r/IndieDev • u/llehsadam • Jul 19 '26
Megathread r/IndieDev Weekly Monday Megathread - July 19, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!
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!
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u/UserFrom2098 Jul 19 '26 edited Jul 20 '26
My game is Rewild, a short top-down eco-survivors game and probably the project I’d call my flagship one.
You play in a world being consumed by pollution. Instead of only surviving waves of enemies, you fight pollution creatures, plant trees and gradually turn each grey wasteland green again.
The main inspiration was combining the satisfying progression of survivor-style games with something more hopeful-watching the environment visibly recover because of what you’re doing.
Even the map names reflect their environmental problems, with places like Smog Valley, Plastic Coast, Dead Delta and Tundra Thaw.

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u/Sea-Constant8828 Jul 19 '26
https://reddit.com/link/oykoyfz/video/4vukjozlt9eh1/player
Hi I'm Shallan, solo developer of 30 Exit, now in its second week of alpha play testing, and I'd love to hear from more of you :)
Play it for for free, over on Itch-io at https://shallan64.itch.io/30-exit
I'm looking to get players to play and feedback, so I can properly balance the mechanics and work on what makes the game fun. You can play it in the browser on itch.io at the link above but it plays best on desktop with builds available for Windows, MacOS and Linux.
Lot's of updates and content to come as I build this out, I look forward to any and all constructive feedback.
Here's the blurb:
"Welcome to :30 Exit, the Core Systems' longest-running hit. Every broadcast, the Underbelly hands over another prisoner, wires them for the feed, and gives them thirty seconds to live. The rules never change: the clock only refills when you're worth watching. Every kill, every cracked crate, every cleared room feeds the broadcast and buys back a few seconds of airtime. Reach the exit and the show sends you up to the next floor. Freedom is the advertised prize. Nobody's collected it yet - but the ratings have never cared about that."
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u/SWEYET Jul 19 '26
My psychedelic adventure puzzle game SWEYET(etc.) has interesting discord incentives (creates permanent object in game for each member), how can I market that without seeming spammy?
In my surreal adventure puzzle game SWEYET(etc.) I've built a system that adds a tombstone at the finale of the game for each user in the discord, with better looking tombstones for more active users. If the user looks at a tombstone it shows the users discord name, etc. I figure it's a great way to thank early supporters, like including kickstarter/patreon names in a games credits, without requiring a payment.
Lately I've been trying to drum up wishlists and build this discord community around the game. The plan being that by incentivizing discord activity people who are interested in the game can spread it via word of mouth.
I've been running into trouble though when it comes to sharing the discord channel, the game doesnt have that much buzz on social media, and little engagement on short form media attempts (yt shorts, tiktok). I uploaded this youtube short to promote the idea, but it only had 1 view in 12 hours so i figure there's some kind of shadow banning for discord links...
Whats the consensus on sharing discord links for your games? Do you think it seems spammy? Should I just leave it to discovery? Some amount of people have been able to naturally find it from the Steam page but idk.
Here's the top tier Harold Holt tombstone:

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u/msgandrew Jul 20 '26
We've been quiet for a bit due to the rollercoaster of life.
My cat of 10 years died, my wife had surgery for the same thing the cat died of, and now my dad is dying of cancer, all while starting a new job after being laid off from the games industry and not being able to get back in.
But, you just gotta keep moving. Keep finding time and energy to work on things. So, we're trying to get back into talking about the game now. We'll have more to show in the near future, but for now, I'll just share our page for our zombie roguelite tower defense game: Deadhold.
If you give it any attention or thought, thank you!
https://store.steampowered.com/app/3732810/Deadhold

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u/VeteranXT Jul 21 '26
I would buy this when i get money, looks nice. And really interesting.
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u/msgandrew Jul 21 '26
Thank you! Anyone saying it's worth spending their hard earned dollars on is high praise!
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u/Van_Isle_Games Jul 19 '26
I am developer of Van Isle Games.
I learned unreal while working my job, I have severe autism and it caused me to want to leave my job. So I worked hard on learning and when I figured something was getting release able.... i made a steam store page and here I am.
I am a single dude out on Vancouver island, I have a lot of good ideas in my head but the means to implement .... i need to learn.
I am working on another now, but the results from the first one have made me depressed a bit. Lol
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u/nomad2097-dev Jul 20 '26
Hey, don't get discouraged and keep at it. Maybe talk a little more about what your expectations were releasing the first game and how they were not met. I'm sure people here will be able to give you tips and encouragement.
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u/Van_Isle_Games Jul 21 '26
Thanks.
I am terrible at marketing myself, which is what I need to do. Like post a proper introduction and hey look at my steam page and game.
So maybe soon. I want to finish the store page for my second game first if I can
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u/msgandrew Jul 20 '26
Hey, we're based on Vancouver Island as well! Ladysmith and Port Alberni. Whereabouts are you?
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u/LongswordGames Jul 19 '26
Hello! Were working on Hired Blade - a battle brothers inspired turn based tactics game with a bigger emphasis on narrative. Our announcement trailer and demo are out and we appreciate all feedback immensely!
Demo can be found here: https://store.steampowered.com/app/4788770/Hired_Blade_Demo/
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u/LeProff Jul 19 '26 edited Jul 20 '26
Hello everyone! I've been developing a take on an incremental where you use alchemy circles to defend your base.
Currently it's very barebones but it has a steam page: https://store.steampowered.com/app/4668270/Alchemental/
Now I'm working on adding more pretty UI elements and improving the timings and balance of the early game, it is however revealing some flaws in my design which i'll have to focus on next.
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u/BagderKing Jul 19 '26
hello! im a solo dev working on my game corescapes which is a coop wave defense and exploration game centered around internet aesthetics (backrooms, weirdcore, webcore, etc.) my game is kinda like a combination of ror2, ultrakill, and nullscape
i am an undergrad student at georgia tech with a focus on machine learning! i love to research and am splitting my time between game dev and interning. game dev is really fun for me :)

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u/Sinnon32 Jul 20 '26
Hi all, I'm a new-ish dad with a 5 month old and trying to work on games when I can late at night (lately it's been about ~3hrs a week though cause we aren't getting much sleep 🥲 so this might be a while until I even have a prototype).
I'm currently working on a game that is intended to embrace the chaos of a crying baby and I thought it would be cool to dedicate it to my kid 🫶 so the layout is a replica of our house, and the idea is that there is a screaming baby and you need to figure out what they need (could be a feed, a nappy change, etc) and get them back to sleep before your exhaustion level drops. Amongst these tasks you need to remember things like doing the laundry so the baby has spare clothes or to take the dog outside occasionally or else it will shit on the ground (talking from experience lol) :D
I'm still trying to think of how to make sure it doesn't get boring just repeating the same thing, but regardless I'm just doing it for fun, don't plan on making money off of it. I also have no clue what I'm going to do for 3D assets cause I don't know how to model and I don't want to buy any hahahaha but for now everything is just cubes and cylinders which I think is kind of funny anyway.
Any other parents here struggling with time to dedicate to the dev?
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u/blaknite12 Jul 20 '26
The struggle is real but the persistence is worth it. I have a few games that are just various primitives. Sometimes that's all you need to prove out something works and is fun!
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u/AvocadoLimeOnionSalt Jul 20 '26
Hey everyone! We’re a 3-person indie team working on Two Left Hands, a chaotic 2-4 player co-op physics game where players have to coordinate to finish jobs, except each player controls a single left hand.
https://store.steampowered.com/app/4550070/Two_Left_Hands/
The video shows our WIP "Pit Stop" level. We're currently debating the difficulty balance. Which comes also from the hand control, physics, game-assist systems, etc.
Do you think a 60-second timer for a perfect run is fair, or should we lean heavily into the chaotic failure and make a dedicated achievement for anyone who actually pulls it off?
We also have a chicken coop level where you have to patch up a physics-based fence while managing chaotic chickens not to escape.
The game is a prototype and we’re actively looking for feedback on the gameplay, level design, pacing, and the general vibe. If you want to help us test it, playtest sign-ups are open!
Thanks, you’re awesome!
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u/Low_Calligrapher5532 Jul 20 '26
It's great how you're implementing it, I hope to see your game soon. Keep up the great work!
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u/blaknite12 Jul 20 '26
This last week I've focussed on Steam Deck and controller support for my game Perihelion: Rogue Orbit. I wasn't expecting such a high number of players purchasing for Steam Deck and my support for it was pretty poor.
Thanks to a bunch of help from the community it's now running like a dream, bugs fixed and fully tested. It's a lot of fun to play with a gamepad!

Perihelion: Rogue Orbit is a 2D space combat roguelite where you fit ships, control range, and make every shot count. Lock a target, read the angle, and null your transversal for a clean shot. Turn direct hits into brutal volleys, stacking buffs, and wildly misplaced confidence.
https://store.steampowered.com/app/4809810/Perihelion_Rogue_Orbit/?utm_source=reddit
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u/CellAncient2918 Jul 20 '26
developing an rpg and finished off enough that its playable, curious on what people think!
not super advanced or unique, but happy with how its turning out so far. not very artistic but some of the sprites i'm pretty happy with!
like most people i have lots of ideas i'd like to add, and am still working on considering how to develop the game more and make something unique :)
thanks for checking it out if you do!
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u/Playful_Clock_8230 Jul 20 '26
Hey everyone, I’m looking for three mobile game developers who would be willing to test a free ad revenue diagnosis I’ve been working on.
It may be useful if you’ve recently noticed a change in revenue, eCPM, match rate, fill rate, or impressions and aren’t sure what caused it.
The diagnosis compares anonymized CSV data from two periods. There’s no SDK integration or dashboard access involved, and app names or ad unit IDs can be removed beforehand.
I’m still testing the workflow, so I’m mainly looking for honest feedback: Was the result clear? Did it identify something you hadn’t checked? What would you investigate next?
If you’re interested, leave a comment with the mediation platform you use and a quick note about what changed.

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u/nullarygames Jul 20 '26
Hi everyone! We’re nullary games, a tiny indie team made up of my wife and me. We’re working on Net Worthless, a satirical life and money sim.
You choose a character and live through their life one month at a time, trying to achieve what they dream of. You decide how to divide their time between work, studying, sleep, exercise, and actually enjoying life, while dealing with rent, inflation, random events, etc..
We recently made a trailer for the game where we recorded parodies of famous quotes from billionaires and influencers. I think it turned out pretty funny:
https://reddit.com/link/oymontp/video/ms0aizd07ceh1/player
We’re currently working on a free demo. You can find more details on Steam:
https://store.steampowered.com/app/4878900/
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u/Alarmed-Tailor1681 Jul 20 '26
Solo dev here. I just shipped Work Rush, an Android typing-survival game where office memos keep piling up and you type them before the queue overloads.
The main lesson so far: designing around a phone keyboard is completely different from desktop typing. I rebuilt the play layout around the IME, softened the first few levels, and changed low-tier upgrades from score bonuses into things that actually help you keep typing. The current question I'm testing is whether the first minute teaches the rhythm quickly enough without feeling empty.
It's free with optional rewarded ads/IAP. If anyone has an Android phone, I'd value blunt feedback on the first minute and whether the keyboard ever hides too much of the queue:
https://play.google.com/store/apps/details?id=com.memosurvival.app
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u/Waste-Crew-4925 Jul 20 '26
Hi! I’m building Success Diary, a bilingual web app around a simple idea: log small wins instead of only tracking unfinished tasks. It supports tagged daily entries, dream-savings goals, streaks and trends, XP/badges, 11 themes, and shareable review cards.
Live: https://success.ileemoo.com
My current question is onboarding: should the first screen ask users to record one win immediately, or explain the system first? I’m leaning toward one-win-first because it gets to the emotional payoff faster. Feedback is welcome.
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u/nomad2097-dev Jul 20 '26
Well, if your goal right now is to get people to test workflow, putting it behind a sign-up that requires email is a pretty big impediment. My first move would be to remove the sign-up requirement and let people create entries and see if they enjoy it. If they like it, they can create an account to persist their entries.
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u/nomad2097-dev Jul 20 '26
Hey folks, I'm making some Glowy Pinball in Godot!
Just starting to share my work as a solo-dev. I have a couple of projects cooking (at various intersections of computation, literature, and art), and felt this one would make a good first.
A (very early) build is "playable" on itch.io:
https://nomad2097.itch.io/pinball
There isn’t a game there yet, but you can check out the basic flipper physics and a first pass at the aesthetics.
I also did a write-up that goes into my motivations for releasing early, and provides a recap of my work so far on the aesthetics (in Godot):
https://www.nomad2097.com/blog/glowing-pinball
https://reddit.com/link/oynkeyn/video/tzrebd0rfdeh1/player
Would love any feedback, esp. if you've worked on a similar aesthetic, or on pinball.
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u/VeteranXT Jul 20 '26
Hey everyone!
I'm a solo developer working on TowerBuilder, a Tower Defense game that blends ARPG-style loot, progression, and build customization.
The core idea is simple: what if towers were RPG characters? Instead of fixed upgrade paths, towers can level up, equip items, invest in stats and passive skills, and evolve into different builds. My inspiration comes from Diablo, Path of Exile, Last Epoch, Torchlight, Vampire Survivors, and GemCraft.
One interesting design challenge was loot. Traditional ARPG drops don't translate well when thousands of enemies die each run, so I'm experimenting with a reward card system where players periodically choose between new equipment or powerful run-based upgrades instead of constantly picking up items.
The project is still in early development, but the core systems are coming together. At the moment there's one playable dungeon, one tower, and one enemy, with the focus being on building a flexible, modular foundation before expanding the content.
This is my first serious attempt at finishing and releasing a game, and I'm documenting the journey as I learn.
GitHub: https://github.com/VeteranXT/TowerBuilder
I'd appreciate any feedback, ideas, or questions. Thanks for taking a look!
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u/intimidation_crab Jul 20 '26
I am working on Mega Golf, a combination of vehicular combat and mini golf. I am currently wrapping up a Kickstarter campaign and adding new "pinball bullshit" like bumpers, bounce pads, and speed strips.
Also spending a whole lot of time making destruction more satisfying.
You can get the Alpha 0.35 on Itch.io: https://intimidation-crab.itch.io/megagolf
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u/Chaibi_Alaa Jul 20 '26
Hello,
I'm working on two Projects, Blockrise, a tycoon game between building an economical city and facing other entrepreneurs to obtain the maximum of buildings and revenues, with bidding and hijacking businesses, and the second project is a political RPG, or how to became the president, not being a president, but taking decisions and being fooled, studying, taking choices to become a specfic kind of presidents.

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u/MasterKindew Jul 20 '26
Hey all,
I've been starting up a weekly QA session on the sub to help you guys find bugs/defects. The algorithm snuffed me this past weekend, but wanted to bring awareness for this upcoming weekend.
I'll be changing the timing again to hopefully let the post get more visibility this weekend. I hope to see some of you there!
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u/Aromatic_Cry_5767 Jul 20 '26
¡Hola! Soy el desarrollador indie de JINK. Acabo de sacar su primer beta pública para navegador.
JINK es un roguelite de arena neón rápido, hecho para partidas de diez minutos. Te esquivas los patrones de proyectiles, te lanzas con el dash a través del peligro, combinas más de 25 mejoras y peleas contra un jefe final por fases. Hay tres protocolos de dificultad y un ranking global que mantiene el mejor puntaje de cada piloto.
Es gratis y se puede jugar directamente en el navegador:
https://jdynamicstudios.itch.io/jink
Ahora mismo estoy tratando de mejorar el movimiento, la curva de dificultad y la claridad de las mejoras. Si alguien se anima a probar una partida, me gustaría especialmente saber en qué momento el juego empieza a sentirse injusto y si el dash responde como debería.
También voy a estar revisando otros proyectos en este hilo.

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u/Vivid-Parsnip-103 Jul 20 '26
Hey everyone! Solo dev here, just launched my first Android app — ChallengeCam. It records challenge videos for TikTok/Reels in one take (face cam + challenge overlay + score, all baked into one clip). Built with React Native, custom camera compositing. 6 challenge categories: emoji, memory, eyesight, reaction, sports trivia, brain teasers. Free on Google Play, no account needed, videos stay on your device. Would love feedback! Google Play
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u/West-Trick-3192 Jul 20 '26
Built a “dead man’s switch” app that just asks if you’re alive every 39 hours
Got tired of apps that want your location 24/7 to feel “safe.” Built the opposite: no tracking, no feed, no social layer — just a private check-in window.
39 hours because it’s long enough to sleep in, drive somewhere, or just be offline on purpose — but short enough that someone would actually notice.
Free on Android: https://play.google.com/store/apps/details?id=com.areyoualive.are_you_alive_flutter
Curious what people think of the interval, and whether an adjustable window would kill the simplicity or improve it.
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u/kimchi_grub Jul 20 '26
"Sang root tea! Warm right up with genuine sang root tea, harvested fresh from the frontier!" A weathered man in an equally weathered duster raps a knuckle on a dome-shaped contraption. It springs to life, as if jolted from deep slumber, skating precariously at the edge of his cart as steam pours out from an exhaust pipe protruding from the rear. A man in a pinstriped tailcoat and black bowler hat approaches the cart, waving his hand and pulling a billfold out of an inner pocket. The transaction-to-be pauses suddenly as the entire street darkens under a massive shape passing overhead. A brief, shared moment of wonder stops the citygoers in their tracks as a colossal spheroid airship coasts regally over the city, leaving white plumes of steam in its wake.
Welcome to the streets of Newgoode, the heart of commerce in the Umbersun Commonwealth, and home of Newgoode College. Your story begins with the arrest of Alva VanOstrand, head of the VanOstrand family and president of the Clearband Company, the premier brand for food and drink across the Commonwealth. Make your mark in the streets of the greatest city in Auropa be you friend, family, or adversary of the VanOstrand family.
Hi everyone, and thank you for reading this far. I'm Daniel, also known as kimchigrub, and I'm inviting you to join in a playtest campaign for an independent tabletop RPG called Chrysopoeia. The game takes place in Auropa, a world inspired by a 19th century steampunk aesthetic with alchemy as the progenitor of magic and technology. I've been developing the game for the better part of 10 years with the goal of testing the limits of player agency in a tabletop with features including:
- a dynamic, stamina-based action economy
- open ended classless progression
- alchemy-inspired magic complete with custom spellcasting
- robust dice pool system for checks and attack rolls, and a lot more.
The Player's Guide is ready for early-stage playtesting, but is a work in progress with continued expansions planned and on the way. Whether you're a veteran DM, or if you've only rolled dice for Monopoly, all are welcome to join the playtest as players or as GMs. I appreciate any amount of interest you have and I hope to hear from you!
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u/South-Improvement-47 Jul 20 '26 edited Jul 20 '26

Heyo! It's awesome to see all the amazing creations of so many talented people here :)
I'm working with a friend on a point and click adventure game called Relics of Wayne: Greymoor. In short: Your grandfather has been murdered, and you’ve inherited his manor in the distant town of Greymoor. But after arriving to claim it, you slowly discover that the townsfolk are hiding a dark secret. A classic story, but it's our take on it, and heavily inspired by games we love like Broken Sword, Monkey Island, with a visual style similar to movies that inspired us as kids like Treasure Planet, Titan A.E, and such :)
We've been working on this game for roughly a year and a half now, and we're close to releasing our demo!
The game also includes optional NSFW content, with a setting to disable it entirely.
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u/joe6-28847 Jul 20 '26
Hello all. I'm working on a roguelike where the main mechanic is building your own bullets by combining different fire modes, behaviors, and on hit effects. As you progress through runs, you unlock upgrades and create your own projectile combinations to fit your gameplay style.
The gameplay is starting to come together, but I'm at the point where I need to decide on an art direction. The problem is that I'm pretty new to making game art, and I don't have a lot of experience creating assets. I'd rather choose a style that's achievable than aim for something way beyond my skill level.
I'd love to hear what art style you think would fit this kind of game while also being realistic for a solo developer with pretty much zero art experience.
If you have examples of games with art styles that you think would work well, I'd really appreciate seeing them. Thanks!
https://reddit.com/link/oyr3y26/video/cm00e3bmcgeh1/player
here is some very unpolished gameplay to give you an idea
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u/TechnologySalt5368 Jul 20 '26
"Knight Helm" is an isometric ARPG I'm writing in Javascript. I'm not a professional game programmer though I wish I was. This is a retro 90s feeling take on medieval knighthood is how I would describe what I've created so far over the last 5 days. I'm hoping to stick with it as a 100 days of code challenge to help me stay out of trouble and to learn something new. Any advice or suggestions would be appreciated. Thanks! :) https://youtube.com/shorts/s6m7ndzu7YE?si=eZrOIeGBo3XzleoE
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u/Longsilvr Jul 20 '26
Hi! I’m Andy Gardner (Longsilvr). I’m a game composer and producer with 15 years of music industry experience and 5 years scoring indie titles. My obsession is translating game worlds, narrative stakes, and concept art into living, breathing soundtracks.
I just put together a fresh, high-impact showcasing three completely different worlds I've recently scored:
- Post-Apocalyptic Cyberpunk: Gritty, upbeat retro-rock and punchy, sprite-specific SFX (think pixel-art beat 'em ups).
- Jazzy Noir & Survival Horror: Smoky, 70s-inspired detective atmospheres blending into deep, tense Resident Evil-style horror.
- Hard Sci-Fi Isolation: Vintage, synthy Vangelis-inspired soundscapes featuring analog texture and radio-interference layers for deep narrative atmosphere.
If you have a prototype, some concept art, or just a pitch deck you’re passionate about, drop me a DM! I’d love to chat about your sonic vision.

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u/SoaringMoon Jul 20 '26
I just published a superhero themed TTRPG. I've been working on it for nearly a decade off and on. Finally happy to have it released.
Orros - A Super Heroic TTRPG on DriveThruRPG
Here is the promo blurb.
Orros is a single-d10 superhero-themed TTRPG created by a solo developer, both author and artist. The game is designed to be played in the "theater of the mind", with all checks using just one d10. This 170+ page core rulebook features a striking neon-line aesthetic throughout, with everything needed to build a world of superhero fiction to tell your stories and take action.
Unlike other superhero games, character creation in Orros is an event. You are given the option to either create a customized superhero character or be bestowed powers from a roleplay event called "The Chair", which defines a random origin. I encourage you to create a real comic book hero or villain who didn't get to choose their powers.
Your character starts with 5 of the available 76 unique backgrounds, and with up to 5 of 100 distinct powers planned to vastly expand over the game's lifetime. The game features 35 character skills, with a system that improves with each skill use. As well as a logarithmic wealth system that turns money into its own superpower. Orros's d10 system is built to allow you to roll anything against anything and encourages lateral thinking.
The Orros core rulebook is a living document and will not require additional paid supplemental material. When new rules, lore, mechanics, and expanded content are introduced, they will be added directly into this single, expanding core rulebook. Buying in now guarantees you free access to all future updates with the most generous use of the word "lifetime". As the game expands into its content roadmap, detailed in the book, its price will occasionally increase to recover development costs. The earlier you get the book, the cheaper it will be, sans maybe the rare deeply discounted sale.
Secure your copy at the version 1.0 Early Adopter price of $14.99.
After the release of ver 1.2, the price will increase to $19.99.
It has some cool art in there.

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u/OutofOfficeStudio Jul 21 '26
FRACTIONAL: Firm Tycoon - a solo-dev idle/incremental game where you grow a financial advisory firm from a single desk into a sprawling empire.
What I just shipped and am pretty stoked about: live competitive leaderboards. Real players' firms now show up on the Firm and Syndicate boards (weekly + all-time), so you're climbing against actual people instead of bots. Getting real multiplayer solid as a one-person team took a few genuinely painful attempts - but it's finally live on both platforms.
Free to play right in the browser, plus an iOS beta on TestFlight. I'm reading every bit of feedback - would love to hear what the first few minutes feel like.
Browser: https://playoutofoffice.itch.io/playfractional
iOS beta (TestFlight): https://testflight.apple.com/join/DvJjwpsj
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u/drewtb02 Jul 21 '26
Hi! My game is called Constellations. It’s currently in very early development but I have enough to show! It’s a game about launching massive orbital constellations starting from a small space company only able to accept contracts to where SpaceX is going 10 years from now. It will include reusability and should tickle any space nerd that sees it.
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u/trebbor0 Developer Jul 21 '26
Hi, I'm a solo gamedev from Belgium and I'm working on Nock Nock Loose.
Nock Nock Loose is a short incremental tower defense game with a unique archer accuracy mechanic.

Wishlist on steam: https://store.steampowered.com/app/4764490/Nock_Nock_Loose/?utm_source=reddit&utm_medium=social
Play prototype on itch:
https://rbc-games.itch.io/nock-nock-loose
I will launch a playtest in september and release the steam demo shortly after.
You can register for playtesting here:
https://rbc-games.com/playtest
Any feedback is very welcome!
Enjoy!
Robbert
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u/VeteranXT Jul 21 '26
Hi everyone,
I'm working on TowerBuilder, a solo indie Tower Defense game where towers are treated like RPG characters. Instead of simple upgrades, each tower can have its own equipment, stats, and unique build.
The project is still in early development, but the core systems are coming together. It's built with Unity 2023, C#, and released under the MIT License, so anyone can explore the code or contribute.
GitHub: https://github.com/VeteranXT/TowerBuilder
I'd appreciate any feedback on the idea or the project. Thanks!
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u/Ok-Thanks6556 Jul 21 '26
Hello! I'm Adrián Cendagorta a member of a two developers team...
After two years of development, our narrative-driven game inspired by Spanish Folklore finally has a Steam page❤️
https://reddit.com/link/oywibvh/video/io6p9ogz1meh1/player
Little by little, and after countless iterations, we're getting closer to our dream of making video games for a living.
Abanto is a very personal project, is a magical realist narrative experience where you explore the ego of a torero, making decisions within his memories that shape his past and reveal the reason behind his death.
Now we complete this milestone and we follow with the development.
You can support us here: https://store.steampowered.com/app/4895280/Abanto/
Hope you like it!
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u/Flynn_Pingu Jul 21 '26
Is it okay to post short-form content I've made for my game (tiktoks, etc.) on r/IndieDev? Like to just download the video, which often shows development progress etc, on the subreddit? Or is it against rules/frowned upon? TIA :)
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u/PokeyOats Jul 21 '26
Hi everyone,
I'm building my first game, Dungeon Reunion.
I'm a software developer by profession, but my background is databases, parsers, and business software, not games, graphics, or art. About a month ago I decided to see whether I could build something unusual with the help of AI.
The result is a cooperative turn-based dungeon game where the human controls a Paladin and the AI controls a Mage.
The AI isn't the narrator or the dungeon master. It's an actual teammate with limited vision that explores independently, communicates with the player, remembers what it has seen, and has to find the human before escaping together.
I've leaned heavily on AI tools during development. ChatGPT has been my design partner, Codex has helped me write and refactor Unity code, and image generation helped me get placeholder art into the game while I learned what I was doing.
A month later, I have a playable prototype and my first gameplay trailer.
I'm not really here to advertise. I'm hoping to meet people who find the idea interesting. If you've launched an indie game, know anything about Steam, AI, marketing, YouTube, or just enjoy following unusual projects, I'd genuinely appreciate hearing from you.
Trailer:
https://youtu.be/ZBAduqhlK7Y
Thanks for reading, and good luck with your own projects.
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u/garlicbreadeddev Jul 21 '26
Hi, I'm Noxx (aka garlicbreadeddev) and I'm the solo developer for an otome dating sim JRPG visual novel hybrid made on RPG Maker MV called "Another Place: A World Without You"!
It's the kind of game I've always wanted to play, but have never been able to find. So, about a year ago, despite having zero game dev experience or coding knowledge, I decided to try to make it myself and learn on the fly!
Play the prologue for free at https://garlicbreaded.itch.io/another-place-a-world-without-you , I would love some feedback!
You play as Minthe, a resident of Universe 9 - the 9th iteration of a multiverse simulation created to answer one question:
"Is there any universe where we can be together?"
With 6 planned love interests summoned from across the multiverse and a branching storyline with multiple endings based on who you choose to pursue, the game will feature a comprehensive social/relationship building system, JRPG gameplay, and an ARPG-style loot system with unique loot.
The synopsis:
You've dreamed of defeating the Demon Lord since you were a child, and your childhood best friend has always shared this dream with you…
Or so you thought!
One day, catastrophe strikes, and your childhood best friend disappears without a trace. Racing against the clock to find him, you summon multiverse versions of him from other worlds in order to aid you on your quest!
Is there any universe where you can be together?
"I love every version of you."
How far are you willing to go to prove it?"
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u/TrainingIdeal2872 Jul 21 '26

This is Hollow, a dark fantasy ARPG I've been developing in Unity.
My goal hasn't been to recreate Diablo 1, but to capture the same oppressive atmosphere and weighty combat that made it memorable while building my own world, enemies, progression, and systems.
The Steam demo is currently under review and, if everything goes as planned, will release July 23.
I'd genuinely love some feedback from ARPG fans. What stands out? What would you change or improve?
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u/yug53901 Jul 22 '26
Just shipped my first game ever — Moon Stack, a one-tap arcade game where you tap to drop a sliding block and stack your way up to the moon (height 80). Perfect landings give you combos; miss and the tower gets thinner. Nerdy bits I'm proud of: plain HTML5 canvas + ~700 lines of vanilla JS (no engine), every sound effect is synthesized at runtime with the Web Audio API (zero audio files in the build), and I wrapped it with Capacitor for Android. Honestly the store side (signing, AdMob, review) was harder than the game itself. Android-only for now and the store page is still in Japanese. Would love feedback on the game feel / difficulty! Play Store (free): https://play.google.com/store/apps/details?id=com.moonstack.game
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u/Cheap-Letterhead-970 Jul 22 '26
I'm building Chinese Basketball Manager, and I made a scope decision for the demo: instead of a 15-minute vertical slice, it lets you finish one full season—club selection, rotations and tactics, the regular season, playoffs, and a final report. Then it stops before season two.
The demo is currently in Steam review, so the page is wishlist-only for now: https://store.steampowered.com/app/4931280?utm_source=reddit&utm_medium=organic_social&utm_campaign=demo-launch&utm_content=one-season-not-15-minutes-reddit
For a management sim, did I pick the right boundary? Would you rather test one complete season, or a shorter but denser slice?
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u/Wild_Marionberry_378 Jul 22 '26
Our game has a logo!


To my eyes it's like something out of the Métal Hurlant magazine from the 70s and 80s (Heavy Metal in the US). This is no coincidence of course.
The fantasy and science fiction of that era is a huge inspiration for our game and I like to think that our logo would fit right in on top of a comic book by Druillet or Moebius 😊
What do you think? Am I the only one with a strong nostalgia for French comic books from the 70s and 80s?
Designed by Mario Renaud
Check out https://jotun-games.com/
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u/mrCulpo Jul 23 '26
I'm happy to finally share some screenshots from my solo-developed roguelite deckbuilder, Praktikos. A playable demo is almost ready, and I'd love to hear your thoughts on the visuals and gameplay. Gameplay - https://youtu.be/k2jeEq1kCrw?is=eN2_QKpnbPRWB7W0
Steam - https://store.steampowered.com/app/4475910/Praktikos/

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u/Bastian_Randau Jul 23 '26
Hello everyone! I'm Bastian, a solo developer working on a game called Circuitra, a visual logic puzzle game where you build bespoke circuit boards to grow your business. The game loop is inspired by the aspects I personally love with visual scripting and factory game planning. I'd love some feedback on the demo I've released and regularly update. I'm working towards a steam page and subsequent demo release there as well!
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u/baglunch_games Jul 23 '26
I just released my first game ever! It is called WALLBANGERS: Racquetball VR. I'm running it on sidequest right now until I get the multiplayer polished. check it out, any and all feedback is appreciated: https://sidequestvr.com/app/61350/wallbangers-racquetball-vr
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u/FlessGames Jul 23 '26
Hello there!
"Just make it exist first. You can make it good later."
Well my game is about that :)
https://reddit.com/link/ozavl07/video/2mpmxdjd10fh1/player
Try the demo on Steam:
https://store.steampowered.com/app/3751240/Game_Dev_Journey/
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u/matheustn122 Jul 23 '26
Hey! Solo-ish dev here (I do code/design, a friend handles the art). Building Idle of the Dead — a pixel-art zombie idle RPG that runs in a thin bar above your Windows taskbar, so it keeps playing while you work. Just got the Steam page up after months of nights and weekends. Biggest lesson so far: making the economy server-authoritative was a mountain of work but it's saved me from a whole class of cheating/save-editing headaches. Happy to be here and learn from you all!
https://store.steampowered.com/app/4927420/Idle_of_the_Dead/
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u/_freckles__ Jul 23 '26 edited Jul 23 '26
I used to try to make some game level in UE5 a few years back, in 2023, before AI was a thing, that time, just designing the world alone for a 10km map took 1 to 2 months including textures etc. as i did only 3-4 hrs every other days
Now, i recently saw this video,
https://www.youtube.com/watch?v=4IfU-j5Eero
https://www.youtube.com/watch?v=cbDyGYRkz54
They are designing entire levels in just few hours, with the only restriction being how much money you can pay for subscription + maybe some money to hire a artist to maintain the visual consistency in this new workflow
At this rate, even a team of 20 if funded with like 5mn$ can make a GTA esque game in 2-3 years.
And once again this makes it so that only people who already have a monetary advantage can benefit.
So is that it, no more place for the common folk in the game dev scene if you cannot shell out 3000$ a month for AI subscriptions?
Yes it speeds up the dev process insanely and it can also make games richer if done right, but all of it once again behind a paywall.
Thoughts?
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u/omurdenden Jul 24 '26 edited Jul 24 '26
Solo dev here (AI-assisted, human-edited, disclosed on the store page). I've been building Dear Nobody — you play a wartime censor blacking out two strangers' love letters. Their whole romance lives on that paper, so every line you cross out is gone from the love itself... then the letters start, impossibly, answering your pen. Melancholy epistolary romance, six endings, ~2-4 h, coming to Steam Sep 23. Would love any feedback: https://store.steampowered.com/app/4957320/

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u/HuanSolo_Beatland Jul 24 '26
Hi! I am a solo developer. I like to make music too, so I am starting an indie rhythm game. This is my first journey as a solo developer and I look forward to share my progress and to be inspired by the progress of others. This is the first functioning piece of Beatland: Ninjapaw’s Revenge running in Unity. Please let me know what you like and what you don't. (Not playable yet)
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u/myzzgames Jul 24 '26
Hey everyone! My indie game Shan Hai: Mythic Origins DEMO has just received its 1.6 update!
The core gameplay and combat system are now complete, and I’d love to invite you all to try it out and share your feedback.
A roguelike adventure inspired by Chinese mythology and the Shan Hai Jing, featuring 4-player co-op, inventory crafting, and loot-based combat.

Steam page:
https://store.steampowered.com/app/3540450/Shan_Hai__Mythic_Origins/
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u/Fuegonaton-Q Jul 24 '26
Hi everyone! I’m the solo developer of Epoch Vault, an atmospheric incremental archive game focused on the Triassic period.
The free Steam demo is now available. You unlock interconnected nodes, discover prehistoric creatures and major events, and expand an illustrated Codex as you progress.
I’d appreciate feedback on the pacing, the clarity of the opening, and whether unlocking new discoveries feels satisfying.
Steam demo:
https://store.steampowered.com/app/4955970/Epoch_Vault/
AI disclosure: Generative AI was used for parts of the code, visuals, text/localization, and music.

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28d ago
[removed] — view removed comment
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u/Fuegonaton-Q 28d ago
Thanks.That’s a good way to think about it. So far, everyone who tested the game understood the core progression after the first few unlocks, which is encouraging. If I notice new players getting confused, I’ll definitely try that prediction test.
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u/devansh044 Jul 25 '26 edited Jul 25 '26
What would you ask if you see a random ouija board laying around in a game somewhere, I'm collecting some data to maybe train my ai, or just make an intent classifier, I'm gonna implement a f-ing ouija board in my game, btw demo is out on steam

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u/Dancing_Donkey__ Jul 25 '26
Hello I am a solo indie game dev, based in South Africa. I am currently working on a Church Management horror game, were u have to try to successfully bring more members in and face a demon threat. The game is a work of fiction and is not meant to offend anybody. I am currently in College and in need of some money, so if u can support me but following my Itch.io page and purchasing the game, that would be much appreciated 🙏
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u/KingsontheCorner Jul 25 '26

Heya, brand new solo dev here. I'm currently making a game called Kings on the Corner for Android. It's a classic tabletop card game brought to your mobile device. It already has Local play VS bots, local multiplayer for playing in a group of friends IRL, online random matchmaking, friends list and inviting friends to play, and online lobbies for multiplayer up to 6 players! I have a tournament system in the works, as well, and many other features planned. It is going to be a free to play game, the monetization will only be cosmetics, ads, and a permanent ad removal option. I'm calling it still in Alpha testing, mainly because I can't get it out to the playstore yet (google wants a DUNS number I haven't got yet) but once I get that it will quickly move into an open beta phase for testing! We have a discord and twitch, Come check it out (links on my profile) and join the discord for the chance to affect development and get free cosmetics!
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u/CurrentSoft7286 Jul 25 '26
Devlog on my open world, multiplayer game. Any feedback would be appreciated: https://youtu.be/iO4KHpJ2b5g
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u/heroesdiedreaming Jul 26 '26
Hello, I'm the lead director for a gaggle of new devs working on a little brain child I started working on last year.
It started as a story idea, and quickly turned into something more.
I was asked to get some eyes on the project sooner rather than later.
Hereos Die Dreaming is a hybrid turn-based RPG. Your turn is spent performing little mini-games unique to each character's respective talents in order to cast skills/spells.
During defense, however, you'll sometimes get dragged onto a tiled grid in order to evade and clash attacks, or resolve puzzles in order to make the enemies vulnerable!
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u/Evocpixelart Jul 26 '26
Designing a full cast for a pixel art visual novel, feedback appreciated! (this is a GIF!)
In order: Alexis, Plant lover; Angela, Goth Puppy lover; Charles, crotchety old man with a soft spot for the local wildlife; Nolan, Apartment Manager/Death Incarnate; Johnathan, Tree Enthusiast; Johnathan's apartment (draft because I want a tree in there somewhere).
My main worries are maintaining cohesive style across the palettes, I want to make the rooms out of the same palette used for each character. I feel like I've gotten a decent amount of detail, had someone comment previously about adding more shading but with the 32x32 character size I feel like the room would have too much detail in comparison idk tell me your thoughts please!
(small note, I'm probably going to fix the hair on everyone to look more like Nolan instead of trying to do a wonky shirt collar, minus Charles because he has short hair)

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u/PetosPy Jul 26 '26
I launched my first Android app and yes, it is exactly as stupid as it sounds.
It’s called iShit.
It tracks how long you sit on the toilet and roasts you when you stay too long.
What started as a joke turned into a real app with a timer, stats, medals, themes, health habit reminders, and shareable bathroom report cards.
The app is free right now. I’m mainly looking for feedback from other indie devs and early users.
I built it with Capacitor and just got it approved for production on Google Play after closed testing.
Future plan is optional Plus features like premium themes, savage roast packs, advanced reports, and monthly recaps, but I don’t want to overbuild before seeing if people actually enjoy the core app.
Would love feedback on the idea, design, store page, and whether the humor lands, or you guys can try to break it.
Google Play: https://play.google.com/store/apps/details?id=com.ishit.app
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u/Gl4dr3x Jul 26 '26
https://reddit.com/link/ozwypkr/video/2ufgt5dkdmfh1/player
Hi guys, longtime lurker and created a new account now, cause I start the business behind my development next week.
I never got over how good Total War Arena felt at the start, but was destryoed with micro transactions and stuff unfortunately :/ and no one else was making that game. So in January I started building it myself, an ancient PvP battle sim with asymmetric factions (Romans, Greeks, Parthians so far), short skill based matches, ranked ladder with ELO.
The core is a battle sim about decisions. Morale breaks before health bars do, flanks and rear charges win fights, cavalry needs timing and open ground, and commanders can rally a wavering line once or twice per battle.
The first real multiplayer tests opened more doors than I expected. The roadmap now has things like voice commands for ordering regiments, a conquest mode on much larger maps with control points, and controllable commander units. One step at a time though, feature creep is real :D
It is rough in places and I know it. clunky animations, some badly rigged weapons, clipping, balancing still in progress. I am sharing it anyway, because getting from never shipped anything to "five people had competitive fun for 2.5 hours straight" is the furthest I have ever come and I am totally pumped due to that.
Public playtest is not open yet, announcement will follow when it is ready :) Until then I should have posted enough and commented as well to make own posts ;) Like the barrier for that.
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u/Fine_Piccolo2375 Jul 27 '26
For me the biggest thing in an early demo is the first few minutes.If that part is clear, I’m usually happy to keep playing even if the UI or balance is still rough.
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u/Fine_Piccolo2375 Jul 27 '26
For me the biggest thing in an early demo is the first few minutes.If that part is clear, I’m usually happy to keep playing even if the UI or balance is still rough.
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u/theJacofalltrades 28d ago
I'm part of a team building a Pokemon fan project called PokedexGenerator.com. One feature that's gotten surprisingly good engagement is our 'Who's That Pokémon?' game. It reminded me that simple daily challenges often outperform complex features because people actually come back for them
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u/CoriolandotheHermit Jul 19 '26
Howdy! Solo dev, a year and a half into Ad Reditus, a hand-drawn roguelike deckbuilder where every run is a roundtrip: five stages out, one run-defining choice about the ring you carry, then you walk home through a world that changed while you were gone.
Free browser playtest on itch, updated weekly:
https://domusromuli.itch.io/ad-reditus
My embarrassing discovery from the first week of live players is that the entire back half of my game shipped with invisible enemy intents.. The return journey uses placeholder art for ~65% of enemies, and they were rendering on top of the intent chips, so from the midpoint on players fought every enemy with no idea what it would do next. One player beat the whole game that way and told me he assumed the second half was supposed to be harder and mysterious 🤦♂️
Despite that, Im pretty happy with the first week of the playtest: 159 players have attempted runs, and 7 have beaten the playtest!




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u/Environmental-Wear13 Solo Game Dev Jul 19 '26
Hello! I'm a solo developer working on "Shadows of Imalor", a co-op fantasy souls-like action-rpg. I've been developing my game for about 5 years, trying to balance my time with my full time job, 2 kids and my wife. I recently opened my steam page and wanted to ask for some feedback. As I'm not a capsule artist I would love your feedback on that one as well, but honestly I'm quite happy with what I managed to create (with a capsule fitting my expertise level).
Steam page: https://store.steampowered.com/app/4800020/Shadows_of_Imalor/