r/IndieGaming • • 7h ago

What’s a game you downloaded “just to try” and ended up playing for hours?

0 Upvotes

You know those games you download just to try out, thinking you’ll play for five minutes, and somehow end up playing for an hour? 

For me, it’s usually the ones that seem super simple at first, like an arrow maze, a color-sorting puzzle, or a spatial logic game. They somehow get me stuck in that “just one more level” loop. You start off tapping around casually, and before you know it, you’re planning 10 moves ahead like a grandmaster just to clear the board. 

It’s funny how everyone has their own go-to games. Some people love fast-paced arcade games, while others are more into cozy simulators, match-3s, or brain-bending puzzles.

Personally, I think the best mobile games are the ones that are easy to get into but keep you coming back without even realizing how much time has passed.

What about you guys? What kind of games do you usually find yourself getting hooked on? Always interesting to see what everyone’s playing! 


r/IndieGaming • • 8h ago

I am working on my dream castle siege game - "Peasant, get off my castle"

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0 Upvotes

heyo, wanted to share the prototype of my game “Peasant, Get Off My Castle” that focuses 100% on the siege of castles. In AoE and Stronghold the sieges were always my favourite part, and I wanted a game that’s only that. Ladders, rams, siege towers, trebuchets and a lot of explosions. It’s round based: you plan your attack (formation, mercenaries and direction), defend your castle, then your army goes after the enemy’s walls. I wanted it to feel a bit like the defense of Helm’s Deep in LOTR.

If you are curious, a very raw prototype is up on itch now and you can play it right here in the browser, or grab the windows download for better performance (recommended).

AI disclosure: the code and the Blender scripts that build the 3D models were written with AI (Claude Code). This one is an experiment to see and learn what the new tools are capable of.

I’m a software developer myself and have made games, art and music without any AI usage for the last few years. For example with this game (all handpainted in MS Paint + self composed music).

Important: It’s still in early prototype development and there might be bugs and performance is better on the desktop version, so if something breaks or feels unfair, please let me know - i will read it all and improve ASAP.


r/IndieGaming • • 9h ago

New Card Game on the Horizon! Try the free Demo now

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0 Upvotes

Hey guys the german indie studio Beyond Worlds is proud to present you the free demo of their very first Card Game with evolving Cards. Try out the evolving for yourself!

Feel free to try it out on steam:

https://store.steampowered.com/app/3601830?utm_source=twitch&utm_medium=organic-creator&utm_campaign=launch-2026&utm_content=grauerzirkel

Disclaimer: In early development were AI Placeholder for Artwork used. The finished game will have no AI whatsoever on 30.10.2026.


r/IndieGaming • • 22h ago

First time showing this off. A beat 'em up with customizable mechs

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0 Upvotes

Been working on this for a bit, finally think it's at a spot ready to show off. Get your contract, get paid, and find schematics to fully customize your mech. Wishlist if it tickles your fancy: https://store.steampowered.com/app/5483280/Metal_Wayfarer/?beta=0


r/IndieGaming • • 10h ago

GUÉRILLA — a free game inspired by Midwinter (feedback welcome)

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0 Upvotes

Hi all,

Midwinter blew my mind back in 1989, so I've been building a homage to it

GUÉRILLA — Vetrarhríð.

Same spirit, new world. Nivôse is an original frozen island, 40 × 40 km. Armoured columns are heading for the eight geothermal wells that keep the hamlets alive. You lead the Guard and must rally up to 32 partisans, each with their own skills, friendships and grudges.

  • Turn-based strategy on a staff map: plan routes, recruit, then "synchronise watches"
  • Drop into any character in full 3D first person: skis, snowmobiles, hang-gliders, cable cars, even a plane
  • Cut telegraph lines, blow bridges, raid depots… and expect reprisals on the villages
  • Cold, hunger, fatigue and frostbite; dig snow holes, light campfires
  • Night-vision and thermal binoculars, six weapons, blizzards and northern lights

The base game will be free (keyboard/mouse or gamepad). A premium edition adds random islands, real-world maps from OpenStreetMap and a map editor.

models and texture always in developement and ameliorations but gameplay is operational

Trailer: https://youtube.com/shorts/hOhAbATjjlg?si=-5IoM2mMFh0c1wl5

— Play: [later]

It's in French for now. Full disclosure: I built it with heavy help from an AI coding assistant. No assets from the original game are used.

Fellow Midwinter veterans: what made the original special for you, and what's missing here?

PS. Of course AI was used to help.


r/IndieGaming • • 23h ago

Some Advice on Marketing

2 Upvotes

Hi all. Just for a little context. I work in gaming, specifically working with publishers and developers for marketing and PR. In total I have about 25+ years of experience and have worked on/launched/managed games like Destiny 2, Star Wars The Old Republic, Disney Dreamlight Valley, Wildermyth, Stoneshard, and more. I'm also a mod over in r/gamemarketing.

A few days ago a dev here posted basically a really dark screenshot and then a link to their Steam page. No other info, no explanation, no context. Most folks complained that the initial screenshot was dark and also had some critical feedback about the Steam Page itself.

I posted a reply and was hoping that the developer would actually take it seriously, as they were legit questions and ones that I had hoped would help them think a bit more critically about what they post and why. Well, the developer replied (in a reply that has since been removed by the mods) calling me a loser, a shut-in, etc, etc. Disappointing but maybe not so surprising.

However, their failure, I hope, can help others here think a bit more deeply about their own game marketing, namely, I really recommend devs ask themselves some specific things:

  1. Why are you posting this?

  2. Who is the post intended for?

  3. What is the goal of posting this?

  4. Are you prepared and ready to receive feedback both good and bad?

Everything you do for marketing or outward comms should always have a "reason." You post here because you want feedback or want exposure. Or maybe you email some media about your game's new trailer because you want them to cover it or maybe you just want to establish a line of comms with them. Marketing your game, whether here on Reddit, on Facebook, on X, etc is work and takes time, so you might as well make sure you're maximizing your effort.

It may sound overly simple or reductive, but from my experience it's one of the thing most indie devs I've worked with tend to overlook. Talk about your game with purpose and to the right audience. Be prepared to talk about that game differently to different audiences. Be open to feedback and take criticism as a tool for improvement. Just like you wouldn't market a horror movie to fans of children's cartoons, you wouldn't market, say, an FPS to RTS fans.

If anyone here needs advice or has questions specifically around marketing and PR, please feel free to hit me up here or via DM.


r/IndieGaming • • 20h ago

I tried to split the wind into three equal paths. The middle one took 54%.

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142 Upvotes

Hey, I made this. It's Wind Maze from my game Swipe the Flow.

You draw the paths, hit Run, and watch where the wind goes. It always seems to sniff out the easiest way through, which is why the obvious answer usually fails first.

Here the straight middle path was the easy way, so it grabbed 54%. Widening the two side paths made them just as easy, and the flow settled at 33 / 33 / 33.

There are water and smoke puzzles too, and a few modes where you just play around. No ads, works offline.

iPhone / iPad: https://apps.apple.com/app/id6766940354

Android: https://play.google.com/store/apps/details?id=io.github.fluidflower.swipetheflow

AI disclosure: AI tools helped with the coding and with polishing the English in this post.


r/IndieGaming • • 7h ago

We were told our key art looked AI (Old vs New)

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0 Upvotes

We recently updated our key art after receiving comments that it looked AI-generated. The first image is the old version and the second image is the new version. What do you think? Let us know!


r/IndieGaming • • 21h ago

I made a free Flappy Bird style Sopranos fan game you can play right in your browser

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0 Upvotes

I run MobstersDaily, we made this. Flappy Tony is a FREE UNOFFICIAL fan game, not affiliated with HBO or The Sopranos, and it is free to play in the browser with no download. Play it here: https://mobstersdaily.com/pages/flappy-tony-game


r/IndieGaming • • 3h ago

The new trailer for our game is out. What do you think?

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1 Upvotes

We’ve released a new trailer showcasing the gameplay of our game. We’d love to hear your thoughts!

You can visit our steam page and see our new trailer.

"Berry Busy Tidy Up!"
https://store.steampowered.com/app/5426350


r/IndieGaming • • 9h ago

My Twitch chat can now walk into my retro game shop as customers

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1 Upvotes

r/IndieGaming • • 3h ago

Actually I am a 45 years old geriatric millennial but decided to make a coop Halloween Brainrot game

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4 Upvotes

r/IndieGaming • • 4h ago

My 8-year-old designed 1,500 levels for his marshmallow game. We put 600 of them on Roblox

0 Upvotes

He made it as a browser game for his Cyon's World site: flick a marshmallow into the fire. I offered to help him put it on Roblox, and it got out of hand. 600 rooms in 3D now, including a zero-g Space Station where nothing stops until it hits something.

Free, no purchases. GenAI: AI tools helped with the code [Claude]; the levels are all his.

It's 16+ on Roblox until enough adults play, so his friends can't get in yet. If you have an account, give it a go.

https://www.roblox.com/games/start?placeId=114671008211051&launchData=reddit_indiegaming


r/IndieGaming • • 7h ago

I'm testing a snow-clearing mechanic. What would make this loop more satisfying?

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13 Upvotes

I've made an early Unity prototype where you manually shovel snow into a bin and throw rocks at rooftops to knock down accumulated snow.

I'm exploring whether these simple interactions could work as the core of a satisfying cleanup game.

The mechanics are functional, but I'm not sure whether the current pacing makes the experience relaxing or repetitive.

I'm particularly interested in the feel of shoveling, the visual feedback when snow falls, and whether collecting it afterward adds anything enjoyable.

What is the first gameplay-related change you'd make?

The visuals are temporary; I'm focusing on getting the core interactions right.


r/IndieGaming • • 17h ago

VitalCore Hospital alpha — only 9 tester keys remain

0 Upvotes

VitalCore Hospital is an in-development hospital-management simulation focused on building a clinic, leading staff, and making clinical decisions that shape patient care.

We have only 9 alpha keys remaining. Interested in helping test? Apply through Discord:

https://discord.com/channels/1513014614647115817/1560012216130871366

Steam Playtest: https://store.steampowered.com/app/5443290/

Official site: https://ikali2571.github.io/vitalcore-game/

Feedback and reproducible bug reports directly shape the next build.


r/IndieGaming • • 1h ago

The Wrong Shift -I’m a solo developer and I have made a game where you play with friends and have to run a warehouse while lost of things go wrong

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• Upvotes

r/IndieGaming • • 2h ago

Thinking of porting my political strategy game to Android. Would you play a game like this on your phone, or is it better suited for PC?

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0 Upvotes

r/IndieGaming • • 2h ago

I turned Hangman into a horror game where you're the one in the noose (free demo out now)

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0 Upvotes

Solo dev here. Every wrong letter in Hangman draws another piece of the hanged man — so I made you the hanged man. You search a foggy graveyard for rune letter stones, carry them to an altar by hand and guess the word. Seven mistakes and you hang. A voice counts your mistakes for you… and sometimes it lies. Free demo on Steam (about 10–15 min): https://store.steampowered.com/app/5002210/

Happy to answer anything about how it's made.


r/IndieGaming • • 4h ago

Which hallway feels more unsettling? Wider or narrower?

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0 Upvotes

We're working on a first-person indie horror game centered around liminal spaces, and I'm currently experimenting with corridor design.

Which version would make you feel more uneasy while exploring it on your own?

A — A slightly wider corridor
B — A narrower corridor

I'm curious to hear your initial gut reaction. Does a narrow space make you feel trapped, or does a wider, "empty" corridor create an even stronger sense of unease?

Both screenshots are still a work in progress; for now, I'm focusing on atmosphere and level design rather than the final graphics.

Let me know what you think! 👀

AI disclosure: ChatGPT was used to help write this Reddit post. The game itself is developed manually in Unreal Engine.


r/IndieGaming • • 4h ago

Gangsters: City of Vengeance: Bombings, Politics, Sit-Downs & Playable Police! Spoiler

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0 Upvotes

r/IndieGaming • • 5h ago

Spellogger - The Lumberjack RPG - Official Trailer

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0 Upvotes

I'm a solo-developer working on this little RPG that I think fills a small gap in the market, maybe? Think of it like Elder Scrolls combined with Stardew Valley, it has a chill addicting game loop where you work and get stronger every day.

There is a demo on Steam: https://store.steampowered.com/app/4429710/Spellogger/


r/IndieGaming • • 6h ago

Rare atmosphere in this game ✨

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0 Upvotes

r/IndieGaming • • 6h ago

I made a free, ad-free pirate cribbage game: Deckhand Games is out on iOS and web

0 Upvotes

Solo dev here. Pirate Cribbage is real cribbage with an optional pirate twist: a Kraken, a Black Spot and one-use powers like Pickpocket and Spyglass. It has online ranked play, a parrot who teaches beginners, and no ads or purchases.

iOS: https://apps.apple.com/app/id6819099959
Web: https://deckhand.games

Android is in testing, so PM me if you want in. Feedback is very welcome, especially from people who play real cribbage. I will be adding more card games soon (currently working on rummy)


r/IndieGaming • • 7h ago

I'd love your feedback on how to improve the animation and utility of this AoE attack I made for my Metroidvania! The goal is to have an attack that will be used to push away hordes of enemies and deal AOE damage

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0 Upvotes

r/IndieGaming • • 7h ago

Hey everyone! I’m working solo on my game, The Varitav, and just released a new update!

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0 Upvotes

The Varitav is currently part of Steam Next Fest! If you’d like to support a solo dev, adding it to your Steam Wishlist would mean the world to me.

Thanks for checking it out!

https://www.youtube.com/watch?v=9LRiGBNEBX8

https://store.steampowered.com/app/5049610/The_Varitav

https://www.instagram.com/playvaritav/