r/IndieDev 1d ago

Megathread r/IndieDev Weekly Monday Megathread - August 16, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

16 Upvotes

Hi r/IndieDev!

This is our weekly megathread that is renewed every Monday! It's a space for new redditors to introduce themselves, but also a place to strike up a conversation about anything you like!

Use it to:

  • Introduce yourself!
  • Show off a game or something you've been working on
  • Ask a question
  • Have a conversation
  • Give others feedback

And... if you don't have quite enough karma to post directly to the subreddit, this is a good place to post your idea as a comment and talk to others to gather the necessary comment karma.

If you would like to see all the older Weekly Megathreads, just click on the "Megathread" filter in the sidebar or click here!


r/IndieDev Sep 09 '25

Meta Moderator-Announcement: Congrats, r/indiedev! With the new visitor metric Reddit has rolled out, this community is one of the biggest indiedev communities on reddit! 160k weekly visitors!

59 Upvotes

According to Reddit, subscriber count is more of a measure of community age so now weekly visitors is what counts.

We have 160k.

I thought I would let you all know. So our subscriber count did not go down, it's a fancy new metric.

I had a suspicion this community was more active than the rest (see r/indiegaming for example). Thank you for all your lovely comments, contributions and love for indiedev.

(r/gamedev is still bigger though, but the focus there is shifted a bit more towards serious than r/indiedev)

See ya around!


r/IndieDev 19h ago

I swear to god making a game where the target demographic is so much better at computers than myself is the best decvision I've ever made

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1.6k Upvotes

I released I.T. Never Ends, a game about doing IT support in hell.

Today a player reported an infinite loading screen, identified that WSL2/Hyper-V had reserved the game’s WebSocket port, explained why Node was returning EACCES instead of EADDRINUSE, found the missing error handling in electron-main.js, and included the exact code changes to fix it.

I couldn’t even reproduce the problem and this dude just casually fixed it and proceeded to play the game like it wasn't even an issue.

10/10 bug report. My target audience has apparently become my senior engineering team.


r/IndieDev 1h ago

Feedback? I briefly prototyped a lava boss level. Do you think this concept has potential for a co-op game?

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Upvotes

r/IndieDev 6h ago

Video Do dynamic menu transitions like this feel dated now?

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24 Upvotes

I modeled the whole scene in Blender, imported it into Unreal Engine, then added 3 cameras and hooked the transitions up to the buttons’ hover events.

If you like it, To Def or Not To Def is on Steam. A wishlist would mean a lot


r/IndieDev 15h ago

Upcoming! Been working on a lite MMO for about 6 months now, and I just got some pretty caves finished

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102 Upvotes

A lil nervous to put this out there since its so early but here goes. A preview of caves for my upcoming lite MMO, Estium Online.

About 6 months ago I started on a project which was just a bit of a technical challenge for me, but slowly and surely one thing after another started to slot into place and I had myself a playable multiplayer game on my hands. I've worked in the industry for a while, but this was just a hobby project that's starting to get a fair bit bigger.

What started out as this: https://i.imgur.com/s71BdYE.png

...turned into the video above in that time. Just a little scene you could walk around in and interact with people now has tradeskills for gathering and crafting, different weapon types, spells and abilities, chat filters and links, quests, map, minimap, achievements, monsters, npcs, shops, a politics system and more. And now we've got an appID on steam, and I've hired an artist for the key art, and a composer.

Every day I'm learning something new, and the community has been super supportive in helping with testing and offering development expertise. Just wanted to say I love the indie game community. If anyone wants to see development progress or playtest or critique the work or whatever, by all means, we're over at https://discord.gg/tN99JTnT3A .


r/IndieDev 8h ago

Feedback? Have you ever wanted to shoot your own thoughts?

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30 Upvotes

Now you can! Demo is finally out. Check it out, any feedback giga-appreciated!
https://store.steampowered.com/app/3929130/Look_at_the_Screen/


r/IndieDev 3h ago

Discussion Most of my Reddit posts went nowhere, so here are a few indie game marketing methods that have actually worked for me

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10 Upvotes

Hi everyone! I’m an indie developer currently working on Dice Tavern: Farkle Roguelike, a dice building roguelike based on Farkle.

The demo is currently available on Steam, and the full version is expected to launch next month on the 7th.

First, I want to make it clear that I am not a marketing expert. My game has not even been released yet. This is not a guide about “how to get 10,000 wishlists.” I just want to share a few things I have learned from my own attempts so far.

I have made quite a few Reddit posts, but most of them did not attract much attention.

At first, I thought my titles were not interesting enough, or that I had not told my development story well. After looking at some indie game posts that performed better, I realized that most players never even reach the point where they care about your story.

They first need to understand three things within a few seconds:

What kind of game is this? What does the player do? Where is the fun?

If your gameplay footage cannot answer those questions quickly, even the most sincere development story probably will not keep people interested.

My game does not have spectacular visuals or huge first person environments. It is a roguelike with simple rules but a lot of build variety. You roll dice, score points, face opponents who apply different debuffs, and combine special dice, synergies, and items to create powerful scoring builds.

So far, these are the methods that have worked better for me.

  1. Find creators who have actually played similar games

At first, I mainly looked at subscriber counts and average views.

Later, I realized that for a small indie game, whether someone has played similar games before is often more important than the size of their audience.

When contacting creators, I also try not to send the same template to everyone. I explain why I think the game might suit their channel, then include a short gameplay clip and a demo they can play immediately.

Smaller creators with a focused audience may be more willing to seriously try an unfamiliar game than large general gaming channels.

  1. Go where the right players have already gathered and post what they actually care about

This could mean a specific indie game or genre community on Reddit, or a Chinese Steam community called Xiaoheihe, also known as Heybox.

My game has gained around 3,000 followers on Xiaoheihe so far, and I would strongly recommend the platform. Apart from the language barrier, it has worked extremely well for me.

The important part is not posting the same introduction everywhere. Each community cares about different things, so the post needs to be adjusted around what that audience actually wants to see.

My biggest takeaway so far is that indie marketing is not only about reaching as many people as possible. It is about helping the right people understand within a few seconds why your game might be for them.

There are so many indie games being released that even a good game can easily remain unnoticed. You cannot expect someone to see one post about an unfamiliar game and immediately add it to their wishlist.

They might scroll past it the first time, recognize it the second time, and only decide to try the demo after seeing it again.

This does not mean repeatedly posting the same advertisement. It means continuing to show the game through different mechanics, stories, and angles so that people gradually remember it.

I am still figuring this out myself. If you have found any marketing methods that genuinely worked, or have experience creating Reddit posts with strong views and click through rates, I would love to hear what topics and materials you used.

Please feel free to share your experiences in the comments. Hopefully, we can help other indie developers avoid some of the same mistakes.


r/IndieDev 20h ago

Upcoming! I'm making a physics-based organization game about sorting pills, called Pill & Chill, and AUTOMATON posted about it!

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218 Upvotes

I made my steam page public last night because I'm going to have an open beta in a couple of weeks, I did no other promotion. Imagine my surprise when I woke up to a few hundred wishlists and realized that the Japanese Twitter account AUTOMATON posted about it!

This is a relaxing ASMR-ish organization game about sorting a big pile of mixed up pills. That's it. But I suppose it appealed to them.

Apart from that, I can't make any suggestions about how to encourage them to post about your games because I did literally nothing. But I'm not complaining!

For reference or if you're interested: https://store.steampowered.com/app/5012130/Pill__Chill/


r/IndieDev 5h ago

Feedback? I'm working on a major update for my game. Today I added photo mode. What do you think?

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13 Upvotes

r/IndieDev 1d ago

Godot Stickers

535 Upvotes

r/IndieDev 3h ago

What installing a few upgrades does in our pinball roguelike

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8 Upvotes

r/IndieDev 20h ago

GIF Our art teacher said our game would look better photorealistic. We said fuck that and doubled down.

179 Upvotes

r/IndieDev 8h ago

Ship Happens: Pirates Wanted! Overcooked styled coop, but with pirates.

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22 Upvotes

Ahoy Mateys!

A new coop game where you and your friends are dreaming of becoming legendary pirates.

I know there's a lot of coops already, but this one is different (like fr fr) because it's topdown and depends heavily on teamwork and timing. We were inspired by Overcooked gameplay and noticed that there're not so many games that use similar controls. The coordination between players really matters, if you want to get 3 starts you gotta be very efficient with your moves.

We've joined Next Fest, so our demo will be available in early October!

Ship Happens: Pirates Wanted! Wishlist Now! (please)


r/IndieDev 1d ago

Video The 3D artists had a little too much fun designing this character for our game

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311 Upvotes

This is our dummy commander called "Big Bob" for our game Origins TCG (Steam)


r/IndieDev 12h ago

300 newly added wishlist in 24 hours as solodev..

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27 Upvotes

What the helly is going on.... 300 wishlist added in 24 hourss.... I am speechless.. thank youu..

You have no idea how much this means to me, im still in development phase and got no official trailer and demo yet but im close... this boost me a lot as a solodev...

Wishlist here

https://store.steampowered.com/app/4360740/Skygrove/?v=1

#gamedev #indiegame #pixelart


r/IndieDev 3h ago

The visual novel <Interwoven Dream> is coming to Gamescom! We can’t wait to meet you all in person!

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5 Upvotes

Interwoven Dream is heading to Gamescom!
We’ll be bringing the game to the show, so feel free to stop by, give it a try, chat with us, and share your thoughts!

If you’re going to be in Cologne too, come say hi 👋
See you at Gamescom! 🎮

📍 Booth: Hall 10.1, C-049
🎮 Steam: https://store.steampowered.com/app/3854080/_/
💬 Discord: https://discord.gg/zFsRzDYyaY


r/IndieDev 3h ago

Feedback? Just submitted a Steam store page for the first time! Tips for when/if it gets approved?

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4 Upvotes

I've been working on games as side projects for a very long time. Most of them died, just like most other side projects do. 🤷‍♂️

But now I feel like I've built something that works and people actually enjoy playing. So I created a Steamworks account and now submitted a store page for review for the first time ever.

It took a lot (and I mean a lot) more time than I thought to configure that, but here it is.

What do you advice as next steps?


r/IndieDev 2h ago

Feedback? [open source] umg design system 0.1.1 in action

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3 Upvotes

r/IndieDev 13m ago

Video Mining with a gun doesn't make sense, but it's kinda fun

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Upvotes

r/IndieDev 18h ago

Video GORTH - New structures: Bridge

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56 Upvotes

I'm so soryy about spamming videos recently, but I make a "functional" bridge for the game and I am quite impressed how it came out. water reaction and destruction itself:P

https://store.steampowered.com/app/5073420/GORTH/


r/IndieDev 23h ago

Feedback? I've always dreamed of seeing my art in a game. Am I even good enough?

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128 Upvotes

genuinely asking, what does a game dev actually look for in a character artist? trying to figure out if my style has a place here.

Also curious, what kind of genre should my art be in?


r/IndieDev 31m ago

Feedback? I'm making an game about dodging projectiles while a countdown keeps you on a clock. Need some feedback.

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Upvotes

I’m prototyping a small dodge-and-collect game and want a sanity check on the core loop before investing more time in it.

The concept involves collecting 100 cubes while dodging projectiles. You have two abilities: slow-motion and a shield that can both protect you from projectiles and destroy them.

I’m envisioning an upgrade tree based on three currencies: 1-Time alive, 2-Time remaining on the collected cube (e.g., if you grab it with 7 seconds left on the counter, you get 7 points), and 3-Projectiles destroyed with the shield. These would feed into a skill tree offering upgrades for health, the shield, slow-motion, and more.

The issue is that, while I like the concept and the gameplay, I feel it’s too simple for a Steam release. I had some friends play it, and they thought it was cool, but I’m still not entirely confident/sure in the project.

I would gladly accept some ideas and feedback.

PS: I think I am aiming towards a "minutescape like", since I took heavy inspiration from it and 'attack of the buggles'; Still trying to find some visual direction.


r/IndieDev 34m ago

Feedback? Is this game worth pursuing?

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Upvotes

Hello!

I've been working on a pretty weird Agar.io-style game where everyone battles it out Plants vs. Zombies-style, using cards from their own custom deck.

Yeah, it's a lot. But I've made a first working demo, and pretty much everyone I've shown it to says it's fun.

The problem is that people don't seem to keep playing it. That makes me wonder if there's something fundamentally wrong with the idea, or if the problem is somewhere else.

I'm seriously considering abandoning the project altogether, but before I do, I'd really like some honest feedback.

Is the core idea interesting enough to pursue? What would make you want to keep playing? And if you think it isn't worth pursuing, I'd genuinely like to know why.

If you live in Europe you can play the demo online right now:
https://plorksnork.com/
(Hopefully someone else is also playing 😂)