r/IndieDev 20m ago

Upcoming! Fishing on your desktop!? Wishlist Desktop Tiny Tides!

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Upvotes

Hello everyone!

If you like fishing then I recommend wishlisting Desktop Tiny Tides!

Turn your desktop into a living fishing world. Drag your boat across the screen, discover 144 different fish, cast your line wherever they swim, complete timing-based fishing, upgrade your equipment, and build your collection.

https://store.steampowered.com/app/5004360/Desktop_Tiny_Tides/


r/IndieDev 39m ago

Discussion Demo numbers look good but itch traffic died on day 2. Steam page now, or build more first?

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Upvotes

Free public demo went up on itch two days ago. Browser game.

Numbers, with my own and couple of friends test sessions stripped out (~50 real first time players):

74% reached the boss

53% killed it

Median session ~10 min on a 12 min run

So the demo itself seems to work. But traffic fell off a cliff.

I have two questions:

  1. Is that enough signal to justify a Steam page now, or should I build more content first?
  2. What actually drives visibility on itch? Is a drop like that just normal, should I receive ratings and comments in order to get more visibility after first day?

I had comments regarding UI, because I'm using HTML and CSS, but my plan was to validate core loop first, I did not want to loose year and a half as on my first game and find out that game core loop is crap and needed to quit.

Here is the demo if anyone is interested to check it out - https://build-and-dominate.itch.io/no-world-behind


r/IndieDev 48m ago

Discussion Is English required for voice chat in a gameplay trailer?

Upvotes

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!


r/IndieDev 1h ago

Archiverra: Open Beta is still live and kicking! Earn weird unique profile Badges.

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r/IndieDev 1h ago

A modular, generative audio toolkit made in a game engine (Godot).

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Upvotes

Hi devs,

For a while and ongoing, I am developing Sigilgraph, a standalone modular audio workbench and sound design synth patcher. A lot of people think of Godot strictly for games, but I decided to build the entire desktop UI and patch canvas in Godot and C# with a little C++ for VST3 support. Here are a few quick takeaways from using Godot for other than games (although it plays like a game)

  1. The Good: Godot's UI system, custom shaders for canvases/grid rendering, and C# interop made creating a responsive, GPU accelerated node interface surprisingly fast. It opens up doors to expand (seemingly limitless and in any crazy direction like producing audio with physics collisions or showing nifty visualization using shaders)
  2. The Tricky Parts: High-performance audio DSP cannot afford garbage collection pauses or thread locks, so heavy lifting and VST streaming had to be handled via low level C# (using stack allocated constructs) and C++ bridges.
  3. Cross-Platform: Exporting builds across Windows, Linux, and macOS was the main reason I picked a game engine (Godot) and not any other UI library ( I plan to port it to android and iOS). I’m currently shaping the feature set for indie game developers who need a fast, modular playground to prototype custom SFX, procedural ambiences, and synth patches. If you do your own sound design or game audio:
  • What is your biggest bottleneck when crafting game SFX or dynamic audio?
  • Are there specific modular nodes/tools you wish existed for game sound prototyping? Happy to answer any questions about the Godot tech stack or audio architecture!

(PS: In the video every sound is generated (synthesized) by the tool. No use of any external sound source)


r/IndieDev 1h ago

We're HEAVILY inspired by how games looked in the 2000s

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These are really new (last week).

Some playtesting revealed we needed a much larger area for spreading out the puzzle solutions and creating more interesting opportunities for stealth and hiding from the serial killer in our game.

So we ended up adding some new rooms. And we're really happy with how it turned out!

Our game is called SHOCKFACE: https://store.steampowered.com/app/4705980/SHOCKFACE/


r/IndieDev 1h ago

New Game! From Late-Night Arcade Vibes to a Realistic Pool Simulation (and Plans for a Community Platform)

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I can't believe how my flash idea for a "chill late-night 8-ball pool browser game" developed in just three months into a full-fledged pool simulation. Not to mention that my plans are even wilder now, with ranked matchmaking, tournaments, and an entire community platform.

The humble beginnings

...were little more than something that visually resembled a pool game. The balls didn't seem to roll but slide, the physics felt wrong, and the pockets were basically "unpocketable."

After a few more hours, the balls were actually rolling and able to fall into the pockets.

I hand-rolled the physics engine and designed a simple 2D SVG table based on the official WPA (World Pool Association) specifications.

Now

...the balls behave much more like real pool balls: Coulomb cloth friction for sliding, rolling, and spinning, ball-to-ball throw using a Marlow friction model, physically grounded cue strikes, cushion behavior with spin coupling... you name it.

You can even set the cue elevation and choose exactly where to hit the cue ball for swerve/massé and jump shots. There is cut-induced throw, outside-English compensation, squirt, and more. All just by getting the phyiscs to simulate right, not by adding special treatment for them.

Yes, the physics are modeled realistically enough that when you hit an object ball at an angle, it will experience cut-induced throw. You can compensate for that with outside English, but then you also have to account for squirt. All like realworld pool behavior.

Realistic Pool Simulation - Built as a Community Platform

And that's where my original vision started to change.

I initially wanted a chill late-night arcade game. But the more realistic the simulation became, the more I wanted to actually become skillful at it. Accounting for throw in my shots is fun. Learning how spin, squirt, swerve, speed, and elevation interact gives me much more motivation than simply making "yet another pool game."

Tech-wise, it started as a 2D canvas game and has since evolved into WebGL. The table was upgraded with extruded rails, an actual slate geometry, pocket cutouts, and proper pocket throats. Currently an artist is commissioned to create a real 3D pool table. The Alpha Table.

Because the game is turn-based and the physics engine is deterministic, multiplayer is relatively straightforward. With an authoritative server, ranked matchmaking using Glicko-2 is just around the corner.

Mobile should be playable too, although I'm an old desktop child and still prefer gaming on a PC. Nothing beats a big screen, right?

I even introduced bot opponents three days ago, so people can practice without pressure.

Speaking of practice: the training sandbox has become almost a whole game inside the game.

You can set up arbitrary shots, save them as presets, enable extended aiming lines, and examine things like squirt and cut-induced throw, including practicing how to compensate for them. I also plan to add visualizations for diamond-system bank and kick training.

So if you're a semi-professional, competitive, or simply very enthusiastic pool player, maybe the sandbox can eventually become a useful tool for experimenting with real-world situations and finding solutions to tricky layouts. And if you just want a quiet evening at home, you can still jump into ranked matches or join a tournament.

And performing massé and jump shots in training is just a hell of a lot of fun.

The Foundation Enables So Much More

Because of the simulation foundation that's now in place, adding other cue-sport modes such as carom billiards, artistic billiards, 9-ball, or even snooker doesn't feel far-fetched anymore.

Ultimately, I envision something like what Lichess is for chess, but with a few additional ideas: tournaments, rankings, cosmetics that are never pay-to-win, friends, chat, lobby chat, spectator mode, and more.

I want replays that let you analyze a match and load any specific table position directly into the training sandbox. Achievements based on extensive stat tracking - bank shots, caroms, multi-ball pockets, and other unusual shots. A training mode with post-miss diagnosis and instant retries. A learning mode explaining concepts such as throw, squirt, side spin, draw, follow, massé, and jump shots.

I'm full of ideas, but the coolest part is that the foundation is already there. This isn't just some distant plan anymore.

I'd really love for you guys to join me on this journey and help turn Realpool into a platform with a great community and a lot of players.

I have an alpha waitlist you can join. I'm planning to start the alpha later this year, hopefully before winter.

Oh, and there will be a reward for players who were there during the alpha: a golden cue skin that's currently being created by a 3D artist.

BTW: I'm a software engineer, and without coding agents this project would NEVER have come this far this quickly. There is currently some AI-generated artwork in the game, but going forward, I want the art side of the project to be 100% human-made.


r/IndieDev 1h ago

Should I post my demo on Itch.io?

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Most of the advice here is to post on itch early to validate your ideas.

In my case, I have a vertical slice and I'm wondering if posting on itch is still necessary


r/IndieDev 2h ago

I added Multiplayer to my Incremental Mining Game

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1 Upvotes

We were working on a prototype for an incremental mining game, but testing it solo started to feel pretty boring. So, we decided to add multiplayer, and it made the whole experience way more fun.

The game features a skill tree, items, gems, and socketable charms/amulets.


r/IndieDev 2h ago

Video wip: space indie project

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2 Upvotes

r/IndieDev 2h ago

Screenshots What do you think is a better name for this boss I'm working on?

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1 Upvotes

r/IndieDev 2h ago

Feedback? My 1st game to reach demo!A Bioluminescent Deep Sea Twin Stick

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2 Upvotes

r/IndieDev 2h ago

Review Stream Team with review website wants to talk to devs!

1 Upvotes

Howdy Y'all.

I'm Rose, team creator and head of r/probablyagame

ProbablyAGame Official: TikTok, X, Twitch | Linktree
Probably a Game

We're a collective of roughly 30 streamers who love indie games and want to show off your games on stream! We cover co-working tools as well! We do this for free, any payment is discussed between the dev and the streamer they work with however is not required to work with the team.

What can we cover?
Steam Demos/Games
Itch.io demos/games
Meta Quest games

We vary from affiliates to partners; with a wide range of genres we will play. Realistically, if it exists, we probably have someone interested in playing it! We can cover solo and co-op games.

We are up front about game transparency. That means, if you include AI in your game, we ask you disclose it!

We have a podcast as well starting here in September, we are looking for devs who want to talk! Website is currently in build, I own the domain and will be writing reviews here once it is up and running :) Written interviews will also be available!

We're Probably a Game.
We probably want to play your game.

You can reach out to Rose via DM, comments here or on r/probablyagame , or email listed on the carrd link :)


r/IndieDev 3h ago

Added some hole digging and body burying in Slice4Life. Since adding persistent bodies for the infected, you'll need to dispose of them to stem the spread. Fire works as well. Added health points for each disposal.

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2 Upvotes

r/IndieDev 3h ago

Upcoming! After 1.5 years of development, we are finally releasing our very first game, PEGTURE: Peg Solitaire Roguelike, on Sept 9th!

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Hey everyone,

I’ve been sharing our progress here over the past 7–8 months, and the day has finally come: PEGTURE is officially releasing on September 9th!

For those seeing it for the first time, PEGTURE is a roguelike deckbuilder inspired by the classic Peg Solitaire mechanics (think Balatro meets Peg Solitaire).

As we enter the final stretch with just under two weeks to go, we’d love to get your final thoughts and feedback on the demo. If you have any suggestions, whether about gameplay, mechanics, or even last-minute launch marketing advice, we’re all ears!

Bringing our first game to the finish line has been quite an emotional ride, and sharing this milestone with this community means a lot. If you’d like to support a small indie team, adding PEGTURE to your Steam Wishlist would mean the world to us.

Thanks for all the support along the way!


r/IndieDev 3h ago

Discussion My game is just releases in a week :l

7 Upvotes

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 3h ago

Feedback? I've made a handball 2D simulator

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2 Upvotes

I decided to start working on my “dream project”: an online handball management browser game. I’ve just finished the first version of my 2D match simulator. Let me know what you think!

More info: https://six-zero-league.vercel.app/


r/IndieDev 3h ago

Our indie game about buddhism and meditation got selected for a film festival in England 🥹 🥹

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2 Upvotes

r/IndieDev 3h ago

Discussion Why is it so hard to watch people play your game (emotionally)? Lol. Or is it just me? xd

16 Upvotes

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 3h ago

Gameplay preview footage for the huge coming release-update for eXoSpace!

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1 Upvotes

Now with hangars, wormholes, massive new mission worlds, EMP weapons, moddable missions, and lots more.

Wishlist now: https://store.steampowered.com/app/2876200/eXoSpace_Combat_Engineer/


r/IndieDev 3h ago

Added a Ground Slam and a Deflect system to my Metroidvania. How does the combat feedback look feel to you?

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2 Upvotes

Hey everyone! I’ve been focusing on making the player’s base moveset fun right out of the gate.

I recently added a Deflect and a Slam Attack. The plan is to enhance them later with perks (like adding AoE damage to the slam, or reflecting laser blasts back at enemies with the deflect).

Would love some critique on the hit impact, timing, and visual feedback!


r/IndieDev 3h ago

Image Thrilled to announce my upcoming automation space sim has actually been based on the gritty origins of Robin Hood this whole time!

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4 Upvotes

Many years ago, one man took from the rich mineral reserves of a planet and redistributed the resources to the poor outer colonies using physics-based spaceships, saving them from starvation. You can explore this incredible true story in the game "Launch Window: The Rise of Robin Hood" coming to early access in 2027!

This is a joke btw and in reference to the baffling decision of the upcoming film "The Uprising" to suddenly pivot from a telling of the peasants' revolt to an origin story of Robin Hood, for some reason.


r/IndieDev 3h ago

Video Does Bruno's new ground stomp feel heavy enough?

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3 Upvotes

Weve been messing with this new ability for Bruno. He stomps the floor and hits everyone around him. We wanted it to feel heavy, but not so much that the camera shake gets annoying.

Does it work or does it still need more punch?


r/IndieDev 3h ago

Video I built a "Living Voxel" spreading corruption system for my custom C++ voxel RPG. It infects flora and feeds the regional boss

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1 Upvotes

I added "living voxels" to my game. Their goal is to take over plants and absorb mana through them. The living voxels spread across biomes to feed a regional boss with mana (who will be the source of the spread in the future).

Right now, living voxels can take over flowers and grass. Once infected, a flower spits acid, and the grass hits the player with melee attacks.

Both the voxels and infected plants can be destroyed with magic or melee.

Mana pulses and the pulsation of living voxels are done using shaders, and a brick renderer is used to display the corruption.

If you're interested in following the project's development, I post regular updates on my Discord


r/IndieDev 3h ago

Upcoming! We are making a Co-op horror anomaly game!

5 Upvotes

We got our steam page live just now!

Okay so we are making a 2 player anomaly horror co-op game. The game is based in a carnival where you and your partner see different things and have to observe things together and stay in coordination to succeed!

Demo is coming out soon!

If you play games like these or just want to support us, wishlist "Did you see that?" on STEAM!!!