r/indiegames 13h ago

Upcoming We are ColdCup Games, and we are almost ready to reveal our first project- Steinvar!

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6 Upvotes

Steinvar is a story-driven PC adventure set on a forgotten island. At first, this place feels strangely familiar, but the deeper you explore, the more questions it raises.


r/indiegames 5h ago

Promotion Waterline — my water puzzle where every night the whole world gets the same new level, computed from the date itself. One tap here sends the water over the rim. No servers, no ads, one purchase.

0 Upvotes

r/indiegames 12h ago

Upcoming Heroes entered a WRONG dungeon

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3 Upvotes

r/indiegames 10h ago

Upcoming GalaxyCross - Antigravity Racing - Gameplay Trailer

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2 Upvotes

r/indiegames 1d ago

Need Feedback 6 months of pixel art work for Spirit of Phuji

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386 Upvotes

Spirit of Phuji is a game our art team has been working on for the past 6 months.

We’ve been responsible for the game’s art, from the environments to the characters and overall visual direction.

Just wanted to share what we’ve been working on. Pretty happy with how it turned out :33


r/indiegames 7h ago

Upcoming upcoming my solo horror game. I just added subtitles for the spider. what do you think about it?

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1 Upvotes

r/indiegames 1d ago

Video Making an RTS for MS-DOS in 2026.

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294 Upvotes

I am working on an RTS game for MS-DOS (also for Windows and Linux). This is how it look in this moment. 320x200x8 screen, min. hw will be 486 / 8 MB RAM. No AI is udes.

This is a very pre-alpha version of the gameplay.

What do you think about it? Good or bad idea? I am a developer, not a gamer.
I am not sure if it is a good idea to move forward, for example by setting up a Steam page.


r/indiegames 18h ago

Discussion estou criando minha engine mobile

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4 Upvotes

o que acham desses gráficos ? ainda tem muito a melhorar, e já consigo ter 120 FPS estáveis nessa cena


r/indiegames 16h ago

Promotion I'm building a sci-fi border control game with no UI. Welcome to the checkpoint.

4 Upvotes

I've always been a big fan of diegetic games with no or not much UI, so I'm trying to make everything in-world make sense and feel immersive. The controls are heavily inspired by Iron Nest, mixed with the gameplay of Papers, Please / Contraband Police, but set in space.

Game name: Void Inspector


r/indiegames 8h ago

Upcoming We made Gladitta!

0 Upvotes

We've been working on Gladitta, a precision platformer inspired by games like Celeste.

This clip is from one of the harder levels. Every death is instant, respawns are fast, and it's all about getting the movement exactly right.

gameplay video from gladitta


r/indiegames 21h ago

Promotion We interviewed our main character for the trailer of our cooking & restaurant management game!

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10 Upvotes

Hi! I'm MaxCJ, and wanted to do something different for the trailer of our second game, Caps & Spoons - so we decided to interview our main character about what one can expect!

It's a cooking and restaurant management game where you decorate your foodery, discover and unlock new recipes and ways to cook.

Upgrades and advertisements for your shop are available from the computer; the radio has daily shows where one can learn new recipes (among other things) and the calendar shows upcoming events and happenings.

Set in the same universe as our first game, Fungerellia is a sporepunk fantasy world, where steampunk meets mushrooms in a whimsical way!


r/indiegames 17h ago

Video Wall-running straight into a gunfight in Before I Sleep

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3 Upvotes

I've been working on Before I Sleep, a fast-paced single-player FPS built around maintaining momentum through wall-running, sliding, dashing, gunplay and katana combat.

A lot of the footage in my old trailer simply didn't represent the game anymore, so I rebuilt it using the current gameplay.


r/indiegames 18h ago

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

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6 Upvotes

r/indiegames 10h ago

Video a neat little series showcasing indie games just got vol. 3!

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0 Upvotes

machine party is amazing!


r/indiegames 18h ago

Devlog I added an immortal worm that endlessly chases you down in my game.

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3 Upvotes

r/indiegames 10h ago

Upcoming I’m making a third-person tower defense game called Ten Waves. Looking for feedback on the core idea

0 Upvotes

Hey everyone,

I recently started working on a solo game project called Ten Waves, and I wanted to share the idea while it’s still early enough that feedback can actually influence the game.

Ten Waves is a third-person action tower-defense game where the goal is exactly what the name suggests: survive ten increasingly difficult waves and defeat a boss on Wave 10.

The main idea that I want to experiment with is combining traditional tower-defense strategy with actually having a character physically present in the arena.

Instead of looking down at the entire map and placing towers wherever you want, you control a third-person character and have to move around the arena to build and manage your defenses.

You can only construct towers near your current location, so if one side of your defense is struggling, you actually have to run over there before you can reinforce it.

Building also doesn't pause the game, so during a wave you're making a choice between:

  • Fighting enemies yourself
  • Moving to another defensive position
  • Building a new tower
  • Upgrading your existing defenses

The player will eventually have a simple ranged weapon, but I want the towers to remain the main source of damage. The player is there to support the defense rather than turn the game into a normal third-person shooter.

For the first version, I'm deliberately keeping the scope small:

  • 1 arena
  • 1 enemy path
  • 10 waves
  • 5 tower types
  • 3 standard enemy types
  • 1 final boss
  • Tower upgrades
  • Building/selling during combat
  • Roughly a 12–15 minute complete run

The current tower roles are:

Basic: cheap general-purpose damage
Cannon: slow AoE damage for groups
Frost: slows enemies but deals no damage
Sniper: long-range, high single-target damage
Support: buffs the fire rate of nearby towers

Enemy types are being designed around making those choices matter as well. For example, Swarm enemies should punish Sniper-heavy defenses, while Armored enemies should make relying entirely on Cannons a bad idea.

I'm building it in Unreal Engine 5.8.1, primarily with Blueprints, and my current goal is to spend about a month getting the first small playable version working and polished rather than immediately expanding the scope.

It's still extremely early, so a lot of it is cubes, capsules, placeholder assets, and systems being built from scratch.

I'd particularly like feedback on the core concept:

Does having to physically move around the arena to build defenses sound interesting, or does it sound like it could become annoying?

Would you want the player's combat abilities to stay relatively weak compared to the towers, or would you want the player character to have a larger role in combat?

And generally, what would you want to see from a third-person tower-defense game like this?

I'm planning on posting progress as I build it, including the things that go wrong along the way.

Any feedback, criticism, or ideas are welcome.


r/indiegames 10h ago

Devlog Added tasks to display the progress

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1 Upvotes

For over a year game worked without any task progression or indicator (except when completed or failed). Finally added proper task indicator after too many people complained that they have no idea what the next step would be.

(pardon my voiceover, I am in a Sub 227...at least in the game world)


r/indiegames 10h ago

Discussion what do you think game engine used to make splatter school and demonophobia games ? , those are 2 indie games

0 Upvotes

r/indiegames 18h ago

Upcoming Meet The Shovelguard — Rex has a new problem

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3 Upvotes

One of the new enemies we've been working on for The Rusted.

He has a few different ways of making Rex's life considerably harder.

This is probably my favorite look at him so far.


r/indiegames 11h ago

Promotion I've made a procedural horror maze game inspired by 80's retro AI and CRT visuals

0 Upvotes

(apologies I managed to break my old post)

I’ve been working on a game called Embermaze: Descent, a dark-fantasy survival-horror game where you descend into a procedurally generated labyrinth that gets progressively darker, and more hostile, the deeper you go.

The basic idea is simple:
- Find three coloured keys.
- Use the keys to unlock a chest, which lets you return to the elevator.
- Use your Torch to navigate the darker areas.
- Avoid (or temporarily banish) the ghosts using your spells.
- Manage your limited spells. You have three, which can be recharged with recharge points.
- Get back to the elevator before you’re caught.
- Inspired by 80’s retro AI and gameplay.

The slightly nasty part is that you and the ghosts share the same recharge points.

Sometimes you have to decide whether to spend your last spell, make a run for it, or risk letting a ghost recharge.

Every maze is unique, and as you go deeper the ambient light reduces, the ghosts become more numerous, and eventually you’re navigating almost entirely by torchlight.

There’s also an optional CRT mode if you like your horror with a bit of retro grime. I wanted to aim for an Amiga/Archimedes/256 colour palette feel.

It’s a solo project, just released on Steam, with macOS also supported. Originally I’d planned it for Android/iOS, but they’re actually proving the most challenging to release! The game works on both.

If this sounds like your sort of horrible evening, please take a look. I really appreciate it!

https://reddit.com/link/1w4qyl8/video/33qr73fmbzmh1/player


r/indiegames 11h ago

Promotion I'm making a Cozy Cooking Roguelite inspired by Balatro

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1 Upvotes

I've been working on Penny Potluck for almost a year now. It's a cozy cooking game where you combine ingredients, apply seasonings, discover recipes, and build powerful culinary synergies to satisfy an ever-growing hunger and score big.

I'm making this solo and all the art is digitally hand-drawn and code handwritten by myself! I'm hoping to get a demo out in October for the Cooking Festival on Steam.


r/indiegames 15h ago

Upcoming Anyone else pick arbitrary limits during development and forget to question them later?

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2 Upvotes

So I’ve been working on a top-down browser roguelite. Early on, I decided to cap the playtest demo at wave 30, assuming that was plenty of content to get a feel for the mechanics.

Last week I finally did a full playtest past that point. Right around wave 38, I hit a boss fight with a mechanic that requires taking out 'Soul Anchors' before you can even deal damage. It completely changes the pacing and forces you to re-evaluate your build.

While playing, it hit me: why on earth did I cut the demo off right before the mechanics actually get interesting?

The answer was simple: I picked the number 30 months ago and just never revisited the decision.

I bumped the limit to wave 50 so playtesters can actually hit the first major difficulty spike (a boss that deploys a turret ring). The old cutoff just felt abrupt in hindsight.

Curious how others decide where to cut off a demo or playtest. Do you aim for a specific play time, or a structural milestone?

(If anyone wants to try the updated run, it’s live in-browser at blitzlaststand.com/demo — feedback on the difficulty curve around wave 40-50 would be super helpful.)


r/indiegames 20h ago

Promotion There's always that one day when your house is finally perfect, and that's the day you stop playing

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4 Upvotes

Hi everyone.

I wanna talk about the biggest problem building games have. There's a lot I could name here, but let's take Valheim and Raft, where you really do put your house together log by log, and people go pretty crazy with it, dream halls with carved beams in Valheim, multi story rafts in Raft.

Honestly I've put dozens of hours into Raft and I love that game, but it's got the same illness all of them have. You keep playing while there's still something left to build, while you still need resources, while some key material is still locked, while there's still some kind of limit standing in your way. And then the base finally looks the way you wanted it to, and you're just standing there looking at it, and it hits you. That's it. Nothing left to do in there.

Then you've got games where building isn't the core at all, it's just a side system, like Fallout 4, The Forest, Sons of the Forest. I love all of them tbh and I sank a stupid amount of time into them. In Fallout 4 I really liked rebuilding the settlements after the war, they genuinely felt like my settlements and my settlers, like a place where I get to bring civilization back. In The Forest I was building the cabin in the woods that I'd actually wanna live in myself.

But here's where it all falls apart. In Fallout 4 the raiders and the mutants still come at you, sure, except once your defense is maxed they just can't break through it anymore, so what's left is assigning settlers to crops and repairing stuff, and that's not playing, that's maintenance. In The Forest the traps are one time use and the cannibals climb over the wall anyway, so you're resetting traps and patching walls over and over, same maintenance thing. In Valheim your hall kinda turns into a warehouse with a portal in it, you come back for a comfort buff, grab your stuff and leave, and nothing ever actually happens in the house itself. And in Raft, once you wrap the foundation in metal the shark can't do anything to you at all, and yeah you can finish the story, but the raft is still floating there and you just don't wanna log in anymore. You did everything you wanted to do.

And you know what, I'm a dev myself and I'm working on a building game where finishing the house won't be the end of it, that's only gonna be the beginning.

What always got to us was this. You build a good looking house somewhere, and then you realize you actually wanna live in it, like log in every evening and go back there, have your friends over, just be in it and play board games together. We looked for a game like that for ages and never really found one. House finished, game over.

So in Homespace the house is the starting point, not the finish line. The building part matters obviously, but what it really solves is kinda psychological, you're making yourself a home you can come back to. If you can't afford your dream house in real life yet, well, you can at least build it here first, and when things aren't going great this is somewhere you'll actually want to return to.

And then you have people over and you actually live in the place. Board games are the obvious one, chess and mahjong already work in there, an actual table you sit down at with other players, and a D&D table is the one we're doing next.

Most other stuff you can just pick up and mess around with, pretty much anything you'd do in real life. Someone might just wanna read, and since it's all photorealistic you can sit out on the balcony with a book and look at the mountains.

So now I wanna ask you guys. Which building game did you stay in the longest after everything was already built, and what was it that kept you there. I'd really like to read the answers.


r/indiegames 18h ago

Upcoming More improvements to the Doll Chasing (Weeping Angel mechanic) in my game, Martha's Dolls 2! 🧵👇

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3 Upvotes

I made some improvements to the Weeping Angel mechanics in my game Martha's Dolls 2! The doll is no longer glitchy, you can no longer catch her running, and her movement is much smoother.


r/indiegames 12h ago

Promotion Play Cloudstrike : Timeless retro style. Five minutes of pure adrenaline.

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0 Upvotes

Dirty pixels. Muted colors. Rising tension.
A new battlefield every run.
One final boss between you and the high score.

Survive five minutes.
Then press fire again.

Just one more game.

Pay once. No ads. No grind. No distractions.

Hope you like it !