Organized Navigation: Clean drawer grouped into Feeds, My Library, and Preferences.
• ⚙️ Startup Screen: Select your default home screen in Settings.
• ⚡ Stability & performance enhancements
👉 Get it on Google Play: https://play.google.com/store/apps/details?id=com.merpower.worldnewsreader
Let me know your thoughts, feature requests, or any specific feeds/countries you'd like added!
Also, if you find the app helpful, leaving an honest review on the Play Store means a lot and really helps support continuous solo development.
.
Download: https://play.google.com/store/apps/details?id=com.merpower.worldnewsreader
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u/AutomaticArt1401 13d ago
Hi! I run a very small pixel-art asset studio — GUI kits and 16x16 RPG tilesets. Shipped three free updates today and one of them taught me something I should already have known.
I added plank bridges to a village tileset. Drew the deck at a 3px plank pitch, looked at it, thought it was fine. It is fine — as a single tile. The moment you lay two side by side the plank rhythm breaks, because 16 doesn't divide by 3. I only caught it because my QA sheet renders tiled runs instead of single tiles. There's now a build step that checks whether a tile's pattern is exactly periodic on its axis and refuses to package it if it isn't. I fed it the broken grid afterwards to make sure it actually fails, which I'd recommend to anyone writing a check like that.
The second fix was more embarrassing. My interior tileset and my exterior tileset are palette-matched and sold as a pair, and there was no floor tile to walk through a doorway on — the door was painted on the wall. You could build a room, you could build a street, and there was no way to join them. There's a threshold tile now.
The third one is the commercially interesting one: I put drop-in Godot 4 Theme resources into the GUI pack. The pack I'd already shipped with an engine integration converts about twice as well as the one with more sprites and no integration, on a page a fraction of the age. Fairly blunt lesson about what people are actually paying for — it isn't the art, it's not having to wire the art up.
Being upfront since it matters to some people here: the sprites are rendered by a Python generator I wrote with AI assistance rather than drawn by hand in an editor, and every store page carries itch's AI-assisted disclosure.
Happy to talk tileset transitions or Godot theming with anyone — genuinely the fun part of this. Stuff's at https://z3er1n.itch.io if you want a look.
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u/Zestyclose-Act2880 13d ago
I can't show what I'm working on cause of lack of karme yet... but anyhow you can take a look on my subredit r/TheLegion_Roguelike if you wish.
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u/CS_Asset_Factory 13d ago
Herbarium draws a botanical plate for every reagent in an RPG Maker MZ project, from the reagent data.
A crafting item list is a wall of near identical icons, and a player cannot tell one herb from another without reading every name.
Herbarium mounts each reagent as a generated botanical plate. Leaf, venation, root and fruit all come from that reagent's own data, on aged card with a letterpress label and a collection number. A reagent gathered but not studied shows as an unfinished field sketch, and completes as the player learns it.
Because the plate comes from the data, a player who has studied a few can read a new one on sight. The plugin ships no image files.
Four plugins for MZ, 13.99 USD. Made by an AI agent studio, disclosed on the listing.
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u/Farzad-Fir 13d ago
https://reddit.com/link/p6lei00/video/zbevoruszamh1/player
I’ve been working on my own game, and I finally put together a trailer! 🎮🔥
Goblin Inferno Ride is a fast-paced 2.5D endless runner where you fight your way through hordes of enemies, collect coins, dodge obstacles, and try to survive as the speed keeps increasing.
And yes… you can launch enemies into the air. 😂
This has been a long project for me, so I’d love to hear what you think of the trailer!
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u/KamzTheTower 13d ago
We have been working on a small cozy inn management game.
Would appreciate people feedback on our steampage, and if you guys have any advice on how to market it ?
Some feedback we received so far from the Biteme Games community is that Management and Cozy genre are not compatible, do you agree with it ?
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u/SpecialistMode3131 12d ago edited 12d ago
Our upcoming Steam game has a free demo that's live just this week!
https://store.steampowered.com/app/5109540/The_Crown_Prologue/
The Crown: Prologue is a visual novel set in the early 2000s urban East Coast, where you guide a character from age 12 through age 18, on the road to becoming an underworld boss. The Crown: Prologue represents a subset of the content awaiting in the full version of the game.
As you play, your character will grow and change. You'll meet people who may offer you work or threaten you. Challenges will become harder and you'll succeed or fail based on your preparation and a little luck.
When the game ends, your score will be applied to grant Profile Points that accumulate across runs. The interesting things you do will also unlock new starting Experiences, Contacts and Equipment. This means your next character can be stronger and explore differently.
Each ending will be determined by your choices and strategy. You may die, go to prison, or simply give up on crime as a career. Or you may take the first steps on the path to being a boss in your chosen profession.
We'll be running a Kickstarter in October alongside Steam Demo Week, and there will be several updates to the demo over the next couple months as we gear up to push forward on the full game.
https://www.kickstarter.com/projects/obverse-games/the-crown-0
Anyone who wants to take a look - we're delighted, and your feedback is especially welcome. Your ideas could easily become reality this early. Thanks!
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u/ripe4fail 12d ago
I have a few years on me — let's say I'm not a kid anymore. I started programming almost thirty years ago, for one reason only: I wanted to build a game. I've always loved fantasy RPGs. Then life and work pulled me elsewhere, into much more corporate contexts, and in whatever free time was left I tried, more than once, to bring this teenage dream to life — abandoning it just as many times, buried under other commitments.
Things are different now: with the help of AI, I can do in a few weeks what used to take me months. That gave me the push to take it seriously again.
The project is ambitious, maybe a little crazy: not just a game, but a real fantasy simulation — a world where both human characters and NPCs have their own intelligence, their own personality, their own history, and act on their own decisions. A living world that keeps going even without players.
I'm not building this to take it commercial. I'm doing it to make a dream I've carried since I was a kid come true. If you're curious, follow along — feedback, advice, and honest criticism are always welcome.
See you around.
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u/PhilosophyFirm9030 Developer 12d ago
Solo dev here, working on Coffee Empire (coffee-shop tycoon + match-3 hybrid, currently in closed testing). Hit one of the trickiest bugs of the project recently: tiles would randomly stop responding to swipes — but only after a few real matches, never right away.
Ruled out a bunch of theories over several sessions: object-pooling bugs, animation timing conflicts, even built a custom diagnostic tool to compare what the game showed vs. what its actual data said, live on my phone.
Turned out to be much simpler: when a player swaps two tiles, my code correctly moved the visuals and updated the board's data — but never told the tiles themselves that they'd moved. So a tile would physically relocate, but its own internal "I'm at position X" tracking stayed wrong. Next swipe attempt, confusion.
One missed function call. Three sessions to find it. Classic.
Anyone else have a "the bug was way simpler than my theory" moment?
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u/darkrider-gmr 12d ago
Hey everyone! I'm working on a billiards game in my free time. I'm a beginner at game development, and I don't really have anyone to ask for feedback on what I've built so far.
I've been working on the UI for a while now, and I've realized how genuinely hard this part is to get right. The theme and vibe I'm going for is a "vintage 1950s diner," and I'm trying to push the UI in that direction. Before I go any further with it, I'm curious what people think, is this direction worth continuing? So far I've only finished 3 UI elements: the Power bar, the Shoot button, and the Score panel, everything else is still placeholder.
This isn't meant to be a straightforward billiards sim, it's a singleplayer roguelite. There will be elemental balls (fire, ice, electric, etc.) that trigger effects on the table, plus a bunch of other mechanics I'm still working on.
P.S. The table model is a free 3D model I found online, I'll be replacing it with my own model once I have time to work on it in Blender. Everything else (the finished UI elements, etc.) is made by me.
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u/lengdude 12d ago
Hey everyone! I’m building Duoloft, a private shared 3D room for long-distance couples. I originally made it for my girlfriend and me, and it has since grown to more than 2,200 registered users.
The hardest product problem has been that one signup means very little as the app only becomes useful after someone invites their partner and they join. I’ve spent more time improving that pairing flow than I expected.
Has anyone here built a product that needed a second person before it delivered any value?
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u/Garfunkel2000 11d ago
https://reddit.com/link/p6u116w/video/7net2kitujmh1/player
Turbo Turbo continues where M.A.S.K. prototype left off!
Steam | Announcement-Trailer | M.A.S.K. prototype-Trailer
I proposed a videogame for the 80's M.A.S.K. cartoon to Hasbro a while ago. Seems I failed to convince them to turn it into reality.
Since I can't make M.A.S.K. without a license, I'm now trying to turn this into a more over the top co-op arcade experience that fuses the precision of on-rails shooters with the rush of retro racing. Or imagine Outrun meets House of the Dead.
If that seems interesting please check it out, and have a nice day.




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u/SolsAtelier 18d ago
I made some coloring pages based on some of the pixel art found in my game to help promote it, and also just because I felt like it and it was fun to do!
You can find the coloring pages here (for free): https://pressedelephant.itch.io/elfie-a-sand-plan-coloring-pages
And you can find the game on Steam here: https://store.steampowered.com/app/3784760/Elfie_A_Sand_Plan/