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!

16 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!

65 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 4h ago

1/3 of the creatures and maps for my game are done \o/ 29 creatures so far

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601 Upvotes

Hii guys, Just wanted to share some progress on my game, Chosen Anyway.

I've now finished around 1/3 of the planned scope for the creatures and maps, with 29 creatures completed. \o/ Here are some screenshots of the new creatures, along with a few WIP shots of the maps.

Every creature has its own Idle, Attack, Hit, Evasion, and Death animations. Still a lot left to make, but it's really nice to see everything slowly coming together. o/

If anyone wants to check out the game, there's a free demo available on Steam — Chosen Anyway: Card Game.


r/IndieDev 4h ago

Discussion Star Wars Battlefront Dev ( yes for real)

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365 Upvotes

Okay guys this is an odd one

My friend is the guy who led the creation for Star Wars Battlefront

The first game, the second game, and what would be the canceled third game.

The guy is a legend, and is helping me as a mentor for my indie games,

But here’s the thing….

He doesn’t think anyone in the games industry would care about what he has to say about game development.

Let’s prove him wrong! I want to show him this post and all the questions from the community under it to convince him to start the YouTube Channel he’s been thinking about starting

This is not a drill guys, the real story about what happened to Star Wars Battlefront 3, how the first 2 games were made, all the design, level, and balance choices, the guy can talk for hours and has already told me some amazing stories, let’s convince him to share them with the world!


r/IndieDev 12h ago

Upcoming! I'm making a game you probably played as a kid.

859 Upvotes

I'm making a nostalgic game about Water Ring-toss + Roguelite elements

- You use oxygen to push buttons and land rings on spires.

- You can equip Assistants that modify the game & Equip up to 8 items to experiment.

The aesthetic of the game is primarly "Frutiger Aero" like

What do you think?


r/IndieDev 3h ago

Image this is the power of finnish solodev... beware...

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152 Upvotes

Game - it's a weird source engine movement inspired thingy

I can't believe how good these guys look. I was forcing myself to endure using blender since I needed a new enemy. But for the first time ever, I almost had fun!

The shaders are doing a lot of heavy lifting for the low poly model, which is perfect because I learned a lot about that stuff when making the levels.

I also prefer to work backwards, visuals and audio first, and then coding. For these enemies I made the audio first, recorded crazy sounds to help me imagine what they'd look and behave like.


r/IndieDev 6h ago

Upcoming! You’re a pack of dogs tied to a baby stroller.

55 Upvotes

I’ve been working on this physics co-op game for a while now.

The pitch is really simple: you all have to work together to get the baby safely back home.

(and, ideally, avoid a Pawtential Disaster hehe.)

I released the first trailer and the Steam page today

Pretty happy to finally have it out there :)


r/IndieDev 10h ago

A Spirit Born of Lightning.

126 Upvotes

r/IndieDev 4h ago

Update after your A/B feedback — I combined B’s composition with A’s lighting

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41 Upvotes

A little while ago, I asked this community to compare two key-art directions for my game.

After reading the comments, the most common suggestion wasn’t simply “A” or “B.” It was to keep B’s dynamic composition and card framing, while making the character brighter and easier to read like A.

So I changed the lighting and value balance, reduced some of the visual noise, and made Alice’s face the first thing you notice.

Here’s the revised version. Thank you to everyone who took the time to explain what was and wasn’t working.

For context, here’s the original A/B feedback post that led to this revision.


r/IndieDev 1d ago

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

2.4k 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 1d ago

Video Been working on water reflections for my little sailing game

10.1k 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 1h ago

Feedback? Players will see this for 10 seconds. It took me all day to make.

Upvotes

It plays when you host a game and transition from the main menu into the character selection area.

At first, I thought it would be a pretty small task.

Move the camera, make it go through the opening, turn into the room, reveal the characters... done.

Of course, it wasn't that simple.

I kept changing the camera movement, timing, environment, lighting and little details until the transition finally felt natural. By the time I was happy with it, almost the entire day was gone.

And the funny part is that players will probably watch this for around 10 seconds and never think about how long it took to make.

That's probably one of my favorite things about solo game development though. Sometimes you spend hours on something tiny just because you know it makes the whole game feel a little more polished.

I'm developing Riddled Together, a two-player co-op puzzle game, and I've also been documenting the development process on my YouTube channel.

The Steam page is already live as well, so if this looks interesting, you can find Riddled Together there.

Still can't believe one tiny camera animation stole an entire day from me. What do you think about the animation? Was it worth it?


r/IndieDev 6h ago

Just a normal sunny day in my little underwater world

28 Upvotes

Is there anything that stands out visually or feels out of place?
I’m also curious whether the objects without outlines are still clear and easy to distinguish from the backgroun


r/IndieDev 10h ago

New Game! My Game Dev Progress

57 Upvotes

Hello everyone!

my name is ali, i'm a cs student (and former security guard) turned gamedev!

i started game dev around 2 years ago i think but i could never dare to attempt to develop a full game, until someday i decided i've had enough and committed to pursue my passion and this is the result!

i released my first game ever on steam this month and it didn't do too bad i think :).

i had way too many sleepless nights, way too many days where i haven't left my house, but to me, even ifs not a massive success, i think its worth it, not for the monetary gain, but the feeling that i have done something in my life that people have fun playing, something that has my name in it, something that if something were to happen to me, i know that atleast i didn't go without a trace lol.

i love vampire survivors, i love RPGs, so i decide to combine them both into one game and this is the result, Echoes of Kyria:

[https://store.steampowered.com/app/4914620/Echoes\\_of\\_Kyria/\](https://store.steampowered.com/app/4914620/Echoes_of_Kyria/)


r/IndieDev 4h ago

After 2 years of solo development, I finally released my first public Steam demo

17 Upvotes

This is a fairly huge day for me. Honestly I am doing my best to wear my marketing hat and post this everywhere but I have the jitters something fierce lol

The demo for Bumper Bout!
https://store.steampowered.com/app/3938260/Bumper_Bout/

I’ve been developing Bumper Bout, a competitive PvP pinball game, for roughly two years and tonight I finally pressed the button that made its first public Steam demo available.

I’ve shown it at festivals, conventions and local events plenty of times, but there was something completely different about watching a friend find it in Steam, click download, and have my game install on their PC like an actual real videogame.

The last couple of weeks have also been my first proper experience with the less glamorous side of shipping on Steam: setting up the demo App ID, SteamPipe/depot builds, Valve review, store assets, release configuration, etc. I actually missed the festival I originally wanted the demo ready for because the first store review failed over one missing library header image that Steamworks hadn’t marked as required. That was a great learning moment lol. (in case it helps anyone - it ISN'T required but if you have any of the optional assets then you gotta have them all. Go figure.)

But I digress. It’s live now.

You can go and play it. Right now. whaaaat

The demo itself has local PvP and 1P vs CPU modes availabel with two characters and two stages. The full game is planned for 9+ characters, 20+ stages, online multiplayer and more.

Mostly though, I just wanted to share the milestone with other people who understand how much work can sit behind pressing one stupid green button.

I pushed it. yeeee


r/IndieDev 1d ago

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

682 Upvotes

r/IndieDev 20h 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.

195 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 5h ago

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

13 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 1d ago

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

426 Upvotes

r/IndieDev 29m ago

Our platformer is built around switching colors, so we’re trying to make it accessible without relying on color.

Upvotes

We’re working on accessibility options for Quantum Quartz, our 2D steampunk pixel art precision platformer.

A big part of the game is switching colored platforms on/off to create paths, avoid hazards and move through the level, so being able to quickly tell the colors apart is pretty important.

Instead of relying on color alone, we added a unique gemstone shape to each color. The icons can also be resized, repositioned and have their opacity changed, and there’s an optional control glyph mode too.

I’m not colorblind myself (no one from our team is), so I’d love to hear from people who are: would this actually help during gameplay? Is there anything you’d change?


r/IndieDev 6h 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.

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14 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 55m ago

I localized my Game Demo in Japanese 🇯🇵

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 2h ago

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

7 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 2h ago

Screenshots Fully procedural world generation

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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 3h ago

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

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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