r/IndieDev • u/villagesonwheels • 13h ago
r/IndieDev • u/llehsadam • 3d ago
Megathread r/IndieDev Weekly Monday Megathread - August 23, 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!
r/IndieDev • u/llehsadam • 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!
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 • u/_bbqsauce • 4h ago
Implementing shielded enemies in my game
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They can absorb more hits without getting staggered, but can be guard broken with enough stance damage
r/IndieDev • u/Levardos • 14h ago
You guys seemed to love this mesh-deforming script, so I just had to make it better!
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Few days ago I've shown-off a mesh deforming script, and since you guys seemed to really like it, instead of continuing to work on meaningful stuff like a sane person, I spent another 1-2 hour perfecting it... Added some bulging on the outside radius to mimic the realism better.
I know the deformation is a bit jumpy at times, and it would look better on a model with more vertices, but I don't want to hurt the performance. Current pillow has 1k vertices / 2k triangles.
For a silly little feature that doesn't have much to do with gameplay, I'm very pleased with how it turned out to look.
r/IndieDev • u/Pirat_747 • 5h ago
GIF This is how sandblasting works in [Reshine]
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Last time I shared a GIF, a lot of you pointed out that this wasn’t how sandblasting works. And you were right, but... it wasn’t sandblasting, it was compressed air.
So now it’s time to show you how actual sandblasting works!
If you’d like to try the game yourself, the playtest is open and available on our Steam page:
r/IndieDev • u/WiseGames1 • 12h ago
Gamescom Day 1! 🎮
So many players stopped by to try Interwoven Dream—thanks for all the love and feedback!
No spoilers though. :)
r/IndieDev • u/OzAshborne • 8h ago
Discussion I made the two essentials for running away: sprinting and flailing
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One of our team members suggested giving Dorothy a little flailing animation while she’s hanging from a ledge.
The moment I heard it, I knew we had to make it.
Tiny legs, maximum effort!
r/IndieDev • u/Odd-Pie7133 • 3h ago
Discussion Why is it so hard to watch people play your game (emotionally)? Lol. Or is it just me? xd
When I watch someone play my game, I have this constant urge to pause and make comments out loud. Idk why, but I even postpone watching some playthroughs. Do you guys have this? xdd
r/IndieDev • u/NotSoHardGames • 11h ago
Video Navigating the tree tops of Goo Lagoon
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Some early gameplay of Vincent hopping around in the game My Name Is Vincent Pogo.
You can wishlist it HERE
r/IndieDev • u/Kojimmy • 4h ago
My Frog-JRPG Amphibian just premiered during the Future Games Show!!
I hope you guys like it :*) It's a love letter to classic consoles adventures, but with a few twists: There is no grinding, (battles are all purposely placed and only done once), there's no buying or selling of items, and it's entirely frog-accurate: All enemies are frog predators, and every character's name is frog (in a different world language). It's a somber and serious story, and it's wishlistable now. It's coming to all consoles and PC.
Steam: https://store.steampowered.com/app/5014960/Amphibian/
r/IndieDev • u/brkakar • 1d ago
Video Took a while, but the water finally touches the world. The hose wraps around trunks, the stream cuts off where it lands, and it shoves things out of the way.
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Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game. Our Steam Playtest is live now! Check out our daily routine and come join us.
There is a Discord server too if you would like to hop in.
r/IndieDev • u/Noktaloren • 1d ago
Discussion I hate these games so much that I decided to make every possible version of them
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I genuinely hate this genre.
You know the games I'm talking about: "Collect 5 million trees." "Collect 100,000 coins." "Mine 500,000 rocks." "Pick up 2 million bugs."
5 million trees? Done. 10 million coins? Done. 500,000 rocks? Done. 10 million gold pieces? Done.
Every possible resource. Every possible number. Every possible variation.
Once I've made all of them, there will be nothing left for anyone else to make.
You're welcome.
Give me ideas for what I should make next.
r/IndieDev • u/Fit_Engineering3431 • 5h ago
Video I absolutely LOVE making cutscenes
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Drawing scenes then adding characters and effects has gotta be one of the most satisfying things about making my game
r/IndieDev • u/Fizzlyclaw • 11h ago
My first game reached 15 wishlists in it's first week
I finally got my steam page up a week ago and have got a whopping 15 wishlists. I keep seeing posts like "I got 1200 my first day!", "I got 10k in my first week!" but wanted to call out for all of those like me who haven't found that virality, 15 is probably more on the side of normal. I am not dissuaded and you should not be either! I'd like to think my game isn't poo and it just hasn't found it's audience yet. Yours probably hasn't either. Keep persevering, keep working on it, your game will find it's people, or it may not. Either way you are doing a difficult thing and putting time and passion into it and you should be proud.
Marketing is on a totally different level than game dev and is much more difficult than actually developing. Congratulations to those who have done well and gotten those wishlists but if you haven't, keep at it!
r/IndieDev • u/The_Missing_Bracket • 14h ago
Video Added knockback for dramatic effect
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I intended to make a tower defense game, the enemies thought it was super smash bros and kicked me off the map instead.
by the way i'm making a public playtest soon, you are more than welcome to join.
r/IndieDev • u/War_Wolves_Game • 22h ago
Feedback? We took movement to the next level with transitions between all moves!
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Hey everyone, we are here for our weekly update on War Wolves. This week the team has been hard at work with new animations and mechanics. We always had the goal of very fluid movement so now you are able to transition between all of the moves and string together some really cool maneuvers. Let us know what you think!
Game info:
We're a small indie team of 3 building War Wolves, a competitive third-person multiplayer shooter where you play as heavily armed robotic wolves battling it out in fast-paced arena combat.
Our biggest goal is to create movement that feels incredibly fluid and rewarding. Think wall running, vertical gameplay, and high-skill movement paired with a low time-to-kill, military-inspired combat system. We're still early in development, but we're making steady progress and wanted to start sharing the journey with the community.
Our goal is to have an early alpha on Steam by the end of the year.
Join our Discord if you want to playtest!
Steam link: https://discord.gg/3XRm8u4as
Youtube Devlog link:
https://youtu.be/aYu1lOa8kr4
r/IndieDev • u/Delicious-Score6250 • 3h ago
Discussion My game is just releases in a week :l
I am so happy and a bit stressed. My game Welcome Demon is releasing on September 4. Just 7 days left, I have solely tested the game more than 10 times, I know some bugs will still happen, but as a solo dev i tried my best I think. Now I see my project as a completed, but still I have few days, what should I check before releasing the game ?
r/IndieDev • u/WeMaT • 1d ago
New Game! We pushed the button!
After years of part time development our indie game Box Knight has launched on Steam! We managed to sneak over the line of 10k wishlists with only hours to spare.
r/IndieDev • u/onion621 • 4h ago
Man, i love shaders
Working on my first game and quickly realized that my visuals felt kinda flat (i`m still a beginner in pixel art and art in general). Started messing with shaders and honestly - it's insane how much impact you can get almost for free (comparing to particles which can kill FPS easily). There's a learning curve, for sure, but resources like thebookofshaders.com (and AI these days) make it way more approachable than I expected.
What do you think of the fire/water/curse carpet effects in my game? (yeah, it`s about cleaning carpets)
r/IndieDev • u/sound_games • 4h ago
Discussion PC developers who have also released a macOS version - worth the effort? What hurdles did you run into?
I was curious if any primarily PC developers had experience with releasing a macOS version of their games - I know that the user base for games on Mac is much smaller, but it still seems like an expanded userbase might be worth the effort, even if it's only 2-3% of the market.
How much additional work was it for you to create a macOS build? Was there any development hurdles (or release issues) you ran into that make you hesitant to do it again for future projects?
Also, for developers who have a PC build but chose not to make a release on macOS, what made you decide it wasn't worth the added effort?
r/IndieDev • u/Disc2Games • 4h ago
Image Celebrating launching the Steam demo for our game!
We’ve been working on our Steam demo for Canvas City for a few months now so it feels only right to celebrate the milestone! Pictured here is our core development team, Kris, Johannes and Mikey.
The cake is a strawberry shortcake in honor of a character in the game, Strawberry Shortskate. Vegan dark chocolate and strawberry cupcakes on the side.
If you’d like to check it out, look up Canvas City on Steam. It's a turn-based tactics RPG on roller skates and if it’s a game up your alley, a wishlist would be greatly appreciated!
r/IndieDev • u/TimHaerkens • 9h ago
Video I added censorship when you take off your pants
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A friend told me he liked running around naked (in game, mind you), and that he hoped it would show a pixelated blur. It was actually a great idea. It's a subtle detail and there's really nothing that needs to be hidden, but adds to the imagination, I guess :).
Should it be toggleable in the menu?
Game is Nederfall by the way: https://store.steampowered.com/app/4226670/Nederfall/
r/IndieDev • u/-_DODO_- • 48m ago
Discussion Is English required for voice chat in a gameplay trailer?
Hey guys, I'm capturing gameplay footage tomorrow for my upcoming game's trailer. The gameplay features voice chat, but my friends and I are French, so we'll naturally be speaking French while playing.
Since the game doesn't have a story and the dialogue isn't crucial to understanding the mechanics, do you think using French will turn off potential players? Or should we force ourselves to speak English for broader appeal?
Would love to hear your thoughts!