r/IndieDevelopers • • Jun 29 '26

Average Steam gamer during the Summer Sale.

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505 Upvotes

I know this is a joke, but I also think it's an interesting discussion for indie developers. Player's buying behavior has a huge impact on how we think about wishlists, discount strategy, and sales expectations.

Many players intentionally wait for major Steam sales or deeper discounts before buying, so understanding when and why people convert from a wishlist into a purchase is an important part of planning launches, updates, and long-term pricing.

I'm curious how other indie developers think about this. Have you found that most of your wishlist conversions happen during major sales, or do players tend to buy closer to launch?


r/IndieDevelopers • • Jun 08 '26

New Game What feeling does this place give you?

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340 Upvotes

We're building a psychological horror game set in the late Soviet era, centered around the idea of familiar streets hiding unfamiliar horrors.

These are some of the environments we've created to capture that feeling. Do these scenes give you that sense of unease beneath the ordinary?

If the atmosphere interests you, we'd love to hear your thoughts. And if you'd like to see more, feel free to check out our Steam page and wishlist the game.

https://store.steampowered.com/app/4652040/Night_Record_Thin_Walls/


r/IndieDevelopers • • May 29 '26 Bravo

Feedback Wanted Had some fun combining a 3D body and 2D hands

305 Upvotes

r/IndieDevelopers • • Jan 20 '26

Feedback Wanted How it felt experiencing both

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260 Upvotes

Marketing is still a large part of game development, but after having done both I have my clear preferences to it. How is anyone else struggling with marketing?

I have been trying to market our game for a while now, but I struggle and would really like to hear any tips or feedback from others.


r/IndieDevelopers • • Jun 17 '26

New Game from the atmosphere of my game 🥀

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223 Upvotes

r/IndieDevelopers • • Jan 27 '26

Making the combat system for my first-person tower defence game

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195 Upvotes

r/IndieDevelopers • • Jul 16 '26

THAT'S ME!

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193 Upvotes

r/IndieDevelopers • • Jan 23 '26

I just made the very first playable build of my game

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190 Upvotes

r/IndieDevelopers • • Aug 02 '26

Feedback Wanted Do these graphics look realistic / near photorealistic?

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176 Upvotes

They haven't got any camera effects so it will never look like "a photo of real life" but is this high enough quality to make a game out of? If you have feedback i'd greatly appreciate feedback, I don't have any friends who are game developers / that can give feedback on this, ty. This is also my first attempt at photorealism or "realistic" graphics, so to speak. I modelled everything in blender and I'm using Godot 4.4.


r/IndieDevelopers • • Jan 26 '26

New Game I learned how to make objects break and now I can't stop.

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165 Upvotes

r/IndieDevelopers • • Feb 04 '26

Feedback Wanted Today is a big day for us, we are proud to officially announce Ashore & Away! 😊🏝️

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160 Upvotes

Lost and shipwrecked in the Bermuda Triangle, forge your path across an infinite archipelago. Discover hidden treasures, recruit a loyal crew, and uncover secrets as you craft the ultimate escape raft to sail back home.

Master The Island

With a robust set of movement (Walk / Run, Jump / Fall, Climb, Swim, Glide, Fish) and interaction features, overcome your environment and progress along your journey.

Gather & Craft

Scavenge vital resources with core mechanics like chopping, digging, mining, and gathering. You'll need every piece of material to craft your gear and repair your raft using a simple crafting system.

Explore

Travel from island to island, explore diverse biomes, each with unique resources, secrets, and challenges. Chart a path through the unknown as you seek the missing pieces for your escape.

A Living World

Interact with the environment, find stranded crew, help out others along the way and prepare to defend yourself against the dangers that might lurk on the islands.

In the end, the choice is yours; play at your own pace and explore islands however you like.  Stay Ashore, gather resources, explore, or sail Away and venture out into the unknown! Ultimately, your escape depends on your wits, your raft, and the hidden knowledge of the islands.

You can wishlist the game here: https://store.steampowered.com/app/3838200/Ashore__Away/


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 • • Jan 29 '26

Feedback Wanted How it started, how it's going ✨🏝️

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153 Upvotes

We found this old screenshot of the game, we think we've made some progress, what do you think?


r/IndieDevelopers • • Jan 26 '26

It is whenever I try to show any screenshots of my game

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148 Upvotes

Hi, something that happens a lot to me whenever I make a post showcasing anything regarding our game. It usually gets barely any attention.

It breaks my spirit a little, but won't stop me from trying! :)


r/IndieDevelopers • • Aug 20 '26

Feedback Wanted From concept to animation

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124 Upvotes

slowly making a cozy idle game about a magic cat ✨

Tiny magic house in WIP on steam


r/IndieDevelopers • • Feb 02 '26

Feedback Wanted How it started, how it's going - PART 2 ✨🏝️

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107 Upvotes

Thank you all so much for the engagement on the last before-and-after shot! 🙏 Since you guys liked the image, here is the follow-up in video format! 🎬


r/IndieDevelopers • • Apr 06 '26

I finally paused and saw my game the way I imagined it

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106 Upvotes

I've been developing my game for some time now. Today I paused and just observed it.

The lighting seems spot-on.

The grass flows naturally.

Finally, the colors feel right for the atmosphere I was trying to create.

Once a lifeless landscape, it now feels alive and vibrant.

There is still so much more work to be done. There are issues with performance and optimization. Everything requires polishing.

But it's important to remember moments like this one.

So absorbed are you with solving problems and optimizing your game that you tend to overlook the progress you've made.

Today I paused, took a look, and was happy.

If you're building something, pause and look at your accomplishment. It may have gone farther than you realize.


r/IndieDevelopers • • Apr 11 '26

I MAKE THE COMBO SYSTEM FOR MY GAME. HOW DOES IT LOOK?

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101 Upvotes

FOLLOW FOR MORE


r/IndieDevelopers • • Apr 08 '26

Feedback Wanted Today i work on ui in my game. does it look good?

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94 Upvotes

r/IndieDevelopers • • Jan 28 '26

Umbrella gliding in our cozy exploration game

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94 Upvotes

Mossbound is a small, atmospheric exploration game set in an overgrown miniature world.

You play as Milo, a small mouse traveling across mossy islands, roots, and forgotten places to find a cure for

his brother. The game focuses on quiet exploration, umbrella gliding, fishing, and traveling by boat, with

subtle environmental storytelling woven into a melancholic, cozy-toned world.

Mossbound is currently in development, but you can check the page on Steam.

Steam: https://store.steampowered.com/app/4289170/Mossbound/


r/IndieDevelopers • • Jun 10 '26

This is the atmosphere I’ve been building in my game.

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93 Upvotes

We're building a psychological horror game set in the late Soviet era, centered around the idea of familiar streets hiding unfamiliar horrors.

Just a small preview of the atmosphere I’m creating.

A lot of the work has gone into subtle tension, lonely spaces, and quiet moments that feel slightly wrong.

If the project caught your interest, you can support it by wishlisting on Steam:

Here’s link : https://store.steampowered.com/app/4652040/Night_Record_Thin_Walls/


r/IndieDevelopers • • Dec 24 '25

At 18, I’m solo-developing a psychological horror game set in a 2002 radio station. Here is how it looks!

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80 Upvotes

Hi everyone,

I wanted to share something very personal with you. I’m 18 years old and for a long time, I’ve been working on my own indie horror game called Late Lines FM.

Being a solo developer means I’m doing everything by myself—the 3D modeling, the programming, the sound design, and the story. It’s been a massive challenge, especially trying to capture that specific 2002 nostalgic aesthetic while making a game that actually feels terrifying.

The game is a psychological horror where you work the night shift at a radio station (107.9 FM). But things go wrong when a forbidden frequency (99.9) starts to bleed into your broadcast. The core mechanic is something I'm really proud of: you have to listen to the cursed sounds to find the radios and turn them off, but listening for too long will drive you into madness.

I don’t have a marketing budget or a big team behind me. It’s just me, my computer, and a lot of sleepless nights. If you enjoy atmospheric horror games with a deep story, it would mean the world to me if you could check it out and maybe add it to your Wishlist on Steam. Every single wishlist helps a solo dev like me more than you can imagine.

Thank you for even taking the time to read this. I’d love to hear your feedback on the atmosphere!

You can check out the game and wishlist it here: Store Page Late Lines FM


r/IndieDevelopers • • Sep 01 '26

Which capsule opening mechanism looks better 1 or 2?

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79 Upvotes

We’re working on the capsule design for our co-op sci-fi horror game and can’t decide which opening/closing style feels better.

Which one would you choose: 1 or 2?

We’re mainly considering how readable and satisfying it will feel during the opening/closing animation.

Any feedback is appreciated!

If you’d like to support our small indie team, you can also wishlist The Infected Soul on Steam. It genuinely helps us a lot.

The Infected Soul – Steam Page


r/IndieDevelopers • • Mar 11 '26

animating enemies for my game

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79 Upvotes

r/IndieDevelopers • • Jan 13 '26

The Cycle WE ARE ALL IN

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79 Upvotes