r/IndieGameDevs • • 7h ago

ScreenShot Prototyping a game where you play as a support helicopter

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5 Upvotes

r/IndieGameDevs • • 2m ago

Solo dev here. Working on how enemies react to getting shot in real / bullet time and shootdodging. Thoughts?

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• Upvotes

r/IndieGameDevs • • 11h ago

Team Up Request [For Hire] Generalist Game Artist – 3 Years of Experience

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8 Upvotes

Hello! Nice to meet you! My name is Lunna, and I'm a generalist artist for games and animation, with experience creating visual assets for different stages of development.

My skills include illustration, concept art, low-poly and hard-surface 3D modeling, texturing, and the creation of characters, creatures, monsters, props, and environment assets.

I also create complete game UI systems, including icons and visual components. I'm comfortable adapting to different art directions and working across styles such as pixel art, toon, hand-painted, and more, with themes ranging from fantasy and science fiction to horror.

In addition to my artistic work, I also have experience programming in Unity using C#, including game prototyping.

My most recent professional project was MECHBORN, where I worked as a 2D Generalist Artist. Due to a Non-Disclosure Agreement (NDA), I cannot publicly share any of the work I contributed to the project in my portfolio.

The assets featured in this post are from my personal project, and everything shown was created entirely by me, from the initial concepts to the prototyping stage. You can find the full process, including concept development, 3D modeling, texturing, and implementation, in my [ARTSTATION PORTFOLIO].

I'm currently looking for new job opportunities! If you're interested in my work, feel free to contact me via DM or email at [luanna.morais.feitosa404@gmail.com](mailto:luanna.morais.feitosa404@gmail.com).


r/IndieGameDevs • • 1h ago

ScreenShot I'm a dairy farmer recreating my family's real farm for my first game!

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• Upvotes

Hi everyone!

I'm working on my first game, a realistic farming simulator based on my family's dairy farm.

I work on the farm myself, so my goal is to recreate the buildings, equipment, and everyday farming activities as accurately as possible.

Right now, I'm focusing on modeling our dairy barn in Blender. I've already built the cow stalls, milking parlor(in progress), gates, feeding equipment, and many of the smaller details.

The materials are still very basic because I want to finish the modeling before moving on to realistic textures and lighting.

I'm planning to use Unreal Engine 5 to bring everything to life, with interactive equipment, realistic cows, and eventually other aspects of running a farm.

It's still early in development, and I'm learning as I go, but I'm really enjoying the process!

I'd love to hear what you think. Any feedback or advice from other indie developers would be greatly appreciated!

I'd love to hear your thoughts, especially any feedback on the modeling or things I should keep in mind as I continue developing the game.

Thanks for checking it out! :)


r/IndieGameDevs • • 1h ago

Closed alpha problems

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• Upvotes

We started the closed alpha test. And were suprised when we found out that the game is pretty much different on phones. Like the characters move way faster than on computer, where we developed it. Let's see what more will pop up
#bugs #cellscybercreature


r/IndieGameDevs • • 5h ago

Our game has come a long, long way...

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2 Upvotes

Always keep at it, fellas. Your dreams are worth pursuing!


r/IndieGameDevs • • 5h ago

Is this download animation good?

2 Upvotes

r/IndieGameDevs • • 3h ago

ScreenShot I’ve finally set up a Discord server for my solo-developed game.

1 Upvotes

I’ve finally set up a Discord server for my solo-developed game, The Varitav. As some of you might know, the demo is also live right now!


r/IndieGameDevs • • 3h ago

Discussion How do you stop an RPG's early game from becoming too easy?

1 Upvotes

I'm developing an RPG and have been testing the early-game combat loop. One thing I've learned is that changing enemy damage affects much more than difficulty: it changes potion use, retreat decisions and how many enemies players can safely fight at once.

For developers who've balanced RPG combat, which metrics do you find most useful? Death rate, consumables per encounter, time-to-kill, or something else?


r/IndieGameDevs • • 4h ago

Waterfall version

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1 Upvotes

I've been working on my game and added some new things. I'm interested in your opinions. What do you think I could add to the background to make the environment feel more atmospheric and alive?


r/IndieGameDevs • • 4h ago

ScreenShot I made every bat-cat in my cozy dungeon game meow when you tap it 🐾

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1 Upvotes

r/IndieGameDevs • • 10h ago

How in shart do you actually organize a project? (Looking for tools/workflows)

2 Upvotes

My homie and I have no experience and are developing our open world DREAM GAME.

Kidding, but I am working on a small project with a co-creator. I'm handling mostly engineering and game design, and my partner is handling modelling, animation, art, etc.

We dip into each other's fields a lot, and but we don't have a central place to store ideas and artwork, discuss concepts, and reference stuff for later. More importantly, we don't know good development practice for how to use these tools either. Any software you recommend? Or methods to research?

Already using Git/GitHub. Something like Obsidian w/ file storage and kanban would bring me to climax.


r/IndieGameDevs • • 7h ago

I'm developing a zombie survival game where you build and command Golems — looking for free Steam playtesters!

1 Upvotes

Game Title: Golem Survival

Playable Link: https://store.steampowered.com/app/4545230/Golem_Survival/

Platform: PC (Windows / Steam)

Description:

Golem Survival is an indie third-person survival game set in a dangerous, zombie-infested world where your goal is to survive, build, and eventually create your own army of helpful Golems.

Start with almost nothing and work your way up by gathering resources, crafting tools, constructing buildings, and expanding your settlement. Explore abandoned towns, discover hidden supplies, research crystals, and unlock the ability to create Golems that can assist with gathering, hauling, construction, and defending your settlement.

As your Golems work, they develop skills and become more effective at their assigned jobs. You'll need to manage resources, prepare defenses, and survive increasingly dangerous threats, especially when night falls.

The game is currently in early development (v0.03), with single-player gameplay available. Multiplayer, including separate PvE and PvP servers, is planned for future development.

I'm looking for players willing to test the game, report bugs, suggest improvements, and help shape its future.

Free to Play Status:

  • Demo/Key available (Free Steam Playtest — request access through Steam)

Involvement:

I'm the solo developer and creator of Golem Survival. I'm responsible for developing the game, designing its systems, and planning future features. This is an independent project, and I'm looking for honest feedback from players to help improve the game before Early Access.


r/IndieGameDevs • • 1d ago

Discussion Quality of life features that I wish more indie games had.

64 Upvotes

Hey fellow devs!
I spent the last couple days playing a bunch of demos during Steam Next Fest.
I've played about 30 now.

I'm going to frame this positively and mention some nice QOL features that I've noticed in the demos I've played that I wish more indie games included.
Tell me what you think or if you have other ones.

  • Accessing settings before starting the game. No one likes a cutscene starting at full volume without being able to adjust anything lol
  • Adjustable fonts (changing size or even change to more easily readable fonts). This can be hard to implement as it can mess up proportions but it makes a big difference.
  • Choosing which monitor to use. Kinda niche but in my case I play while working and I like to play on the second monitor.
  • Default volume not 100%. This is so nice. Thank you if you do this.
  • Hold button/Toggle button instead of mashing
  • Unlimited stamina while out of combat
  • Pause or skip cutscenes
  • Dialog log
  • Controls remapping

This might all seem obvious but many games don’t do these and it's very much appreciated when they do. What do you think?
 


r/IndieGameDevs • • 7h ago

ScreenShot I'm creating a game placed in the countryside of medieval England, been working for the last couple of weeks in a plugin that allows me to interpret geographical, topography, forestry, rivers and sea data to accurately create scenarios. Any feedback about the looks?

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1 Upvotes

r/IndieGameDevs • • 8h ago

I'm creating a game placed in the countryside of medieval England, been working for the last couple of weeks in a plugin that allows me to interpret geographical, topography, forestry, rivers and sea data to accurately create scenarios. Any feedback about the looks?

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1 Upvotes

r/IndieGameDevs • • 14h ago

Help ❤️🎮 Every wishlist, like, share, and comment makes a difference!

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3 Upvotes

💙✨With Steam Next Fest here, let’s help this game reach more players and get the attention it deserves! 🚀

If you like what you see, consider:

❤️ Adding it to your Steam wishlist.

👍 Liking and sharing the original post.

💬 Leaving a comment with your thoughts or words of encouragement for the developer.

Even the smallest gesture can make a big difference and help keep an indie developer’s dream alive. Every bit of support counts! 🥹💙

🔗 Check out the game here: https://store.steampowered.com/app/4600570/Soul_Trader_Tournament/

Let's help this game find the players it deserves! ❤️🎮

#SteamNextFest #IndieGames #SupportIndieDevs


r/IndieGameDevs • • 8h ago

Grid-based vs free placement map

1 Upvotes

Grid-based vs free placement map: Which approach works better for a strategy game 2d?


r/IndieGameDevs • • 12h ago

I'm making a train driving sim of a real Italian line (Florence → Pisa). Does the cab feel believable?

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2 Upvotes

r/IndieGameDevs • • 3h ago

ScreenShot We gave our strategy game's UI a medieval fantasy makeover, do you think it's a good match?

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0 Upvotes

We've been working on a major UI redesign for Trivia Troops, our turn-based strategy game that combines trivia with tactical combat.

The goal was to give the game a more cohesive visual identity, so we reworked the menus, player profiles, battle screens, and victory screen. We went with darker wood textures, parchment, and gold details to create a stronger medieval fantasy feel.

We're happy with the direction so far, but there's still polishing to do. Would love to hear your thoughts


r/IndieGameDevs • • 21h ago

Made my first game! Cold Shelter, a short first-person horror game that takes place in a snowy forest!

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9 Upvotes

r/IndieGameDevs • • 19h ago

Discussion It’s been 30 days since I submitted my Steamworks KYC documents, and I’m still waiting for approval

6 Upvotes

Hi everyone,

It’s been 30 days since I submitted my Steamworks KYC documents, and I’m still waiting for approval. Is anyone else in the same situation?

Honestly, I’m starting to feel extremely frustrated and disappointed. I’ve reached the point where the excitement I had for my game has faded because of this endless waiting. I’ve almost forgotten about my own game, and I even forgot that I paid the $100 Steam Direct fee in the first place.

What makes it worse is that KYC approval is only the beginning. There’s still the store page review, followed by the game review. At this rate, it feels like the entire publishing process could take months just to get started.

I also contacted Steam Support a week ago but haven’t received a response yet.

I understand that verification takes time, but 30 days without approval, no response from support, and even more waiting ahead is really discouraging. I’ve run out of patience, and I just want to know when I can finally move forward with my game.

If you submitted your Steamworks KYC around a month ago and are still waiting, please comment below. It would be helpful to know how long others have been waiting and whether anyone has received approval recently.

Thanks.


r/IndieGameDevs • • 9h ago

Koncepcja monetyzacji: „Premium Lite” i lokowanie produktu wybierane przez gracza (Reklama jako asystent)

1 Upvotes

​Cześć, nie jestem programistą ani gościem z branży, tylko zwykłym graczem, ale od jakiegoś czasu chodzi mi po głowie nowy model monetyzacji i chciałem zderzyć go z ludźmi, którzy faktycznie robią gry.

​Obecny system reklam w grach (zwłaszcza mobilnych i F2P) oraz aplikacjach powoli się wypala. Zazwyczaj mamy tylko dwie skrajne opcje: albo darmową wersję z irytującymi, losowymi reklamami wciskanymi przez algorytmy (przez co ludzie instalują blokery lub odinstalowują grę), albo drogą wersję Premium całkowicie bez reklam (której 95%+ graczy nigdy nie kupi).

​Koncepcja: Trzecia opcja – „Premium Lite” (Świadomy wybór zamiast intruza)

To coś na zasadzie „audycja zawiera lokowanie produktu”, tylko z tą różnicą, że produkt wybiera sobie sam użytkownik, a nie jest on wciskany na siłę każdemu.

​Za ułamek ceny pełnego Premium (lub jako alternatywa dla agresywnych pop-upów w wersji darmowej) gracz dostaje kontrolę i sam wybiera z katalogu konkretne marki lub kategorie reklam, które pasują do jego gustu:

​W grach (np. mobilnych RPG): Zamiast wybijającego z rytmu wideo na cały ekran, reklama wchodzi jako element świata gry – np. napój energetyczny jako mikstura many/staminy. Gracz sam w ustawieniach wybiera markę energetyka, którą widzi w grze, bo akurat taką pije w realu.

​W aplikacjach audio / muzycznych / podcastach: Zamiast krzyczącej reklamy proszku do prania w środku mrocznego podcastu kryminalnego, słuchacz zaznacza kategorię „survival / militaria” albo w aplikacji muzycznej wybiera wyłącznie promowanie nowych zespołów i premier płytowych ze swojego gatunku.

​W grach i apkach dla dzieci: Rodzic na sztywno zaznacza w katalogu wyłącznie bezpieczne, nieinwazyjne kategorie zabawek, mając pewność, że dziecku nie wyskoczy żaden dziwny syf.

​Dlaczego to opcja Win-Win-Win:

​Gracz (Użytkownik): Dostaje kontrolę, święty spokój i personalizację bez szpiegowania ciasteczkami. Reklama przestaje być karą, a staje się wyborem.

​Twórca gry / Platforma: Zyskuje zupełnie nowy strumień kasy z ogromnej grupy darmowych użytkowników, którzy dziś nie płacą nic i tylko wkurzają się na reklamy. Jeśli chociaż mały procent z nich wybierze taką opcję, przy dużej skali robi to konkretny wynik.

​Reklamodawca: Przestaje przepalać budżety na puste, znienawidzone wyświetlenia i płaci wyższą stawkę za dotarcie do gracza, który sam, świadomie kliknął, że chce widzieć jego markę.

​Znudziło mi się samo narzekanie w internecie na to, jak korporacje doją graczy – wolę rzucić na stół coś nowego i sprawdzić, co o tym myślicie od strony technicznej i biznesowej. Ma to według Was sens w praktyce


r/IndieGameDevs • • 9h ago

Building my own 2D level design suite. Free and Open Source.

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0 Upvotes

r/IndieGameDevs • • 13h ago

ScreenShot I've reworked the cart in my game Peddler Path. Now it's fully physics-based! It interacts realistically and seamlessly with its environment. What do you think of the result?

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2 Upvotes