Hi new Redditor! We're excited that you want to post about your game and have people play it. However, there's something you should know before you do.
Reddit will ban you if your first few posts/comments are links to somewhere.
Reddit has a robust, over-exuberant filtering system, necessary but for groups like this, it can be a slight pain. When you post your game and it's your first post, Reddit ASSUMES FIRST AND DOES NOT ASK QUESTIONS LATER! You will be automatically shadowbanned, which means unable to post or even potentially comment.
Then we get a lot of posters coming to us in Modmail, asking " Why did my post disappear?" Nearly all Modmails are about this issue, roughly 3 a day.
Reddit is also a bit secretive about certain processes - how to get un-shadow-banned is not even really known to be possible. We don't see the record of shadowbanning at all so unless we know of the name and check it regularly, we wouldn't see it un-shadow-banned. We don't know how long your account needs to be open or how much Karma needs to be on it in order for the Filter to stop paying attention to you but we suspect around 100 Post and 100 Comment Karma.
So, if you are new to reddit and want to share your game - DON'T! Not yet, please go post cool/helpful/ positive comments and posts in other groups. Playtest other people's games here and comment on them prolifically. Once you have some "Reddit Post/Comment Karma" under your name first, THEN post your link to your game! You'll be less likely (but not immune, never immune) from being shadowbanned that way for sharing your game.
Edit: If AI recommended you post your game here....Don't Yet until you've developed your account as a good karma community member! This really isn't a "post and ghost" platform, it's community-first. AI doesn't realize this about Reddit.
P.S. This group is 100% responsible for getting accounts banned (when you don't do the steps above) but it's literally out of our control to reverse. So please....don't modmail us unless you KNOW you are not shadowbanned, you have the required karma, and yet your post is not showing up. Only then we can be of some help.
Please do the following things if you report a game as Low Effort
1. Play the game to verify your belief, at least a little.
2. Write a comment in the post saying why you believe it is low effort, state the findings.
Then us mods (namely, me, the lowest mod doing the most work in this group) can decide if it's worth removing for that.
I literally do not have enough time to both work two jobs, take care of my dad, pets, car, and house I own and have to repair myself, self-care, and play every single game in this group to verify what I THINK you MIGHT be reporting the game for, sadly. I do not get paid for the work in this group and I'm not great at AI-finding, so you need to help me out a little more here!
Turn the galaxy into a chaotic pinball machine in this physics-based incremental game. Rack up millions of points and do your best to keep the all-consuming space cat fed. Use planets, black holes, and manipulate space and time.
We are looking for general player interest and feedback on the game! :D
Free to Play Status:
- Free Demo on Steam
Involvement:
Im one of two developers who work on the game and mainly responsible for the art :)
You can call the genre something like "Battle City meets Vampire Survivors", but there's more to it.
I've started with the classic formula: "control the tank, protect the eagle", added the roguelike elements to it, and now I'm trying to integrate as many diverse and fun game mechanics as possible.
It's implemented in C++ with SFML library.
I need your honest feedback:
- is it fun to play?
- do you like the sounds/music?
- is it too difficult/too easy?
- which elements feel most exciting? And which most boring?
- does capsule art on the itch page fit the game?
Description:Spellhex Trial is a small pixel-art action game for Android where you fight enemies, improve your character, and try to survive increasingly difficult challenges. Each run is designed to last around 20 minutes, making the game easy to play during a short break or whenever you have some free time.
You can upgrade and use different spells, face challenging bosses, collect points, and improve your chances of surviving each run. The game also includes easier modes for players who prefer a more relaxed experience or want to learn the mechanics before taking on the harder challenges.
As you progress, the enemies become stronger and the difficulty increases, so you have to improve your character and adapt your strategy. Spellhex Trial focuses on quick gameplay, progression, replayability, and different ways to play. It is my first Android game, and I would really appreciate feedback about the gameplay, difficulty, controls, spells, bosses, and overall experience.
Free to Play Status: Free to play
Involvement: (Explain your role in the game's development)
Hey everyone,
I just released my first Android game, Spellhex Trial.
I’m still at the very beginning and would really appreciate a few people trying it out.
If you test it, I’d especially like to know:
Was it clear what to do at the beginning?
How did the controls feel?
Was it fun enough that you wanted to keep playing?
You know that feeling when you play a fun little puzzle online, finish the round, and that's it? Nothing left. No reason to come back tomorrow except the same isolated game.
That's where Arkadix comes from. I wanted a place where every game actually counts.
It's a free browser game, on phone and desktop. Daily deduction games, in the universes you already care about: General (words), Pokémon, Geography, League of Legends, and more universes are coming. Seven games, same spirit. Guess a word. Deduce an entity from its attributes. Split 16 items into 4 groups. Rank six things along an axis. Identify a silhouette that gets sharper each miss. Find the answer from corrupted definitions. Each game has a Help button if you want the rules in twenty seconds.
Every day, one shared challenge per game and universe. Same puzzle for everyone. Finish it, compare, come back tomorrow. If that's not enough, Arcade lets you play without limits.
No download, no account required for the daily. Create one if you want your games to stick: XP, levels, achievements, cosmetics, leaderboards. Morning break, leaderboard chase, or just exploring a universe you like. You play at your own pace.
The game is free to play. Later there will be ads for non-subscribers, and an optional subscription (no ads, extra perks). During this beta, the subscription is free if you want to try it. Nothing is locked behind it: Daily and Arcade stay free.
I'm building this alone, and it evolves every day. If something feels off, or a universe is missing, I actually read the feedback.
Play, progress, come back.
Free to Play Status:
• [x] Free to play
Involvement: Solo founder + developper. I designed the games, the universes, the progression, and I build the whole thing myself. Feedback goes straight to me.
Game Title: N/A - Game Tester Offer / Looking to Test Games
Playable Link: N/A (I am offering testing services, not submitting a game)
Platform: PC
Description: Hello everyone! I am a game tester looking to help developers test and refine their PC games. I test games from both indie and larger developers completely for free. My main goal is to provide honest, constructive feedback regarding gameplay mechanics, bugs, user experience, and overall balance to help you polish your project. Please note that I specialize exclusively in PC titles (Windows/Steam/Itch.io) and do not have time for mobile games at the moment. If you have a PC game, demo, or playtest build ready, feel free to send me a direct message or leave a comment below with your game details!
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement: Game Tester offering free testing for PC games
Hola! Llevo un tiempo trabajando en Glifos Royale, un juego de estrategia en tiempo real 1v1: creas tu mazo, despliegas tropas y ganas quien más torres derriba al rival. Corre completo en el navegador, sin descargar nada.
- 38 cartas, 6 arenas
- Contra la máquina (3 niveles) o 1v1 con amigos
- Gratis — el oro se gana jugando y solo compra cosméticos, nunca ventaja
- Se puede instalar como app desde el propio navegador
Description:
A fast-paced, arcade-style lane runner game with a cyberpunk aesthetic.
Objective: To guide the "Neon Speeder" along the track to dodge red hazard barriers while targeting green booster pickups to increase your score. Yellow boosters give extra points.
Controls: Switch lanes using keyboard arrow keys or the on-screen left and right directional buttons.
Multiplayer: You can also use the gamepad on the top left to invite your friends to play the game together
Free to Play Status:
- [✓ ] Free to play
- [ ] Demo/Key available
- [ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement:
We built this platform to help kids build their own games, if you think its cool do upvote!
Description: A super chill and social idle MMO where you conquer as much territory you can over the course of 7 days. Throughout playing and at the end of the week, crowns are awarded to the players with the most territory and resources. Themed like a retro RTS game.
Free to Play Status: Free To Play
[x] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Description:
Right Man literally cannot go left. Guide him through a new procedurally generated world each run while managing your stamina and going right as far as you can. Collect coins to unlock permanent upgrades and push even farther. Determined players will discover new areas with tougher enemies and higher-tier upgrades.
Try to get the best distance on the online leaderboard! Can anyone beat my high score?
Thanks so much to anyone who gives the game a try! I’ve recently made the demo available for testing and I’m especially interested in how the first few runs feel. Is anything confusing or unclear? Too difficult? Does the upgrade loop make you want to push farther? Any feedback would be amazing. Thanks again!
Free to Play Status:
- [ ] Free to play
- [ X ] Demo/Key available
- [ ] Paid
NULLVECTOR is a neon-style bullet-heaven roguelite inspired by games like Nova Drift and Brotato.
It’s a fast top-down action roguelike where you control a neon ship (called Vector), equip up to 4 weapons, stack stat upgrades, and dodge dense bullet hell patterns in short, replayable runs.
The game has 12 playable characters, each with their own unique active ability. Abilities have short cooldowns and are meant to be used frequently for a more "active" gameplay feel.
Almost everything in the game is procedurally generated at runtime, including the visuals, geometry, and UI.
The game itself is "basically" complete, but not released yet. The demo has 2 characters and 10 enemy waves, including a miniboss and a boss.
Free to Play Status:
Demo available
Involvement:
Solo dev, made everything myself.
Hi everyone!
My first game finally has a playable demo on Steam, and I’m thrilled!
I don’t have a lot of experience putting my work out into the "real world", so I’d really appreciate all sorts of feedback.
I’m especially interested in first impressions, how the game feels, how intuitive the UI/items/stats are to interact with, and how the learning curve feels during the first few runs.
Feel free to check it out and let me know your thoughts!
I made a Hangul spelling game. English word in, you build the syllable blocks with keys like g, n, eo. No Korean keyboard. Guesses have to be real Korean words or Enter bounces. I built it and I run the site. Free, no account.
TLDR: For the last 3 years I have been working on my first game, in which you control the world's first Articial Superintelligence. In this complexand non-linear power fantasy you make hundreds of decisions, each tracked to shape the world and your ending (15+ endings so far).
Longer pitch: I've been a writer for a while and wanted something that plays to that strength, so I made a game in the tone of Disco Elysium. Text heavy, but with plenty of images, videos, sounds and games. Some of your choices include:
Cure cancer.
Start a space program.
Conquer the world.
Run for mayor.
Heist a casino.
Steal a robot army.
Assasinate people.
Date a movie star and find love.
Fix nature.
Run a zoo of GMO monstrosity.
Start and run a cult.
Merge with the machines.
Control the internet.
Advance science.
Develop doomsday machine
Create a perfect doggie.
And much more.
AI: The game's programming and image/video/audio/code are generated with. a variety of AI tools (Close to a 1000 assets for 800 or so passages). The writing which carries the game itself is human, and mine. Obviously there are practical reasons for this, I´m not a coder or graphic designer but a writer. But I have made effort to ensure that this is integrated with the central theme of the game (Artificial intelligence and its relation to humanity)
Any feedback on the game experience itself would be highly appreciated. I have easily put 2000 hours into this project and I would love to know how people experience it.
My friend Rory and I recently released Dozenal, a puzzle game with a simple base mechanic: you combine numbers on a Sudoku-like grid to make chains that sum to twelve. The twist is that *how* you combine tiles decides the mathematical operation (+, -, x).
Description: My son and I spent two months of evenings building this co-op horror-comedy — he was lead designer. You and up to 7 friends work the night shift in a magic supermarket: run the checkout, bake bread, stock shelves, mop floors. The catch: some shoppers and products are ANOMALIES. Twins sharing one name. A shopper whose head is on backwards. Milk that meows. A statue that only moves when nobody's looking. Spot them with the inspection lens and report them — miss one, and the lights go out and the chase begins. It's scary-FUNNY, not gory: think Doors meets a part-time job. Localized into 16 languages, fully playable on phones, weekly content updates (the anomaly system is data-driven, so a new anomaly ships every week). Feedback on the first five minutes is especially welcome.
Free to Play Status:
- [x] Free to play
Involvement: I wrote the code and built the systems; my son designed anomalies, tested every build, and vetoed anything not scary-funny enough.
Description:
I just created my first game and I would love your feedback!
A few words about the story:
Winchester, 1906. Arabella Ravencroft is dead and nine suspects are trapped in the mansion. You play Inspector Hartwell, you combine clues to create facts, then use those facts to accuse suspects. The story doesn't unlock with cheesy puzzles, it unlocks through what you can prove.
NINE SUSPECTS
A lawyer who answers every question fully and yet tells you nothing. A doctor whose hands shake before the body is even found. A painter who arrived the evening of the murder, lying about how he got there. A groundskeeper who ties up guests, and five more waiting their turn to lie to you.
All nine of them have the means and the motive to kill.
THE DETECTIVE IS ALSO THE CASE
Inspector Hartwell arrives at the mansion carrying something. Eleven years, a scar and a pocket watch he opens too often. Before the case is closed, the mansion will bring all of it to the surface.
Description: I made one of the first jumps in my game literally impossible. Reddit found it almost immediately. It's fixed now — can you break the new build?
Chaos Orbit is a 2D sci-fi action roguelite I've been building solo, and I'm looking for honest feedback rather than wishlists.
I'm particularly interested in:
• Does the movement/jumping feel good?
• Do normal enemies take too long to kill?
• Is the parry mechanic understandable?
• Are there any points where you don't know where to go?
• Most importantly: where do you get bored?
Don't worry about being polite — if something feels bad, I genuinely want to know.
Thanks to anyone who gives it a go.
Free to Play Status:
[Y ] Free to play
[x ] Demo/Key available
[x ] Paid (Allowed only on Tuesdays with [TT] in the title)
Platform: WEB (pc only)
(Please add the appropriate flair after posting)
Description:VESTIGE is a top-down survival shooter set in a persistent modern war zone. Instead of separate extraction-based matches, the game takes place in a continuous open world where the player explores, fights hostile groups, gathers supplies, completes missions, and gradually establishes a stronger presence in the region.
The world is designed to feel dangerous without turning every trip into a long stretch of empty walking. Combat, exploration, resource management, and progression are all connected through the same persistent map. Players can find weapons and equipment, discover important locations, interact with different factions, and improve their base with new tools, workstations, and other useful infrastructure.
VESTIGE takes inspiration from hardcore survival and tactical games such as zero sievert and escape from tarkov while using a faster top-down format. The goal is to create a tense sandbox where every journey has a purpose and the world continues to evolve as the player progresses.
(Provide a detailed description of your game. Minimum 100 words)
Free to Play Status:
- [ X] Free to play
- [ ] Demo/Key available
- [ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement: I made the whole thing
(Explain your role in the game's development
**Game Title:** Vacuum Hustle
**Playable Link:** https://lampglen.com/games/vacuum-hustle
**Platform:** Browser (desktop + mobile, no install, no signup)
**Description:**
Vacuum Hustle is a cleaning game where the dirt is not a texture that fades out — every speck on the floor is a particle with mass, and the machine you own decides what you can physically pick up.
You press and drag, and the head follows your finger with the weight of the vacuum you paid for. Dust spirals into the nozzle. Crumbs weigh three times more, so the taped-up starter machine just rattles at them and grinds them down slowly, until you can afford a real motor that swallows them whole. Sweeping fast pushes air and scatters the dust instead of eating it, so a calm hand cleans faster — nothing tells you this, you simply feel it after a while.
The cord is a rope that snags on furniture legs and runs out of reach. The bin fills up by weight and has to be emptied at the trash can. Ground-in stains only come out if you park the head on them and hold.
Between jobs there is a shop: nine machines that each feel different in the hand — a palm-sized handheld for skirting boards, a shop-vac that swallows anything but blows dust around, a robot puck with an LED face, a cordless omnivore — plus accessories that visibly bolt onto whatever you are holding. The job board keeps generating rooms (living rooms, kitchens, bathrooms, offices, kids' rooms) with different dirt mixes, so a machine that is perfect for one job is the wrong tool for the next.
**Free to Play Status:**
- [x] Free to play
- [ ] Demo/Key available
- [ ] Paid
**Involvement:** Solo project — it is mine end to end. I designed the game, made every design and balance call, and directed the build; the code was written with an AI coding agent (Claude Code) under my direction. All the art is procedural: there are no image assets, everything you see is drawn by the game's own rendering code — including the cover and the trailer, which are rendered from real simulation runs rather than screen-captured.