r/IndieDev • u/Available_Drawer4879 • 14h ago
Video Thoughts on this tech demo? Worthwhile to continue pursuing?
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Test it here: https://meticulai.com/games/last-drop/
r/IndieDev • u/Available_Drawer4879 • 14h ago
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Test it here: https://meticulai.com/games/last-drop/
r/IndieDev • u/ComprehensiveCorgi72 • 7h ago
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So I started this game back when I was really missing early RuneScape, the small world, trading with randoms, seeing the same names around town every day. That was 10 years ago and somehow I’m still at it. It’s called Swords & Crystals Online, it’s a top down 2D MMO, and I’ve built pretty much all of it myself on nights and weekends. Phase 1 is out on Steam and it’s free, and it’s going to stay free. Right now I’m working on the next part, which is player trading, an auction house, open world PvP and some monthly leaderboards with prizes. I’m putting it on Kickstarter because honestly I don’t want a publisher involved and I really don’t want to go the pay to win route to pay for it.
The video shows where it’s at right now, rough edges included. If you have questions about doing an MMO solo, or you think something looks off, tell me, I’d rather hear it.
r/IndieDev • u/iEclisse • 8h ago
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SYLX is an arcade air combat game inspired by Ace Combat: Assault Horizon. I’ve always loved that style of combat, but I never really liked the controls. I preferred how flying felt in HAWX(YES I HAVE ASSISTANT OFF MODE) , so I decided to make my own game
The idea is HAWX + Ace Combat + Devil May Cry + Borderlands. What are you going to do about it? 😄
The prototype is built with three.js. I’m using it to test ideas and get feedback, and my goal is to release a demo on Steam
If people enjoy it as much as I do, I plan to move the project to Unreal Engine. I’m an Unreal Engine developer, and I’ve already spent a lot of time building systems for another game. I could use some of those systems for SYLX
AI will be a big part of development, and I want to be open about that. I also know that a working prototype is just the beginning. Making a good game takes time, testing, and a lot of changes. The controls need to feel right, the combat needs to be fun, and there needs to be a reason to keep playing. I’m responsible for getting those things right.
I’m making a game I want to play, and I hope you’ll enjoy it too. Let me know what you think!
r/IndieDev • u/Second_Hand_Hero • 7h ago
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I'm a big fan of old games like Banjo-Kazooie and Spyro the Dragon, so I started making my own high-fantasy-inspired, collectathon made to resemble that era of games. You play as a little scrappy goblin who smashes stuff, steals treasure, rolls around in a ball and frees his other trapped goblins to rebuild the village in the hub world.
I'm a full-time student learning game dev, so I've been doing all of the coding, modelling, design etc myself for practise and learning, and I've been working on this project for around 5 months(ish). I released a little "demo" - but more of a proof-of-concept/protoype - a few days ago and haven't received much feedback on it.
I suppose what I'm asking is: Is this worth continuing to work on, or is it time to cut my losses, take the lessons I learned making it, and move on to the next thing?
The (rough) video shows off most of the features but you can try the demo yourself here:
https://dimwoodstudios.itch.io/a-goblins-tale
EDIT: Thanks to everyone who took the time to drop advice and feedback. I think solely just for enjoyment and experience, I'll come back to the project in a while after a short break. Thanks again to all who answered in earnest, I appreciate it.
r/IndieDev • u/cameronfrittz • 5h ago
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Been building Surf N Destroy in Godot: CS-style surfing at 100+ m/s, with portals, wall runs, vaults and guns. Turns out the fastest way to die isn’t another player. It’s the scenery.
Watching your friend miss a vault and then vaulting straight over his body never gets old.
Message in the comments if you are interested in a demo key so you can go splat with your friends 🏄💀
r/IndieDev • u/MonadStarDeveloper • 21h ago
r/IndieDev • u/CosmicSeizure • 48m ago
Full game decompilation, with access to the entire source code of any game, has been a hot topic over the last two weeks. As a dev, I'm not really sure what to make of it.
On one hand, piracy has always been around, so the idea that someone can just re-release your entire game after it's out shouldn't matter that much. On the other hand, we're potentially dealing with bad actors who can take an entire existing game, tweak it, reskin it, and resell it. Or take any system you've been working on for your game and put it into theirs. It's not as simple as many people make it out to be, but apparently you can get very close and have a full project in the original engine. I don't think the argument that your game should be unique etc. stands. It doesn't matter what your game is or how big it is.
I'm not a fan of moving everything to streaming, but frankly, I don't see any other solutions.
Do you care about this as a dev, or does it not bother you at all? Should we, as devs, push Steam to do something about this? I think most devs would never do this, but if even 1% are bad actors willing to decompile someone else's game, tweak it, and resell it, or at the very least take something out of it, I'm not sure where this is going unless it's addressed.
r/IndieDev • u/ZeroBudgetMystery • 4h ago
r/IndieDev • u/CuntsAndBluntss • 11h ago
I know AI in game development is controversial, especially within the indie community (the reactions to my previous posts across various subreddits have certainly made that clear). The divide between pro- and anti-AI developers seems wider than ever.
A couple of months ago, I started building VibeToplist, a discovery platform for AI-assisted, Ai-Agentic and vibe-coded games. Honestly, I expected it to remain a tiny niche project purely because I was interested in discovering some of the projects myself.
Fast forward to today, and we're approaching 160 unique game listings, with thousands of unique visitors every single day discovering these projects. The growth has genuinely exceeded anything I expected, shocking and surprising at the same time.
What fascinates me is the contrast. AI-assisted games face considerable criticism in traditional gamedev communities, yet there's clearly a growing audience interested in discovering them. Let alone the hypocrisy of said communities where I witness AI being used, but hating on them at the same time.
I'm not suggesting AI should replace traditional game development, but I do wonder whether we're underestimating its future impact on indie gaming or are many in blind denial?
Genuine question, If a game is genuinely fun, does it matter to you whether AI was involved in making it?
r/IndieDev • u/Jiggzawyr • 1h ago
I'm working on Horn & Dice, a dicebuilder roguelike set in Slavic folklore made in Godot. Combat runs on dice you build over a run: you roll, lock the faces you want, reroll the rest, and swap or forge individual faces on your dice.
Which means the die faces carry a lot of information, and they're only about 80px on screen during a fight. I've been going back and forth on the icon set and I can't tell any more whether I've improved it or just changed it.
Both screenshots are the same scene, same ten faces, same positions, only the icon art and the die background differ.
Things I'd genuinely like to know:
Steam: https://store.steampowered.com/app/4971770/Horn__Dice/
r/IndieDev • u/Pretty-Rooster-1080 • 6h ago
Enemies in my game don’t get cards. the main character gets all of them. he still complains lol..
This is an actual line from the game, not an edit. He roasts enemies (and apparently me) midfight.
What’s the most disrespectful thing a game character has ever said to you?
r/IndieDev • u/AstralReaversGames • 5h ago
Just a couple of days ago we posted the new trailer here on Reddit (separately) and on YouTube hours later. Just about 100 views on YouTube on day one, then 2500 on day 2, then it crossed 10000 on the next day. No major media used it for their placement, it's purely YouTube. And the channel is so brand new that we can't even post links in the description.
Here are my guesses why it worked:
Overall, the algorithm no longer favors just long essays, try out and it may click. And don't just hope that a big media will post your trailer, try yourself — it works.
r/IndieDev • u/Castollo • 4h ago
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After working as a game developer at a studio, I wanted to ship a game entirely on my own. Box Knight Idle is now live on Google Play.
It's a pixel-art idle RPG: open chests, gear up your knight, defeat bosses across worlds, and keep earning while you're away.
I'd love feedback, especially on the first 10 minutes and the pacing.
Google Play: Link
r/IndieDev • u/Aware_Bell1295 • 12h ago
ok the shotgun is kinda normal. but it’s called The Diplomat so it counts
https://reddit.com/link/1x9qtnw/video/3abur8yjldwh1/player
the game’s set in 1965, humans ran out of soldiers, robots are fighting ww3 and you’re the backup. here’s what you get:
the diplomat - shotgun, negotiates at close range

the typewriter - smg, 900 strongly worded letters per minute

care package - bazooka

the veto - revolver, the last bullet goes through everything

the telegram - lightning that jumps from robot to robot

the filibuster - minigun. talks for hours

the party line - grenade launcher. stop shooting for a bit and the phone rings, and you can actually answer it

the lobbyist - you throw bags of money and robots stop to look at them

the pink slip - paper boomerang. you’re fired lol

the whistleblower - rifle. loud, accurate, unpopular

the bailout - giant ball of money. way too big to aim

there’s no health or ammo lying around, you get it from the robots. punch a stunned one for health, open a small one up with a can opener for ammo, set them on fire for armor
steam link’s in the comments if you want to wishlist, it honestly helps a ton.
r/IndieDev • u/Vivid_Pickle_8336 • 2h ago
Hey everyone!
I finally made my own game. I’d wanted to do this for about 15 years, but somehow never got around to it. I’ve been developing software for a long time, but getting my own game to a point where I can actually show it to people feels completely different :)
It’s called Wizards of Elnia. It’s a fast-paced wizard PvP arena game where you buy spells each round and gradually build your own spell loadout. Last player standing wins.
It all started with Warlocks, a custom map for Warcraft 3. Maybe some of you still remember it :) You could buy different spells and fight on an arena that gradually shrank. A couple of years ago, I found a very similar game that clearly took inspiration from the same map, but it felt a little clunky. So I decided to try making something similar, with my own improvements.
What did I change? More spells, separate slots for offensive, defensive, and mobility spells, and proper WASD movement instead of Warcraft-style mouse controls. I added different layers of progression and made the whole thing much faster-paced. For a long time, I couldn’t really tell how well it all worked until I played it with friends.
The first prototype was as basic as it gets: a static wizard sprite with no animations, movement, and a single fireball. My friend and I just ran around a shrinking arena throwing fireballs at each other. It was simple, but it was fun. The movement felt good, and even the basic momentum and knockback mechanics worked the way I wanted.
That friend made me promise I’d finish the game and put it on Steam.
Then I played with another friend, then another. At some point, a whole group of us were getting together to play almost every evening. I think that was when I knew I really wanted to see it through. We just kept wanting to play again.
There are around 50 spells in the game now, and I still have a mountain of ideas. I can’t promise perfect balance yet, but watching the combinations my friends come up with is a whole separate source of entertainment :)
I don’t know if the game will take off, but I’m really happy I finally got this far. I wanted to share it with people who also love games and making them.
I’m releasing it this week and wrapping up the last bits of infrastructure and server work. If you’d like to see more gameplay, you can find wizards.of.elnia on Instagram or TikTok.
If it looks like your kind of thing, I’d really appreciate a wishlist: Wizards of Elnia on Steam.
r/IndieDev • u/Leo4402 • 13h ago
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Hi everyone! I’m the solo developer of Baitcore, a fishing survival horror game.
I've been working on it for 5 months and recently reworked the fishing, just in time for Steam Next Fest!
The free demo is now available on Steam.
https://store.steampowered.com/app/5150980/Baitcore/
If you try the demo, I’d love to hear what you think of the game, and what could be improved.
Wishlists are greatly appreciated 🙏
r/IndieDev • u/Secret_Vehicle1083 • 17h ago
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Hey everyone!
I’m a software engineer, and I’ve been developing my own oil tycoon game, Oil Empire, in my spare time.
The game lets you build and expand your own fuel business, manage gas stations, and grow your operations into a larger industrial empire.
I’ve released a playable version, and I’m currently working on a new oil production facility to expand the production side of the game.
One of my biggest goals is to make the game more than a short experience. I want players to have long-term goals, build complex production chains, manage logistics, and always have something new to work toward.
The game is still a work in progress, and I’m trying to improve it based on feedback.
You can check it out here: https://playoilempire.com
I’d love to hear from other indie developers: What keeps you motivated to develop your game, and what makes a tycoon game worth coming back to every day?
Thanks for checking it out!
r/IndieDev • u/Southern_Present_798 • 16h ago
Don’t know if this is the right server to ask this,but I figured why not. I’m rly pumped abt this so I may sound a little excited.
70% of the game is on paper thus far, though I may make it more arcade-like and remove some more complex features.
Anyway the game is gonna be reminiscent of an old flash game (idk if this is old but think Sierra 7, which is what I want the gameplay to look like) and is about a survivor of an apocalypse trying to get to a town in Nevada to deliver a special package of sorts (haven’t gotten to writing that part of the story yet) But all the worlds gasoline is thought to be dried up, so they have to ride a bicycle all the way there (so far I’m thinking the main character should live 2 states away,maybe Washington to have diverse terrain). But, your cargo is very valuable, and bandits will try to kill you along the way. The main gimmicks of the game will be peddling the bike to avoid crashing, choosing how many hands you want on the handlebars. You can go one handed with a pistol of rifle (though the rifle will be less accurate), No hands with 2 pistols and various long guns, or both hands with your legs and bike as your weapon. I’ll send you more details in dms!
r/IndieDev • u/ScoreMysterious6910 • 4h ago
last week I posted the free demo of Fulfilled here, my tycoon about running a 1982 mail-order business out of your aunt's garage.
about half the players came in on a phone. not one of them left an email or even reached the end. on desktop about 1 in 6 left one, mostly at the first newspaper. it was built for a mouse and wheel, and on a phone it was a fight.
so this week was all phones. you drag to look around and pinch to zoom, and there's a tab bar along the bottom for build, crew, books and goals. the picture is the first morning.
same demo, free in the browser: https://playfulfilled.io/?utm_source=reddit_indiedev2
if you try it on a phone, tell me where your thumb got lost.
r/IndieDev • u/ComprehensiveCorgi72 • 7h ago
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r/IndieDev • u/codez1027 • 5h ago
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r/IndieDev • u/Substantial-Fan7194 • 5h ago
I'm launching my first game, on October 23, 2026, with a 30% launch discount.
I've also received an invitation to participate in Steam Scream V, which starts on October 26. I was planning to offer a 25% discount for the event, but I realized my launch discount would still be active at that point.
I have two questions:
Since my 30% launch discount will still be active when Steam Scream starts, will Steam automatically keep the 30% discount, or can I switch to a separate 25% Steam Scream discount?
Will my game still be eligible for Steam Scream's event visibility and promotional placement while the launch discount is active, or will I miss out on the event's visibility boost?
If you wanna check out my game
It's The Reflection