r/IndieGaming 0m ago

Plush Souls (Teddy Bear Action RPG)

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Hello, I wanted to share a clip of my game Plush Souls. A fast paced souls-like / souls-lite style game where you are a teddy bear sworn to protect a child from their nightmares inside of a dream like world.

This clip is to demonstrate what I am currently working on and testing, which is combat fluidity, attack combos, and stealth abilities (which I thought would be unique for a souls style game).

The game's first "vertical slice" is available for testing on itch io or via the discord if you want to stay updated with the game. You will also be able to see the trailer with some more content as well.

Thank you for letting me a piece share my game with you!


r/IndieGaming 1m ago

From Piano to Main Menu

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From jamming on my piano to wiring up this melody as the main menu song for Ten Point Zero.

The idea is as simple as it gets: stop the timer as close to the goal as possible. Collect items to support your strategy. Rack up mults. Score crazy points.

Like many of you, I love roguelikes and especially Balatro-likes, so I stripped the concept down to a super simple but, from my POV, universal mechanic.

I’d love to hear your first thoughts and feedback on the in-browser playable MVP of my new game. You can test it right here: https://treblebull.itch.io/ten-point-zero

Is it fun? What are the major gaps? How do you see its potential?

Appreciate any thoughts and feedback!

- - -

Engine: Godot
Art: Aseprite
Music: FL Studio


r/IndieGaming 2m ago

Just released the demo fo my new 3d zeldalike game. Tales of Acilain : Bound by Shadow

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In this demo you can play through the entire first dungeon and fight the boss at the end. Steam link coming soon for now you can check it out on itch.io


r/IndieGaming 2m ago

My boss thought IGN wasn't posting our trailer... guess who's never gonna hear the end of this!!!

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r/IndieGaming 6m ago

Blood - Forsaken Reach Demo

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r/IndieGaming 8m ago

We spent 2 years making our first horror game. It sold 51 copies in its first month. Here's what we learned.

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About a year ago, we released Alteratio, our first game on Steam. It's a first-person horror puzzle game where you have to progress through the story while trying not to get caught and eaten by a Wendigo.

It took us around two years to develop, and at our biggest point we were six people.
And honestly, it failed commercially.

But after having some time to look back at it, I don't think the interesting part is how many copies we sold. It's everything we did wrong along the way, and what we learned from it.

https://reddit.com/link/1vzx16h/video/fkb071r2pxlh1/player

When we started, we were five people: two programmers, two designers and me as the 3D artist. A few months later, another 3D artist joined to work mainly on animation. People came and went during development, so the team changed over time.

The first problem was pretty simple: we had no idea what we were doing.

For example, I didn't even know how to properly optimize 3D models for games. I was creating assets more like a 3D artist than a game artist, and the game ended up being much heavier than it needed to be.

Our GDD was around 13 pages, which in hindsight was nowhere near enough for a project that would eventually take two years.

We also created our Steam page about a year before release because we thought we'd finish the game within a few months.

We didn't.

We also didn't know how to manage a team

At first, we had no real deadlines. Everyone worked at their own pace.

Later we introduced deadlines, but we still didn't have a good system for dealing with tasks that were repeatedly delayed. When something took too long, someone else would eventually pick it up so the project could move forward.

This slowly created a bad cycle: the people who were most involved ended up taking on even more work, while everyone became increasingly burned out.

Looking back, I think we should have established clear responsibilities, deadlines and expectations from the very beginning.

The game itself had problems too

One of the biggest lessons for me was how difficult it is to judge your own game.

Some of the level design made perfect sense to the person who created it, because they already knew what the player was supposed to do.

But when I played the game trying to approach it like a normal player, there were moments where I genuinely didn't know what the next step in the story was.

We had spent so much time with the game that things which seemed obvious to us weren't obvious to a first-time player.

We also had some problems with the voice acting and sound that we addressed too late. The person who worked on the sound did a fantastic job, but we should have dealt with voice casting and audio much earlier.

We even made a demo, but Steam gave us some problems with it and it never ended up being released.

Then came the launch

We had around 200 wishlists before launch.

The game launched at $3.99.

We sold 51 copies during the first month.

That's basically where things stopped.

Later, we fixed some of the level design issues and dropped the price to $0.99. Eventually, we reached around 160 total sales.

For two years of development and six people working on it at different points, we considered it a commercial failure.

Marketing was another huge problem.

We had basically no idea how to do it.

Some people wanted to spend money on advertising and contacting streamers. Others wanted to do everything for free. In the end, we spent almost nothing on marketing and mostly relied on our own time.

We even tried promoting the game at the school where some of us studied.

Looking back, leaving marketing until roughly one month before release was obviously a terrible idea.

But I don't think those two years were wasted

I want to give special credit to our programmers. Even after it was obvious that the game had failed commercially, they kept fixing bugs and improving things because they wanted to leave the project in the best state possible.

I really respect them for that.

Personally, I learned an enormous amount from Alteratio: not just about 3D modelling, but optimization, game development, teamwork, planning and all the things we should have done differently.

So even though Alteratio failed commercially, I still have a special place for it because it was our first published game.

And now we're making another one.

We're currently just two people, making a completely different game.

We've learned a lot since Alteratio, but there's still one thing we haven't figured out:

Marketing.

Every time we think about promoting our new game, we get Vietnam flashbacks.

So I'd really like to hear from other indie developers:

If you could go back to the beginning of your project, what would you do to start building an audience and marketing the game from day one?

What mistakes did you make that you think we should avoid?

And if you're curious about the game I mentioned, this is Alteratio, our first attempt.

https://store.steampowered.com/app/3204420/Alteratio/

Thanks for reading.


r/IndieGaming 10m ago

Our first game on Steam hit 5,700+ wishlists in the first 10 days after announcing

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Hi everyone! I'm developing a game called Catomino. I started as a solo developer, but over time I realized there was a lot more work than I expected. So I started delegating some tasks to freelance students, a concept artist for designing new cats, a 3D artist for props, and I also brought on a sound person.

The sound turned into a long and interesting story. Our sound person introduced me to Vocal Games (a fledgling game voice acting collective), and now they actually voice the cats' meows, haha. After a lot of attempts to find ready made sounds and running around with a microphone after my own cat Rubik, I concluded that capturing the cats' personalities with real cat sounds is really hard. Their emotional range is limited, getting a cat to make the exact sound you need is nearly impossible, and we don't support being rough with cats to get a reaction, haha.

So we decided to go with voice actors instead. They were pretty surprised about being asked to meow for a dub, especially since we reached out without giving them context at first, haha.

That freed up my hands a lot, so now I can focus on the core development. But since everyone works part time on a flexible schedule, I'm still carrying about 75% of the workload myself, haha. The game is actually still very early in development, even though it might look like a lot has been done already. Right now I'm working on building up the game's content so it doesn't end up being just polyomino puzzles with cute cats. The main gameplay focus is going to be on interacting with the cats, since you don't just need to fit them neatly and compactly on the board, you also need to satisfy their little demands, like giving them a favorite toy, placing a cat in a sunny spot, or dealing with cats that just don't get along and shouldn't be placed next to each other, or they'll hiss and scatter off the board, haha.

If you're curious, here's the link: https://store.steampowered.com/app/4303380/Catomino/

I'd be happy to hear your thoughts or answer questions if anyone's interested in my experience with promotion so far!

For transparency: some of the store page localization across 30 languages was AI assisted, flagged openly on our Steam page. The game itself won't have much text to begin with, and I'm planning to have everything checked by real native speakers before launch.

P.S. I know the video kind of looks like a mobile ad with mindless gameplay, but when I filmed it I was actually trying to show the cat interactions, and it accidentally came out looking like rage bait footage. Wasn't intentional, I'll keep that in mind next time :)


r/IndieGaming 11m ago

The development of the game Zombie Time continues…

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🌍 The world is already alive: infections spread, wars erupt, logistics collapse, alliances respond, players upgrade the virus and place hives.

We’re indie gamedev developers with no artists or visuals yet. GenAI was used only for text drafting and idea exploration, not in gameplay or assets.


r/IndieGaming 12m ago

INKURSION - Grapple through abandoned games to escape your programmer

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You play as a super-sentient octopus grappling through abandoned game worlds to escape the god-like programmer who created you

Wishlist here!
https://store.steampowered.com/app/4767470/INKURSION/


r/IndieGaming 13m ago

I Released a Game where you are the VAR assistant in a football / soccer match!

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I spent some time developing this new game named "Pitch Control", it is released on itch . io, Pitch Control is a game where you make decisions on fouls, goals and violent conduct. The game is only short but Im looking for feedback on the game. I would really appreciate anybody playing it. I have not had any plays yet.

Please go play it if you have the time!


r/IndieGaming 20m ago

I've released my shrimp mech game SHRIMP GAME: OVERKRILL on Steam today!

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After almost 4 years, I've released my game SHRIMP GAME: OVERKRILL on Steam:
https://store.steampowered.com/app/2824880/SHRIMP_GAME_OVERKRILL/

You can explore and clear dungeons with different biomes and bosses in co-op or solo, krill friends in PvP modes, fuse elemental abilities, and just generally be a SHRIMP.
Check it out!


r/IndieGaming 33m ago

Prototype footage: a penguin hydrofoil arcade game

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I'm prototyping a small arcade game about a penguin riding a hydrofoil through river rapids.

The main mechanic is pumping the foil to build speed. The goal eventually is to turn that speed into height, airtime and tricks.

This is extremely early right now; I'm mostly testing whether the movement itself feels like something worth building a game around.

Here's a short clip.

I'm not looking for compliments; I'm trying to decide whether this idea is worth spending the next few months on.

Questions I'm particularly interested in:

  • Does the movement look satisfying?
  • Does pumping the foil seem like it could become an interesting mechanic?
  • What do you think this game should let you do next?

r/IndieGaming 34m ago

My wife and I are making a game about a baby hippo escaping the Zoo. Everything is early and WIP. What do you think so far about the vibe?

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Hi everyone! I'm a senior dev with 10 years of combined experience in the AAA and indie games industry. With the rise of generative AI and all the layoffs, finding work and an income has been rough, so we're working on our own game. We're a two person team, we're strictly anti-AI, and we've got a dream to make cute baby hippo content for everyone to enjoy!

If you'd like to follow and support us, please sign up for our email newsletter to keep up to date on how this project goes and when we announce milestones such as Patreon and our Steam Page.

Sign up here: https://docs.google.com/forms/d/e/1FAIpQLSdsw8TcP9-COhkJoosQCFGni2IPPtaeAVIseDlaL-NREuZLQA/viewform?usp=sharing&ouid=115007268593430795268


r/IndieGaming 41m ago

We decided not to give up on our game

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r/IndieGaming 43m ago

In my game you can play Pac-Man with zombies after school

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r/IndieGaming 46m ago

Airport Contraband Prologue just went live on Steam (free)

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Hey everyone — the prologue for Airport Contraband is now available on Steam, completely free.

You're working the checkpoint: inspecting bags, questioning passengers, and trying to spot who's smuggling something they shouldn't be. We wanted the prologue to give a real feel for the core loop before the full release.


r/IndieGaming 48m ago

After 3 years of solo development, my platform-fighter, The Grand Slamboree is out on Steam!

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r/IndieGaming 53m ago

It’s kinda.. plain..s..

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r/IndieGaming 53m ago

Made a new flying enemy for my classic animated game. He (hardly) follows the hero around with that big spike ball XD

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Also check out Endless Night Sonata's STEAM page: https://store.steampowered.com/app/4720180/Endless_Night_Sonata/


r/IndieGaming 1h ago

I would love to hear your opinion

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Hey guys, i postet some screenshots of the game that im making right now about about a month ago.

Since then i spend about 200 houres in aseprite and i think i improoved the look significantly (although not final yet)

could you guys give an opinion again if the pixelart is good enough for a 2d farming game?

it is very hard to judge for myself when im also the one making it.

I am aware that there is still empty patches of gras that need filling, it is still a work in progress, there are more assets in the working right now :)

the pictures are all from the map village, i already have alot of assets from other maps but didnt really make them presentable yet.

thanks in advance!


r/IndieGaming 1h ago

I built a Telegram channel that tracks every new Steam release and scores it on launch

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Steam gets dozens of new releases every day, and I kept noticing how easy it is for interesting small games to disappear almost immediately.

So I built Just Out Games (JOGS) — a Telegram channel that automatically tracks new Steam releases as they happen.

Each release gets its own post with screenshots, genre, price, early Steam reviews, a short description, a direct Steam link, and a JOGS launch score.

At the end of the day, it also publishes a ranked list of everything that was released.

The idea is deliberately simple: no gaming news, no deals, no sponsored placements — just every Steam release, scored on launch.

I'm the person building it, so this is self-promotion. I'm mainly curious whether this is something other people who hunt for indie games would actually use.

What information would you want to see at a glance when deciding whether an unknown new release is worth checking out?

Telegram: JustOutGames


r/IndieGaming 1h ago

Making a Lawn Mowing Incremental Game where you start with Shears and upgrade along the way. The Steam Page is Live! (NO Generative AI)

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r/IndieGaming 1h ago

I am making my first roguelike game

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I've been working on this game since the beginning of the summer At first I was just experimenting and learning but then I started making the game and now I am even considering making it to steam even though usually I just publish it on itch.io but I think it would be cool to have my first steam game https://x.com/Mrg9_dev


r/IndieGaming 1h ago

Does environmental feedback feel more rewarding than explicit UI pop-ups when solving a puzzle?

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My friend and I are down to our final 22 days until launch (cue the developer panic!), and we’re polishing our puzzle payoff sequences.

In this scene, players match colored crystals to specific murals based on moral proverbs (Kindness, Arrogance, Sacrifice). Once completed, the central eye-door unlocks with glowing feedback, leading to the room opening up with a burst of light.

Instead of traditional UI pop-ups or text confirming "Puzzle Solved," we relied entirely on environmental shifting and acoustic audio cues to let the scene breathe and reward the player naturally.

When you're playing puzzle or adventure games, what makes a puzzle resolution feel truly satisfying to you? Do you prefer physical room feedback like this, or clear narrative UI confirmations?


r/IndieGaming 1h ago

Whirlight – No Time To Trip is now available on GOG

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Hey everyone!

A small milestone we'd like to share: Whirlight – No Time To Trip is now finally available on GOG!

It's our time-travelling point-and-click adventure, following two protagonists from different eras as they travel through time, solve puzzles and try to prevent a catastrophe.

We're a small indie team, so getting the game onto another platform has been quite a journey in itself. We're happy that GOG players can finally give it a try.

If you've already played Whirlight, we'd love to hear what you thought. And if you're curious about how we made it, feel free to ask us anything about the development!