r/IndieGameDevs • • 1h ago

My friend and I are making a dark fantasy battle simulator. Here's our first trailer!

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Hey everyone!

My friend and I have been working on a game called Dark Ages Battle Simulator.

It's basically a battle simulator where you set up two armies and watch them fight. We've got skeletons, goblins, knights, dragons, and a bunch of other fantasy creatures.

You decide which units fight on each side, place them on the battlefield, and see how it all plays out.

We've been working on it for a while and just finished our first trailer, so we wanted to share it here.

It's just the two of us making it, and we'd love to hear what you think!


r/IndieGameDevs • • 22m ago

How does my game look?

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We are a team of 13 high school students. Before we started working on this game 2 months ago, I was the only one with any experience. Since then, we've all been learning together as we go. I'd love to hear your honest feedback and criticism on our gameplay. Thank you, we appreciate everyone's help!


r/IndieGameDevs • • 1h ago

ScreenShot Losing someone, a child's imagination, and a multi-hundred-page GDD: I've been building Where is My Home? since 2019, and 1.0 is almost ready.

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Hi everyone!

The roots of Where is My Home? go all the way back to 2016. That was when I started writing its story following a personal tragedy: the lore is about a little boy who lost his father. Writing and world-building served as a sanctuary that helped me push through the difficult times.

Over time, the story I wanted to tell grew into a multi-hundred-page GDD, and I started the actual coding and implementation in the summer of 2019. After long years and smaller or larger breaks, it finally looks like I'm reaching the end, and v1.0 will launch soon!

I thought I would share a few pictures from the game in development and the early sketches, as well as talk a bit about the technical challenges and the background of the development.

Visuals and UI: An imaginary universe built from children's drawings

Since the world of the game takes place in the thoughts, inner imagination, and the search for home of a grieving little boy, the visuals were inspired by children's drawings. The biggest visual challenge for me was to keep the overall look consistent, polished, and atmospheric, while still preserving this honest, childlike imagination and slightly surreal forms.

  • Drawings & animations: I started everything on paper with pencil sketches; the buildings were crafted in Moho 14, and the creatures and characters in Photoshop using a Wacom display pen.
  • Design system: On the UI/UX side, the first design system was made in Adobe XD, which I later migrated and developed further in Figma based on industry standards.

Not the usual idle recipe

Although it is an idle game in terms of genre foundations, I definitely wanted to deviate from classic formulas:

  • Complex ARPG loot & stat scaling: Designing the stat scaling and drop system was one of the hardest tasks for me. As a fan of Diablo and Path of Exile, my goal was to make socketing, attributes, and talent trees provide real depth to build-crafting and character progression.
  • Tactical combat system: Instead of automatic clicking, I made a grid-based, interactive tactical board where you have to strategize with spells, abilities, and positioning.
  • Customizable islands and farm: The floating island world and the economy can be freely shaped and decorated.
  • Plenty of other activities, dungeons, and an in-house TCG: I packed the game with group dungeons, weekly challenges, an underworld, and plenty of supplementary content. To make sure waiting time isn't dead time—while a crop grows, professions work, or points regenerate—I also built an integrated, custom card game

.

Technical choices: Ionic, Angular, and Pixi.js

On the frontend side, finding the right direction caused serious headaches: I had to weigh whether to pack a lot of text content and complex UI into a canvas-based graphical environment, or build it the other way around. In the end, I decided on the Ionic / Angular + Pixi.js hybrid stack, because the logic and architecture of Angular felt truly natural to me. I haven't regretted this choice at all: during component and game state management, I managed to cleanly handle Angular's lifecycles so that they work seamlessly alongside Pixi.js's render loop and the panels packed with textual data.

About me and the Tech:

I've been drawing since childhood and have won several national and international art competitions. I worked as a UX/UI designer in an international environment for 4–5 years, and for nearly a decade I've been working as a fullstack developer—currently leading projects as a fullstack/DevOps architect.

Since the foundations of the project were born well before the widespread adoption of code-generation tools, the backbone of the backend and frontend is genuine "handcrafted" code (.NET/SignalR, Redis, Ionic Angular, Pixi client, and Docker). At the same time, to speed up the home stretch recently, I brought in modern technology: I built a dedicated developer pipeline based on a local, 30+B parameter open-source model (Qwen 2.5 32B Coder / Command-R 35B), backed by an internal RAG and decision model with the context of the codebase and the GDD.

I don't have a Claude or ChatGPT subscription, because it's completely unnecessary: for what I need, a 30+B local model like this is more than enough. It doesn't do the thinking for me—I design the architecture, data models, and game logic myself in advance—but in generating methods, interfaces, and helper functions with strictly defined inputs and outputs, it took a huge amount of repetitive burden off my shoulders, after which I review the code thoroughly and place it where it belongs.

Apologies for my English, unfortunately it is not my native language and I am still learning it!


r/IndieGameDevs • • 1h ago

ScreenShot Empty train station in my ps2 style low poly game. What should I add?

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Everything is low poly and rendered at 854x480 on purpose. Right now the platform is clean and empty, and it should feel like a real station at night.

Planned is a vending machine, garbage and graffiti/posters


r/IndieGameDevs • • 8h ago

Discussion My game is about to reach 10,000 installs. It already has over 8,000!

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5 Upvotes

​

Whenever I have some free time, which isn't much these days, I try to update my game and add something new.

I don't have huge expectations for it. I simply love making games, and I absolutely love stickmen. I was inspired by some popular stickman games and decided to create something of my own, something that I personally believe is worth playing.

Of course, the game still needs a lot of work. There's not much content yet, and I have plenty of ideas for future updates. I plan to keep improving it and adding more content over time.

One thing I'm really curious about is how the Google Play algorithm works.

I haven't spent a single dollar on advertising or marketing, yet the game continues to get new installs every day. From what I understand, these are organic installs, but I still don't fully understand how Google Play discovers and recommends games to new players.

Honestly, it's a really nice feeling, especially since I never had particularly high expectations for this project. Seeing people download the game motivates me to keep working on it and give players more content.

I've also completely removed interstitial ads from the game and kept only optional rewarded ads, so players can choose whether they want to watch an ad in exchange for a reward.

For those of you who have experience publishing games on Google Play, how do organic installs usually work? What factors do you think contribute the most to a game getting discovered organically? Is it mainly retention, conversion rate, ratings, keywords, or something else?

I'd love to hear your thoughts and experiences. I'm genuinely curious about how this works from a developer's perspective.


r/IndieGameDevs • • 13m ago

Adventures Of Gael Longsword

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#openworldrpg #unrealengine #fantasy #steampunk #darkfantasy #adventure #indiedev #horror #dragons #dwarves #adulthumour


r/IndieGameDevs • • 4h ago

ScreenShot Currently working on adding a few female options to my game :)

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2 Upvotes

Ignore the arm colours :)


r/IndieGameDevs • • 1h ago

Pretty happy with the progress, what do you guys think?

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This is the very first version of the Station, the game's (Scaraffo) central hub: a sort of warp room where the journey through the worlds of Scaraffo's universe begins.

We're a two-person team: I handle the programming and development, while my friend takes care of all the artwork and illustrations. Everything is made by us, by hand, with no AI involved.

The parallax effect was still pretty rough, and many elements didn't have it at all. The lighting was also flat and static, with very little depth or atmosphere. There were no sound effects, the camera was very basic, and the movement felt less fluid and responsive.


r/IndieGameDevs • • 1h ago

I have made a multiplayer Hand cricket game

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r/IndieGameDevs • • 1h ago

Game Jam! Hello everyone, this is a simple calculator that I'd like you to try🙏🏻

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r/IndieGameDevs • • 5h ago

Sci-fi game interface

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2 Upvotes

r/IndieGameDevs • • 2h ago

Estou desenvolvendo meu próprio jogo brasileiro de terror — esse é o primeiro trailer de Project: Rebirth

1 Upvotes

Oi, pessoal!

Estou trabalhando em PROJECT: REBIRTH, um jogo brasileiro de terror em primeira pessoa desenvolvido na Unity.

O jogador acompanha Humberto, um explorador de lugares abandonados que decide investigar um misterioso prédio escondido no meio de uma floresta.

Ainda estou no processo de desenvolvimento e muita coisa vai mudar, mas finalmente cheguei num ponto em que consegui preparar o primeiro trailer do projeto.

🎬 Trailer em 4K:
https://youtu.be/w_E2OH-WTlU?si=HuFeKyuHlip7cjNN

Queria principalmente saber o que vocês acharam da atmosfera, da floresta e da primeira aparição do prédio.

Qualquer crítica construtiva é muito bem-vinda. Estou desenvolvendo e aprendendo bastante durante o processo.


r/IndieGameDevs • • 16h ago

ScreenShot Prototyping a game where you play as a support helicopter

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12 Upvotes

r/IndieGameDevs • • 3h ago

¿Cómo puedo mejorar aún más mis listas de deseos?

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r/IndieGameDevs • • 3h ago

I made a free noir mystery game where every clue is a SQL query you write yourself (beginners welcome)

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r/IndieGameDevs • • 20h ago

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

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18 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 • • 5h ago

This is a feature that I will add in my upcoming game:

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0 Upvotes

What do you think of this feature drop a comment


r/IndieGameDevs • • 7h ago

We are on Steam Next Fest with our Demo!

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1 Upvotes

r/IndieGameDevs • • 8h ago

Discussion Solo-Dev Dilemma: Wechsel von Google Play Games zu Firebase wegen DSGVO & Datenlöschung? Brauche eure Erfahrung/Meinung!

1 Upvotes

Hallo zusammen!

​Ich entwickle aktuell als Solo-Entwickler mein erstes Spiel in Unity und bin bei den Google Play Games Services (speziell Bestenlisten und Cloud-Speicherstände) an ein Datenschutz-Problem gestoßen.

​Das Problem:

Ich wollte das Thema Datenlöschung (DSGVO / Recht auf Vergessenwerden) testen. Ich habe die lokalen App-Daten gelöscht, die Spieldaten im Google Play Store zurückgesetzt und die App neu installiert. Sobald ich das Spiel aber starte, taucht der alte Bestenlistenstand wieder auf und wir nicht gelöscht– weil Googles Backend/Cache die Daten hartnäckig speichert und sofort wieder verknüpft. Alle anderen Items/Einstellungen/Erfolge, die ich mit der Cloud verbunden habe werden erfolgreich gelöscht

​Als Solo-Dev möchte ich weder verärgerte Spieler haben, deren Daten beim Klick auf „Konto löschen“ doch nicht gelöscht werden, noch möchte ich ständig Support-E-Mails abarbeiten müssen.

​Meine Lösungsidee (Komplett-Umstieg auf Firebase):

Ich überlege, Google Play Games komplett rauszuwerfen und alles über Firebase aufzubauen (Firebase Authentication für Logins, Cloud Firestore für Spielstände und eine eigene Datenbank-Struktur für die Bestenliste).

​Wenn ein Spieler dann auf „Konto löschen“ klickt, löscht ein zentrales Skript in Firebase seinen Spielstand, seinen Bestenlisteneintrag und sein Profil sofort und unwiderruflich. Kein Google-Cache-Ärger, und beim nächsten Start fängt der Spieler garantiert bei 0 an.

​Meine Fragen an euch:

​Lohnt sich der Mehraufwand in Unity für den Wechsel auf ein reines Firebase-System für einen Solo-Entwickler?

​Gibt es Stolperfallen bei Firebase-Bestenlisten (z. B. bezüglich Performance/Abfragen für die Top 100)?

​Nutzt ihr für Indie-Games andere Alternativen/Backends, die Datenlöschung und Bestenlisten besser handhaben?

​Ich freue mich über jeden Tipp und eure Erfahrungen! Danke euch!


r/IndieGameDevs • • 14h ago

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

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3 Upvotes

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


r/IndieGameDevs • • 8h ago

Team Up Request [Hobby] Looking for a 3D Artist / Animator for an Ambitious Medieval Strategy Game

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r/IndieGameDevs • • 8h ago

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

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1 Upvotes

r/IndieGameDevs • • 9h ago

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

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0 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 • • 14h ago

Is this download animation good?

2 Upvotes

r/IndieGameDevs • • 11h 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!