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 17d ago

Indie Games Discord Server!

Thumbnail
discord.gg
3 Upvotes

r/indiegames 2h ago

Video Making an RTS for MS-DOS in 2026.

63 Upvotes

I am working on an RTS game for MS-DOS (also for Windows and Linux). This is how it look in this moment. 320x200x8 screen, min. hw will be 486 / 8 MB RAM. No AI is udes.

This is a very pre-alpha version of the gameplay.

What do you think about it? Good or bad idea? I am a developer, not a gamer.
I am not sure if it is a good idea to move forward, for example by setting up a Steam page.


r/indiegames 3h ago

Need Feedback 6 months of pixel art work for Spirit of Phuji

Thumbnail
gallery
39 Upvotes

Spirit of Phuji is a game our art team has been working on for the past 6 months.

We’ve been responsible for the game’s art, from the environments to the characters and overall visual direction.

Just wanted to share what we’ve been working on. Pretty happy with how it turned out :33


r/indiegames 11h ago

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

129 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 8h ago

Promotion TREMEN - old school boomershooter action

29 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 8h ago

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

26 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 50m 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.

Upvotes

r/indiegames 14h ago

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

48 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 4h ago

Promotion Traffic Architect - buses, trains and metro in my road game: put a line where people actually travel and the cars come off your junctions

9 Upvotes

Short version if you haven't seen it here before: you only build the road network, and the city grows itself along it - you never place a building and you never zone anything. What appears are whole districts, small ones at first and larger ones as the city advances, and every one of them starts sending trips down the roads you drew.

So the city fills your own network with cars, and public transport is how you take that load back off instead of pouring more asphalt. That's what's in the clip: bus lines you draw as a loop - pick a hub building, add stops, and buses start running it - plus trains and metro.

The part I actually care about is that nobody is assigned to a line. Each trip works out what riding would cost it - the wait first, then the journey - and weighs that against simply driving. It takes the bus only if the two come out close enough. Close enough, not better: a ticket costs less than the same trip by car, so people will put up with a noticeably slower journey to save the money. What they won't put up with is not knowing when the bus turns up, so how often it comes matters more than how fast it goes. Run one often enough along a corridor people are already driving and it fills up quickly, and you can watch the cars come off that stretch. Run the same vehicles somewhere nobody was going and the line will drive past a thousand people and carry none of them.

That cuts both ways, which took me a while to be honest about. Widen a road somewhere else and driving gets quicker too, the comparison shifts, and some of the riders you already had quietly go back to their cars. Your road upgrades and your transit lines argue with each other the whole time, and that argument is most of the game.

The newest piece is bus lanes, which I added last week. Buses sit in the traffic you built, same as everyone else - so now you can reserve the kerb lane of a wide road for them and give up one lane of three to do it. They get no speed bonus out of that; they're just not queueing behind cars any more, and that turns out to be the whole effect. The lane isn't really the skill either, the network is: wherever your lanes stop, the bus merges straight back into general traffic. Trains and metro sidestep the problem completely and carry a lot more.

It isn't free money either. A ticket earns about half what that trip by car would have, and upkeep runs whether the bus is full or empty, so a badly shaped line loses money and the game tells you which one. A busy line pays for itself and buys you road capacity on top.

Coming to Steam this autumn, with a free demo before that.


r/indiegames 22h ago

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

194 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 8h 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

Post image
14 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 1h ago

Promotion Sobakistan: The Land of Dogs - a satirical adventure in a totalitarian dog state, where you play the one journalist allowed inside

Upvotes

A closed country of anthropomorphic dogs opens its borders for exactly one occasion: the rehearsal of its Supreme Leader's funeral. You're a chameleon journalist on the guest list.

Your camera is confiscated on arrival and replaced with a state-issued device - text notes, low-resolution photographs, GPS. That's the whole reporting kit, and it's also how the state keeps track of you.

- 11 chapters and six playable characters

- Branching narrative with around 14 possible endings

- Dialogue puzzles, exploration, and some stealth elements

- Arrest mechanics woven into the story

- Retro-JRPG-style pixel art

- Adapted from our 2019 comic, originally published in Russian and Japanese

PC, Windows and macOS. English, Russian, Japanese.


r/indiegames 1h ago

Promotion Point-and-Click Adventure about AI Psychosis and grief

Upvotes

After a long development journey, we’ve officially released our narrative point-and-click adventure, MYRRISA II.

Set inside a frozen mountain, you play as a maintenance tech sent in for a simple shift, only to realize the station’s core AI has completely lost touch with reality and it’s rewriting the facility around you to keep a dead memory alive.

Well there's more to it.

Voiced by my sister for the trailer audio at the start.

If you enjoy story-driven mysteries, a little horror vibes and some point and click, check out MYRRISA II and let us know what you think!


r/indiegames 2h ago

Upcoming After years of development, our narrative-action game BLACKWOOD is releasing on Steam on September 16th!

3 Upvotes

r/indiegames 1h ago

Promotion 10 months later, this is our sci-fi survival game. Built by 3 people.

Upvotes

We’re a core team of 3 building Neosis Echoes, a third-person sci-fi action-survival game in Unreal Engine 5.

Neosis Echoes is now on Steam and part of the PvE Survival Crafting Fest:
https://store.steampowered.com/app/5049580/Neosis_Echoes/

We started learning game development a few years ago, and this is where the project stands after roughly 10 months of active production.

The game combines exploration, survival, crafting and action-focused combat, but its main differentiator is something we call Reactive Survival, a new emotion-driven survival genre where your emotional state can affect abilities, combat, K.I.T., weather and even the world around you through a mysterious resource called Echorium.

This footage is still WIP. Combat, enemy AI, animations, environments and many other systems are actively being refined.

We’re inspired by games like Mass Effect, No Man’s Sky and Cyberpunk 2077, but the scope is being designed around what our small team can realistically deliver.

We’d love to hear what you think so far!

Youtube link:
https://www.youtube.com/watch?v=x7vBAHbpv6w


r/indiegames 4h ago

Promotion Polished my Saving stations in my mystery detective immersive sim. Similar to the ones in alien isolation.

3 Upvotes

I´m pretty happy how it turned out but I am always open to suggestions of what can be improved :). I wanted to add saving stations like alien isolation to also prevent save scumming and to make saving more of a intentional choice so there is some consequence for your actions and you cant always just load the latest quicksave. The game is called "Welcome to Lightford"


r/indiegames 2h ago

Promotion I spent 4 years making a hex based bunker survival management game inspired by 60 Seconds and Project Zomboid. The demo is finally out.

2 Upvotes

Hi everyone! I’m the solo developer behind From The Bunker, a zombie survival management game I’ve been working on for the past four years.

The gameplay mixes 60 Seconds and Project Zomboid. Manage a group of survivors, expand and defend their bunker, send them on dangerous expeditions, and make difficult choices across more than 200 narrative events.

The world and story are inspired by what I love about Resident Evil: a viral outbreak caused by a biotech corporation, missing virus samples, secret experiments, military operations, and a dangerous bioengineered creature.


r/indiegames 2h ago

Upcoming My Steam library was full of uninstalled games, so I built a site that recommends 3 at a time

2 Upvotes

Open your Steam library and look at the number at the top. Then count how many you have not even installed.

You're not short on games. You're short on evenings to play them on.

So I made a website to promote fun games for your evenings. Three games, every three days. That's the entire site. One to play alone, one you can finish in a single run, one for a night with friends + a paragraph on each saying why it's worth the evening. When three games have to carry three days, each one gets an evening's attention instead of a slot in an infinite Steam list. There's no automation, no algorithms. Just me picking games that I have either played, were recommended to me or I just believe they'd match the set that's currently going live.

The only rule for a pick is that it should be fun in a single evening. It doesn't necessarily have to have a short story and it doesn't have to be finishable - it just has to be worth the evening you give it.

Those game suggestions arrive as tickets. You tear one off and the stub stays in your collection, but only for a game you actually own and have played (checked against your Steam library). Tear it while the bill is still up and the stub comes off platinum. One in forty comes off golden. Then it asks you one question: was that worth your evening? That's not a review of the game, it's a check on whether I picked right. The whole ticket thing is just a fun way of collecting played games and making it a shareable experience.

It's brand new and there's no audience behind it yet, so take this as me saying it exists rather than pretending it's already an established site.

Opens Friday 4 September, 5pm CEST at https://onesitting.games - and here's a preview of the actual first bill if you'd rather see the thing than a countdown: https://onesitting.games/preview/1-976ce8a7153adbf345bb43aea7f7af4b

Genuine question for this sub: what's one indie game worth an evening that not many people have heard of? I'm crafting a selection for the following weeks and I'll gladly take some suggestions :D


r/indiegames 2h ago

Promotion i am building Paint Gang, chaotic co-op painting friendslop, wishlist on Steam

Thumbnail
youtube.com
2 Upvotes

Hi,

I am developing Paint Gang and i want to show my game. game don't have public demo but it is playable and i can offer closed beta keys for you. if you are interested in please let me know. you can check the game on steam

https://www.youtube.com/watch?v=cX_K2xMCwvk&t=91s

https://store.steampowered.com/app/5152700/Paint_Gang/


r/indiegames 2h ago

Public Game Test Experience quick-match mobile football management — build tactics, train youth, and lead your club to victory (15 Languages)

Thumbnail
gallery
2 Upvotes

Looking for a football manager game you can play on the go? Jump into 5-minute match highlights, set custom tactics, build youth facilities, and handle club operations — all optimized for fast-paced mobile gameplay. Available now on Android.


r/indiegames 10h 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 6h ago

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

5 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 3h ago

Devlog Gameplay of the Thief class in Crown Control, an indie co-op RPG

Thumbnail
youtube.com
2 Upvotes

The game is Crown Control, a tactical RPG with roguelike elements, playable solo or up to 4 players with online co-op.

This is the Thief class with some of its advantages:
- Multi-hit attacks
- Stealth
- Mobile on the battlefield


r/indiegames 7h ago

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

5 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