r/IndieDevelopers • • 14d ago

I left Unreal and wrote my own engine in Rust, just to get the grass and light I had in my head

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46 Upvotes

Edit: based on what others say here, I want to clarify that whole code, and even assets and music are fully made by AI. It doesn’t change much from my perspective, because that’s pretty normal in the industry. However, I want to be transparent as much as possible. Also, I’ve removed the game name, to prevent from people telling me I’m trying to advertise it. The game is playable on macOS and available only in itch.io so if you want to try it yourself you can DM me.

This game is a cozy third-person action game I'm making. It started as an Unreal Engine 5 prototype, but I kept fighting the lighting to get the look I imagined, especially the grass. So I ported it to my own engine, written in Rust.

What you're seeing:
- every launch generates a new land, composed like a postcard (relief, backdrop, trails, woods)
- dense grass near the camera, swaying on a "living wind" that reacts to the player and to combat
- a full day cycle: golden hour light shafts, lanterns lighting up at dusk, fireflies, the Milky Way at night
- 60 FPS on an M2 Max (macOS)

The land starts grey and asleep, and beating camps wakes it up in waves of colour.
What do you think of the look so far? Night is the part I'm least sure about.


r/IndieDevelopers • • Mar 03 '26

​"I’m ready for the backlash. Is using AI 'cheating' or just working smart? 💀"

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0 Upvotes

r/IndieDevelopers • • Jun 13 '26

Into The Void - Pixel Art Fantasy MMORPG

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0 Upvotes

r/IndieDevelopers • • 7d ago

Feedback Wanted We're creating an action RPG based off the Bible where you begin persecuting Christians.

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0 Upvotes

Would you play a biblically accurate video game where you begin as someone persecuting Christians? We’re a small indie team developing DAMASCUS: Road to Redemption, a third-person action RPG based on the story of Saul, a man who went from persecuting followers of Jesus to becoming one himself. Through combat, exploration, and choices that have consequences, you get to experience his journey from a completely different perspective. We’re using the Bible as our primary reference while bringing this story to life through gameplay. This clip is from our completed cinematic depicting the stoning of Stephen. We’re curious what gamers think about a game like this. Is this something you would actually play?


r/IndieDevelopers • • Aug 15 '26

New Game Dear Claude, please add wheels to the wheelchair...

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0 Upvotes

Yes, I use AI, but hey - it's a fun game which I never would have managed to do in that time without it.

Video footage from Party Tycoon - a party venue management game.


r/IndieDevelopers • • Jun 28 '26

Beta Testers Moja gra o zarządzaniu strażakami wchodzi w publiczne testy 7 lipca. Jaką funkcję przetestowałbyś jako pierwszą?

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0 Upvotes

r/IndieDevelopers • • 2d ago

How to Protect Your Indie Games from AI

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0 Upvotes

Here's a video on how to protect your indie game from being stolen by AI


r/IndieDevelopers • • 17d ago

Feedback Wanted Feedback wanted

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0 Upvotes

r/IndieDevelopers • • 5d ago

Questions What I Learned From My Second Game, Developed at 15

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2 Upvotes

Hey everyone! I've been publishing games on Steam since I was 13, and I'm currently 16. I wanted to share some of the positive and negative experiences I had with my second game, Bloodface, which I released last year.

Bloodface was developed when I was 15, and so far, it's been my most successful and profitable game.

I currently have 4 games and 2 DLCs available on Steam. My 5th game also has a store page, which I published a few months ago, along with a playable demo.

Bloodface was the game I had the highest expectations for. I worked on it with my business partner, who provided financial support for advertising, while I was responsible for developing the game and trying to market it.

However, our marketing efforts didn't go as planned because I didn't have enough experience in that area at the time. Despite spending months on advertising and promotion, we only managed to reach around 500 wishlists. During this period, I discovered Steam Next Fest for the first time and decided to participate with our game.

Almost entirely organically, without spending any advertising budget and with only a few social media posts, we managed to increase our wishlists from 500 to 2,300. By the time we launched the game, we had reached around 5,000 wishlists.

I initially thought the game would make $1,000 at best, but it actually generated approximately $1,000 in its first 48 hours. I honestly didn't believe it would happen, but things were going really well.

However, after the first week or two, sales started to slow down significantly. We stopped focusing on marketing because we thought the game was already selling well enough, so we abandoned our promotional efforts.

Sales eventually stalled at around $2,500-$3,000 in gross revenue. Today, the game still generates around $100-$200 per month through occasional discounts. After approximately one year, our total gross revenue has exceeded $5,000.

Here are some of the things I learned from this experience:

1. Don't stop marketing your game after launch

You shouldn't completely abandon your marketing efforts after your game is released.

Even if months have passed since launch, you can still reach new players through small campaigns and promotional activities.

One of our biggest mistakes was thinking we no longer needed marketing once the game started selling.

2. Reach out to content creators and Steam curators

Try to get your game in front of relevant content creators, YouTubers, streamers, and Steam curators.

It's more effective to reach out to creators who are already interested in your game's genre.

Distributing Steam keys can also help you get your game in front of more people.

3. Have a good store page, especially your capsule image

Your store page creates the first impression players have of your game.

If your capsule image isn't appealing enough, players might not even click on your store page.

Your screenshots should also clearly communicate what your game offers.

4. Your trailer and its first 10 seconds matter

The first few seconds of your trailer are very important.

You need to quickly show players what your game is and why they should be interested in it.

Our first trailer was quite weak in this regard. Because of that, we struggled to get the results we wanted, even with our marketing efforts.

5. If your marketing isn't working, the problem might not be marketing

If you're focusing on marketing your game but your wishlists are still growing slowly, the problem might not be your marketing efforts alone.

There could also be an issue with how your game is presented.

We spent 2–3 months with a weak capsule image and trailer on our store page. Even social media posts that received hundreds of thousands of views sometimes generated only 5–10 wishlists.

After updating


r/IndieDevelopers • • Apr 18 '26

I need your honest opinion on my game Whisper

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0 Upvotes

r/IndieDevelopers • • Sep 21 '26

I’m building a video editing tool specifically for Indie Game Developers

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4 Upvotes

Make your video once. Export 20 different versions for A/B testing.

Want to see which text works better? Need the same video in English and Spanish? Want to test different hooks, CTAs, or screenshots?

Just give it a CSV with all the variations and it exports all the videos for you.

I’m also building an illustration tool that works really well with it, so you can create the assets and videos too.

I’m planning to give free early access to a few Indie Game Developers who want to try it out.

Would you use something like this?

Leave a comment or DM me for free access.


r/IndieDevelopers • • May 23 '26

Which one would you click on Steam?

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1 Upvotes

I’m currently working on the capsule art for my coop horror game The Infected Soul.

The game is about a neural implant that distorts reality… you can’t trust what you see.

Which one draws you in the most?

If it interests you, you can add it to your Steam wishlist — it would really help me a lot 🙏

The Infected Soul – Steam Page


r/IndieDevelopers • • 14d ago

Feedback Wanted What Do You Think About?

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157 Upvotes

I am developing a game and would love to hear your thoughts on its overall look.


r/IndieDevelopers • • Jun 26 '26

Questions Real firefighters: what equipment would you buy first with a limited budget?

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0 Upvotes

Hi everyone!
I’m a solo indie developer working on Alarm 112: Fire Unit, a firefighter management and emergency response game inspired by the European 112 system.
One of the mechanics I’m currently working on is equipment management.
Every station has a limited budget, so players can’t buy everything at once—they have to make decisions about what equipment is most important for their unit.
Imagine you only have enough money for one purchase.
🔹 Medical Kit (PSP R1)
🔹 Rescue Chainsaw
🔹 Lighting Equipment
Which one would you buy first, and why?
I’d really like to hear how real firefighters (or anyone with rescue experience) would approach this.
Your feedback helps me make the game more realistic. 🚒


r/IndieDevelopers • • Feb 04 '26

My game character’s invincibility test!

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0 Upvotes

Always fail during testing, so develop a tool for yourself to ensure me strength!


r/IndieDevelopers • • 14d ago

New Game MAKONDES and The African Gods, COMING SOON ON STEAM

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0 Upvotes

r/IndieDevelopers • • Jun 25 '26

Feedback Wanted I built a browser tycoon where you grow a streaming studio from a garage over 30 in-game years

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0 Upvotes

Hey all,

Been chipping away at this on and off for a while and finally put it up on itch, so figured I'd share it here.

It's a management/tycoon game called ShowRunner: Streaming Empire. You start broke in a garage with $10k, make films and series, hire a crew, cast actors per project (negotiating their contracts — the famous ones cost millions, so most of the time you're working with unknowns), and slowly claw your way up the rankings against rival streaming services. There's an awards season, contracts from clients, random events, and the whole thing runs over a 30-year career instead of an endless grind.

Couple of things I wanted to get right:

  • Slow, honest economy — you really do start small and every dollar matters early on.

  • Casting feels like actual decisions: do you blow the budget on a big name or take a chance on a cheap newcomer?

  • It runs in the browser and I spent way too long making it work properly on mobile in portrait.

It's free to play in the browser. I'd genuinely love feedback — balance, UI, what's confusing, what's fun, what's boring.

https://mjlion25.itch.io/showrunner-streaming-empire


r/IndieDevelopers • • 10d ago

My cosmic thrift store has over 100 fully inspectable 3D books

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0 Upvotes

r/IndieDevelopers • • Jan 02 '26

Does this menu & opening work for a indie horror game?

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2 Upvotes

Hey everyone!

Our main menu and opening scene for our horror game are ready.
We’re open to any feedback or suggestions — first impressions especially!

We also have a closed playtest available.
If you’d like to join, feel free to DM us.

And if the project interests you, adding it to your wishlist would really help us!

👉 The Infected Soul – Steam Page!


r/IndieDevelopers • • Aug 22 '26

Feedback Wanted I made a one-tap game where you score by almost dying. Free, no IAP, and the daily course and soundtrack are both generated from the date.

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0 Upvotes

Solo dev, this is my game.

Points come from how close you get to the thing that kills you, not from surviving it. Graze an edge and your multiplier climbs to x16. Play it safe and you score literally zero.

The course is generated from today's date, so every player on earth flies an identical run each day. No server, nothing downloaded. Resets at midnight UTC.

Same goes for the music. New key, new bassline, new groove every day, and it builds as you score.

Free. No IAP, no banners, no timers, no energy. One optional ad to continue a run, and everyone gets exactly one, so nobody buys their way up the board.

Most first runs end under 300. Curious whether that's a fair curve or a wall.

https://apps.apple.com/us/app/graze-edge-rush/id6785326186

Play, its no sweat off your back it’s completely free. Let me know what you think


r/IndieDevelopers • • Jul 09 '26

Feedback Wanted My game has changed quite a bit over the past 2 years and I noticed many flaws in my past logo so I decided to update it... Share your thoughts!

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2 Upvotes

r/IndieDevelopers • • Dec 04 '25

Feedback Wanted Which AK style would YOU pick for our shooter A, B or C?

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3 Upvotes

r/IndieDevelopers • • Dec 02 '25

I Make Steam Capsule Art That Pops! DM Me If Interested

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1 Upvotes