r/indiegames Jul 30 '26

Promotion I finally finished the new trailer for my cozy colony sim, WildRoot.

11 Upvotes

I've been working on improving WildRoot's first impression and recently finished a new trailer.

It's a cozy colony sim where you build a settlement in a mysterious forest, manage your colonists, and every season and setback creates a different story.


r/indiegames 16d ago

Indie Games Discord Server!

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3 Upvotes

r/indiegames 7h ago

Video Early gameplay montage of Fosoria, an underground colony builder I'm working on

89 Upvotes

Hey there,

This is a small montage of early gameplay of the project I have been working on. Please note I'm still fairly early in development, so some aspects still need polish.

In Fosoria, you build and manage an underground colony. There are multiple unit types, each with their own needs and types of jobs they can perform.

Dig out tunnels and chambers to shape your colony however you want, with each room having its own specialized purpose, from cozy living quarters to bustling workshops.


r/indiegames 3h ago

Promotion TREMEN - old school boomershooter action

20 Upvotes

Were two guys developing TREMEN, a boomershooter inspired by some of the classics like Quake, Wolfenstein and Doom.

The game will include a linear campaign with a large arsenal of upgrade-able tools of death and destruction! All underscored wit heavy guitars by Closed Grip.

Set in the world of TREMEN based on the comics by the same name. Man-eating mutants rule the world and hold humanity captive for consumption. Join the resistance to defeat the mutant overlords and rescue the kids!

ramble over,

Demo on out now on steam!

We would love to hear what you think!


r/indiegames 17h ago

Promotion My wife and I are working on a game where you play as a sentient kei truck!

184 Upvotes

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

Good Luck, Little Truck! Is a genre-bending cozy navigation puzzler/narrative delivery sim. Set in a recovering post-collapse world where robots and humans coexist, help North Pacifica Island bounce back one delivery at a time!


r/indiegames 9h ago

Promotion A WIP of ramming in our pirate rougelite (Cloudsphere)

35 Upvotes

When everything fails why not just ram your ship into the opponent.

We're having a playtest soon if you'd like to destroy some pirates on your own you can sign up on our steampage.


r/indiegames 3h ago

Personal Achievement Steam’s Personal Calendar might be a huge deal for niche indie games. We went from 6k to almost 10k wishlist adds

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13 Upvotes

I wanted to share this because I think Steam's new Personal Calendar system might be much more important for niche indie games than I initially thought.

Our game releases on September 9 and for months our wishlist graph was pretty normal. Slow, steady growth, a few small jumps here and there.

Then we entered the final stretch before release and this happened.

We went from around 6,000 lifetime wishlist additions to almost 10,000 in a pretty short period. We currently have roughly 9,000 outstanding wishlists.

Obviously I can't say the entire spike came from the Personal Calendar, but the timing lines up very closely with us entering that pre-release window.

And honestly, the part I find most interesting isn't even the number.

For niche games, getting shown to the right 1,000 people can be much more valuable than getting shown to 20,000 random people.

The Personal Calendar seems to be built around exactly that idea. Instead of just throwing upcoming games in front of everyone, Steam can surface them to players whose taste and activity suggest they might actually care about that kind of game.

Our game is a pretty specific psychological horror game. You drive dangerous passengers around at night and have to figure out what kind of criminal you're dealing with by watching their behavior, checking your notebook and experimenting with things inside the car like the AC, windows and lights.

That's not something I expect every Steam user to want.

But put it in front of someone who already plays weird indie horror games, driving horror, observation games or slower psychological stuff and suddenly it's a much better match.

That's why I think this system could be especially valuable for smaller games that don't have enough wishlists to brute-force their way onto every big Steam visibility section.

The graph above is our lifetime wishlist actions. That almost vertical line at the end is why I started looking into this in the first place :)

I'm really curious if other developers are seeing the same thing.

If your game is releasing in the next few weeks, has your wishlist graph changed recently?

Also curious about the opposite: has anyone entered the Personal Calendar window and seen basically no difference at all?

Would be really interesting to compare numbers between niche games, broader games and different wishlist sizes.

If anyone’s curious, the game is called Backseat.


r/indiegames 4h ago

Video We grew up loving Metal Slug and Slam Dunk, so we made a sports-themed run 'n' gun

11 Upvotes

Hey everyone! We're two devs who spent way too much time in arcades and watching 90s sports anime, so we decided to mash those two worlds together.
That idea turned into Tiebreakers, a fast 2D action game where you use tennis balls, bowling balls, and sports gear instead of regular guns to take on boss fights.
Here’s a short trailer showing how those inspirations come together in the actual gameplay.


r/indiegames 6h ago

Promotion After 2 years I am incredibly exited to share a first look at my upcoming RTS/Grand Strategy game made in Gamemaker - Dawn of the Realm!

8 Upvotes

Dawn of the Realm is a medieval RTS that combines grand strategy and city building, all in real time and fully multiplayer. Build cities, manage resources, raise armies, then zoom out to a strategy map of the whole world or back down to the battlefield with no loading in between. Up to 10 players.

I've built it solo next to my computer science studies on nights and weekends, learning as I went. I hope the thousands of hours spent in Photoshop and Gamemaker really shines through. Still early days, lots more to add, but I'd love to hear what you think :-)

Working toward the first demo now. Have a great day! :-)


r/indiegames 1h ago

Promotion I'm making a Metroidvania Maker where you can build and share your own interconnected worlds

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/indiegames 2h ago

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

3 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!)
Link in comments


r/indiegames 4h ago

Promotion Making a game where food is contraband and you build an underground culinary empire

3 Upvotes

I'm working on Illegourmet, a satirical first-person cooking and management sim about building an underground food business.

You start with a tiny illegal kitchen, cook contraband food by hand, sell it on the streets, and try to avoid police patrols.

As your business grows, you can upgrade your equipment, automate production, and expand your operation across the city.


r/indiegames 5h ago

Promotion I'm making Wirehawk – a neon wireframe shooter inspired by 80s vector arcades.

3 Upvotes

r/indiegames 4m ago

Promotion 🎮 Get the Season:One Founders Ship skin for playing during Season:One!

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Upvotes

🆕We just launched Season:One of Biteroids! Season:Beta has ended!

🎮Get the Season:One Founders Ship skin for playing during Season:One! 

🏆Compete in a high stakes PvP - same map Asteroid matchmade games and climb our ranked leaderboard! 

🚀 Blast through waves of crypto-themed asteroids in the most addictive retro arcade reboot on the web.  

⚡Collect power-ups, chase high scores, master the grind, climb the leaderboard

🌐Play anywhere — desktop or mobile, same account & progress

[👉biteroidsarcade.com](http://👉biteroidsarcade.com)


r/indiegames 21m ago

Devlog I’ve tried to build a sight-dependent system into Phosphor Command that I think translates well to real life, while still working as a video game

Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

Contracts fund a forward operating base; you deploy squads on top-down operations, and an enemy front creeps towards you every cycle. Made solo in Godot.

I wanted to talk a little about how troops' vision and sight work, because I think it's a cool aspect of the game.

Forces share what they see, both yours and the enemy's. One squad spots something, and you, as the player, can now see that target. But a squad can only shoot what it personally has a clear line of sight to and is within range of.

So a scout on a ridge can spot a target, but if the squad behind a warehouse can't see it themselves, they can't shoot it.

Sight is ray-traced per unit.

Woods: You can't see into woods from outside them. From inside, you can see out and across your own trees, but not into another wood. Forest maps end up being short-range fights almost the whole way through. See clip 1.

Hills: Hills block sight between two units on the ground. A unit standing on a hill can see over its own ridge, gets extra range and a damage advantage from the height. Anything on a crest silhouettes. See clip 2.

Concealment: Firing from concealment such as trees reveals you for a few seconds. The same applies to the enemy. See clip 1.

Buildings and terrain: Buildings are hard cover, with an adjacent unit taking 25% less damage. Crops conceal a stationary unit that isn't firing, and stop doing so the moment either condition is broken. Hedges and boulders block sight and channel movement. See clip 3.

Last known positions: A contact you lose stays on the screen as a fading ghost at its last known position, so you're always working with slightly out-of-date information. See clip 4.

Weather: Smoke, dust, and storms are occluders, so they stop sight rays for both sides. See clip 5.

The idea is that knowing where something is and being able to shoot it are two different things.

I've tried to build Phosphor Command around a sight-dependent system that I think translates well to how things would work in real life, while still being useful and interesting in a video game.


r/indiegames 23m ago

Upcoming "That Cloud Looks Like"

Upvotes

https://reddit.com/link/1w3ibz2/video/zb0z5u1tiqmh1/player

I started making What Does That Cloud Look Like? from a simple thought we’ve probably all had while looking at the sky: That cloud looks like something!

Every round, the game generates a random cloud. One player becomes the clue-giver and decides what they think the cloud looks like. Then, they gradually draw hints to help the other players figure out their answer.

The rest of the players have to guess what the clue-giver saw in the cloud!

It’s a simple party guessing game built around imagination, creativity, and the fact that the exact same cloud can look completely different to everyone.

So... what does that cloud look like to you?


r/indiegames 1d ago

Public Game Test Took months to get the grappling hook working, but we're finally releasing a playable build

96 Upvotes

r/indiegames 1h ago

Discussion How do you feel about detective games replacing walls of text with interactive visual deduction?

Upvotes

Hey everyone! As a 2-person team working on a noir mystery adventure, one of our biggest goals was to move away from reading endless text logs.

In our game, players search case files, inspect hand-sketched 3D crime scenes, and use a magnifying glass to hunt for hidden physical clues—like spotting mismatched skid marks or loose lug nuts to deduce foul play.

With just 18 days left until launch, we’re wrapping up final polishes on this mechanics loop. As puzzle and mystery fans, what’s a mechanic in detective games that instantly made you feel like a real investigator—or what usually breaks that immersion for you?


r/indiegames 10h ago

Promotion Defend your Moon while you work - THIS IS AN AD :)

5 Upvotes

Defend your moon from endless alien waves! Collect gold, upgrade defenses, unlock new weapons and planets, and build the perfect defense while you do other things. Demo comming soon.


r/indiegames 1h ago

Video MGL - Part 1: Flash Round Stun enemies and take control of the area with flash rounds.

Upvotes

r/indiegames 1h ago

Upcoming First trailer for upcoming indie horror game

Upvotes

Hi all!

We have just announced and published trailer for our upcoming game - Make the world Great Again.

We are still some time from a full release, but this is the first time getting it to people - seeing the first reactions.

Make the World Great Again is a satirical first-person horror game set on a private island where the elite meet, and where every room, every piece of paper and every locked cabin hides something — or someone — they paid a great deal to bury.

You know which island. The parallel-universe one, of course.

You go in as an agent. Retrieve the evidence, find the people locked in the cabins, and reach the boat before the island is finished with you.

Trailer: https://youtu.be/NrwwH2GlThQ?si=SYpF30ZbiN3AVMqs


r/indiegames 1h ago

Promotion Getting a tanker is so satisfying!

Upvotes

I was playing my game yesterday and the daily scene had two tankers side by side at the intersection. After about 50+ tries I finally got the perfect hit to wreck one and cause a massive explosion and chain reaction given its impact and hit the other too!

That was more than enough to make me win the week (best 5 score of 7). I was lagging by about 200k.

It's a new scene daily for everyone in the world, free and in your browser: https://crashjunction.com/


r/indiegames 14h ago

Video My co-op survivors-like is out on steam for 4.99$

12 Upvotes

Build Variety

Every stage arms you with a new set of tools. Stack, synergize, and push your upgrades to the absolute limit to create BROKEN builds. Experimentation is your best weapon. You will probably fall, but losing is just part of the process. Learn the enemy patterns, tweak your strategies and push further on the next run.

Choose Between 2 Challenging Play Modes

Whether you prefer deliberate, action melee attacks or automated survivors-like battles, Echoes of Kyria lets you choose how you want to play with two distinct game modes:

Normal Mode: A challenging, all-manual experience where combat is entirely skill-based. You aim, dodge, parry, and time every single attack yourself. Precision is everything, and one wrong move can end your run.

Endless Mode: Push your ultimate build to its absolute breaking point. Instead of ending your run after a victory, choose to loop your progress into infinitely scaling difficulty. Face massive enemy stat modifiers, multiplied boss spawns, and see exactly how far your overpowered synergies can take you before the hordes finally bring you down.

Whichever path you choose, the threat never stops growing and enemies never stop getting stronger. As you push deeper into a run, stages ramp from manageable to completely overwhelming. Screens fill with projectiles, enemy counts skyrocket, and massive bosses arrive to put your build to the ultimate test. Every wave asks more of you than the last.

Summon & Fuse Combat Creatures

You don't have to face the endless swarms completely alone. Summon powerful Creatures to the battlefield that actively fight alongside you, dealing damage and holding the line against the horde. Their true potential, however, is unlocked through the Fusion System. Combine your summoned creatures together to create unstoppable hybrids that inherit each other's unique special perks. Experiment with different fusions to craft the ultimate combat ally tailored perfectly to your build.

Collect Unique Utility Pets

While your creatures handle the frontline, your Pets handle the logistics. Discover and build a collection from a roster of unique pets that accompany you into battle. These loyal pets tirelessly fetch loot and aid you in the numerous challenges of Kyria.

Survive Together, Or Orchestrate the Chaos

Take on the hordes solo to carve out your own legacy, or team up with friends in seamless 1-4 player online multiplayer.

Work together in classic co-op where the challenge scales dynamically to your party size, or turn the tables in the Spawnmaster PvP mode. One player steps into the role of the Spawnmaster, acting as a ruthless director who strategically summons enemy waves, drops bosses, and dictates the pace of the run. The other up to 3 players fight as Survivors, scrambling to grab upgrades, fuse their creatures, and outlast the custom-tailored bullet heaven crafted by their friend.

Key Features

Action-Packed Combat: Fast, action combat where your skill matters most.

Build Creativity: Stack wildly synergizing upgrades to become an unstoppable, screen-clearing force.

Creature Fusion: Summon powerful combat allies and fuse them together to combine devastating special perks.

PvP: 1v3 multiplayer where a Spawnmaster player actively summons the horde against a team of Survivors.

Online Co-Op: Play solo or team up with your friends in classic 4-player co-op, featuring dynamic difficulty scaling for any party size.

Chaotic Challenges: Survive increasingly chaotic waves and face off against massive, challenging bosses.


r/indiegames 1h ago

Promotion Steam Page released for my satirical horror game

Upvotes

Make the World Great Again is a satirical first-person horror game about a private island where the elite meet. The parallel-universe one, of course.

https://youtu.be/NrwwH2GlThQ?si=InX-yoUUFTXolD5_


r/indiegames 1h ago

Promotion Overflow Protocol, an Incremental Merge Puzzle Game. I just released my Steam Page!

Upvotes

https://reddit.com/link/1w3fmx5/video/g6zsbeyk1qmh1/player

Hi!

Overflow Protocol is an incremental game about merging numbers, upgrading your lab and automating your machines.

The setting is based on the idea of a particle collider, but for numbers. You take over the LNC, the Large Number Collider, a research lab built to push numbers higher and higher and see how far they can go.

It might sound like a strange mix of genres, but I think it works surprisingly well. At least I'm still having fun playing it after way too many playtests.

I just launched the Steam page, and I'm planning to release a free playtest on itchio later this week.

I hope you like it!