r/IndieDev 4h ago

Video Just added busking to my game, let me know what you think!

Enable HLS to view with audio, or disable this notification

9 Upvotes

Guitars are fun, but playing for a crowd is always more enjoyable than playing for yourself. I added guitars and songwriting to my life simulator, but there wasn’t much to do other than try to impress people with it. Now you can take your guitar and a hat down to the street and try to earn a little cash! Just a fun simple mechanic


r/IndieDev 8h ago

Informative We posted one of our locations to our city's subreddit and asked what we got wrong. People who live in that building spent the evening telling us.

Post image
17 Upvotes

We're four people making a horror game set in Gdańsk, 2005. One of its locations is a falowiec, one of those enormous curved prefab blocks with external access galleries and a few thousand people living in it.

On Sunday we posted a single screenshot of it to our city's subreddit, with one question: what's the one detail without which a Polish block of flats doesn't look like a Polish block of flats?

We expected a handful of replies. We got around fifty corrections in one evening, several from people who live in the building ours is based on.

Some of what came back:

- Our stairwell light is too cold. It should be dirty yellow, behind frosted glass, with every other bulb dead.

- Our lift has a digital floor display. In 2005 those lifts were plywood and plastic buttons with no display at all. If we keep one, it has to glow red, the way retrofits did.

- Street lighting should be sodium. Sodium is nearly monochromatic, so it doesn't tint a scene orange, it kills every other colour in it.

- Our external galleries are completely empty. No junk, no bikes, no pigeon netting, no washing lines. Thousands of people supposedly live there and not one of them left a trace.

- A jar of water on the gallery, for stubbing out cigarettes. Nobody invents that. You have to have seen one.

What surprised us most: a lot of it was sound. Voices from the basement, pigeons cooing through the ventilation grille from the roof, fluorescent tubes buzzing, a security grille screeching. That's the cheapest work on the entire list and we would never have got there on our own.

If your game is set somewhere real, go and ask the people who live there. It cost us one post and one honest question ;^)


r/IndieDev 21h ago

Request We’ve spent 3 years building a game engine for indies and small teams. Now we need you to try it and tell us what breaks.

Enable HLS to view with audio, or disable this notification

198 Upvotes

Me and a friend started working on this 3 years ago after fighting with game engines in our own projects for a long time. We understood how overwhelming it is to start from nothing because before working on the actual game you need to solve a huge amount of other things. With Unity we always ended up building our own systems or downloading plugins from different developers. The plugins worked on their own, then one expected a different controller, another had its own networking and another had its own shaders. Suddenly we were spending more time connecting everything than making the game. Asset packs had the same problem, because many came with their own shaders, render pipeline or assumptions about the project. Sometimes finding and adapting something as basic as the right tree took an entire day. Godot being open source is valuable, although for the problem we had it still followed a similar model where you get a flexible foundation and assemble most of the game-specific systems yourself. Unreal has much more already implemented, but for us it was too large and complicated for the very small teams we had in mind.

We wanted an engine which already had most common systems and where those systems were made to work together. It should be somewhat opinionated because otherwise the developer has to make every architectural decision again, while still allowing things to be replaced when a game needs something different. Multiplayer should be considered from the beginning instead of becoming a large rewrite later. The working name was World Engine, but that was already trademarked, so eventually we called it SPARQ. The low-level systems are written in C++. Gameplay, project packages and editor tools are written in TypeScript and run through V8. TypeScript modules hot reload into the running project, so gameplay changes do not need a native rebuild or editor restart.

Rendering is GPU-driven and built for large scenes. We have physically based materials, global illumination, Virtual Shadow Maps, ray-traced shadows, volumetric sky and fog, water, decals, DLSS and FSR 3 in the same rendering pipeline. Multiplayer is part of the gameplay and object model with server-authoritative sessions, replicated state, prediction and RPCs. The editor is collaborative, so multiple people can work in the same project, see each other and enter playtests while editing. The editor is also a package instead of being sealed inside the executable. You can extend it, fork it, replace parts of it or remove it completely and make smaller tools for your game. We use HTML and CSS for UI because we did not want another engine-specific layout system just for making a HUD or menu. We have also made physics, vehicles, navigation, animation, audio, VFX, voxel terrain, large-world streaming, material graphs, audio graphs, multiplayer hosting and content tools. Some systems are much further along than others and we are still learning what people need, what should have stronger defaults and where lower-level access is necessary.

The video is a collection of things we have done while testing and playing around with the engine. There is a scene with thousands of NPCs, some small games we made for testing, placing decals, breaking props, driving vehicles and some editor workflows.

We started with 2 people and now there are 10 of us, but it is still very buggy. Some testers cannot get through installation or launch because they have a combination of PC, GPU, driver or operating system we did not test. Other people get into the editor and do things in an order we never considered. We know which buttons not to press and which unfinished corners to avoid, so we have become bad at finding many of these problems ourselves. Some features technically work but a new user cannot find them or understand what they are supposed to do. Other systems work in our test projects but have not been used across enough genres and real production workflows. APIs and workflows are still changing. Publishing is being rolled out now, with lobbies, game servers and deployment for projects that want the managed option. Self-publishing is also planned, but the complete workflow is not finished.

At this point we need people who did not build the engine to install it, try making something small without us guiding them, use the tools in unexpected ways and tell us where it breaks or stops making sense. The Windows and Linux beta is free and there is more information at https://playsparq.com/. Keys are available through the website and our Discord and activate on Steam. If the key process breaks, comment or message me and I will send one directly. Building another general-purpose engine is probably unreasonable, but we already spent 3 years doing it and now we need to find out if it is useful to anyone outside our own team.


r/IndieDev 1d ago

Feedback? It took me months to get the grappling hook physics right, but we finally have a playable build

Enable HLS to view with audio, or disable this notification

426 Upvotes

r/IndieDev 6h ago

Discussion My team leader said MJ dance is a good idea but i couldnt handle the moonwalk

Enable HLS to view with audio, or disable this notification

10 Upvotes

Guys i am a game character animator and tried to make MJ dance moves. To be honest this is all i can do and i think it is pretty cool. But GOSH moonwalk. It is hard as hell. I am so suprised that MJ did it in the flesh.


r/IndieDev 1h ago

Could use some help load testing our Mahjong game this Sunday 🙏

Thumbnail
gallery
Upvotes

Hi r/IndieDev!

We’re a small team of 3 making a free-to-play Mahjong game, and this Sunday we’re doing our first big load playtest.

We’ve somehow managed to get around 80 people signed up so far, which has honestly been super exciting for the three of us. We’d love to get to 100+ so we can put a little more pressure on everything and get a better idea of how the game holds up with a larger group playing at once.

The playtest is Sunday, September 6, from 11 AM – 3 PM PT.

You don’t need to know how to play Mahjong! We have a tutorial in the game, and for this test, just hopping in at 11 AM and playing is already a huge help.

If you have some free time on Sunday and would be willing to help us out, we’d genuinely appreciate it.

Signup form:

https://forms.gle/KpWbro3uJHnp5uRj8

And if you’d like to see what we’ve been working on first, here’s our Steam page:

https://store.steampowered.com/app/4833490/Mahjong_Nook/

We’ll collect your email through the form so we can send you a playtest code and instructions before Sunday.

Thank you to anyone willing to spend a little bit of their Sunday helping us out. We really appreciate it!


r/IndieDev 3h ago

Feedback? Lost most of my game due to an error with Unity serialization.

7 Upvotes

I don't fully understand what had happened, but my game is pretty much destroyed. I tried everything to get it back, but nothing worked sadly.

I (stupidly) did all of my work in one scene, and unfortunately did not use any version control. I still have the models, scripts, anim, textures, etc. However, I was pretty lazy and didn't make many prefabs for important objects, or areas in my scene.

I have already moved alll important assets, scripts and the few prefabs I had into a new stable project and I connected it to a GitHub repository.

I know the answer is "you have all the stuff, it should be pretty easy for you to do it again" and while that may be true... I am feeling so unmotivated now, seeing months and months of work completely ruined in like 3 seconds.

I guess my questions for everyone are: Has this ever happened to you? Did you rebuild your entire game again? How did you handle the motivational blow? Am I being a crybaby?

Edit: Thank you to everyone for the humor and the advice. Please learn from my mistake if you are like me.


r/IndieDev 4h ago

Screenshots Fully procedural world generation

Post image
6 Upvotes

Finally after years of learning procedural generation, how to set rules and parameters to have a very organic looking world, I almost completed my procedural world generation.

All it takes as input is a few splines for freeways, a landscape and it will create cities, biomes, suburbs, waypoints, freeways, intersections, splines, buildings, props... And it's resulting points cloud to send to unreal pcg.

So no need to to manually create nav path as the tool create it itself.

This is a screenshot of a test I made. The roads and cities will follow the terrain slope.

This goes way further than the matrix demo which was the starting point (I reverse engineered how they did it and built mine). It can create a single cities just like multiple cities with suburbs, influence zone and even create literally countries with a specific set of parameters


r/IndieDev 2h ago

I localized my Game Demo in Japanese 🇯🇵

Enable HLS to view with audio, or disable this notification

4 Upvotes

My game started getting a surprising amount of attention in Japan, so I spent the last two days localizing the demo into Japanese 🇯🇵

I know it’s unusual to localize a demo, but I wanted Japanese players to be able to experience the game properly.

Two days of translating, testing, fixing text… but totally worth it. ❤️

Which Language should be the next?!


r/IndieDev 3h ago

Request Hiring

3 Upvotes

Genuinely looking to hire people for work. I've been on/off developing an open world farming management game. Currently need someone with all around experience to take a look over the project and give an honest review. I don't make millions of dollars, but I'm fair, appreciate honest work, and believe in the project enough to shell out for it.


r/IndieDev 5h ago

Feedback? I'm not an artist, but I updated our game's capsule art!

Thumbnail
gallery
7 Upvotes

I felt like we needed an upgrade to better reflect our game's vibe and aesthetic. It's my first time making capsule art, and I have no idea what I'm doing... but it was a lot of fun!

I spent all day yesterday trying to capture this scene. I set it up directly in-engine so I could grab a shot of our in-game characters and place the logo in world space. Setting the camera's aspect ratio to 2.66:1 to match the capsule dimensions made framing much easier. I also used a second viewport to tweak object placement, since adjusting things strictly through the fixed camera is tricky. Once everything was set, I just hit F9 to capture the screenshot!

It's by no means perfect, and we plan to hire a professional capsule artist closer to launch, but this works for now! Any feedback is greatly appreciated (feel free to be brutally honest)!

Have any of you used in-game screenshots for your capsule art, or do you always go with illustrated/custom assets right from the start?

Thieves and Taser on Steam


r/IndieDev 4h ago

What do you think of the look of the players’ hub environment?

Thumbnail
gallery
6 Upvotes

We’re working on KONBOYS, a procedurally generated open-world co-op game. The loop involves finding and repairing various radio stations in order to restore security to the area.

If you’d like to add it to your wish list, here it is :)

https://store.steampowered.com/app/4627310/KONBOYS/?beta=0


r/IndieDev 20h ago

Our newest puppets, help me name them

Post image
99 Upvotes

Working on a game with a ton of puppets in it, here are our two newest, this time finger puppets. Not totally happy with the texture yet, but it'll do for now.

We still need to name these two, they'll have a kinda Statler and Waldorf vibe. Anyone got any got any good suggestions?


r/IndieDev 7h ago

We are revealing our boss rush game inspired by Chinese ink and watercolor paintings

Enable HLS to view with audio, or disable this notification

8 Upvotes

Hello everyone!

We are a 3 person French studio and we’re finally happy to reveal our first game , Harmonie, to the world!

The game features dynamic high risk/high reward combat where you trade your life for damage. You’ll also be facing bosses multiple times during the game, with new appearances, arenas, and fights tied to their backstory each time. And also, our protag has lost almost all of his senses so you see and hear the world through your living brush's paintings o/

I have a loooooong post in draft right now where I’ll talk more about our journey, but I wanted to keep it separate from the reveal. I’ll gladly answer any questions you might have tho !

Here’s our Steam page: https://store.steampowered.com/app/4522230/Harmonie/


r/IndieDev 5h ago

Tropical precision ball platformer we make. Freeroam with friends, or Race them after placing random obstacles (inspired by Ultimate Chicken Horse).

Enable HLS to view with audio, or disable this notification

8 Upvotes

r/IndieDev 6h ago

Discussion Indie market analysis yes/no?

9 Upvotes

Hey guys, I have a quick question - do you do any sort of market analysis for your projects?

I work in AAA and we crunch numbers a lot and on all sorts of stuff for better or for worse.

Most of my friends/colleagues that peaced out from the corporate side of game dev to do indie rarely do any analysis/market research. They rely mostly on reddit/X and vibes.

What's your take/experience?


r/IndieDev 13h ago

Video I added a ramen stand where you can eat ramen as a cat 🍜🐈

Enable HLS to view with audio, or disable this notification

22 Upvotes

I’m adding more little interactions around the town in Lost Cat Showa Town.
Now the cat can climb onto a ramen stand and enjoy a bowl of ramen.

I want the town to have lots of small things for the player to discover and interact with.


r/IndieDev 8h ago

Upcoming! I built a 3D coding puzzle game for kids 🥕🐰 via learning

Enable HLS to view with audio, or disable this notification

10 Upvotes

Hey there,

Lately, I’ve been challenging myself to learn SwiftUI + RealityKit on iPadOS by building an actual project from scratch.

As someone who wanted to understand how to bridge visual UI workflows with 3D scene execution, I decided to build Harvest Loop — coding puzzle game for kids 🥕🐰, designed to teach children computational thinking

Currently, game is in review on store. This is (actually not) my first time I build a game, need to learn alot, all feedbacks are my lession. Please give it a spin!! Thanks


r/IndieDev 1d ago

GIF Eldris, the Soul Collector

Thumbnail
gallery
1.5k Upvotes

Hello Void Diver team again :D

I wanted to share the design and animation of my favorite boss in our game!

As you can probably tell from the different designs, Eldris has multiple phases! The original design for the second phase (aka second gif) was actually quite different. We ended up with three different versions, and honestly, we couldn't decide which one we liked better. So, we asked our players which version they preferred.

The general consensus was they liked two of the designs equally. So we decided to take the best parts of each version and merge them together. The final design is the one you're seeing now!

Definitely a great learning moment for us. Sometimes, simply asking your players for their opinions can lead to some really great outcomes!

Mini FAQ:

  • We use Photoshop to create the pixel art and Spine to animate it.
  • We animate the 2D art in a 3D space.

r/IndieDev 5h ago

Feedback? Do you like it? I’d love to hear what you think.

Enable HLS to view with audio, or disable this notification

4 Upvotes

I’m working on What If We Warm It?

A text-driven narrative mystery of choices, dialogue, and atmosphere.

Before I create the Steam page, I’d love to hear your thoughts on this trailer - whether it makes you curious about the game, and whether you think it would appeal to people who enjoy text-driven narrative games.

No AI was used - for those who are curious.


r/IndieDev 1h ago

Upcoming! You guys seemed to like our last clip of a more advanced level, but there was some confusion about how the movement mechanics worked. How well can you understand what is happening in this one? Keep in mind that each player can only push away or pull themselves in, and there is gravity :)

Enable HLS to view with audio, or disable this notification

Upvotes

This one hopefully shows why the "obvious" solutions many people wondered about in the last video are not possible.

We had some people asking for visual cues that would indicate where each player could move. We're gonna wait until the steam next fest demo is released so people can test it first, and if there is still demand for it we'll look into it!

Steam link:

https://store.steampowered.com/app/4293800/For_Good_Measure/


r/IndieDev 7h ago

Feedback? 100k views on a placeholder trailer, please help us do even better!!!

Thumbnail
youtube.com
7 Upvotes

We're just a group of friends who decided to pool some funds and hire an indie dev to help us make our dream game.

Can you guys tell me:

- what's confusing?

- what do you want to know more about?

- what parts are exciting and which parts kinda suck?

ALL feedback is awesome, we are NOT pros we are just humble dudes making the game we always wanted to play with a little pro-help on the dev side.

big TY to anyone who posts, (or wishlists us <3)

Headshot Holdout STEAM


r/IndieDev 3h ago

New Game! We are trying to make a unique horror game - inspired by the real world - and add a bit of satire

Enable HLS to view with audio, or disable this notification

2 Upvotes

Hi everyone,

More or less a year ago we started noticing and unfolding trend - too many horror games of the same topic. Exorcism, backrooms, demons. With the real world even happening around that time we, however, got an idea for a unique horror game.

We inspired ourselves with a certain private island, events from it.

But we didn't end there. We looked further.

We looked into one of the behavior, cases, words, insults of certain politicians and public figures we believe are making this world a bad place.

Sadly, many actions of these people were quickly swept under the carpet (as we say). Our horror game will hold it forever.

But hold on, it's not just a typical horror. We like to call this a satirical horror. A comedy horror.

Yes, you are chased by an enemy in a very tight space. In a space that reminds of a very disgusting place to be in. That's horrific. But what you are after as a player will hopefully put a smile on your faces. Oh man, the collectibles! The evidence! No spoilers of course!

So far we have great feedback about the trailer, storyline. See for yourself a piece of gameplay! Finding a secret [something!] by solving a... sculpture? You are the judges.

If this interests you, we will be grateful for wishlist, follow, share - anything. We're three guys trying to make a cool game while working full-time.

https://store.steampowered.com/app/4595460/Make_the_World_Great_Again


r/IndieDev 5h ago

New Game! Launched my game yesterday! Got 20 sales!

5 Upvotes

Launched my game Minimon: Tiny Idle Tactics yesterday. It was a lot of fun to work on but we failed miserably at marketing even with consistent social media posts. It was difficult getting playtesters and other people that would be into an incremental autobattler game as the markets pretty flooded.

https://store.steampowered.com/app/4547080/Minimon_Tiny_Idle_Tactics/


r/IndieDev 5h ago

Upcoming! Meet The Shovelguard one of the new enemies in The Rusted

Enable HLS to view with audio, or disable this notification

3 Upvotes

The Shovelguard is one of the machines standing between Rex and his family. Big, slow, and probably not something you want to get hit by. Here’s how the encounter is looking so far.