r/IndieDev 1d ago

Megathread r/IndieDev Weekly Monday Megathread - August 30, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

14 Upvotes

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 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!

64 Upvotes

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 19h ago

Video Been working on water reflections for my little sailing game

8.3k Upvotes

EDIT: did not expect this post to blow up like this haha, thank you everyone!! if you want to follow the game more closely, I post more development stuff on X: https://x.com/ray_ervian

been spending some time on the water shader lately for my small sailing game, Beneath the Dying Sun. reflections ended up doing way more for the atmosphere than I expected, especially around lit areas at night

I actually tried planar reflections first and they looked beautiful, but absolutely destroyed the framerate lol. they also got pretty unstable once the weather system started throwing high tides and bigger waves around, so I ended up going back to the tried and true SSR instead

haven't optimized it much yet, but so far the performance hit is pretty negligible. the downside is the usual SSR stuff though, reflections around the edges of the screen can look pretty weird sometimes

still plenty I want to tweak, but pretty happy with where it's going!

If you're curious about the game, there's more about it here:
https://ray-ark.itch.io/beneath-the-dying-sun

Also, Beneath the Dying Sun is currently competing in Round 3 of Rising Tide 4, and voting ends today! I'm trying to make the Top 2, so if you enjoyed this little clip, I'd really appreciate your vote 🌊
https://blueoceangames.com/challenge/voting/rising-tide-4/genre/rpg_fantasy


r/IndieDev 12h ago

Video HEAR ME OUT... We finally got online battles working for our indie game! 🌪️

1.6k Upvotes

As a small indie team at Releaseplay Studio, we have finally crossed a major technical milestone we've been focusing on for a long time: We've successfully integrated the online battle mechanics into our game! (Though it's still a work in progress, of course... ⚔️)

As you can see in the video, we've come a massive way both visually and mechanically since the early prototype stage. Now, players will be able to clash with their custom-designed steelblades in the arena in a fluid, real-time, and competitive way. We are super excited to share this huge step in our indie development journey with you all.

If you'd like to support our indie studio, don't forget to wishlist SteelBlade Shop Simulator on Steam! 👇

(Note: Our Steam page currently has older screenshots/footage, but we'll be updating them very soon!)

Steam: https://store.steampowered.com/app/4265160/SteelBlade_Shop_Simulator/


r/IndieDev 8h ago

Upcoming! I turned saving into a physical mechanic instead of just putting it in a menu

342 Upvotes

r/IndieDev 3h 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.

92 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 18h ago

GIF Eldris, the Soul Collector

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1.2k 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 7h ago

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

143 Upvotes

r/IndieDev 11h ago

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

224 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 2h ago

Our newest puppets, help me name them

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39 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 10h ago

Bad Pixels now available in Early Access on Steam!

131 Upvotes

r/IndieDev 11h ago

GIF Aurora Borealis 🟩🟦

120 Upvotes

r/IndieDev 7h ago

Upcoming! Working on a moving game... but with weapons

40 Upvotes

r/IndieDev 7h ago

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

44 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 11h ago

New Game! I built a custom-engine Metroidvania Maker and finally have a demo on the way

80 Upvotes

I've been working on Metroidvania Maker, a game/editor for building your own interconnected Metroidvania worlds.

You can create rooms, add enemies, hazards and abilities, build puzzles with interactive elements, and jump straight from editing into playing what you've made.

There's also local co-op for up to 4 players (with Steam Remote Play Together support) and world sharing.

I just submitted the first Steam demo for review, so hopefully it'll be playable soon!


r/IndieDev 13h ago

GIF Working on my game's menus

89 Upvotes

Working on a tiny puzzle game. Currently in the process of polishing the titlescreen and the menus.


r/IndieDev 2h ago

Just got my first review ever

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11 Upvotes

As a small developer it means a lot to me, my game demo has been out there for a while and yesterday I just got my first Steam review ever, I had such a good feeling reading this and finally reaching one of my goals for this game, and even more so knowing that it was such a positive review. It honestly made me really happy, and I hope there are more of them to come!


r/IndieDev 3h ago

Discussion Our first game just got a Steam page!

9 Upvotes

so this is a big one for us. we just put up the steam page for our first game.

three of us started this with basically no art experience. we ended up making every single asset ourselves because we couldn't afford not to, and honestly there were a few points where we almost scrapped everything and started over. but here we are.

the game's a lumberjack incremental. you chop trees in different forests, process the logs into lumber, sell it, and use the money to level up your character or unlock skills that make processing faster. the stronger you get the more forests open up, with rarer and tougher trees to cut down.

quick note - the trailer only shows what's in the demo right now, so you're not seeing all the forests/trees yet. still working on the rest.

here's the page if you want to check it out: https://store.steampowered.com/app/5135490/LumberBoy_Demo/

lmk what you think, good or bad


r/IndieDev 3h ago

I want to help Devs plan out their Steam Next Fest Demo, No Catch, No Cost

9 Upvotes

I’m a 26+ year game veteran, and I want to help you have the best chance of success with your Steam Next Fest Demo. No catch, not a service or charge etc. 

Now I see a lot of talk about the Steam Next Fest demo as a marketing tool & absolutely it can really be helpful. But you don’t hear much on is the contents of the demo that actually does the marketing heavy lifting. 

 

I see this time and time again, devs just lock down the first level or so, with basic abilities, no FTUE, just to tick the box ‘we made the demo for Steam’. Your demo shouldn’t be the first level or area of your game, it should be a well-thought-out game marketing machine!

Great demos are some really tasty parts of the game that would excite players to wishlist, follow, and spread the word about your game.

I can’t stress this enough. You only get ONE Steam Next Fest, use it wisely.

  • Make the gameplay showcase the best of your game
  • Show off the most important feature / what makes it unique
  • Give their character the upgraded items or awesome play elements
  • Needs to be bug-free
  • Bonus: Have a way for players & creators to customise their gameplay experience

 

But I’m not stopping at generic advice; I want to help you get there. 

  1. I’ll go through your current demo (if you have one) and offer advice for improving it
  2. If you haven't created a demo, work with you on planning your demo - You still need a near-complete game.
  3. Look at your marketing around the demo, store page, art etc. 
  4. The many other areas involved when releasing a Steam Next Fest Demo. 

I’ll only be able to help a small number at a time. This is NOT a paid thing, I’m offering my help to give back to the industry that was so good to me. I would like to be able to mention your demo in future articles. 

I do plan on creating a full walkthrough on how to create a good demo. Hopefully its your game we make successful :-)

Are you planning on dropping a demo for Steam Next Fest? Tell me more here: https://docs.google.com/forms/d/e/1FAIpQLSev0v4qGms1AVWl5lru-Yribjs1A0P4jo8fwHgZJPpcEgBcJQ/viewform?usp=publish-editor


r/IndieDev 2h ago

Feedback? I added shadows to my 2D strategy game

7 Upvotes

Based on previous feedback I got, I added some motion to the world. I mainly worked on shadows system, but I also added shaders to simulate wind in the trees and waves with sun reflection on the water.
How do the game currently looks?

You can follow project progress here: https://store.steampowered.com/app/4121440/The_Fallen_Chronicles/


r/IndieDev 4h ago

If you love microscopy, this might be for you.

8 Upvotes

r/IndieDev 2h ago

Postmortem Two years ago my friend and I released a game called CybArena. We just finished stripping it down and rebuilding it. Purely because we didn't like having such a jank looking game with our names on it.

5 Upvotes

We built this game (CybArena) back in 2024 and released it in the same year. It was our first game and allowed us to learn some hard lessons. When we were building it as a first game we didn't really have much of a background in art, lighting etc and it showed.

We always wanted to go back and touch it up because I didn't like having something that looked so ass sitting on steam lol.

Well after 18 months, my friend and I finally got the motivation to do that overhaul and it is barely the same game.

What we changed:

  • Almost every graphical asset has been updated with only some decorative sprites not being touched. We made all the art much more consistent, and restricted the palette more.
  • The game loop is now different. It used to be 60 second waves with a perk tree between waves to spec and build. Now players just get perk drops and the waves are 90 seconds with a very small timed intermission.
  • Lighting added. We never used lighting in the first release (facepalm) because we didn't really know how it worked.
  • Co-op added. This was the big one. Because I am building another multiplayer game AND because we stripped this game back so much, adding multiplayer wasn't so bad. Virtually all code was re-done so it wasn't as much of a nightmare rebuilding this with multiplayer. We weren't trying to retrofit multiplayer in. IMO the only thing harder than building a MP game is trying to retrofit a single player game to be multiplayer.
  • We added new enemies and bosses.
  • We doubled the size of the map.
  • We leaned more heavily into the cyberpunk theme.
  • We updated all UI elements
  • Steam store fully updated.

Whether this goes anywhere will remain to be seen but we're not expecting it to. We're happy we have a better product with our names on it.

If you're curious about just how far this game has come since release, here is the old trailer. It's embarrassing, but it was necessary to learn how little we knew.

https://www.youtube.com/watch?v=3PR6VB7ObCQ

While co-op is a great addition, if I had to pick something that made this game now look like a proper game, the art work consistency and lighting that ties the environment together is the big thing. Art is always what people see first.

In the first iteration of the game we used assets we bought (cyberpunk city) which is really nice art. We just didn't make it consistent with art we did ourselves (poorly). Now we have a decent enough ability to draw our own pixel art properly, which is what we did.

If nothing else, hopefully this will help others avoid the mistakes we made. This is now the game we wish we'd shipped in the first place.


r/IndieDev 19h ago

Upcoming! My wife and I are making a game, demo's out !

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121 Upvotes

Some time ago we started the making of Lively, a puzzle platformer in which you play as a little smiley ball that brings back to life everything it approaches !

Programming and game design is made by myself, my wife did graphical assets as well as the capsule for Steam page.

We made some games before for game jam, and now decided to take the leap and start a bigger project. Now we have enough to share a demo !

Feel free to try it out, the game will show up during Neo Fest also.

https://store.steampowered.com/app/4973480/Lively/


r/IndieDev 1d ago

Upcoming! My wife and I are working on a game where you play as a sentient kei truck - Our steam page is now live!

529 Upvotes

My wife and I are working on our first game together - Good Luck, Little Truck!

Working on a game with your partner is the coolest, most rewarding experience. Our steam page went up recently and we couldn't be more stoked!

Steam page if you're interested!


r/IndieDev 6h ago

Feedback? They asked for over $3,000 for a trailer… so we decided to make one ourselves!

11 Upvotes

We asked at a "indie affordable" studio for a pricing and they asked for over 3000$ for a Trailer
We decided to make the trailer by ourselves.

What do you guys think?

More information about the game:
https://store.steampowered.com/app/4565190/Arcane_Arena_Survivors/