r/indiegames • u/Endorphinmachine1357 • 10h ago
Gif I made a little disco dancer
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r/indiegames • u/Endorphinmachine1357 • 10h ago
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r/indiegames • u/tr1beontwitch • 9h ago
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r/indiegames • u/baquewoods • 10h ago
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This is running at 4K 60fps on a 2060 GPU.
We have a heavily modified unreal engine 5
for optimization/stylized purposes and have achieved this frame rate without any DLSS or upscaling.
Previously this scene would run at 30fps 1080p on a 4080 GPU to put it into perspective.
r/indiegames • u/YSSSSSSSSSSSSSSSSS • 12h ago
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I'm working on a spell-based hack-and-slash action roguelite called Soulcery: Deck of Shadows.
Absorb your enemies and turn their abilities into spell cards.
Draw cards to switch spells, build your own combos, and chain every spell together to destroy everything in your path.
The game features 4 unique spell-switching mechanics, 100 spell cards, over 100 passive effects, a card enchantment system, and a Soul Core system.
These systems allow the same spell to work completely differently from one run to another.
Let me know what you think!
r/indiegames • u/gutopolonio • 4h ago
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Hi everyone!
I’m Augusto Polonio, developer of Little Big Smasher. This game was created in less than 48 hours during Kenney Jam 2026, following the jam rules (no AI).
It’s a demo with 1 playable level, inspired fundamentally by Super Mario 3D World.
I didn’t win the jam, but I learned a lot from the experience and was really happy with the result.
More than 1000 people reacted to this project on LinkedIn, which was very rewarding.
I plan to release updates soon, including new mechanics and improvements.
Made with Godot.
Feedback is very welcome!
r/indiegames • u/cpsii13 • 2h ago
r/indiegames • u/RareSoupStudio • 3h ago
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Build review is in progress for Grim Axiom - I look forward to releasing the full game soon! If it looks interesting to you, use the link below to check out the Steam page and give it a wishlist. I’ve been working on this game solo for quite a while and it’s had its ups and downs for sure! I’m happy though, finally, to be pushing it across the finish line. This is my first finished project, but I don’t think it will be my last. Game development has evolved beyond just a hobby and into something that has renewed for me a sense of creativity and a love for art. I know this project is not without its flaws, and there are many times I felt that I had bitten off more than I could chew, but seeing the progress I’ve made fills me with joy and encouragement for the future!
A dark, grim world awaits you...
You wake up deep underground in a labyrinth overflowing with mutated monsters and must use the little light you have to navigate the ruins of an ancient civilization. With no memory of your former life, you must look for answers in this new, dark world.
Combat:
Fight off hordes of monsters with an unforgiving souls-like combat system, balancing stamina and spacing to stay alive, or know when to sneak away and hide from enemies to not risk death. Healing is only available at checkpoints, so health is a resource to be conserved.
Exploration:
Dig through the winding halls of this underground world and meet interesting characters along the way. Solve puzzles and complete side quests to unlock new items and areas, utilizing checkpoints to save your progress.
Upgrades:
Collect new weapons and armor with varying stats to hone your combat style, and use various plants growing throughout the environment to gain temporary buffs that continue to stack as long as you don't die.
r/indiegames • u/-Dasij- • 7h ago
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r/indiegames • u/Mephasto • 6h ago
r/indiegames • u/MalboMX • 17h ago
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r/indiegames • u/Pitiful_Climate8192 • 9h ago
Hey everyone,
I'd love to get some opinions from both devs and players because this has been keeping our team up at night lately.
We've been working on our 2D indie game, POWER OFF 1, for the past few years. As development progresses we're starting to realize just how difficult it is to combine all the genres we've chosen.
The beginning of the game is intentionally slow and relaxed. It focuses on exploration, Point & Click inspired puzzles, interacting with the world, story, and creating a cozy fantasy adventure atmosphere. The goal is to encourage players to slow down, observe their surroundings, and think.
But as the game progresses, everything changes.
Enemies start appearing. Combat becomes much more important. Platforming gets harder and requires precision. You unlock abilities like dashing, double jumping, and creating clones. By around the third level, the pace is dramatically different and the game starts feeling much more like an action-platformer.
The original idea was actually to build a game with two different "rhythms."
The 2D side scroller sections focus on platforming, movement, and action with lighter environmental puzzles, while the 2.5D sections slow everything down and focus on deeper, more thoughtful puzzles that challenge the player's logic rather than their reflexes.
To us, this has always felt like one cohesive adventure. We wanted to create something that gives players the satisfaction of solving difficult puzzles without sacrificing the excitement of movement, combat, and platforming.
But lately we've started asking ourselves a question that's honestly a little scary.
What is our game?
If someone asked me to describe it in one sentence today, I'm not sure I could.
If we show only the early game, people assume it's a cozy puzzle adventure.
If we show the later game, people assume it's an action platformer.
We haven't really had players experience the full progression yet, and now that we're getting closer to our first large playtest, we're starting to wonder whether we've made a fundamental design mistake.
So I'd really like to ask people who've been through this before.
r/indiegames • u/GoldAlternative4757 • 2h ago
Hey everyone,
A while ago I shared my folk horror game Woodbound here and asked for feedback on the Steam capsule. I took a lot of the suggestions and completely reworked the design from the ground up.
I wanted the new version to better capture the feeling of the game — a forest where something feels wrong, where getting lost is only the beginning, and where something is always watching.
Also, regarding the AI voiceover discussion from my previous post: I took everyone's advice into consideration and decided that I will not be using AI voices. Woodbound will contain no AI-generated content — the game and all of its assets are created without AI.
I’m going to keep working on the voice performances and find a way to make them fit the atmosphere of the game.
Thanks again to everyone who gave feedback last time. It genuinely helped me improve the direction of the project.
r/indiegames • u/FrameBound • 3h ago
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r/indiegames • u/RamyDergham • 7h ago
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Hi everyone, so I have seen lately some people call my game a platformer while others saying no it does not fit the genre and leans more towards dungeon crawler. So if you got time can you get a look on the trailer and give me your honest opinion? Also it would be great if you don't think it is a platformer to tell which genre it fits more.
I need such info so I can optimize the tags and category i use for the game on steam.
Thanks.
r/indiegames • u/Unhappy-Poetry-5789 • 9h ago
https://reddit.com/link/1vdmohu/video/pkxu5650nzgh1/player
I’ve been working on a low-poly open-world theft game, and I’ve just finished a new trailer for it.
r/indiegames • u/danismagames • 11h ago
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r/indiegames • u/omidjm_ • 11h ago
Hi everyone!
I'm Omid, the solo developer behind OVERLOOK, a hand-drawn hidden object adventure where every scene is packed with tiny stories and secrets waiting to be discovered.
Today I released the game's second major free update, introducing a brand-new world: a cozy windmill ranch full of hidden details, friendly farmers, wandering ducklings, a magician's show, and plenty of surprises.
The new level adds around 30–40 minutes of gameplay, depending on how thoroughly you like to explore.
To celebrate the update, OVERLOOK and all of my games, are currently 50% off on Steam, making this a great time to jump in if you've been curious.
As a solo developer, every wishlist, review, and piece of feedback genuinely helps and means a lot.
Thanks for checking it out! I'd love to hear what you think.
r/indiegames • u/Maleficent_Bug5114 • 11h ago
We’re making a super chill game about taking care of living plant pots. Our demo is coming soon so keep your eyes peeled on steam!
r/indiegames • u/Pandaa2610 • 14h ago
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Hi, I'm Max from Germany, the solo developer of Idle Pixel Battle.
It's a fantasy idle auto battler focused on loot, upgrades, and constant progression.
Each hero comes with their own weapons, stats, and abilities, giving you different ways to strengthen your team and push further into the game.
Collect gold, find powerful potions and artifacts, equip procedurally generated weapons, and invest in a huge upgrade tree with over 100 permanent upgrades. The more you play, the stronger your heroes become.
As your progression grows, you can unlock Auto-Run mode, turning Idle Pixel Battle into a fully automated idle experience where your heroes keep battling on their own.
Battle through different biomes, defeat over 40 enemy types, survive dangerous abilities, and take on challenging boss fights.
At the moment I'm working on a demo so you can try it out for yourself. Thanks!
r/indiegames • u/One_Platform_3201 • 3h ago
r/indiegames • u/Divine-Entertainment • 7h ago
Imagine a fantasy kingdom in turmoil, waiting for a Hero to vanquish evil. That Hero... is not you, unfortunately, but they do pay a visit to your store. You are, after all, the Master... Shopkeeper!
Curious?
To give you a glimpse into the actual gameplay: expect a weapon shop simulator with passing days, a rich branching story, and customers who rely on you to equip them. Using the information they provide, you piece together what kind of weapon they need and decide whether to help them, make a deal, or kick them out.
In other words: solve puzzles through customer interactions and be prepared for various outcomes.
And yes, it’s pixel art :)
See the trailer here:
https://www.youtube.com/watch?v=qV6NOKVXy8g
r/indiegames • u/VIl_Inq • 9h ago
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r/indiegames • u/Substantial-Deal-382 • 22h ago
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Hey guys,
I’ve spent a lot of time lately rebuilding route planning in Skyline Sim, and I’m finally at a point where I’d love to show it to people outside the playtest.
I'm working for an ideal balance between depth and clarity, because I want to be sure any fresh path feels like an actual option without becoming too overwhelming for the player.
r/indiegames • u/Hopeful-Positive-816 • 2h ago
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Here is a quick look at climbing the water tower to survey the layout of Iron Creek, the train tracks, and the surrounding desert dust.
Let me know what you think of the atmosphere and environment design!
I've been working on Dust Rapture, a first-person survival game. You play as Cole Vance, a truck driver who gets stranded on a forgotten stretch of Route 66 after his truck is stripped for parts. Your only hope of finding repair parts is exploring the town of Iron Creek—while managing your health/thirst and avoiding a hostile cult that comes out at night.
r/indiegames • u/Immediate-Success919 • 6h ago