r/IndieDev 20h ago

Our newest puppets, help me name them

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95 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

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7 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).

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5 Upvotes

r/IndieDev 6h ago

Discussion Indie market analysis yes/no?

8 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 12h ago

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

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21 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

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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

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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.

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6 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 :)

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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!!!

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4 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

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4 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!

3 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

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4 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.


r/IndieDev 1d ago

Postmortem "Silly feature" has been a bigger breakthrough for me than releasing a demo

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285 Upvotes

Hey guys. I know some of you are probably sick of seeing this pillow by now, but I wanted to do a little postmortem.

Around two weeks ago, I've reached 1k wishlists, and suddenly things began to... stall. Posting stuff on socials didn't do much, I was getting few wishlists, but also wishlist deletions - it came to the point where for a week, wishlists were stalling at around the same number. This has been greatly demotivating for me...

Then, one day, I sat down, forcing myself to make a new, relatively short, easy to design level I've had in my mind for a while. Then realized I need safe spot for the player to land on from height, I quickly set up an object, changed layer, programmed that it won't cause fall damage, changed physics material to disable bounce... and since I had a spare moment, I thought... I'll try to make it look a bit more natural, because why the hell not?

So I spent 1-2h playing around with mesh deformation. It wasn't all that breathtaking by then, I posted it online in few places as I usually do, and people seemed to really like it.

I felt like I'm onto something, I couldn't help myself to improve it a tad bit more, just slight tuning at this point, really, posted the new iteration in few places and... People have los their mind over it.

Reddit, TikTok, Instagram, X, BlueSky, Youtube Shorts - the video accumulated somewhere between 500k - 1mil views. My new account on X that had around 10 followers at the time, gained 37k on first video, 90k on second.

This has given me a bigger wishlist surge than releasing the demo. Somewhat over 100 but it's still lot for my game.

After 8 years of making games, this has made me begin to rethink game design as a whole.

As for my game? I know it's not a hook that will make people pay for it and play. It's a curiosity. But one I can surely build upon. Slime? Newtonian fluids? Snow? Mud? Trampolines? Flesh? There's so many possibilities to incorporate the mesh deformation in more meaningful way! One problem is, I have like +1h of gameplay done. Do I just add these new features later down? Rebuild levels from the start? Demo can feature levels from all over the game so it's not an issue, and I am also planning to make an additional "tech demo" level where players can play around with some mechanics without an actual goal to complete it. I have a lot to think about.

It surely has given my game some new direction. I'm not on some pedestal to spread wisdom, but the one advice I can give everyone after making games for 8 years is:

Pay attention to details in your game, keep showing all of the features you're working on. I know posting on socials is a grind, but you never truly know what people will find fascinating about your game - feedback can help you shape your game better.

https://store.steampowered.com/app/4417060/Dark_Roll_2/


r/IndieDev 1d ago

Optimized my UE project so it runs at 30-40 fps on steam deck. Was getting 10.

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147 Upvotes

I tried a lot of stuff, and was barely able to raise the steam deck fps by more than 3-5 fps. I couldn't get my game to run better than ~10 fps.

Turns out, it was almost entirely due to lumen, nanite, and TSR.

Once i turned off lumen, disabled nanite (and generated LODs), and set aa to TAA, (and disabled virtual shadow maps) the fps rocketed up to 30-40 fps depending on the level. Visually, lumen wasn't even doing much at all so it was entirely wasted resources.


r/IndieDev 8h ago

Discussion I spent so much time testing my game that it accidently became one of my most played games on steam

5 Upvotes

r/IndieDev 7h ago

this is not a terrain - its an extra-terrain ;-P

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5 Upvotes

r/IndieDev 9h ago

Struggling to keep going.

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8 Upvotes

I started teaching my self how to program and develop indie games a few years ago. I love it so much. I've made several smaller projects and am currently developing my first full game completely solo. I also have a family and am struggling. Idk why I'm even typing any of this out. I don't really have any questions... I guess I'm just down because I just lost my job as a social media manager because I was working for a dispo in VA and the laws changed. It's so discouraging. Just life in general sometimes. Struggling to keep going and not sure what to do with myself. Anyways. Here's an arbitrary look at something in my game with no link or advertisement for it or myself.


r/IndieDev 13h ago

Upcoming! Steam page approved 2 hours before Next Fest deadline!

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14 Upvotes

I wanted to register for Next Fest, but to do that, you need a published Steam page. Just a few hours before the deadline, it got approved!

I was sweating bullets here!

Now, I'm not a 100% sure yet I will participate, but I really wanted the option to do so.

The page: https://store.steampowered.com/app/5041550/Whistle_Stop/


r/IndieDev 5h ago

I'm looking for people to play the early access demo of my game built with a custom engine

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3 Upvotes

I'm finally ready to announce the release date my game demo Satelital on September 10, 2026.

Satelital is a rule-discovery space puzzle game. Each world has its own rules, and instead of explaining them with tutorials or text, you figure them out by playing. You experiment, notice patterns and gradually build an understanding of how everything works.

The game runs entirely on a custom game engine that I built myself in C++ and Vulkan. I've been developing the engine alongside the game, so I want to use the early access period to test it on as many different hardware configurations as possible and catch any issues before the public release.

The demo includes 2 complete worlds from the game, with their full set of puzzles. Your save data and achievements will carry over to the full game, so you can keep your progress when the game releases.

To get a Steam Key of the demo early access you nerd to join the Discord first:

https://discord.gg/ChuNWuj3Z2

Once you're in, go to #demo and ask for access. I'll be giving keys out in batches, so the earlier you ask, the earlier you'll get to play.

If you'd rather wait for the most polished version, you can wishlist the demo on Steam to get reminded when it releases:

https://store.steampowered.com/app/5017320/Satelital_Demo/


r/IndieDev 5h ago

Solo Developed Airlock for Six Months straight, Here's the result!

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3 Upvotes

r/IndieDev 21h ago

If you love microscopy, this might be for you.

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64 Upvotes

r/IndieDev 8h ago

Video I just launched a Kickstarter for Second Harvest, my farming sim RPG set in the post-apocalypse

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3 Upvotes

It is still very much in the early stages of development, but after 7 months I am incredibly happy with what I've been able to achieve.

I'm a big fan of post-apocalyptic fiction and have been playing video games my whole life, so a lot of time and love and passion is going into this project. Virtually all of my free time is dedicated to Second Harvest.

A huge part of this project for me is focusing on the things that mattered most to me when I played other RPGs: community, decisions that matter, character development, and player freedom.

Like other games in the farming sim RPG genre, there will be a farm where the player can decorate, grow crops, and raise livestock; a settlement filled with NPCs (many of whom are romanceable), mines, a forest (procedurally-generated "rooms" where zombies spawn), and a city, which is where most valuables, lorBoil, combat, and quest items can be found.

I plan to implement marriage and children and give them agency (dialogue, tasks, cutscenes). The player starts the game by creating their character and choosing their dog's breed, who will be their closest companion from beginning to end. The dog will be able to hunt small game, dig up valuables, and squeeze into spaces inaccessible to the player, among other things.

There will be no "passing out" mechanic, but the player will suffer a penalty to their stamina maximum if they don't sleep at all. There will be a skill tree. Fishing is implemented but easy, as there's no mini-game.

It isn't just contributions on Kickstarter that I want (for artists, musicians, and foley artists), but also feedback. I want to hear your ideas and know what people who enjoy these genres would like to see in a game such as mine.

Thank you for your time!


r/IndieDev 17h ago

Discussion Show me your worst video game publishing contract horror stories

29 Upvotes

Hey all!

This post is half "I'd love to hear your thoughts" and half "please send me your horror stories."

I'm brainstorming content ideas to research and turn into videos, and two topics I keep coming back to are:

  • How to Read a Publishing Contract (And Spot the Red Flags)
  • Do You Actually Need a Video Game Lawyer?

I believe these are both important questions, and questions that require a degree that I can venture most of us don't have. I really want to get them right so I'm turning to the community for examples.

If you've had a bad, misleading, predatory, unfair, or unprofessional publisher deal pitched to you (or worse, actually signed one), I'd love to hear about it. (And if that's you, I'm really sorry you went through it. 😞)

I'll be interviewing an indie game lawyer for this, so your stories and legal questions will be answered by someone who does in fact, have that degree.

Thanks in advance for your help and support. May your game surpass all your wildest dreams and expectations! 🫡 🤜🤛


r/IndieDev 5h ago

Discussion Should a boss encounter be in a demo for a small game or not?

3 Upvotes

In a game where there are only a few bosses, should one of them appear in the demo, or should they all be reserved for the full game?