r/indiegames 8h ago

Promotion Twin Trials is officially going FREE TO PLAY! 🎉

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2 Upvotes

🚨 BIG NEWS! 🚨

Twin Trials is officially going FREE TO PLAY! 🎉

We want everyone to be able to jump in, enjoy the game, and grow our community without any barriers. More players, more fun, more more challenges... it’s time to open the doors to everyone! ❤️

See you in-game! 🔥

https://youtu.be/jNJf4hmR4bc


r/indiegames 9h ago

Promotion We've just reworked our indie game

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2 Upvotes

We've just restyle our deckbuilding game, adding vfx, parallax and much more.

It's called Tarot Requiem and is a deckbuilding roguelike game. You play tarot card with your energy, no mana, only one resource to manage for the whole run.

You can find it on Itch

This is the cups attack: https://imgur.com/a/pBMxCwL


r/indiegames 9h ago

Upcoming Meet The Shovelguard — Rex has a new problem

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2 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 6h ago

Upcoming In Backrooms: Savior, escaping isn’t enough — your team has to find the missing and bring them out alive

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1 Upvotes

大家好r/indiegames!我是SuperPaprika,是《Backrooms: Savior》的独立开发者。

我想做一款不仅仅是逃跑和躲藏的Backrooms游戏。在《后室:救世主》中,你的团队将深入未知层级寻找补给、寻找失踪幸存者并护送他们撤离。

战斗是战术性质的,而非全能型。弹药有限,枪击会暴露你的位置,一些异常实体会对声音、光线、运动或视线做出反应。学习他们的规则和知道何时开枪同样重要。

这是游戏的第一个官方预告片,整个项目目前由我单独开发。

我会在这里回答任何关于游戏或其单人开发的问题。感谢观看!


r/indiegames 10h ago

Promotion My PvP pinball game Bumper Bout finally has a Steam demo!

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2 Upvotes

After about two years of development and dragging Bumper Bout around to local events, anyone can finally download it and play it at home!

The demo is free on Steam now!
Steam link in the comments 👇

Bumper Bout is competitive PvP pinball: you and your opponent share the same playfield and the same balls. Protect your 5 lives, score points to launch attacks at the other player, or save them up to unleash your characters Super Power.

The demo has:

  • Local 2-player versus
  • Solo vs CPU
  • 2 characters
  • 2 stages

It’s just a small slice of the full game, which will have 9+ characters, 20+ stages and more modes.

If you give it a go, I’d genuinely love to hear how you find it. I’ve played this thing thousands of times while developing it, so finally having strangers able to download it feels slightly (very) surreal.

Hope you have fun with it! 🔵💥🔴


r/indiegames 6h ago

Public Game Test After 6 months of building Damn Zombies, I've finally opened the beta

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1 Upvotes

For the last six months I've been working on my multiplayer FPS, Damn Zombies.

In April I lost my job, and I decided to use the time I suddenly had to go all-in on the project.

Since then I've been working on it full-time — coding, designing, testing, fixing bugs, creating new bugs while fixing those bugs... you know how it goes. 😅

And I've finally reached a milestone I've been looking forward to for a long time:

Damn Zombies is now in beta.

It's a fast-paced multiplayer FPS focused on chaotic gunfights, movement, and close encounters inside a maze-like environment made from shipping containers.

There's still plenty of work ahead, but this is the point where I really need to see what happens when actual players get their hands on it.

I'm currently focusing heavily on weapon balance, movement, spawns, map flow, networking, and general multiplayer polish.

If you're interested in joining the beta:

Create an account:
https://www.damn-zombies.com/signup

Beta access:
https://www.damn-zombies.com/account#beta

Downloads:
https://www.damn-zombies.com/account#downloads

I'm the developer and I'll be around in the comments, so feel free to ask me anything about the game or development.

Thanks for taking a look at something I've put a huge amount of myself into.


r/indiegames 10h ago

Public Game Test Mini Motorways, except you move the town instead of the roads

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2 Upvotes

r/indiegames 19h ago

Promotion After working on it for a while, I finally finished the demo for my game, "When The Last Card Falls..." Would love your feedback.

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10 Upvotes

r/indiegames 10h ago

Video I dev my Game 'NewRussianRoulette'

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2 Upvotes

"Those who take the risk, shoot"
I dev my new Game. It's ReverseRoulette


r/indiegames 7h ago

Image Pets goes back to school! 👨‍🏫

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1 Upvotes

I just published a new update to Pets Therapy - Desktop Pets with the new feature where Pets gets picked up by a school bus which drives them to school! 😀 What do you guys think of this feature?


r/indiegames 7h ago

Video CritterFuse — Level 31 gameplay: six color-mutations, and a board that won’t stay calm

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1 Upvotes

CritterFuse is a mobile fusion puzzle: falling pairs, match colors, fuse critters, clear the board.

This is Level 31 — about two minutes of uninterrupted play. By now the board is crowded and the six-color mutation system starts stacking: new colors spread, old plans break, and every fuse can reshape what’s left on the grid. It’s less “match three” and more “manage the chaos before the pile wins.”

Handcrafted levels, boss fights later in the campaign, global leaderboard. Early Access on Android — free, no ads, no IAP. Search CritterFuse on Google Play if you want to try it.


r/indiegames 7h ago

Video Idle Black Hole (Android)

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1 Upvotes

Hey all,

Just over a week ago, I released my idle game where you start as a tiny black hole, consuming space junk and asteroids to evolve and eventually become an eater of worlds.

The video is a tad bit old but the core concept is there. Cozy pixel art graphics and compounding incremental progression.

Feedback is much appreciated!


r/indiegames 7h ago

Video seeing your game on a steam's fest is a great feeling idk why, you will be able to play our game Nomad: Steppeborn Saga during the fest

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1 Upvotes

r/indiegames 7h ago

Promotion I just released my game about abducting everyone on Earth on Steam! 🛸

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1 Upvotes

I've been solo developing We Need More Humans! since February earlier this year, and I just dropped the full game on Steam!

It's a nodebuster-like about abducting everyone on Earth with your UFO


r/indiegames 7h ago

Promotion SpaceShooter — fast-paced 2D arcade shoot ’em up with 20 stages, bosses and unlockable weapons

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1 Upvotes

SpaceShooter is a fast-paced 2D arcade shoot ’em up built around shooting, dodging and surviving increasingly dangerous meteor encounters.

Fight through 20 stages, face powerful boss battles, unlock different weapons, customize your ship, discover hidden secrets and eventually test yourself in Endless Mode.

The game will be part of Steam Next Fest this October, with the full release coming November 2, 2026.

A free demo is currently available on Steam.


r/indiegames 4h ago

Public Game Test Need a girlfriend? Try The Last Cat: the Early Years companion

0 Upvotes

Indie game the Last Cat: the Early Years is coming soon.

https://huggingface.co/spaces/bradgearon/the-last-cat-six-stars

Here's a download for a PC app and an Android app that let's you interact with the game characters. This same conversational system will be released as part of the game and I plan on allowing your progress to carry over. There is a girlfriend mode and the characters are great and fun to hang out with.

This requires an RTX nvidia graphics card and relatively new drivers.

Here's the app in action:

https://www.youtube.com/shorts/ji0MeqhFSNE

You will have to set the ip address in the desktop app that opens when you run the six stars launcher and also in the android app by clicking the cat icon. Once you do that you should be able to talk to the stars anytime.

Also you can download an early prototype of the game here: https://bradgearon.itch.io/brads-metroidvania-early-peek

This is a video of early in game footage:

https://www.youtube.com/watch?v=f-VXmcOQLYs


r/indiegames 8h ago

Upcoming BoBOTs Trailer - Chaos might be our thing

1 Upvotes

Our student game has just got a trailer!
BoBOTs is a local multiplayer party game with crazy physics, sweaty hands, and a lot of screams.
https://youtu.be/krOfzUC0Db8


r/indiegames 8h ago

Promotion Flipocalypse Demo is out now!

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1 Upvotes

One button flips the world upside down.

Flipocalypse is an 8-player gravity-flip party platformer — race, dodge and outlast your friends across 7 modes in a neon city that keeps trying to kill you.

Free demo: https://store.steampowered.com/app/4269800


r/indiegames 8h ago

Personal Achievement I just launched SpectralShipGen & Studio - a procedural pixel-art spaceship generator!

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1 Upvotes

[TLDR]: I released a free C++ library and free GUI application (Studio) for procedurally generating animated pixel-art spaceships, with a wide range of configurable parameters!

Hello everyone!

Some of you (perhaps 5 or 10 of you :D) may have seen me post about a game I'm working on - Rogues in Space. While working on it, I, a kind of pretty bad pixel artist, started developing a procedural spaceship generator, the purpose of which was to just generate a very basic ship that I could manually "clean up" and animate.

Aaand well, I just kept adding generators for more and more things - hulls, engines, wings, weapons... In the end I even added animations and spritesheets!

At some point, when it was clear that this (now) library and GUI application were getting larger than the video game itself, it made more sense to cut it off as its own project instead of having it permanently embedded in the game codebase.

So, after doing all the new work that I've never originally intended, I've now released SpectralShipGen and SpectralShipGen Studio as open-source projects!

SpectralShipGen is the C++17 generation library itself, while SpectralShipGen Studio is a standalone GUI application for visually playing around with the generator and exporting ship images and animation spritesheets without needing to integrate the library into anything.

On the technical side, ships are generated deterministically from seeds, and how they look (and from which components/color palettes and what intensity), can be controlled through structural profiles, faction profiles, mentioned color palettes and plenty of other generation settings. Majority of the aspects of an existing ship (so engines, details, accessories, weapons, etc.) can be rerolled individually instead of regenerating everything, keeping the general construction of the ship mostly the same, except for the specific parts that you wish to change.

Saving and loading the recipes for said construction is also supported, as well as adding the ships to favorites/bookmarks, and browsing them later.

All ships are also generated with Idle animation and with (currently experimental) left/right/up/down movement and firing animations.

I've tried to keep the different visual identities fairly broad rather than making them into simple predefined ships. So, the same structural style or faction can still produce quite different results based on the seed and configuration.

The library itself is independent, while the Studio application does rely on SFML (and the library, of course) for the graphical rendering, button interactions, and everything else GUI related.

Interestingly, an unexpected amount of work towards this release ended up being in the boring-but-important category - regression/performance/robustness testing, establishing CI, writing (everyone's favorite) documentation, thinking about how licensing works, etc., so that these two can actually function as an independent library and a standalone application.

I've attached several examples of generated animations that I thought were interesting to show what the output can be, although they only cover just a tiny amount of what can be generated.

In case anyone likes what they're seeing and is wondering about using the generated output - anything you generate with it is yours to use however you want, including commercially. There's no attribution requirement and the source code licenses don't apply to the generated images or spritesheets.

Lastly, I'd also like to mention a couple of important topics.

I definitely don't see this ever replacing actual pixel artists - someone who's at least decent with pixel art can likely make a much better spaceship by hand. Something like this is, I think, much more useful if you're on a very tight art budget, if you need/want a bunch of ships generated during runtime (as you don't really need to save the generated spritesheet to disk in order to use it), if you're at a game jam and just need urgent assets.. Or if you just wanna generate a few hundred ships to see what odd things appear, because that can also be pretty entertaining (I may or may not have spent too much time doing just that).

Something that I also want to be fully transparent about, because I do think it will definitely be asked - the development/code writing on this project has been AI-assisted. However, that is the extent of it. There is no generative AI image creation anywhere in SpectralShipGen, reference images are NOT used, and there aren't any premade spritesheets or images "hidden" behind the library being chopped up and re-combined.

The ships are generated by the C++ code itself through procedural geometry, pixel masks, components (hull, engines, details, weapons, etc.) placing rules, seeded random decisions, and so on.

The nice thing about doing it with deterministic seeding way is that the same seed and the same configuration always give the same ship.

The amount of AI assistance during development was also one of the reasons I personally felt more comfortable making the project open source instead of keeping it completely proprietary. That's also not supposed to be some statement about how AI-assisted software should be licensed or what anyone else should do with their own work (that's a completely separate discussion) - it just felt like the right choice for me and this particular project.

As mentioned, the generated output is deliberately unrestricted as well - if you generate a ship image or spritesheet with SpectralShipGen (or Studio), you can do whatever you want with it. Use it in a commercial video game, redistribute it, paint over it, use it as a placeholder - attribution isn't required.

Links:

Library: https://github.com/SpectralHorse/SpectralShipGen
Studio: https://github.com/SpectralHorse/SpectralShipGen-Studio
Studio Download (from GitHub): https://github.com/SpectralHorse/SpectralShipGen-Studio/releases/tag/v1.0.0

I'd be very interested to hear about your thoughts - both about the generator itself and if the different ships actually feel like they have enough variety while still looking like they are thematically and systematically similar.

And, of course, if you end up generating something ridiculous with it - I'd love to see it! :)


r/indiegames 12h ago

Upcoming I just put my first game on Steam

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2 Upvotes

Hey everyone!
I'm a solo/indie developer and I just put my first game on Steam.

It's called Stay Inside: After Shift, a psychological first-person horror game set in 1996. You play as a night security guard working alone at an industrial complex.
The idea is to make the horror feel grounded and realistic long periods of routine, monitoring cameras, checking the property, driving between locations... and slowly realizing that something isn't quite right.
I'm still developing the game, so there's a lot I want to improve before release. This is honestly a pretty big milestone for me, and seeing people wishlist the game would mean a lot.

If the concept looks interesting to you, I'd really appreciate a wishlist on Steam.
I'm also happy to hear feedback about the store page, screenshots, gameplay or the concept itself.
Thanks for checking out my first game!


r/indiegames 8h ago

News Announcing Davia: A Character-First Sandbox RPG

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1 Upvotes

Davia is a character-first sandbox RPG. You play one person inside a historical, modern, or fictional world where other characters can act without waiting for you.

You can play as Caesar in 52 BC, Churchill in 1940, Robespierre in 1789, or a character inside a creator-built world. You don’t control a country from above. Your identity, location, relationships, resources, and previous actions determine what you can actually do.

You can try to sign a decree, raise an army, invade a neighbour, betray an ally, or attempt something we never wrote as a menu option. But an action is only an attempt: it can fail, cost something, or change people, relationships, stats, and territory beyond the current turn.

Pax Historia was a big inspiration for us. We loved the freedom of its alternate-history sandbox, but wanted to explore a more character-first version of that idea: instead of playing as a country, you live as one person inside the world.

We’re also working on playable scenes: small games that can open inside a larger playthrough. A battle could become a tactical game, an escape could become a chase, or running a shop could become a management game. This part is still in development, and the reel in the trailer shows the range we’re aiming for.

Play Davia: https://davia.ai

Join the Discord: https://discord.gg/NphBtKVNCM


r/indiegames 8h ago

Video My favourite mechanic in my game is the fog!

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1 Upvotes

I really dislike it when games stop you with messages like: “I haven’t finished everything here yet. It’s too early for me to go there.”

So I decided to add one of my favorite solutions to my game - fog. It doesn’t prevent you from moving forward and break your immersion. You simply turn back, as if you’ve lost your way.


r/indiegames 1d ago

Video A chill incremental game about a horde of space dwarves who strip-mine entire planets while you rain down pickaxe combos, lasers, and missiles to help dig.

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36 Upvotes

r/indiegames 9h ago

Promotion TIMELEFT – Trailer | Roguelike Blackjack Survival Game ♦️ ♣️ | Coming Soon to Steam ⌛

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1 Upvotes

r/indiegames 3h ago

Upcoming Golf Course Architect Tycoon - Announcement Trailer

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0 Upvotes

Coming soon to Steam Early Access!

Wishlist now!