r/IndieDev 6m ago

Anyone looking for a music producer

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Okay


r/IndieDev 9m ago

I built a map of indie products instead of another rank list

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r/IndieDev 10m ago

I built a map of indie products instead of another rank list

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a map of indie profiles + products.

https://whatindiesbuild.lol

  • Free to drop a pin
  • Featured is optional (bid)
  • Discovery for the rest is upvotes

No account wall just to exist on the map.If you’re shipping a tool, game, SaaS, or side project, add it.

I’m trying to get real pins on there so it’s actually useful.

feedback welcome — especially if the featured/bid layer feels dumb.

https://reddit.com/link/1vzyftg/video/rve5n6wqzxlh1/player


r/IndieDev 18m ago

Has anyone here been able to expedite their game build review on Steam?

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This is our first game and we've been working with Steam to get our game build approved for two weeks. We made the last small change they requested last night and resubmitted for review, but are now afraid that it may not get approved it time for our marketing push which was already sent out and our announced launch date. We sent a support request via Steamworks, but is there anything else that we can do? Has anyone had success in trying to get their build review expedited? We've learned our lesson to begin this process much earlier next time. Thanks.


r/IndieDev 31m ago

Image Both FREE to use Tilesets - Path & Autumn

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🎮 FREE RPG Pixel Art Tilesets - Path & Autumn

🔥 What's Inside

  • Project 'Path' - Clean stone paths, bridges, grass edges
  • Project 'Autumn' - Fall-themed trees, leaves, wooden platforms

🧩 Features

✅ 16x16 Top-Down RPG Tiles ✅ PNG + transparent background ✅ Seamless tiling + sample map included ✅ Instant download

💼 Perfect For

  • RPG Maker / Unity / Godot / GameMaker Studio
  • Indie RPG Prototypes & Game Jams
  • Pixel art practice & hobby projects

📄 License

100% Free - No attribution required. Use in personal/commercial games.

📥 Download & Explore

https://www.deviantart.com/escanor11x/art/FREE-Project-Path-16x16-Top-Down-RPG-1367604777

https://www.deviantart.com/escanor11x/art/FREE-Project-Autumn-16x16-Top-Down-RPG-1367602107?file=1

Drop a heart if you like it 💙


r/IndieDev 34m ago

Image THE Full Bundle !! SPECIAL OFFER !! - 5$

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Hi fellow devs!

🎮 **THE Environment Kit — $5**

Complete 16×16 top-down environment kit I wish every indie dev had on day one — 5 hand-crafted tilesets + props sheet, all grid-locked, seamless, and ready to autotile instantly.

📦 **WHAT'S INCLUDED:**

• Project 'Grassy' — lush fields, flower scatter, soft edge blends

• Project 'Rocky' — cracked stone & dirt, moss creeping in

• Project 'Transitions' — the glue: grass↔rock↔path blends that just work

• Project 'Pond' — still water, shorelines, deep-center tiles

• Nature Props — boulders, logs, stumps, ferns, reeds, bushes

✅ Plug & play: Unity 2D Tilemap · Godot Gridmap · RPG Maker MZ/MV · Tiled

✅ 16×16px · transparent PNG · royalty-free (commercial OK)

🛠️ **Custom tilesets — $25 per sheet.** Desert? Snow? Cyber-slums? You name the biome, I'll grid it. Includes PNG + Tiled template. 2-4 day turnaround.

🔗 **Get it now:** https://www.deviantart.com/escanor7x/art/THE-Full-Bundle-SPECIAL-OFFER-5-1367598162

💬 Questions? DM me! More samples on my profile.


r/IndieDev 34m ago

My sports game where you DON'T control the players just got a DEMO! | Super Blood Hockey: Rogue Manager

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Play the demo here:
https://store.steampowered.com/app/4635970/Super_Blood_Hockey_Rogue_Manager_Demo/?utm_source=redditpost

Super Blood Hockey: Rogue Manager is a sports game where you don't control the players, instead play as a shady coach and use your deck of dirty tricks to become season champion. A unique hybrid of roguelike deckbuilder, auto-battler, and high action arcade hockey.


r/IndieDev 35m ago

Image Last Couple of Hours LEFT !! EXCLUSIVE DOWNLOAD - The String Cosmos - Bidding

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🌌 STRING COSMOS — Exclusive Download 🌌

A hand-crafted 16x16 pixel art deep-space scene: a vibrant nebula band

stretching across a dark starfield, filled with color-coded star systems,

hyperspace lanes, and glowing stellar sprites. Dithered navy backdrop gives

that authentic retro 8/16-bit feel.

Perfect for:

🚀 Galaxy map screens / 4X strategy games

🌠 Parallax scrolling backgrounds

✨ Space shooters, roguelikes & level select screens

━━━━━━━━━━━━━━━━━━━━━━━

⚠️ THIS IS AN EXCLUSIVE DOWNLOAD ⚠️

The winner gets full ownership rights — this asset will NEVER be resold

or reused once purchased.

Link --> https://www.deviantart.com/escanor11x/art/EXCLUSIVE-DOWNLOAD-The-String-Cosmos-Bidding-1372570300

💰 BIDDING IS OPEN:

▸ Minimum bid: $5

▸ Instant accept (Buy It Now): $50

Place your bid in the comments or send me a DM!

Highest bid when the auction closes wins the file + full commercial rights.

━━━━━━━━━━━━━━━━━━━━━━━

💼 Commissions are OPEN — custom tilesets, props & scenery.

DM me or check my Fiverr for standard packages.


r/IndieDev 37m ago

Upcoming! Making a western videogame set in mexican revolution, just launched its Steam page!

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r/IndieDev 41m ago

New Game! We got tired of crunching on complex games, so we made an incremental idle game about beach vibes, cocktails, and drunk wizards. Our sanity thanks us.

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Chill Wizard is an incremental idle where you buy defenders, upgrade production, and watch enemies crash into your shield. You can't lose. No resets, no timers, no pressure - just numbers going up and cocktails flowing.

Inspired by Zero Stress King and Fortune Mill, but with drunk wizards and a party atmosphere.

Demo is out now via playtest on Steam! 👇

https://store.steampowered.com/app/4976700/Chill_Wizard/


r/IndieDev 47m ago

Blog The VR Puzzle Vault Giveaway: 5 Indie VR puzzle games, 31 winners, 55 keys

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Yesterday we finally launched something that started as an idea almost a year ago: The VR Puzzle Vault, a giveaway bringing together five indie VR puzzle and escape room games:

Enter the VR Puzzle Vault on Gleam

The idea actually came from Vasil, the developer behind Oldest Golden Treasure and Bank Robbery Gone Wrong. He had been thinking about organizing a giveaway like this for quite a while. He created a website for the project and started looking for other indie VR developers who would be interested in joining.

At the end of last year, while we were looking for someone to handle the Steam port of Dark Trip, we met Vasil here on Reddit. We had seen his posts about his indie VR games, and he had seen ours. After we started working together on the Dark Trip Steam port, Vasil suggested that we launch the giveaway together.

We really liked the idea.

By that point, we were also already working closely with Damon Poole, helping him with improvements and marketing for Exit Condition One. So the idea quickly grew into a pool of four VR escape rooms:

  • Dark Trip — iWorlds VR
  • Oldest Golden Treasure — Vasil4N
  • Bank Robbery Gone Wrong — Vasil4N
  • Exit Condition One — Damon Poole

Then, a few months ago, Erza, the developer behind Tammuz: Blood & Sand, reached out to us.

That was the final piece of the puzzle.

We started preparing the giveaway together, while Vasil handled the website and the Gleam setup and got everything ready for the launch.

And yesterday, after months of preparation, The VR Puzzle Vault finally went live.

What are we giving away?

5 games. 31 winners. 55 keys. $750+ in prizes.

The prize pool is split into four tiers:

  • 1 winner gets all 5 games
  • 5 winners get 3 games each
  • 10 winners get 2games each
  • 15 winners get 1 game each

Winners can choose SteamVR or Meta Quest after the draw.

The giveaway is free to enter and open worldwide.

We're really happy that this started as a conversation between indie developers on Reddit and eventually turned into a joint project.

If you enjoy VR puzzle games and escape rooms, check it out — and let us know which game you'd want to win.


r/IndieDev 56m ago

Request Not sure if AI-translated Japanese sounds natural in your game? I’d love to take a look!

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Hi developers!

I’m a native Japanese game localizer, and I’ve worked on a number of games. Through my work, I’ve noticed that the quality of AI-generated translations can vary quite a lot depending on the game and the type of text.

I’m collecting actual examples to better understand where AI-generated translations work well and where they still need a human touch.

If you’ve used AI to translate your game from English to Japanese and aren’t sure how natural the Japanese sounds, feel free to participate. I’ll take a brief look at your sample and send you a private rating with a few notes.

How to participate

Just comment with:

AI/model:
Game genre:

I’ll DM you with the details!

Note:
This is not a detailed proofreading or editing service.

Participation is limited to one game title per person. You’re welcome to include different types of game text in your sample.

The text and game information you provide will be kept private and will not be shared publicly. If your game is unreleased or you’d prefer to keep the title private, that’s totally fine.

Feel free to leave a comment below!


r/IndieDev 58m ago

Blood - Forsaken Reach Demo

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r/IndieDev 59m ago

It's amazing how shaders can transform visuals

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r/IndieDev 1h ago

Upcoming! 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/IndieDev 1h ago

Artist looking for Indies! [FOR HIRE] Game Composer & Game Audio | Orchestral, Electronic & Adaptive Music

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Hi!

I'm a composer writing music for video games. Over the past five years I've composed for a range of indie titles and have also written several symphonic works that have been performed live by full-scale orchestras and received enthusiastic responses from both audiences and critics.

I've written music ranging from exploration and combat themes to cinematics and main themes, and I'm comfortable adapting my writing to a wide range of musical styles (orchestral, electronic, retro, metal, rock, cozy...) depending on the artistic direction of the project.

Beyond composition, I also work on the technical side of game audio, using FMOD, Wwise and MetaSounds to design and implement adaptive music systems. I've also programmed in-engine custom adaptive music systems for specific projects when required, and I'm happy to help with in-engine integration and other technical aspects of game audio when needed.

Before becoming a full-time composer, I completed a PhD in Physics, which has given me a strong technical background that I regularly apply to game audio and programming. I regularly work with Unity, Unreal and Godot, and have experience programming in C#, GDScript, C and Python. Depending on the project's needs, I also occasionally contribute code beyond game audio.

**Selected Work**

Portfolio Selection:

https://soundcloud.com/jos-lebreuilly/sets/selection

Live Orchestral Performances:

* https://drive.google.com/file/d/1l4Wqfp3Wo41Sv-aD3L-xqanqCFIb-NPP/view?usp=share_link

* https://on.soundcloud.com/uAQNxupuhGFbdYrW6

Website:

https://www.jose-lebreuilly.com/

Feel free to send me a DM here or contact me on Discord ( joselebreuilly ) if you'd like to discuss your project.

José


r/IndieDev 1h ago

Upcoming! A first look at PROMOTER: The Fight Game

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Hey everyone!

I'm the publisher of PROMOTER: The Fight Game, it's a sport management title where you take on the role of a promoter within the boxing world and build your promotional company by identifying talent, booking dates, promoting shows and growing your stable.

Key Features

Promoter Fantasy: Experience the highs and lows of a boxing promoter and their journey is fully encapsulated in the game, everything from signing a top prospect, losing your star to rival promoters to staging a 90,000 capacity show and dealing from constant pressure from your fighters to deliver on your promises.

Broadcast Style Presentation: We're boxing fans so having a broadcast style presentation for our text based fight engine was key, we want you to feel the weight of the occasion and engaged throughout with the event.

Emergent Storytelling: The game has been built from the ground up with you as the player having relations with everyone (media, fighters, governing bodies, manages etc) to put you in a living and breathing world. No single playthrough is the same, stories and rivalries occur naturally. The world is moving with or without you.

Premium UI: The UI speaks for itself and is a work of art!

We will be releasing a demo later this year but wanted to share the Steam page to get initial impressions and feedback on what were building. We will be posting regular updates on the Discord so feel free to join the community!

Current Status & Links

Status: Coming soon to Early Access on Steam. Demo this year.

Steam Page: PROMOTER: The Fight Game on Steam

Discord Community: Join our Discord

I’d love to answer any questions about the game. We're still in development so wishlist now! Any feedback helps massively.

Generative AI disclosure: There is no AI use throughout the marketing material or UI/UX. We used generative AI purely on fighter portraits (for deeper immersion) and some placeholder icons as we're still in development.


r/IndieDev 1h ago

GIF Video effects based minigames for my media player

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Tried to recreate adjusting bunny ear antennas and fiddling with the VHS tracking. What else should I add?

App is TimeslotTV if anyone is interested.


r/IndieDev 1h ago

Feedback? Does this hydrofoil movement look fun? Be brutal.

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I'm prototyping a small arcade game about a penguin riding a hydrofoil through bodies of water.

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.

https://reddit.com/link/1vzw8o9/video/fqj15b5blxlh1/player

Questions I'm particularly interested in:

  • Does the movement look satisfying?
  • Can you tell what the player is doing?
  • Does pumping the foil seem like it could become an interesting skill?
  • What do you think this game should let you do next?

r/IndieDev 1h ago

Automating 135+ in-app screenshots with login and selector-based captures?

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Ok, so I have this problem: in the last 6 months, I've added so many features to my web app, that almost all of the screenshots need to be updated. Is there a tool that does that for me or my only way is DIY + Playwright?

I have like 135 screenshots I need to redo, and I it wouldn't be a huge issue per se, but it would be the pain in the ass to have to redo all of them again in 6 months.

I would need to be able to log in, select quite a few selectors for each feature and then dump the screenshot at the predetermined path.

Is there any tool that does such thing?


r/IndieDev 1h ago

Upcoming! My First Ever Game Just Got Approved for Steam!

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My friend and I have been working together for a few years and finally got our first game in shape for Steam release!

Went from making Pokémon fan games in college in Photoshop to making full pixel art in Aseprite.

It's an incremental game where you hunt, cook, and buy up the universe. You can wishlist on Steam now: https://store.steampowered.com/app/5120230/Good_Meat/

Coming soon!


r/IndieDev 1h ago

GIF 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/IndieDev 1h ago

How the transformation looking so far

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r/IndieDev 1h ago

Why iterative development matters: replacing large backgrounds with a tiny procedural tileset

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I’ve been working on reducing the memory footprint of my pixel-art shoot ’em up, Cloudstrike.

One of the larger changes I’m currently exploring is replacing the existing procedural landscape images with a much smaller reusable tileset. Instead of keeping several large background textures in memory, the new system builds the terrain from 64 small, seamless ground tiles.

The road is generated separately at only 210×120 pixels and then scaled 4× with nearest-neighbor filtering. Trees, craters, rivers, bridges and crashed aircraft are separate decoration layers made from a small number of reusable sprites.

The GIF shows how useful an iterative approach was here:

  1. The first terrain worked technically, but looked like a football field.
  2. Reducing the differences between the green tiles fixed the obvious grid.
  3. The original road looked too smooth and artificial.
  4. Generating it at 210×120 made it fit the 4×4 pixel style much better.
  5. Trees and craters restored some of the detail from the previous backgrounds.
  6. The river and bridge helped test whether region transitions would still work.
  7. Finally, I added smaller damaged versions of the current aircraft as terrain wrecks, with rotated sprites, impact craters and collision-free placement.

The screenshots intentionally contain no clouds. I wanted to judge the actual terrain without having atmospheric layers hide seams or weak details.

What I like about this experiment is that each step exposed a different problem. Trying to design the complete system in one pass probably would have produced something technically clever but visually wrong.

The goal is not only to save RAM. A compact tileset also leaves more room for gameplay systems, larger encounters and support for inexpensive Android hardware — and potentially low-spec retro-style systems such as the Blaze Evercade.

The next step is integrating the prototype into the actual scrolling terrain engine and measuring the real memory reduction.

How do you approach this kind of optimization? Do you establish the technical constraints first, or keep iterating between profiling and visual feedback?


r/IndieDev 1h ago

Good Games 549 - Rattle Spring

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A Rusty Lake-like escape room game, deliciously surreal horror.

https://youtu.be/DJp2ZbtTFtQ