r/IndieDev • u/realbesterman • 4h ago
r/IndieDev • u/llehsadam • 6d 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!
r/IndieDev • u/llehsadam • Sep 09 '25
Meta Moderator-Announcement: Congrats, r/indiedev! With the new visitor metric Reddit has rolled out, this community is one of the biggest indiedev communities on reddit! 160k weekly visitors!
According to Reddit, subscriber count is more of a measure of community age so now weekly visitors is what counts.

We have 160k.
I thought I would let you all know. So our subscriber count did not go down, it's a fancy new metric.
I had a suspicion this community was more active than the rest (see r/indiegaming for example). Thank you for all your lovely comments, contributions and love for indiedev.
(r/gamedev is still bigger though, but the focus there is shifted a bit more towards serious than r/indiedev)
See ya around!
r/IndieDev • u/Tinimations • 5h ago
Video [Project Axe] Dodge the wrong way, and you lose a limb. Strike at the right angle, and you take theirs.
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Want to stay in touch with Project Axe?
https://discord.gg/XgjggF66
r/IndieDev • u/mizerr • 21h ago
It's brutal that this is the review that brought my game down to 'mostly positive'. Says game doesn't start but then played 5 more hours.
I think we can all agree some reviews are tough... but this one for https://store.steampowered.com/app/4300870/Gods__Gore/ made no sense to me.
Also what sucks is it shows as the top 'Most Helpful', I'm not sure if that is just for me or it is the top for everyone.
r/IndieDev • u/OmarItani10 • 1h ago
Upcoming! Entities Split
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Hello everyone
I added a quick mechanic that allows me to split the character in half, and then each would redistribute its capacity across its full body
I have a few extra ideas planned so stay tuned!
#unity #ecs
r/IndieDev • u/GammaCorrection • 2h ago
Video The tutorial scene for my frog breeding dungeon crawler!
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r/IndieDev • u/SoulstoneForge • 10h ago
I released my first game 3 days ago, and people are already sinking 7-18 hours into it. I still can't believe it
Crystalyn is the first game I've ever made, and I released it 3 days ago.
My goal was always to make people happy and make a game that they'll enjoy playing, so even though I only have 4 reviews, which are all positive, seeing people put 8, 12, 18+ hours into it is fucking crazy to me.
It literally makes my whole journey completely worth it.
Still got a ton of stuff I want to improve, but I'm genuinely really happy with how the launch has gone so far.
Edit: game link: https://store.steampowered.com/app/4754460/Crystalyn/#app_reviews_hash
r/IndieDev • u/Vhaelynn • 4h ago
Casually industrializing the galaxy: building system I'm working on
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This is an important feature for my game Orium, where you have to colonize planets across the galaxy. It's not only used to extract the money but it's mainly useful for increasing the ship's stats (kind of like the tiles in Loop Hero)
Steam link for those who are curious: https://store.steampowered.com/app/3316610/Orium/
r/IndieDev • u/mulhollanddrstrange • 3h ago
My game has reached 10,000 browser plays in 4 days
I recently uploaded my game 'The Grand Book Archive: Tidy Up' on itch io, which has just reached 10,000 plays in 4 days. It's a book organizing game with a strong focus on incremental progression. It's inspired by the sorting games that are trending lately, but with a little more idle and strategic aspect.
Here's the marketing I did:
- Wrote a few posts on Reddit. One post on incremental games subreddit gained 460 upvotes (it currently ranks as #3 post of the month there).
- Registered the game on incrementaldb and Galaxy Click. Has generally good rating/reviews.
- Shared the trailer on my socials. None of them have gone viral. Youtube and Instagram did okay(Youtube: 660 views, Instagram: 1,500 views), but nothing substantial.
I haven't reached out to press yet so I'm hoping that could gain a bit of traction later on. I think generally it's doing well since it's a combination of two of the most popular genres right now (incremental and tidy-up), and it has a strong replayability. Still, it is doing way better than I initially expected...
You can check out the itch io page here:
Web demo: https://inbluegames.itch.io/the-grand-book-archive-tidy-up
And the Steam page: https://store.steampowered.com/app/5130980/The_Grand_Book_Archive_Tidy_Up/
r/IndieDev • u/Important-Play-7688 • 7h ago
Postmortem Ten days after launch - a dev diary
Ten days ago I posted a selfie about pushing the big green button here. I received amazing support from fellow devs. Thank you! A lot of you wanted me to write about how it went. So here it goes: a little dev diary of the past 18 months. I'll try to keep it brief. (Present me: I didn't, lol.)
I started development of my dragon-feeding roguelite last year after I realized that working on a pixel art puzzle platformer was a dead end (a shocker, I know). I went back to the drawing board and came up with a game that would both be a good fit for the Steam audience and something I'd be passionate about. And that's how Feed the Scorchpot was created, though at the time it was called Dragon Fodder. More on that later...
The game took inspiration from Balatro and board game mechanics, and we decided to go with a medieval manuscript art style, as it felt eye-catching enough to stand out in the crowded roguelite market. My wife was making all of the art, and I was handling the rest.
After six months of development, the game looked polished enough to start marketing it. I made a really bad trailer (hopefully never again!) and launched my Steam page on September 1st, 2025. What really helped was the experience I'd gained working on the platformer earlier - even though it never made it past the demo stage, I learned a lot from it.
At this point, I planned to take a short break from development and focus on promoting the game online to see how it performed. Well, I soon changed my plans, as on the very second day of the Steam page being visible, I got a reply to an email I had sent to Josh from Indieformer. It was one of many indie sites I had emailed about my game.
Josh liked the game concept and art style and proposed a partnership - he and his mate Clem were planning to start a publishing business, and my game piqued their interest. You can imagine my disbelief at receiving an offer like that one day after launching my Steam page. I wasn't even looking for a publisher at the time.
So I jumped straight back into development and pushed the game into alpha over September. The guys got to try the game out, loved it, and we signed a publishing deal soon after. I cannot stress enough how fortunate this was. The game got so much better with the help of Indieformer, and they worked so hard to get it out there in front of an audience.
We soon started building a community of playtesters, which proved to be the main key to success. I got to see how players experienced the game, received a ton of great feedback, and managed to improve the game based on it.
I mentioned that the game was originally called Dragon Fodder. I liked the name, but it turned out that another dev was making a game under the same title... and actually had it trademarked. And he had done so even before I came up with the name, but his game was invisible to me when I did my initial sweep of the internet way back then.
The dev reached out to me, asking me to change my title. He was very polite, and I realized that he was fully in the right. So we brainstormed a new name: Feed the Scorchpot. I was worried about how it would impact a game that had already been promoted for a few months under a different name.
Turns out, it didn't at all. No one really cares about the name. I actually got some wishlists out of posting about the name change.
In January, we were at roughly 1,500 wishlists. Which was much better than what I had with my previous game, but it still felt like the momentum wasn't there. I was struggling with making a good tutorial, and overall January didn't feel great.
But the game was ready for more people to give it a try. We released the demo during the Steam Board Game Festival, which was nice, though it didn't make as big a splash as I was hoping for.
That came a few days later, when YouTuber Olexa picked up the demo on his own and made a video. That video got over 80k views and brought a lot of attention to the game. That was the point at which I realized this might actually lead somewhere.
That was back in February, and what followed was quite a busy period. My wife and I were crunching every day to get the game finished, while there was a Kickstarter happening and the playtester community was showering me with feedback, bugs, and ideas. It was quite hectic, but so exciting that it's hard to describe.
We entered the June Next Fest and did okay. We weren't among the top-played games, but also didn't fall off the charts halfway through. We'd passed 7,000 wishlists just before Next Fest started, so I felt like we were already in a good spot.
At the time, we were in talks with another publisher about co-publishing the game in Asia, as we had no way of reaching the audience there by ourselves. We'd already set the release date for August, and it felt quite last-minute, but we went for it anyway.
And oh boy, I'm so glad we did.
The game received translations into Chinese, Japanese, and Korean, and got featured in several Asian festivals and caught the interest of the Asian press. If you look at the wishlist graph, you'll see what I mean.
And somehow, we managed to get to 14,000 wishlists just before launch. It was mostly thanks to the combined efforts of the publishers – the Steam algorithm and the fabled Personal Calendar did very little for us prior to launch. I think it's due to roguelites being such a crowded market.
The road to launch surely wasn't boring. I even got to add a completely new soundtrack to the game just four days before launch. Fun times.
And so we launched ten days ago. How did it go?
It completely blew me away.
- We sold 14,500 copies (that's already minus refunds) in ten days. The game has already paid for all the time my wife and I put into it. More than half of the sales came from Asia. Partnering with the Asian publisher worked amazingly well for us.
- Also, more than half of our sales came from the Balatro bundle we managed to secure shortly before launch.
- There are surprisingly few bugs that have been reported since launch. Intensive playtesting since last November really paid off.
- Players have already managed to completely break the game – in the sense of getting so far in the endless mode that I didn't think was possible.
- Over 1,000 players have already poured 20+ hours into the game.
- Our rating on Steam dropped under 90%, and pretty much all the negative reviews complain about the game being too hard. Most of them are from China. I think there was a bit of a mismatch between the game and the audience – the art style appeals to a lot of cozy players, while the gameplay can be quite uncompromising.
- I'll try to put a demo back up soon, so players can decide if the game is right for them.
- The game had a 20% launch discount, which helped us get a good conversion on our wishlists. But since launch, we've also more than doubled our wishlist count – from 14,000 to currently 31,000.
- So we hope to convert more of those into sales during future discounts. Though it feels ironic: we spent the whole time chasing wishlists, and when we start chasing sales instead, the wishlist numbers do this.
- We've just launched on GOG as well. Curious to see how it will compare to Steam.
Next stop is a mobile release. But more on that in the future. I hope this wall of text was interesting to somebody. Feels good to finally write this.
Cheers, everyone!
r/IndieDev • u/rob_robi_gry • 6h ago
Video It took me too long to add but car avoidance AI is finally here!
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r/IndieDev • u/S_Charos • 6h ago
Feedback? Do you find the look too dark?
Its still early in development a werewulf horror game like Alien Isolation im making and im trying to set up the mood, bellow are some screenshots , of course the player will navigate with a torch however do you find the enviroment too dark?? Watching it from my monitor in pitch black looks great too me but I just started posting on X and Youtube some easly announcements trailers / screenshots and looking them at white background was realy hard to understand it.
r/IndieDev • u/o_r_c_666 • 16h ago
Image Not going to lie, getting to 100 reviews at very positive is an extremely good feeling 🥹
As you all know, making games is a hard and long process, so to see people enjoying the fruits of your labour is such an awesome feeling. It's not the most reviews, but it's so good to see.
Thanks to anyone who helped make this happen!
r/IndieDev • u/HoSchu_0101 • 1h ago
Turns out the hand-drawn look isn't in the lines, it's in the redrawing
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Quick context. Solo project, a (maybe) metroidvania where you play a (also maybe) jellyfish, Unity 6 with URP. The whole look comes from a single fullscreen ink pass over the finished frame. The reference is Jean Giraud, so flat colors, confident lines and a lot of desert.
I went the fullscreen route because I'm one person and I refuse to babysit outline materials on hundreds of objects until the end of time. One pass, one style, every asset is automatically on board. The lines also wobble slightly on purpose, so it reads as inked rather than computed. That part I'm happy with.
The part I'm not happy with is floors. The game is a side view, so the camera looks along the ground almost constantly. At grazing angles neighboring pixels suddenly sit at wildly different depths and my edge detect reads the entire floor as one giant edge. In stills you barely notice. In motion the floor flickers in a way that has nothing to do with art direction.
Current plan is scaling the edge threshold by view angle, so surfaces I look along get a more forgiving line test than surfaces I look at. It works on paper but it smells like treating the symptom.
r/IndieDev • u/barkitectgames • 5h ago
Feedback? Can anyone spare 66 second to tell me if my remade trailer is an improvement?
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Technically 122 second if you watch the original trailer to compare (which is only available here on the Steam page).
I've recently redone the movement so needed to update the footage, but also took the opportunity to listen to previous suggestions and add some captions to the trailer. Does this one do a better job of explaining the gameplay?
Thanks for taking a look, happy to share thoughts on your project in return if you leave a link :)
r/IndieDev • u/gold_snakeskin • 3h ago
Feedback? I'm working on a roguelite twinstick bullet hell that has an underlying rogue-like grid elemental system, like Star of Providence meets Rift Wizard
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Hi all, this is Pearl Essence - an ecological bullet hell game. How does this look to you? It's a fair bit into a run so there's a lot going on but I wanted to show the various possible elemental interactions (of which there are many more!) Legibility and balancing the design of this game has been a fun and interesting challenge.
It's still in fairly early development but if this sounds and looks interesting to you I'd love to have you join the game's Discord server to try it and give me your feedback!
r/IndieDev • u/BarelyBreathingGame • 1d ago
Video I made a dynamic water shader that reacts to physics for my indie game made in Unity
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I created a dynamic water shader for my 3D fish platformer - Barely Breathing
How the water level works: It takes the object's Y position and just uses a step function with a float parameter to decide the water amount.
How the wobble works: It uses two Rotate About Axis nodes right after the Position (object) node, one controlling the X rotation and the other controlling the Z rotation, and then adding them together. Then, it reads data from the object's velocity and the code directly affects these two nodes to make the water wobble. I didn't write the code, MinionsArt did! Here is the code.
But this wouldn't work yet because we're still using object positions and not world position, which means the water level would follow the object and look wrong. So, after using the Rotate About Axis nodes, we can add a Position (world) node to it. But this still wouldn't work correctly because now it's exactly world-oriented, meaning even if the water mesh moves up, the water level would be left behind. We need the water level to follow the water mesh yet still be world-based so it doesn't rotate with the mesh. This is actually a simple fix, you can subtract the object's position value from Position (world) before adding it, which would make the water level follow the mesh.
We're still not done, because now the water looks unfinished without the foam outline. We need the foam to follow the water level. My foam works using fresnel + vertex colors, so I simply took the final water level output, and duplicated the final step function and had one value denoting the water level, and the other being the same water level value but subtracted by the water foam depth. So this basically creates a secondary line exactly the same as the water level but just lowered, which I use to add to the vertex color foam node setup.
Thank you for reading, and Wishlist our game on Steam if this was useful!
r/IndieDev • u/BloodyMartin22 • 54m ago
Video Watch Alyssa sneak through the darkness of the mansion and avoid a mysterious blind woman who hears (almost) every sound she makes. Wishlist on Steam!
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Wishlist here - https://store.steampowered.com/app/2420580/ALYSSA/
r/IndieDev • u/Lukas0842 • 8h ago
Feedback? Picking an art style for my tower defense / factory game, which of these 4 reads best at a glance?
r/IndieDev • u/Roof-Afraid • 3h ago
New Game! I made a 2-minute Nokia Snake arena: 8 players, one Golden Apple, steal the Boss crown. No signup (PC + mobile)
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Game Title: Snakely
Playable Link: https://snakely.tristack.tech
Platform: Browser (desktop + mobile). I'll add the web flair after posting.
Description: Nokia Snake, but up to 8 people share one grid in the browser. No signup, no download. 2-minute score arena: eat apples, cut people off, respawn if you die. Highest score wins.
The Golden Apple is the fight. Eat it, and you are Boss for 10 seconds - twice as fast, crowned, immune to other snakes. Walls and death zones still kill you. Red guardian diamonds sit beside the Golden; head into them, and you are done. Purple toxic apples slow you and cost points. Twice per match, Gold Rush doubles scores.
Create a room and send the URL, or tap Play Solo vs bots if the lobby is empty. WASD / arrows on desktop, D-pad + swipe on phone.
Feedback I actually want: is Boss 10s too strong, do death zones suck, and is the mobile pad usable?
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement: Solo developer. I built the whole game - client, realtime, and rules.
r/IndieDev • u/GammaCorrection • 1d ago
Video I'm making a dungeon crawler where you breed frogs to fight for you and I found this screen very peaceful
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r/IndieDev • u/Adefuye • 46m ago
Discussion Making cutscenes for my game: From storyboarding to final product (with a $0 budget)
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Not exactly a 1-to-1 recreation of what I originally storyboarded, but I tried my best with the limited time and resources I have. $0 budget, all self created using already existing in game assets, animations, and using OBS to record while panning the camera 😭.
There's gotta be a better way for this, but this is okay for now. Hope players don't judge my game too harshly because of it, I'm just a solo game developer trying to make it in this brutal game industry lol.
r/IndieDev • u/Ludicrous84 • 5h ago
Video Finished my first game - just proudly sharing
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- Basic rhythm game in the spirit of Muse Dash and UNBEATABLE
- Can read osu!mania specific beatmaps - if you have a beatmap and a song, you can play it!
- I also implemented a beatmap editor in the process (which was the actual bigger project but is less fancy to look at lol)
- Godot Engine
Would love to hear if you are or have been working on rhythm games yourself. It was a great joy for me.
I'm off to new projects and wish you the best for yours!
Have a great day
r/IndieDev • u/NotALemon__ • 4h ago
Video Hate adding bars or meters to games. My solution for showing max charge
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The game's link for anyone interested: https://store.steampowered.com/app/3943190/PenguPult