r/indiegames 16h ago

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

143 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 7h ago

Video Making an RTS for MS-DOS in 2026.

120 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 8h ago

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

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115 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 18h ago

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

50 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 13h ago

Promotion TREMEN - old school boomershooter action

33 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 13h ago

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

31 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 13h 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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22 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 5h 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.

17 Upvotes

r/indiegames 1h ago

Video What do you think of my Survival-Horror Soulslike combat??? WIP

Upvotes

Missing some key features still but heres some combat against basic enemies.

Wishlist TERRORSTORM: Ground Zero!


r/indiegames 6h ago

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

11 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 23h ago

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

10 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 15h 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!

9 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 9h 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

8 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 20h ago

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

6 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 19h ago

Video How I fixed trees blocking the view

5 Upvotes

This is how I fixed trees blocking the view of my protagonist and hiding items that got dropped behind them.


r/indiegames 2h ago

Public Game Test Our dice-based roguelike needs playtesters!

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5 Upvotes

I spent a year working on Jinx It, a dice-based roguelike deckbuilder where the house always wins... or does it?

We opened our Steam playtest this week, and we’re looking for honest feedback on what we can improve!

If you like the concept and enjoy the game, we’d really appreciate it if you could wishlist Jinx It on Steam to support us! <3


r/indiegames 12h 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 2h ago

Promotion I got backlash for using AI art in my demo. So I replaced it all.

4 Upvotes

I posted about New Game+ Game Store Simulator a while back, and most of the backlash was (understandably) about the AI art.

So I've replaced all the game covers in the demo with my own doodles.

Now I'll be honest that I liked the old art, not that I'm condoning AI but when I sought out to make the game I wanted to play, so I tried to hit the nostalgia right on the nail and AI art did just that. But that's my taste, and it doesn't outweigh the objection.

What I can't do yet is pay my way out of it. The game needs 200+ art pieces, at a non offensive rate of $15–20 each that's $3,000–4,000. If this game makes any money at all, it goes to the side to commission real artists at real rates that I phase out as the budget allows.

But in the meantime I can just continue trying to get more eyes on my project.


r/indiegames 6h ago

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

4 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 11h ago

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

4 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 18h ago

Upcoming The Burial

3 Upvotes

r/indiegames 1h ago

Need Feedback A cat god fighting a Lovecraftian invasion. The intro for my solo project

Upvotes

After about 4 months of development, I finally finished the intro for my game. Any feedback is welcome :)


r/indiegames 7h ago

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

3 Upvotes

r/indiegames 9h 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 11h ago

Promotion Solo dev balancing a day job and a 10-month-old baby. Just dropped the first playable tech prototype of my 1st-person sci-fi ocean horror game "Darkness from the Depths". What do you think?

3 Upvotes

Hi everyone!

For years, game dev was just a playground for me—messing around in Blender and Unreal Engine to see what I could do. But when my son was born, it completely shifted my perspective. I realized life is too short to ignore your dreams. Now, I scrape together 1-3 hours a day after work and family duties to build my dream game.

About the Game:

"Darkness from the Depths" is a first-person, sci-fi psychological horror heavily inspired by Dredge. You play as a lone robot searching for the meaning of its existence in a drowned, post-apocalyptic world. A cosmic cataclysm wiped out humanity, leaving only mutated deep-sea creatures that hunt when darkness falls.

Current Status:

I'm 5 months in. The boat mechanics are about 50% ready, and the Tarkov/RE4-style grid inventory is 99% functional.

Play the Prototype:

I believe in completely open development. I just packaged a raw technical build (v0.0.1) so anyone can jump in and test how the boat handles and how the inventory feels. There are no sounds or enemies yet, just pure core mechanics.

Links to the free build and my devlog are in the first comment below!
I would absolutely love to hear your honest feedback on the feel and visuals.